|Jeff Erwin Contributor|
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Not sure if this falls under what you're looking for, but: market prices for animals, magical beasts, and other trainable monsters other than plain ol' horses and ponies, like in the 3.0 "Arms & Equipment Guide".
Actually "Arms & Equipment Guide" would be a pretty good model for this sort of book IMO.
Filby Pott wrote:
To expand on this, a way to determine market prices for advanced versions as well. A warhorse costs X gold, a warhorse with 10 HD costs how much gold? What if it's got a template? This could really go a long way to helping mounted characters so that they don't need the Leadership feat just to get a decent mount.
Please include volumes. As in how much weight something can hold, volume, dimensions, etc. At least on storage items. Nothing more frustrating than getting a backpack (Pathfinder core) and not having an approx idea of what maxes it out.
1)Different crafting techniques for armor that are none magical, i.e Elven breastplate(normal breastplate, 10% lighter, only -5ft movement speed in heavy and medium armor, -1 to ac), Dwarven(double weight, movement speed halved, -1 max dex bonus, +1 ac, + 1 dr/adamantium). I think a few "style" templates like this added to existing armor would curb the need for newer armors and provide a cool flare for item customization.
2) Pikes(not to be confused with pole-arms) for foot soldiers, like the Sarissa(13-21ft), Swiss pike(10-25ft)and many others that allowed for "stack"-able unit formations that made well organized armies deadly.
3) New materials to craft things from, like mythical Asgardian metal "uru", Plato's Orichalcum, Amazonium- Wonder woman's bracelet or even simple Damascus steel.
i know i said this before, but more crossbow love would be great, a higher base damage martial crossbow with some unique and fun bolt types, grappling hook bolt, flare type bolt that could illuminate an area, one that mimics a modern flashbang grenade like when it hits a surface all creatures within a defined area must make a fort save or be stunned for 1d4 rounds.
1)Dragon issue 358, Aug 2007 had a fantastic article called Master's Forge that detailed non-magical (but hardly mundane!) qualities that could be added to your arms and armor. Our group still use these rules to this day, our masterwork weapons having blood grooves and basket hilts... What kind of self respecting bard doesn't have an Ornate rapier?
Equivalent rules for Pathfinder are long overdue!
2)In a similar vain, the Dungeon Master's Guide II (3.5) had great rules for items crafted by certain races or on certain planes. Called Weapon and Armor Templates (on pages 273 - 279), these rules were more about flavor than beneficial mechanics.
Also, though they focused on weapons and armor, they were not restricted to such. The Dwarvencraft template (Races of Stone, p.159)applied to tools and clothing as well as arms.
I for one would love to see item templates in Ultimate Equipment!
3)New materials! These don't all have to be better than existing materials, either. Sometimes the best new materials are the ones that represent primitive or poor cultures. Hard woods and soft rock for armor and weapons add great flavor to different cultures and areas.
And weapons aren't the only candidates here. Cheap cloth and expensive silks for clothing... Lustrous, expensive jewelry as well as dull, sacred jewelry... Rare gems and precious metals... any game benefits from a plethora of materials.
4)Alchemical items are always great, but the games really needs some harder to create items that use rare ingredients. Many current alchemical items are easily produced and have very minor game effects. While no item created in the lab should be earth shattering or deal 20d6 damage, some more powerful items that are harder to create would be appreciated.
Have to it! :)
Terry Dyer wrote:
Check out the Inner Sea World guide. It has a brief section on shipping lanes and the like that I plan on milking the hell out of for my Skull and Shackles game.
I dont think this book is going to be setting specific, but I'd love for a campaign setting book in the vein of Arora's thing, with cuisine and fashions and the like. It'd be a great roleplaying boon, especially for my PbP games where I can draw from it at a whim.
Also I'm a big fan of personal effects that are essentially useless in the scheme of things but give me something I can physically mime in character. Combs, tobacco pipes, paperbacks, food... and especially razors. I'm a big fan of giving my characters a morning rituals, and there's somethign infinitely badass about straight razors. I've taken the shaving kit with every male character since the Adventurer's Armory came out.
My two cents, there. I'll chime in with more as it comes to me. :)
Shaving Kit. Not every adventurer wants to look like a dwarf. In fact, extend that to a complete toiletries kit.
Basic Adventurers kit with a set of typical adventurer equipment. That way you don't have to buy your backpack, rope, etc individually every time you roll a character.
I'd like to see a variety of 'ready' wearable containers (bandoliers, etc) and more specific rules for them.
Bandolier: This sash has several reinforced compartments made specifically to hold vials (potions, poisons, etc). As a move action, the character can retrieve or store one of the vials. This comes in 3 sizes: Small (Holds 3 Vials), Medium (Holds 6 Vials), or Large (Holds 9 Vials, -1 Armor Check Penalty). This item can be worn in the place of a cloak.
Utility Belt: (same as above) except this item can be worn in the place of a belt.
Also, 'disguised' weapons would be a fun addition:
Cane-dagger: This ordinary looking cane's true function is revealed upon close inspection (DC20 Perception) to have a removable handle with a blade on it. The blade functions as a punching dagger, and requires a move action to seperate it from the staff.
Collapsable pistol: This pistol is specifically designed to be disassembled and placed among other metal components or tools (tool box included for 100g more). The disassembled pieces may have other attachments to further add to the disguise (the hammer from the action comes with a small handle - making it look like a jewler's hammer). A DC25 Perception check to inspect the tool box will reveal the true nature.
+ 1000 000Yeeeeeeeeees!
Battle Aspergilum, APG, pg177.
My Carrion Crown cleric carries one.
And let me add even more +s to an 'Adventurer's Kit variant. 3.5 threw one in at 15g in it's PBII consisting of: a backpack,, a belt pouch, a bedroll, flint & steel, 2 sunrods, 10 days iron rations, 50' of (hempen) rope, and a waterskin. I beleve 4E brought it over as well.
Pathfinders and adventurers in general need this kit!
Alchemical bonding alloys that allow for the transmutation of one material to another, even if superficial. How about dipping of weapons(including some natural) into vats of alloys. Or alchemical implants both biological and prosthetic, can't you see the orc with the adamantium tusks(check out my overlord grill.
Alexander MacLeod wrote:
Our D&D party once reaped the benefits of one artistic player who won costuming awards at science fiction conventions. We were garbed most elegantly.
In another campaign, my alchemist wants a copy of the vial-storing leather longcoat worn by Damiel, the iconic alchemist. Not only is it stylish, it provides places to store bombs and extracts for easy drawing.
I wish to emphasis the suggestions of Ambrus, Bombadil, Deathquaker, and mege for bandoliers and "a variety of belts, baldrics, sashes, holsters, hangers and sheathes for odd equipment." I run my campaign saying that the player characters have certain objects within reach for drawing as a move action because they purchased the right clothing to hold it: dagger bandoliers, tool vests, work aprons, wand scabbards, scroll pockets sewn into mage robes, quick-draw belt pouches, etc. It is time to make those clothes explicit.
In contrast, a few weeks ago, one GM posting Characters Holding Multiple Items complained about his players carrying a bundle of staves and two-handed weapons in their arms as they walked and then dropping them all to fight. It would be nice to show an illustration of a common backpack with a bedroll and staff properly tied to it, to show the GM and players how gear can be stowed for travel. A picture of a well-equipped modern hiker could serve as the inspiration for the well-equipped Pathfinder adventurer. Ultimate Equipment shouldn't be simply a catalog for buying equipment: it should also show how to use it.
Halfling slaves. Who will carry all my goods for me? ;)
+1 for booze, it would be cool if there was a section that outlined a bunch of different drinks for different races/areas
Also, there are prices for tobacco but you don't have any smoking apparatus listed (also though I can see how this would go into a grey area of whether or not it's appropriate to list...)
Shortswords and slashing reminds me of a new weapon I've just genned up for a new campaign in non-Golarion areas. It's a swordbreaker. Nasty medieval weapon, but nasty for the weapons of an opponent. I made them a one handed martial, not light, since they are a bit heavier than a shortsword and notched and thick on one side. As short sword, but heavier and x2 damage on a sunder check. A good weapon for mercs and adventurers.
Darigaaz the Igniter wrote:
And if caught without weapons, or they are all sundered, break out your shaving razor. It's amusing, until you use it in a grapple or sneak attack with it.
Our group had so much fun with Aurora's Whole Realms Catalog back in the day... You couldn't go wrong using that book for Inspiration.
Brings back fond memories of a character I was DMing building a makeshift hang glider out of spider poles and a tent while plumeting from a carriage that had been snatched and carried high into the sky by an ancient dragon...
How about a healthy listing with pics of all the minerals, gemstones, and plant fauna to be found in Golarion!
I am especially fond of the idea of an exhaustive listing of minerals (more than what has been listed in previous books). For example, Dwarven miner with mining profession mines Asbestos (a fire retardant mineral), and then the Asbestos is stitched in the lining of boots, to make Asbestos boots with resistance to fire.
Include an exhaustive listing of the various plant fauna to be found/gathered to create non-magical healing salves, (e.g.,certain barks or leaves for bandages with anti coagulant properties), poisons, etc., with locality and their respective properties.
LOTS more minerals for the mining profession, which in turn can be used as ingredients for alchemical items or clothing or annealing weapon metals.
Plant fauna for us herbalists!
A separate category for all this great stuff, such as, "Raw Material Components", with references to the various professions that can use them.
These listings would be very useful for herbalists, alchemists, and various other professions. With pics, even better.
p.s. a nice 110+ item deck would be lovely for us herbalists/other professions with the minerals and plant fauna of Golarion!
I would support expanded rules explaining how they work, but I don't think a comprehensive list is the way to go. For instance, a Diplomacy tool could be very different depending on the campaign setting, and different character concepts might have different ideas for what kind of tool they would use as well. So some examples would be nice, but I'd like to leave the door open for players to skin and roleplay their tools in creative ways.
*showing his age* You're thinking of scarves.
I would take inspiration from Luven Lightfinger and Arora's Whole Realm Catalog for categories of items that lay outside the norm.
This! Aurora's book was by far one of the greatest supplementary books released during 2nd ed. Over the years the many different groups I've run with have always loved it.
What about weapon and armor reinforcements? You can have them simply increase the hardness of the item by 1; limit 1 reinforcement per item/ weapon.
+1Great post DeathQuaker.
I too want a Bandolier and (or) a utility belt. Utility belt or call it adventurer's belt.
Belt for oils, potions, elixirs etc. ..and perhaps for splash weapons.
Splash weapons could perhaps both be strapped to the Bandolier and the belt.
A utility belt. A belt with limited slots for potions, oils and elixirs. Possibly some other stuff, like holy water, antitoxin, alchemist fire, acid, etc. Perhaps even scrolls. Drawing an item from the belt and/or Bandolier would be a free action (or a swift action).
A free action or s swift action or... retrieving the item could be a move action that don't provoke AoO or you could retrieve it 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).
It don't have to be a belt and a Bandolier. It could just be a Bandolier. A Bandolier for scrolls (and thrown blades ) would be really cool. But a bandolier for any item, like potions, scrolls, thrown blades would be nice.
I also want more information on containers and kits.
Stats on items could be useful.
I would like to see a relatively simple set of rules for determining the availability of equipment on the fly. Some rules for determining the legality of items such as drugs, alcohol, firearms, loaded dice, etc. would be cool too.
Also, I would like to see the following thief/spy type items:
+ Pin/Razor Ring (deliver poison/cut ropes or paper)
I'd like to see more items for weapons
Other than that