Pathfinder Player Companion: Adventurer's Armory 2 (PFRPG)

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Pathfinder Player Companion: Adventurer's Armory 2 (PFRPG)
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Armed for Adventure

Following in the tradition of the most popular Pathfinder Player Companion of all time, Adventurer's Armory 2 is a comprehensive guide to equipment of all sorts. Containing a wide array of new adventuring gear, alchemical items, armor, clothing options, magic items,poisons, tools, traps, and weapons to outfit any character, this guide is a welcome addition to any armory. Whether you're looking to gain the edge in combat or fit in to a social situation, Pathfinder Player Companion: Adventurer's Armory 2 has you covered!

Inside this book you'll find:

  • New feats, spells, and skill tricks to allow any adventurer to get the most out of the equipment they already own.
  • Armor and weapon modifications, allowing smiths or skilled adventurers to customize equipment on the fly to meet specific needs.
  • New construct familiars known as poppets—stuffed or wicker dolls crafted to carry out simple tasks at their masters' bidding.

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be incorporated into any fantasy world.

ISBN-13: 978-1-60125-945-5

Other Resources: This product is also available on the following platforms:

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Yay! More Weapons!

5/5


I don´t know what kind of Pathfinder game the writers play...

2/5

...but it´s not the one i wanna play.

I first read "Adventurer´s Armory" and then this book. The first one is superior in every single way.

GOOD:
-The Spider-Silk Bodysuit is very useful if you are a drow with high dex and not enough money for bracers of armor.
-The Dwarven war shield is nice if you always wanted to play a dwarf with two shields.
-The Drow Razor is great for sneak attacks and criticals.
-The Sanpkhang is a poison-users weapon of choice.
-Gnome Piston Maul & Gnome Ripsaw Glaive are both fun and useful.
-The Orc Hornbow is very powerful, but it´s an exotic weapon for everyone without orc-blood.
-The tools and kits are good as are the poisons.
-The six spells are all very flavorful and useful.
-The Alchemical Wares.
-Concoctions are fun, especially if you drink too many.

BAD:
-The traits are all much too specialized.
20 out of the 25 new weapons are bad.
-The Ladder, Lantern, Lamp, Mirror and Pole Equipment tricks are very special and far away from the usefulness of the Heavy Blade Scabbard and Shield tricks from AA.
-The new Clothing, magic items and Alchemical Equipment tricks are of very limited use or costly.
-The Equipment from Abroad items are underwhelming.

UGLY:
-Equipment Packages are clearly overpowered for 1st level characters. For instance, the "Holy Warrior Package" is worth 1245 gold pieces - more than a 2nd level player character has!
-Armor Modifications give very minor special boni but impose larger penalties.
-The Butchering Axe is way overpowered, i wouldn´t allow it in my games.
-The Weapon modifications are very pricy, give minor boni and often may need a feat to use.
-The nine feats are all bad.
-Out of the 18 Adventuring Gear items, 17 are very special and one is overpowered (Spring loaded scroll case).
-Nalinivati´s kiss got cut from the book but is still listed on the interior back cover.
-Poppets, while being a nice idea, are too cheap and easy to construct, their capabilities are held too vague. Their whole existence undermines the craft construct feat and would change the way manual labor is done on Golarion significantly. This is not well thought out.

To me 21 of 30 pages are useless, 9 are interesting.
While i am used to the fact that most of the Player Companions have 50% good and 50% bad content, this one is weaker than most.


Repackaging and Bloating

1/5

Following the recent trend of compiling, repackaging, and nerfing of material from other books this product also adds a lot more unnecessary and very niche gear to further contribute to Pathfinder bloat. This is compounded further with the fact that every interesting item features a drawback and Feat tax to avoid said drawback. The only standout items in this book are the Equipment Packages and the Poppets, but these aren't really enough to justify the cost and further game bloat.


Needed to be more adventurous

4/5

For the most part this is a very solid book. The equipment packages are a great idea for players who want to get started fast without hunting through pages of items for the prices of cheap equipment (and are a good value to boot), I want one of those waifu body pillows for the Butchering Axe, the Poppets are a great idea as cheap, easy-to-build, handy constructs, and I absolutely adore the new equipment tricks. There are also a number of reprinted items, but at least there's enough new material that it doesn't feel as egregious as when the Adventurer's Guide did it.

However, a bunch of the stuff seems like it was toned down or otherwise weakened in the interest of playing it safe. The biggest examples of this are probably the Armor/Weapon Modifications that were included. The basic idea is great, giving some customization options to players who want to add new effects or shiny bells to their equipment, but the system needed more room to grow and display what it could do rather than two pages overall. Most of the armor modifications aren't worth the price for the modification because the effects seem almost nerfed by committee, like the modification which dazzles a creature once per day if they fail a (admittedly good) DC, or the one which has a chance of sickening a creature if they happen to be using power attack and their mother just called last night and complained about how much better their brother is doing as a monster in The Dragon's Crypt, and have they met any nice goblin girls yet? The weapon modifications are a bit better off, but most of the modifications are miniscule bonuses that could have been boiled down to some additions to the Weapon Design Rules (from Weapon Master's Handbook) and a note on how to attach those additions to already existing weapons. As much as I'd want those rules to be expanded and refined into something really worthwhile, they're most likely just going to be forgotten as a bunch of weak non-magical weapon "enchantments".

It just feels... too toned down, in a way that's kind of hard to voice properly. Like the entire book was restrained, or the writers couldn't make a bunch of cool weird items for one reason or another. The first book had the feeling of being a treasure box of items that made your mind spin with the possibilities for each one. This one feels like a store shelf, where everything's been placed out for display in a very specific way, and you're just browsing for something that you want.

tl;dr Not the best book, but it's still fairly solid and has some good ideas and new tricks.


Reprints and Niche Gear

2/5

Cons
1) The direction of the artwork.
2) Equipment tricks
3) Niche Gear
4) Reprints of previous gear.

Pros
1) Equipment packages


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Silver Crusade

1 person marked this as a favorite.
Secret Wizard wrote:
What's your favorite weapon mod?

Razor Sharp, I've always liked whetsones so giving them some love makes me very happy :3

Versatile Design is gonna make a LOT of Fighters very happy.


2 people marked this as a favorite.
Rysky wrote:
Secret Wizard wrote:
What's your favorite weapon mod?

Razor Sharp, I've always liked whetsones so giving them some love makes me very happy :3

Versatile Design is gonna make a LOT of Fighters very happy.

Yeah. For me, It'll let me have a scythe as a polearm as I believe they should be. Which lets me use all those cool polearm tricks with scythes. Like the Switchblade scythe they have now.

Silver Crusade

2 people marked this as a favorite.
Darche Schneider wrote:
Rysky wrote:
Secret Wizard wrote:
What's your favorite weapon mod?

Razor Sharp, I've always liked whetsones so giving them some love makes me very happy :3

Versatile Design is gonna make a LOT of Fighters very happy.

Yeah. For me, It'll let me have a scythe as a polearm as I believe they should be. Which lets me use all those cool polearm tricks with scythes. Like the Switchblade scythe they have now.

*nods*

Silver Crusade

Hmm, curious, it says that characters proficient with a specific weapon (such as Clerics) aren't auto proficient with Modified versions of that weapon, but what about when characters are proficient with an all encompassing general assortment of weapons, such as the Tengu's with the Swordtrained racial trait?

Swordtrained wrote:
Tengus are trained from birth in swordplay, and as a result are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).

Contributor

Rysky wrote:

Hmm, curious, it says that characters proficient with a specific weapon (such as Clerics) aren't auto proficient with Modified versions of that weapon, but what about when characters are proficient with an all encompassing general assortment of weapons, such as the Tengu's with the Swordtrained racial trait?

Swordtrained wrote:
Tengus are trained from birth in swordplay, and as a result are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).

Specific trumps general, so no..? Don't have the PDF, would need to see the exact text. Something to think about though.


3 people marked this as a favorite.

Going to put poppets forward as the best thing. They're super-affordable to craft (you can create and fully trick out a tiny poppet with all eleven upgrades taken as many times as possible for under 3k), easy to buy/sell, and make a good carrier for aura type spells, explosives, and other things like that. The feat also lets you qualify for Craft Construct without investing in a bunch of irrelevant crafting feats.

Contributor

1 person marked this as a favorite.
QuidEst wrote:
Going to put poppets forward as the best thing. They're super-affordable to craft (you can create and fully trick out a tiny poppet with all eleven upgrades taken as many times as possible for under 3k), easy to buy/sell, and make a good carrier for aura type spells, explosives, and other things like that. The feat also lets you qualify for Craft Construct without investing in a bunch of irrelevant crafting feats.

I kinda need this for my Reign of Winter witch.


1 person marked this as a favorite.
Davic The Grey wrote:
QuidEst wrote:
Going to put poppets forward as the best thing. They're super-affordable to craft (you can create and fully trick out a tiny poppet with all eleven upgrades taken as many times as possible for under 3k), easy to buy/sell, and make a good carrier for aura type spells, explosives, and other things like that. The feat also lets you qualify for Craft Construct without investing in a bunch of irrelevant crafting feats.
I kinda need this for my Reign of Winter witch.

Getting the combo of the basic crafting feat, the make-it-a-familiar feat, and a backup USB drive for spells allows you to have a fairly cheap expendable familiar that's under 200gp to replace.

Also going to mention some cool theme synergy with tatterdemalion witch.

Contributor

QuidEst wrote:
Davic The Grey wrote:
QuidEst wrote:
Going to put poppets forward as the best thing. They're super-affordable to craft (you can create and fully trick out a tiny poppet with all eleven upgrades taken as many times as possible for under 3k), easy to buy/sell, and make a good carrier for aura type spells, explosives, and other things like that. The feat also lets you qualify for Craft Construct without investing in a bunch of irrelevant crafting feats.
I kinda need this for my Reign of Winter witch.

Getting the combo of the basic crafting feat, the make-it-a-familiar feat, and a backup USB drive for spells allows you to have a fairly cheap expendable familiar that's under 200gp to replace.

Also going to mention some cool theme synergy with tatterdemalion witch.

Does the feat to make it a familiar require a familiar to begin with? Without derailing the thread, my witch won't have a familiar. Interesting options though.

Silver Crusade

1 person marked this as a favorite.
Davic The Grey wrote:
QuidEst wrote:
Davic The Grey wrote:
QuidEst wrote:
Going to put poppets forward as the best thing. They're super-affordable to craft (you can create and fully trick out a tiny poppet with all eleven upgrades taken as many times as possible for under 3k), easy to buy/sell, and make a good carrier for aura type spells, explosives, and other things like that. The feat also lets you qualify for Craft Construct without investing in a bunch of irrelevant crafting feats.
I kinda need this for my Reign of Winter witch.

Getting the combo of the basic crafting feat, the make-it-a-familiar feat, and a backup USB drive for spells allows you to have a fairly cheap expendable familiar that's under 200gp to replace.

Also going to mention some cool theme synergy with tatterdemalion witch.

Does the feat to make it a familiar require a familiar to begin with? Without derailing the thread, my witch won't have a familiar. Interesting options though.

The ability to acquire a familiar but yes.


Davic The Grey wrote:
QuidEst wrote:
Davic The Grey wrote:
QuidEst wrote:
Going to put poppets forward as the best thing. They're super-affordable to craft (you can create and fully trick out a tiny poppet with all eleven upgrades taken as many times as possible for under 3k), easy to buy/sell, and make a good carrier for aura type spells, explosives, and other things like that. The feat also lets you qualify for Craft Construct without investing in a bunch of irrelevant crafting feats.
I kinda need this for my Reign of Winter witch.

Getting the combo of the basic crafting feat, the make-it-a-familiar feat, and a backup USB drive for spells allows you to have a fairly cheap expendable familiar that's under 200gp to replace.

Also going to mention some cool theme synergy with tatterdemalion witch.

Does the feat to make it a familiar require a familiar to begin with? Without derailing the thread, my witch won't have a familiar. Interesting options though.

Yes, it does.


Rysky wrote:
Darche Schneider wrote:
Rysky wrote:
Secret Wizard wrote:
What's your favorite weapon mod?

Razor Sharp, I've always liked whetsones so giving them some love makes me very happy :3

Versatile Design is gonna make a LOT of Fighters very happy.

Yeah. For me, It'll let me have a scythe as a polearm as I believe they should be. Which lets me use all those cool polearm tricks with scythes. Like the Switchblade scythe they have now.
*nods*

That seems like something that has a bunch of caveats to it.

Could I make a light flail a polearm (without using the gnomish flailpole)?
Could I make a dagger a polearm?
Could I make a LONGBOW a polearm, and shoot enemies 100' away with my highest weapon training bonus?

Silver Crusade

shaventalz wrote:
Rysky wrote:
Darche Schneider wrote:
Rysky wrote:
Secret Wizard wrote:
What's your favorite weapon mod?

Razor Sharp, I've always liked whetsones so giving them some love makes me very happy :3

Versatile Design is gonna make a LOT of Fighters very happy.

Yeah. For me, It'll let me have a scythe as a polearm as I believe they should be. Which lets me use all those cool polearm tricks with scythes. Like the Switchblade scythe they have now.
*nods*

That seems like something that has a bunch of caveats to it.

Could I make a light flail a polearm (without using the gnomish flailpole)?
Could I make a dagger a polearm?
Could I make a LONGBOW a polearm, and shoot enemies 100' away with my highest weapon training bonus?

Yes.

Yes.
No.

You can make a melee weapon be a part of a ranged group and vice versa.

Contributor

QuidEst wrote:
Davic The Grey wrote:
QuidEst wrote:
Davic The Grey wrote:


I kinda need this for my Reign of Winter witch.

Getting the combo of the basic crafting feat, the make-it-a-familiar feat, and a backup USB drive for spells allows you to have a fairly cheap expendable familiar that's under 200gp to replace.

Also going to mention some cool theme synergy with tatterdemalion witch.

Does the feat to make it a familiar require a familiar to begin with? Without derailing the thread, my witch won't have a familiar. Interesting options though.
Yes, it does.

Ok. Thanks for the info. Definitely picking this one up.


1 person marked this as a favorite.
Rysky wrote:
shaventalz wrote:
Rysky wrote:
Darche Schneider wrote:
Rysky wrote:
Secret Wizard wrote:
What's your favorite weapon mod?

Razor Sharp, I've always liked whetsones so giving them some love makes me very happy :3

Versatile Design is gonna make a LOT of Fighters very happy.

Yeah. For me, It'll let me have a scythe as a polearm as I believe they should be. Which lets me use all those cool polearm tricks with scythes. Like the Switchblade scythe they have now.
*nods*

That seems like something that has a bunch of caveats to it.

Could I make a light flail a polearm (without using the gnomish flailpole)?
Could I make a dagger a polearm?
Could I make a LONGBOW a polearm, and shoot enemies 100' away with my highest weapon training bonus?

Yes.

Yes.
No.

You can make a melee weapon be a part of a ranged group and vice versa.

*can't

Silver Crusade

QuidEst wrote:
Rysky wrote:
shaventalz wrote:
Rysky wrote:
Darche Schneider wrote:
Rysky wrote:
Secret Wizard wrote:
What's your favorite weapon mod?

Razor Sharp, I've always liked whetsones so giving them some love makes me very happy :3

Versatile Design is gonna make a LOT of Fighters very happy.

Yeah. For me, It'll let me have a scythe as a polearm as I believe they should be. Which lets me use all those cool polearm tricks with scythes. Like the Switchblade scythe they have now.
*nods*

That seems like something that has a bunch of caveats to it.

Could I make a light flail a polearm (without using the gnomish flailpole)?
Could I make a dagger a polearm?
Could I make a LONGBOW a polearm, and shoot enemies 100' away with my highest weapon training bonus?

Yes.

Yes.
No.

You can make a melee weapon be a part of a ranged group and vice versa.

*can't

D'oh! Thankies for catching that :3


Rysky wrote:
QuidEst wrote:
Rysky wrote:
shaventalz wrote:
Rysky wrote:
Darche Schneider wrote:
Rysky wrote:
Secret Wizard wrote:
What's your favorite weapon mod?

Razor Sharp, I've always liked whetsones so giving them some love makes me very happy :3

Versatile Design is gonna make a LOT of Fighters very happy.

Yeah. For me, It'll let me have a scythe as a polearm as I believe they should be. Which lets me use all those cool polearm tricks with scythes. Like the Switchblade scythe they have now.
*nods*

That seems like something that has a bunch of caveats to it.

Could I make a light flail a polearm (without using the gnomish flailpole)?
Could I make a dagger a polearm?
Could I make a LONGBOW a polearm, and shoot enemies 100' away with my highest weapon training bonus?

Yes.

Yes.
No.

You can make a melee weapon be a part of a ranged group and vice versa.

*can't
D'oh! Thankies for catching that :3

Huh. Does the pole-dagger remain a light weapon?

And then there's the Thrown weapon group, which contains plenty of melee weapons that are meant to be usable at range. I guess the difference is which section of the weapons table your equipment is in? Stuff in "Ranged Weapons" are the only options that get access to the ranged-type groups? In other words, are there two categories: "groups available to weapons listed in the Ranged Weapons section of the table" and "groups available to weapons NOT in the Ranged Weapons section of the table"?

Silver Crusade

1 person marked this as a favorite.
shaventalz wrote:
Rysky wrote:
QuidEst wrote:
Rysky wrote:
shaventalz wrote:
Rysky wrote:
Darche Schneider wrote:
Rysky wrote:
Secret Wizard wrote:
What's your favorite weapon mod?

Razor Sharp, I've always liked whetsones so giving them some love makes me very happy :3

Versatile Design is gonna make a LOT of Fighters very happy.

Yeah. For me, It'll let me have a scythe as a polearm as I believe they should be. Which lets me use all those cool polearm tricks with scythes. Like the Switchblade scythe they have now.
*nods*

That seems like something that has a bunch of caveats to it.

Could I make a light flail a polearm (without using the gnomish flailpole)?
Could I make a dagger a polearm?
Could I make a LONGBOW a polearm, and shoot enemies 100' away with my highest weapon training bonus?

Yes.

Yes.
No.

You can make a melee weapon be a part of a ranged group and vice versa.

*can't
D'oh! Thankies for catching that :3

Huh. Does the pole-dagger remain a light weapon?

And then there's the Thrown weapon group, which contains plenty of melee weapons that are meant to be usable at range. I guess the difference is which section of the weapons table your equipment is in? Stuff in "Ranged Weapons" are the only options that get access to the ranged-type groups?

Yes, proficiency on the other hand...

Thrown group is okay as long as it can still be used in melee too, it's only Bows, Crossbows, and Firearms that are relegated to Ranged I believe.


Poppet seems perfect for my doll maker character.

Contributor

1 person marked this as a favorite.

Varisian dancing scarves are the perfect add-in reward for a Desnan pyshic PC in the game I'm running, very cool item!


3 people marked this as a favorite.

It hasn't been mentioned yet, but the pirate weapons finally got weapon groups, other than "pirate". More love for pirates, and fighters, is good!


Pathfinder Starfinder Society Subscriber
Andrew Mullen wrote:
Varisian dancing scarves are the perfect add-in reward for a Desnan pyshic PC in the game I'm running, very cool item!

Approximately what do those scarves do in game mechanics terms?


3 people marked this as a favorite.

I'm most glad for the Improvised Weapons stuff, especially the Gloves of Improvised Might. I once had a character I had to retire because improvised weapons just didn't scale, now that won't happen again.

That said, messing around with Weapon Mods is fun, especially Versatile build. Now you can legitimately call your shortbow a siege engine.

Also the clothes. I get far too excited over clothing options.

I wonder if it would be possible to attach a Rope Recaller or two to a belt, and put a grappling hook on the other side, maybe get some ODM Gear (or at least a good climbing winch) up in here.

Contributor

3 people marked this as a favorite.
David knott 242 wrote:
Andrew Mullen wrote:
Varisian dancing scarves are the perfect add-in reward for a Desnan pyshic PC in the game I'm running, very cool item!

Approximately what do those scarves do in game mechanics terms?

Armor bonus to AC, but only when you move during your turn (though armor properties like fortification still apply when standing still), and they help you feint.

Also written such that characters who don't want to wear heavier armor (e.g. sorcerer) could wear them without issue!


2 people marked this as a favorite.
Davic The Grey wrote:
Rysky wrote:

Hmm, curious, it says that characters proficient with a specific weapon (such as Clerics) aren't auto proficient with Modified versions of that weapon, but what about when characters are proficient with an all encompassing general assortment of weapons, such as the Tengu's with the Swordtrained racial trait?

Swordtrained wrote:
Tengus are trained from birth in swordplay, and as a result are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
Specific trumps general, so no..? Don't have the PDF, would need to see the exact text. Something to think about though.

The intention is that no other ability that grants proficiency with a specific weapon or weapons allows automatic use of modified weapons. This includes (but is not limited to) racial traits such as swordtrained or weapon familiarity, class proficiencies such as those of the bard/rogue/brawler, traits such as Shoanti Tattoo or Arodenic Sword Training, feats such as Martial Weapon Proficiency, magic items such as opalescent white pyramid ioun stones, or anything else.

That said, wordcount is a limited resource, and I can easily think of some cool stuff that could be done to expand the system. One might allow elves with weapon familiarity to use modified longswords or rapiers as though they were martial weapons, or design a variant opalescent white pyramid ioun stone that grants Modified Weapon Proficiency instead. ^_^


Isabelle Lee wrote:
Davic The Grey wrote:
Rysky wrote:

Hmm, curious, it says that characters proficient with a specific weapon (such as Clerics) aren't auto proficient with Modified versions of that weapon, but what about when characters are proficient with an all encompassing general assortment of weapons, such as the Tengu's with the Swordtrained racial trait?

Swordtrained wrote:
Tengus are trained from birth in swordplay, and as a result are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
Specific trumps general, so no..? Don't have the PDF, would need to see the exact text. Something to think about though.

The intention is that no other ability that grants proficiency with a specific weapon or weapons allows automatic use of modified weapons. This includes (but is not limited to) racial traits such as swordtrained or weapon familiarity, class proficiencies such as those of the bard/rogue/brawler, traits such as Shoanti Tattoo or Arodenic Sword Training, feats such as Martial Weapon Proficiency, magic items such as opalescent white pyramid ioun stones, or anything else.

That said, wordcount is a limited resource, and I can easily think of some cool stuff that could be done to expand the system. One might allow elves with weapon familiarity to use modified longswords or rapiers as though they were martial weapons, or design a variant opalescent white pyramid ioun stone that grants Modified Weapon Proficiency instead. ^_^

You mentioned a few classes that have specific proficiency lists, but then you also mentioned Martial Weapon Proficiency. The MWP feat does specify a specific weapon, so I assume that's handled differently than a normal class's proficiencies?

In other words: could a vanilla Fighter properly use a modified dagger without penalty?

Silver Crusade

shaventalz wrote:
Isabelle Lee wrote:
Davic The Grey wrote:
Rysky wrote:

Hmm, curious, it says that characters proficient with a specific weapon (such as Clerics) aren't auto proficient with Modified versions of that weapon, but what about when characters are proficient with an all encompassing general assortment of weapons, such as the Tengu's with the Swordtrained racial trait?

Swordtrained wrote:
Tengus are trained from birth in swordplay, and as a result are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
Specific trumps general, so no..? Don't have the PDF, would need to see the exact text. Something to think about though.

The intention is that no other ability that grants proficiency with a specific weapon or weapons allows automatic use of modified weapons. This includes (but is not limited to) racial traits such as swordtrained or weapon familiarity, class proficiencies such as those of the bard/rogue/brawler, traits such as Shoanti Tattoo or Arodenic Sword Training, feats such as Martial Weapon Proficiency, magic items such as opalescent white pyramid ioun stones, or anything else.

That said, wordcount is a limited resource, and I can easily think of some cool stuff that could be done to expand the system. One might allow elves with weapon familiarity to use modified longswords or rapiers as though they were martial weapons, or design a variant opalescent white pyramid ioun stone that grants Modified Weapon Proficiency instead. ^_^

You mentioned a few classes that have specific proficiency lists, but then you also mentioned Martial Weapon Proficiency. The MWP feat does specify a specific weapon, so I assume that's handled differently than a normal class's proficiencies?

In other words: could a vanilla Fighter properly use a modified dagger without penalty?

Yes.

Dagger = Simple
Modified Dagger = Martial


1 person marked this as a favorite.
shaventalz wrote:
In other words: could a vanilla Fighter properly use a modified dagger without penalty?

Yes - modified simple weapons are martial, and "proficient with all martial weapons" works for them. What I said above was only referring to proficiency with specifically named weapons; sorry if I didn't make that clear enough. ^_^

What I meant with the reference to the Martial Weapon Proficiency feat, specifically, was that even if you have MWP (greatsword), you aren't automatically proficient with modified greatswords.

Silver Crusade

Pathfinder Starfinder Roleplaying Game Subscriber

What about cleric favored weapons? Does that proficiency apply to modified weapons?


1 person marked this as a favorite.
Redelia wrote:
What about cleric favored weapons? Does that proficiency apply to modified weapons?

Nope; clerics and warpriests have to take Modified Weapon Proficiency like everyone else (although their class-granted proficiency will qualify them for it).


One more proficiency question:
If you take a monk weapon and modify it, can classes that get proficiency with all monk weapons use it?

Contributor

shaventalz wrote:

One more proficiency question:

If you take a monk weapon and modify it, can classes that get proficiency with all monk weapons use it?

Based on the fact that Isabelle said tengu's sword training wouldn't retain the proficiency, I would say no.


shaventalz wrote:

One more proficiency question:

If you take a monk weapon and modify it, can classes that get proficiency with all monk weapons use it?

This... is actually a good question. (It occurred to me as I was responding to your last post.) I'll have to wait until I've seen the final text before I can say for sure... but it very well might be the case. ^_^


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Davic The Grey wrote:
shaventalz wrote:

One more proficiency question:

If you take a monk weapon and modify it, can classes that get proficiency with all monk weapons use it?
Based on the fact that Isabelle said tengu's sword training wouldn't retain the proficiency, I would say no.

In fairness, I'd forgotten that swordtrained is a category and not a list. Let's set that example aside for the moment. ^_^

Silver Crusade

Isabelle Lee wrote:
Davic The Grey wrote:
shaventalz wrote:

One more proficiency question:

If you take a monk weapon and modify it, can classes that get proficiency with all monk weapons use it?
Based on the fact that Isabelle said tengu's sword training wouldn't retain the proficiency, I would say no.
In fairness, I'd forgotten that swordtrained is a category and not a list. Let's set that example aside for the moment. ^_^

>_>

<_<

Sowwy!

Contributor

Isabelle Lee wrote:
Davic The Grey wrote:
shaventalz wrote:

One more proficiency question:

If you take a monk weapon and modify it, can classes that get proficiency with all monk weapons use it?
Based on the fact that Isabelle said tengu's sword training wouldn't retain the proficiency, I would say no.
In fairness, I'd forgotten that swordtrained is a category and not a list. Let's set that example aside for the moment. ^_^

It's funky cause it first talks like a category, then gives an exhaustive list, so I could see it both ways.


So seriously, are there or are there not SPELLS in this book?

If not, how about a few magic weapons then? Magic weapon properties?

Silver Crusade

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Thomas Seitz wrote:

So seriously, are there or are there not SPELLS in this book?

If not, how about a few magic weapons then? Magic weapon properties?

There are in fact spells, mostly involving capes but some for the boots.

No magic weapons or abilities.


Ah. I was hoping for more but at least a few spells are always good.


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Thomas Seitz wrote:

So seriously, are there or are there not SPELLS in this book?

If not, how about a few magic weapons then? Magic weapon properties?

The spells are...

Spoiler:
allied cloak (bard 3, bloodrager 3, magus 3, occultist 2, sorcerer/wizard 3, summoner 3)
billowing skirt (bard 2, inquisitor 2, occultist 2, shaman 2, sorcerer/wizard 2, witch 2)
grappling scarf (bard 1, inquisitor 1, occultist 1, skald 1, sorcerer/wizard 1)
restful cloak (cleric 2, druid 2, occultist 2, paladin 2, ranger 2, shaman 2)
sculpted cape (bard 1, occultist 1, ranger 1, shaman 1, sorcerer/wizard 1, witch 1)
surefoot boots (druid 2, occultist 2, ranger 2, shaman 2)

Most of the magic items are related to making improvised weapons more tenable...there are far more non-magical items than magical.


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quotes:
Secret Wizard wrote:
Arachnofiend wrote:
KingOfAnything wrote:
Secret Wizard wrote:
Rysky wrote:
Secret Wizard wrote:
Oh, is there any new armor types, btw?
Yep.
anything that shakes up the medium armor max dex/AC ratio?
The Nimble armor modification costs 1000gp (1500 to add to magic armor) increases max Dex by 2, improves ACP by 1, and reduces the armor bonus by 1 (unless you have a feat).
This is bad for the same reason Armor Training is bad. You'd have to put it on Full Plate to get genuine value that isn't better done with a lighter suit of armor, and then you're playing with 16 dexterity which is not enough for a dexterity build and too much for a strength build.
This is basically +1500gp for +1 AC for DEX builds.

Don't forget that it increases the Dex bonus to AC - if you have the Dex for it, then your Touch AC goes up by 2.


Thank you Luthorne.


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Pathfinder Starfinder Roleplaying Game Subscriber
Zaister wrote:
The butchering axe is a nasty looking humongous orc axe that you can only wield without penalty if you have at least 19 Strength. It does 3d6 damage. It's an exotic weapon.

I do declare, I think I may have a case of the vapors.

Zaister wrote:
The lantern staff is, well, a lantern on a stick that you can hit someone over the head with as if it were a quarterstaff but does an additional 1 point of fire damage.

Interesting, so basically a straight upgrade from a Torch. Probably more expensive though.


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So, in theory...
Could you spend a feat (or two?), modify the butchering axe to be in the close weapon group, and use it with Brawler's Flurry?

Silver Crusade

shaventalz wrote:

So, in theory...

Could you spend a feat (or two?), modify the butchering axe to be in the close weapon group, and use it with Brawler's Flurry?

It would definitely be two, EWP and either Modiefied Weapon Proficiency or Weapon Adept.

And I believe so, yes.

Contributor

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I, for one, am looking forward to FINALLY being able to make my katana monk.

Contributor

Luthorne wrote:


billowing skirt (bard 2, inquisitor 2, occultist 2, shaman 2, sorcerer/wizard 2, witch 2)

A slightly tangential hint at its function ;)


Andrew Mullen wrote:
Luthorne wrote:


billowing skirt (bard 2, inquisitor 2, occultist 2, shaman 2, sorcerer/wizard 2, witch 2)
A slightly tangential hint at its function ;)

Can it be used with a kilt, or are the wizards finally able to gloat about how they're all wearing dresses already?


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shaventalz wrote:

So, in theory...

Could you spend a feat (or two?), modify the butchering axe to be in the close weapon group, and use it with Brawler's Flurry?

Yesssssssss.

(Though as Rysky said, it'll set you back a few feats.)

Alexander Augunas wrote:
I, for one, am looking forward to FINALLY being able to make my katana monk.

The system is working. ^_^

Scarab Sages

shaventalz wrote:
Andrew Mullen wrote:
Luthorne wrote:


billowing skirt (bard 2, inquisitor 2, occultist 2, shaman 2, sorcerer/wizard 2, witch 2)
A slightly tangential hint at its function ;)
Can it be used with a kilt, or are the wizards finally able to gloat about how they're all wearing dresses already?

It works with skirts, kilts and dresses.

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