
Darche Schneider |
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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.

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Rysky wrote: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.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.
*nods*

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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?
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).

Davic The Grey Contributor |

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.

QuidEst |
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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.

Davic The Grey Contributor |
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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.

QuidEst |
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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.

Davic The Grey Contributor |

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.

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QuidEst wrote: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.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.
The ability to acquire a familiar but yes.

QuidEst |

QuidEst wrote: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.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.
Yes, it does.

shaventalz |
Darche Schneider wrote:*nods*Rysky wrote: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.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.
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?

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Rysky wrote:Darche Schneider wrote:*nods*Rysky wrote: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.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.
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.

Davic The Grey Contributor |

Davic The Grey wrote:Yes, it does.QuidEst wrote: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.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.
Ok. Thanks for the info. Definitely picking this one up.

QuidEst |
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shaventalz wrote:Rysky wrote:Darche Schneider wrote:*nods*Rysky wrote: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.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.
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

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Rysky wrote:*can'tshaventalz wrote:Rysky wrote:Darche Schneider wrote:*nods*Rysky wrote: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.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.
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.
D'oh! Thankies for catching that :3

shaventalz |
QuidEst wrote:D'oh! Thankies for catching that :3Rysky wrote:*can'tshaventalz wrote:Rysky wrote:Darche Schneider wrote:*nods*Rysky wrote: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.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.
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.
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"?

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Rysky wrote:QuidEst wrote:D'oh! Thankies for catching that :3Rysky wrote:*can'tshaventalz wrote:Rysky wrote:Darche Schneider wrote:*nods*Rysky wrote: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.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.
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.
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.

Shinigami02 |
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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.

Andrew Mullen Contributor |
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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!
Isabelle Lee |
2 people marked this as a favorite. |

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

shaventalz |
Davic The Grey wrote:Rysky wrote:Specific trumps general, so no..? Don't have the PDF, would need to see the exact text. Something to think about though.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).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?

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Isabelle Lee wrote:Davic The Grey wrote:Rysky wrote:Specific trumps general, so no..? Don't have the PDF, would need to see the exact text. Something to think about though.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).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

Isabelle Lee |
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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.

Isabelle Lee |

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. ^_^

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

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

Davic The Grey Contributor |

Davic The Grey wrote:In fairness, I'd forgotten that swordtrained is a category and not a list. Let's set that example aside for the moment. ^_^shaventalz wrote:Based on the fact that Isabelle said tengu's sword training wouldn't retain the proficiency, I would say no.One more proficiency question:
If you take a monk weapon and modify it, can classes that get proficiency with all monk weapons use it?
It's funky cause it first talks like a category, then gives an exhaustive list, so I could see it both ways.

Luthorne |
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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...
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.

River of Sticks |
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Arachnofiend wrote:This is basically +1500gp for +1 AC for DEX builds.KingOfAnything wrote: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.Secret Wizard wrote: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).Rysky wrote:anything that shakes up the medium armor max dex/AC ratio?Secret Wizard wrote:Oh, is there any new armor types, btw?Yep.
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.

Alchemaic |
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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.
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.

Andrew Mullen Contributor |

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

Isabelle Lee |
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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?
Yesssssssss.
(Though as Rysky said, it'll set you back a few feats.)
I, for one, am looking forward to FINALLY being able to make my katana monk.
The system is working. ^_^

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