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More Paizo Blog. Link. Tags: GameMastery, Kieran Yanner, Pathfinder Adventure Path, Pathfinder Roleplaying Game
Magic charms, magic locations, Base class that would fit well in the mana waists or numeria, building enhancements like a magic forge, clockwork items, unreliable clockwork items, magic food, books that give you an equipment bonus on knowledge checks, games of golarion like blood pig, equipment feats Ex. rapped rummage, rules for running a shop or guild, random scroll wand and potion chart, common magical items +1 plow of root bane, equipment inventing rules similar to magic item creation rules.
Gorbacz wrote: Phased plasma rifle in the 40 watt range. That would make it on the power level of the light bulb in those toy kitchen ovens we used to make those round flat cakes when I was a child.
Ross Byers wrote:
Well, I guess I found my next purchase. Thanks for pointing that out Ross. @Caedwyr: I'll check it out, thanks.
i would love to see a 2 or 3 item set that gives a bonus for completing it. bracers neck/face and boots. each item would have its own abilities but you would gain a spell like ability if all 3 were combined. the Haunted Jester wrote:
this is called LSD
I want editorial consistency on two things: 1. What category an item gets put into. For example, a hammer gets listed as "adventuring gear" (in the Core Rules) but an anvil gets listed as "Tools" in the APG (even though both equipment sections have both "adventuring gear" and "tools" as categories). Everything needs to be sorted out in a consistent and intuitive place. Further, I think items specifically needed for class features need to be in their own section, away from other listed items (for example, Alchemist's Kit, Spellbook, Spell Component Pouch, Holy Symbol -- these should all be on their own list, away from other tools or adventuring gear). 2. What gets listed as "General Item, Specific" and what gets listed as "Just this specific item here." For example -- we have on the equipment table in the core rulebook the following items: sword, short
Further, "sword, short" is listed as "shortsword" in the item descriptions (the others are listed as sword, [specific], matching their table entry). So either "longsword" should be "sword, long" or the other items should be shortsword, bastard sword, two-bladed sword, etc. Then we have in the CRB "dagger" and "dagger, punching." But then in the APG we have "swordbreaker dagger" (as opposed to "dagger, swordbreaker"). This is especially where it gets ticklish because in UE, if I understand, all these items are being reprinted, so if a reader sees "dagger" they think, "okay for all kinds of daggers, I will look it up under "dagger" first and not by a descriptor--and then they might miss swordbreaker dagger entirely. I am sorry if this is pedantic, but it really drives me crazy, and it really makes it difficult to look for items in compiled lists sometime. (I made my own combo list of CRB and APB items for my players, and half the time I spent was just trying to make everything read consistently and be easy to find -- but it makes finding things SO much easier and is so much more player friendly.) ---------------------------
Banners - For cavaliers. Well, for everyone, really, but if you're carrying a banner, there should be a weight and cost and whatnot associated with it. Those things are heavy! If a cleric's gotta buy a holy symbol and a wizard's gotta buy a spellbook, a cavalier should buy a banner. Wondrous Items for neglected body parts -- What I mean is, is there's lots of generally very useful cloaks and amulets and boots, but I'd like to see more shirts and bracelets and circlets, for example. (Heh, when I typed that, I accidentally typed "shorts." I guess we could use more of those too. ;) ) Packages -- like the "Standard Adventurer's Kit" others have mentioned. I think there could be others like the "spellcaster's pack" and "the dungeoneering pack" and the "mountain climbing pack" etc. More special materials. I recall the old Arms and Equipment guide had an elven leaf armor thing that was sort of like mithral but for non-metal armors. Something like that would be cool, as well as other special materials that might give bonuses to certain kinds of movement or protect from certain kinds of attacks, etc. etc. I DON'T want more general types of weapons or armor; I think we've got it pretty well covered by the existing books. We're even pretty good for general enchantments for weapons and armor -- although specific magic weapons and armor are always cool, including artifacts.
Skerek wrote:
The item doesn't already exists,as far as I know. runestone-of-power of power does not grant more spells know, it only grant one more spell slot.BTW I hope the runestone and a pearl granting one more spells know will be in the ultimate equipment guide. I'm really liking the idea of an ultimate equipment guide.
bdk86 wrote:
+1 and reprinting of non-magic items too wolflord wrote: - Low level/budget magic items; things that you can buy when you are levels 1-5. +1
Eric Clingenpeel wrote:
I'm not sure what Eric Clingenpeel meant but, the heal skill and skills like the craft alchemy skill is far from powerful. If you invest 10 or 15 ranks in a heal or craft alchemy they should be a bit more useful than they are now. Or else people will just go on maxing perception. It is not that the heal skill should let you cast heal spell at will, but I wouldn't mind a item with a prereq to use. Either a prereq to use it at all, or that you can unlock more powers (use it better) if you have more ranks in the skill . Or a magic healkit, minor magic healkit and major magic heal kit.Same goes for craft alchemy stuff. Set wrote:
+1 Set. DeathQuaker wrote: Packages -- like the "Standard Adventurer's Kit" others have mentioned. I think there could be others like the "spellcaster's pack" and "the dungeoneering pack" and the "mountain climbing pack" etc. +1
Sean K Reynolds wrote:
You wrap them around your fists, which are bludgeoning weapons. Claws are slashing weapons, so wrapping them with something will just drastically reduce their effectiveness. 'Simulationist'-wise, it's plausibe to use identical or similar items as Handwraps on Natural Weapons like Tail Slaps or Slams (Bludgeoning), but Claws or Bites... not so much. Of course, Adamantite Claw/Tooth 'sheaths' could have equivalent function (mechanics wise).
Sean K Reynolds wrote:
The first thing that occurs to me is to make them something that is restricted to creatures with a ki pool. This gives easy access to monks, ninja, rogues with the appropriate talent, and other classes willing to dip into one of those other options. Which seems nice until I think about something with natural weapons dipping to one of those classes, and the whole problem comes up again. Ah well...
Quandary wrote: You wrap them around your fists, which are bludgeoning weapons. Claws are slashing weapons, so wrapping them with something will just drastically reduce their effectiveness. 'Simulationist'-wise, it's plausibe to use identical or similar items as Handwraps on Natural Weapons like Tail Slaps or Slams (Bludgeoning), but Claws or Bites... not so much. Of course, Adamantite Claw/Tooth 'sheaths' could have equivalent function (mechanics wise). Okay, so why couldn't a creature with slam attacks use these proposed handwraps of unarmed strike augmenting? Slams are bludgeoning.
I think if those aren't planned, it'd be nice to just explicitly say so. There is, of course, a certain awkwardness with suddenly monks going from fighting with their whole body to just their hands. I just know people would be using the bonuses in situations where they shouldn't, due to the oddity of your unarmed attacks being enchanted, but your unarmed attacks being not-enchanted.
Sean K Reynolds wrote: Okay, so why couldn't a creature with slam attacks use these proposed handwraps of unarmed strike augmenting? Slams are bludgeoning. Pre-errata brass knuckles :D there fixed it.
Sean K Reynolds wrote:
I wouldn't justify it at all. If a lizardfolk wants to wear a handwrap, that's fine with me. If a non-Monk wants to wrap his hands and buff his unarmed combat options, I'm fine with that, too. I did say 'for Monks,' but did not intend to exclude it from anyone who isn't a monk. Some handwraps, with 'fantasy kung fu' / wuxia-like effects or powers, might specifically require one to have a point of ki remaining or a ki pool, to use, but those would be as specifically 'monk-ly' as a spellbook is specifically 'wizard-ly' and not of much use to the other 10 core classes (and countless monster types) that can read.
Sean K Reynolds wrote:
This is how you describe the weapon: Hand wraps: (or brass knuckles or cesti or whatever)
You cannot substitute natural attack damage for unarmed strike damage when determining the damage dealt by these weapons.
Sean K Reynolds wrote:
I agree but why not have them anyway
DeathQuaker wrote:
...That's not bad.
Is it so important to protect the distinction between hand-based unarmed attacks and hand-based natural attacks for the purpose of this item? Because that is metagaming. Why not have hand wraps that work on slam attacks too? Trying to be clever by saying "bludgeoning only" or somesuch is going to have players wrapping their earthbreakers in handwraps. They're handwraps. They should only work on hands. I would be 100% ok with monsters that had handwraps on their slam attacks. As far as I'm concerned, that makes it easier for me to place them as treasure for monks! Otherwise, they're going to scour every city for a shop that has them, or get them crafted. Why fight it?
Sean K Reynolds wrote:
I've always looked at Slam attacks as a hulk smash, non-finesse kinda thing. Just kinda waving around those giant limbs to hit something. Unarmed strike for monks is all about concentrating force into a certain area. Things like brass knuckles (which I still think is stupid not to add onto unarmed damage, I houserule it in) are force multipliers. All of that power going into a punch is spread over a much smaller area, thus increasing the effect of the punch. As far as the handwraps and whatnot go, I really don't see how they'd work any better. Maybe if they're metal studded handwraps, it kinda goes the way of brass knuckles into being a force multiplier. Or things like wrist wraps, which would help to keep your wrist from flexing when hitting something, and keeping the full force of a hit.
Gauntlets of ogre power- that stack with belts of giant strength Vest of resisance Bracers of deflection-1/round deflect ray/ranged touch attack Gem of healing- 1/day pick one effect:cure serious, remove disease, remove blindess, or neutralize poison
Evil Lincoln wrote:
+1 Edit:I think it is time the vanilla monk (or any monk) using unarmed strike gets some love . After the APG most monk players seem to be playing archetypes flurrying with a Temple sword, because the Temple sword is so much better that any unarmed strike....even when using an amulet. The Temple sword is great but unarmed strike could do some love. Says I that even don't like the Monk.
DeathQuaker wrote:
Whoops, realized I should have said "deal an amount of damage equal to your unarmed strike damage DICE." Also, if you want to restrict these to "hands only, no natural attacks," -- that's no more metagamey than prohibiting core monks from using natural attacks in a flurry of blows.
Sean K Reynolds wrote:
I agree :-)
I don't really feel like accusations of being "metagamey" are very fair, considering all the existing metagameyness that goes on... Brass knuckles getting nerfed? Metagamey.
I have no problem with metagameyness. I think game balance is more important than "makes sense". It's your game, do what you want, I'll do what I want in my game, but I feel like this is not a fair complaint to have.
Evil Lincoln wrote:
Right... The distinction between UAS and Slam Attacks (or Tail Slap attacks... tails can deliver UAS if you are Humanoid with a tail) really just seems about how attack sequences are derived (iterative vs. natural attack style). Same-sized creatures being able to used Wraps for their Tail or Fists whether those are classed as UAS or Slams/Tail Slaps seems fine with me. Some Monsters have Slam attacks with no indicated body part, and are otherwise 'humanoid shape' which suggests that their Slams could well be ' punches' (that are just Nat Attacks for interests of determining their attack sequence and damage dice)
Hah now that I think about it, the improved natural attack one is particularly apt. You can't POSSIBLY imagine that there's handwraps that apply only to monk unarmed damage but not natural bludgeoning attacks, and yet there's a feat that inexplicably does exactly that, but vice versa?
Evil Lincoln wrote:
As long as handwraps aren't in a Tanooki encounter. Yawar
Evil Lincoln wrote: Is it so important to protect the distinction between hand-based unarmed attacks and hand-based natural attacks for the purpose of this item? Because that is metagaming. Why not have hand wraps that work on slam attacks too? Because I believe the earlier concern was "I want a handwrap item that enhances unarmed strikes, but doesn't limit me to just punches." So the goal is: * An item that helps monks with unarmed strikes
Sean K Reynolds wrote:
#3 doesn't really bother me, since I think cost would be prohibitive for putting a wrap on each attack... The other three do sound good, though. I hope this means you're considering something along these lines for inclusion, then...
Sean K Reynolds wrote:
Yup sounds like you are done :) Amulet of Unarmed Strike:
If there's balance reasons, sure, keep it the way it is. But I don't see how it's really unbelievable or metagamey to have this item, considering everything else that's going on in the world. I don't even see a problem with it still taking up the natural armor slot if it's for balance purposes. I agree that being handwraps kind of implies that they are for punches only, which doesn't really work (eg no bonus on various kick feats?) unless you make them inherently magicy. Alternative: Make a powered down Monk's robe item for a few k that comes with +1 enhancement on UAS, maybe +1 Stunning fist per day, UAS is 1 level higher, and +1 enhancement. Make both Monk robes and new lesser monk's robes enchantable like melee weapons, only applies to unarmed strike.
Here is an alternative thought for monk weapons: Make a small change to the text of flurry of blows (or insert this elsewhere under a general 'monk weapon' heading. Quote: A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows unless the weapon has the Ki-Focus enhancement and the monk has taken the Weapon Focus feat in the chosen weapon's type. A monk with natural weapons cannot make natural attacks in addition to his flurry of blows attacks. This lets the old brass knuckles, the handwraps, and whatever other weapons the monk player wants to use be useable as a monk weapon with the appropriate investment.
Sean K Reynolds wrote:
And isn't just an amulet of mighty fists, with another name (that only costs less than the amulet of mighty fists).
Wait, so what you're asking for is a handwrap that just enhances attacks just from that hand? I think we can do that. It's going to need some specific language clarifying iterative attacks with that limb and that it doesn't affect unarmed strikes from other parts of the body. But I think it's doable.
I know it's cheesy to bring it up again but I can't edit my post on the utility belt and the Bandolier. Instead of retrieving a potion (or any item) from the Belt or Bandolier, retrieving the item could be a move action that don't provoke AoO or as part of a move if your BAB is +1 or higher. If you have the quick draw feat retrieving an item is a free action (or swift action).
Sean K Reynolds wrote:
I guess so, yeah. They'd be good for beefing up zombies and the like, and not too silly looking in those cases. And therefore the monk PC might have cause to find enough of them to cover his whole flurry. Of course, there could be a bunch of reasons that wouldn't work... That's just how I'd do it at my table, and my players are downright easy compared to the Pathfinder Public.
Sean K Reynolds wrote:
I am sure the others can correct me if I am wrong, but no, that is not what is being asked for. (Well, it's not what I am asking for, I know that much.) What the desire for handwraps boiled down to is "I want to be able to use something that can be enchanted like a weapon but uses my unarmed strike damage." I don't remember anyone asking about NOT being limited to punches. Although yes, there IS a question that if a weapon enhances attacks made with your hands, what happens to unarmed strikes made with other body parts? But that's why you need to classify the item in question AS A WEAPON and attacks with them as WEAPON ATTACKS rather than unarmed strikes--you just put in the WEAPON's damage box "*as wielder's unarmed strike damage dice." In this case you'd be attacking with your weapons -- and sure, if you were capable, you could attack with unarmed strikes also with head, elbows, or feet, but they wouldn't be enhanced by the weapon's enhancements, because they have nothing to do with the WEAPONS you are wielding. Heck, you could wear a magic handwrap on one hand, and nothing on the other, and when you would flurry, the attack with your handwrap would be with your weapon and all its enhancements, and the attack with your empty fist would be an unarmed strike, with all its enhancements (or lack thereof). The trap IMO with all these "fist weapons" is that they are treated as "modified unarmed strikes" when they shouldn't be--that's the part that's incongruous and weird and metagamey. It shouldn't modify unarmed strikes. It shouldn't do anything to unarmed strikes. Take the whole modified unarmed strike thing off the equipment table. They're weapons and should be treated as such. Just the way you determine the damage they deal is different from other weapons. That damage happens to equal your unarmed strike dice. That's all. The general dilemma with monks is you have to choose between unarmed strikes, which (eventually) have superior damage dice, but you have trouble bypassing DR with them and it's harder to get enhancement bonuses to attacks; OR monk weapons, which can be easily enchanted and made out of special materials like adamantine, but have poor damage dice. And is there a good reason why the monk should have to choose? That's why people liked the brass knuckles pre-errata. Because they could have, say, a +3 adamantine weapon that had good damage dice that they could flurry with. The other monk weapons don't get obsolete because most of them still also have special abilities like trip, or deal slashing or piercing damage, which still makes them as useful as they ever were. (And the conversation went on as I wrote this but I think I still had a point in there somewhere...) (Edited for further details/clarification/inability to shut up.)
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