New must-have gear?


Advice

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Silver Crusade

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The "Benevolent" weapon and armor enhancements are insane. For every character with the bodyguard feat or the swift aid feat... it is a pretty sweet deal.

The "Courageous" is very good too, especially if you have heroism on your character most of the time, it's an even better deal for 2 weapon fighters.


The reason I'm convinced its +1 DC is because hardly any hexes are level based except the healing ones and supernatural abilities aren't subject to SR. So what's left that can be beneficial? Only thing that comes to me is DC. Yu could get flight a little early but no character pre level 5 is going to be able to drop 22k on an item.


Sebastian Hirsch wrote:

The "Benevolent" weapon and armor enhancements are insane. For every character with the bodyguard feat or the swift aid feat... it is a pretty sweet deal.

The "Courageous" is very good too, especially if you have heroism on your character most of the time, it's an even better deal for 2 weapon fighters.

Courageous is a no brainer for Barbarians and ESSENTIAL for Eldritch Heritage (Orc) builds.

What does Benevolent do?

Is there anything which helps will saves?


The Ring just became a little less useful.

Blog wrote:

Does the ring of continuation (Ultimate Equipment, page 168) allow you to cast time stop with a duration of 24 hours?

This item has had some unintended consequences and needs a fix. Change the second sentence of the description to read as follows: "Whenever the wearer of the ring casts a spell with a range of personal and a duration of 10 minutes per level or greater, that spell remains in effect for 24 hours or until the wearer casts another spell with a range of personal (whichever comes first).


And less crazy lol


Kyoni wrote:

The "Calling" weapon property looks like a better replacement then "Returning" for people who'd want the latter... you recall the weapon as a swift action:

So you get your weapon back before the end of your current turn and enemies who try to disarm you are going to be dissapointed. :-)....

AMAZING item in this book is:

Blink Back Belt

Allows for thrower builds! Finally you can enchant weapons and have them be viable as a thrower! No returning or calling needed either.


SirGeshko wrote:
The Quick Draw knife thrower build is now financially feasible with the Blinkback Belt (p211). 5,000 gp to have up to four thrown weapons return to your belt immediately after the attack is resolved. Infinitely cheaper than the +1/weapon Returning quality with the added bonus of having your weapons readied for AoOs when its not your turn!

Ah ninja! Well, as noted here.


STR Ranger wrote:


Courageous is a no brainer for Barbarians and ESSENTIAL for Eldritch Heritage (Orc) builds.

What does Benevolent do?

Is there anything which helps will saves?

Benevolent armor adds the armor's enhancement bonus to the increased AC from an Aid Another action. It costs a flat 2,000gp. So, if I were wearing +2 Benevolent full plate and aided my rogue (or bodyguarded him) to increase his AC, he would get a +4 AC bonus not +2.

Benevolent eeapon enchant adds the weapon's attack bonus to the bonus for an aid another action on an attack roll. It costs a +1 enhancement.

(For reference, Courageous weapon enchant adds a morale bonus to saving throws against fear equal to the weapon enhancement level. It will stack with other morale bonuses at 1/2 its enhancement level, and costs +1 enhancement.)


Poke.

Any other Ideas?

The Exchange

The hosteling armor enchant was my first find. 7500gp and now large animal companions can go anywhere.

Edit: also jingasa of the fortunate soldier seems very nice. (5k helm that negates one crit or SA per day).


Dot


Dagger of Doubling is nice too. There are 3 ways to make thrown weapon users work well in this book, and that's one of them.

Fighter's Fork: Swift action to switch between trident, trident with reach, or light weapon classified trident.

Anchoring weapon enhancement allows so many shenanigans with monks or natural weapon users.

Gauntlets of the Commanding Conjurer. Anything I summon understands me? Yes please.

The prayer wheel and striking bell that allow monks to change what DR they overcome


Black Powder Chocobo wrote:
All of my non-Martial Artist monks will be getting the Bracers of Ki Mastery for 10K.

Just to correct you, it's a ring, not bracers.

Lantern Lodge RPG Superstar 2015 Top 16

Bah, I was looking at Bracers earlier and got my accessories mixed up. Which is fine though; I'd prefer that as a ring and leave my Bracer slot for some Paladin goodness for my Champion of Irori :P


Glad to help! I just didn't want others to get confused if looking it up! :-)


Meat wrote:
deuxhero wrote:
^ Or the mage could use a divination to do it. Plus if they are killed by fireball (CL d6), they aren't that very tough mooks in the first place.
If your not doing 1.5(((CL+4) * (d6+1)) + .5CL) you just aren't fireballing.

Other than creature specific vulnerabilities and metamagic (which means more potent non-damage spells), how are you doing that?


deuxhero wrote:
Meat wrote:
deuxhero wrote:
^ Or the mage could use a divination to do it. Plus if they are killed by fireball (CL d6), they aren't that very tough mooks in the first place.
If your not doing 1.5(((CL+4) * (d6+1)) + .5CL) you just aren't fireballing.
Other than creature specific vulnerabilities and metamagic (which means more potent non-damage spells), how are you doing that?

Crossblooded orc/draconic sorcerer/admixture wizard abomination?


It's not new to UE, but since it hasn't been changed from the Ultimate Combat debut --

Haramaki is still zero Armor Check penalty and 0% ASF, as is silken ceremonial armor. Which means wizards and sorcerers can wear them with no negative effects, without spending any feats or swift actions (nonproficiency only adds the Armor Check penalty to things, which here is zero, and 0% ASF means no chance of spell failure).

So now only monks have to go around without anything in the armor slot (since even zero penalty, zero ASF armor shuts down a monk's AC bonus, fast movement, and flurry of blows).

Grand Lodge

Add an Armored Kilt to that Haramaki.


blackbloodtroll wrote:
Add an Armored Kilt to that Haramaki.

Wouldn't that affect movement speed, though?

Shadow Lodge

Ermalov wrote:
Benevolent armor adds the armor's enhancement bonus to the increased AC from an Aid Another action. It costs a flat 2,000gp. So, if I were wearing +2 Benevolent full plate and aided my rogue (or bodyguarded him) to increase his AC, he would get a +4 AC bonus not +2.

Or +6 with the "Helpful" trait that boosts Aid Another. My Bodyguard Inquisitor wants this pretty hard.

Grand Lodge

Poldaran wrote:
blackbloodtroll wrote:
Add an Armored Kilt to that Haramaki.
Wouldn't that affect movement speed, though?

Not if both are Mithral.


Just tell me how you make a mithral version of a "silk" armor. No metal no mithral :-(

Grand Lodge

Haramaki is metal, not silk.


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Weirdo wrote:
Ermalov wrote:
Benevolent armor adds the armor's enhancement bonus to the increased AC from an Aid Another action. It costs a flat 2,000gp. So, if I were wearing +2 Benevolent full plate and aided my rogue (or bodyguarded him) to increase his AC, he would get a +4 AC bonus not +2.
Or +6 with the "Helpful" trait that boosts Aid Another. My Bodyguard Inquisitor wants this pretty hard.

This would be good for Honourguard archetype Cavaliers

+2 Benevolent Armor
+2 Aid Another
+1 Class ability
+2 Helpful Trait.

+7 to an allies AC is awesome.
It gets better as armor improves.
Between that and Handing out teamwork feats there's a fair bit of incentive for Cavalier +Buddy to be adjacent.


I missread it. Sorry

Grand Lodge

I do not understand your question.

Besides, Silken Armor can be made of Darkleaf Cloth, which, more or less, functions exactly like Mithral.


A Haramaki is also a long piece of cloth or silk wound around the belly as part of a traditional japanese outfit. Thought about those.


Ok, I don´t say you can´t, but what material is an armored quilt?
I would love to loose the movement penalty by making it mithral but is there any definite ruling you can? And does darkleaf armor count as one level lighter regarding movement speed. Can´t find that in the entry.

Lantern Lodge

Dot.

Does anyone know if these items will be making an appearance in any PFS Scenarios?


Millions of wizards prancing around in their haramaki's, curiously all from eastern themed nations.

Thank god I don't have to allow everything :-D

Silver Crusade

Dotting hard.


Cheapy wrote:

Millions of wizards prancing around in their haramaki's, curiously all from eastern themed nations.

Thank god I don't have to allow everything :-D

Darkleaf Quilted cloth sounds like a fairly good option for a wizard, too. :P


Poldaran wrote:
Cheapy wrote:

Millions of wizards prancing around in their haramaki's, curiously all from eastern themed nations.

Thank god I don't have to allow everything :-D

Darkleaf Quilted cloth sounds like a fairly good option for a wizard, too. :P

If you don't mind that minimum 5% spell failure rate.


Spend a feat to reduce that by 10.


And... put on a mithral chain shirt?


Sure, why not.


Umbral Reaver wrote:
Poldaran wrote:
Cheapy wrote:

Millions of wizards prancing around in their haramaki's, curiously all from eastern themed nations.

Thank god I don't have to allow everything :-D

Darkleaf Quilted cloth sounds like a fairly good option for a wizard, too. :P
If you don't mind that minimum 5% spell failure rate.

Ah, I missed that(I read the first part and my brain thinks "cloth mithral, got it"). Back to the metal skirts then. :P


There's a belt of continuous ant haul that stacks with the tripled carry capacity of the muleback cords.

+8 str, then tripled to determine your carry capacity.

All for 3,000 gp.

Put them on your animal and have it haul mountains. :D

Silver Crusade

Cheapy wrote:

Millions of wizards prancing around in their haramaki's, curiously all from eastern themed nations.

Thank god I don't have to allow everything :-D

Eh. Wands of mage armor are cheap and, until you can afford to enchant the haramaki to +4 or so, at least as effective.


All my wizards/witches wear the Haramaki+Kilt.

It's awesome. The haramaki is basically an armored belly plate. The had that stuff in western cultures as well. Besides we play on a world where there are REAL spellcasters and they been around a long time. Surely this knowledge is fairly common.


Aaaaand le dots continue.


Oh, huh. Armored Kilts didn't make it over in UE. I thought I saw them in there bfore, strange.


Dots for future reference.


Helikon wrote:
Ok, I don´t say you can´t, but what material is an armored quilt?

An armored quilt is what your granny makes from from old sheets/spare patches of cloth, loose wool and scrap metal from grandpa's first chain shirt that he can now no-longer fit into.

An armored kilt is a cloth/leather skirt with metal bars/plates sewn into it to protect the waist and thighs. =)

Shadow Lodge

So anyone got any must haves for a magus?


Wait, does the Armored Kilt reduce your movement speed to 20 ft? I've been playing that wrong all this time!


Seriphim84 wrote:
So anyone got any must haves for a magus?

Not out of UE, but from the ARG are the Gloves of elvenkind. +5 to cast defensivly. I would rank that as must have for a magus.

Grand Lodge

Darkleaf cloth does not increase spell failure.

It reduces spell failure to a minimum of 5%, but as the armor already has a 0% spell failure, there is nothing to reduce, and the material does not suddenly increase spell failure.

That's just silly.


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Cheapy wrote:

Millions of wizards prancing around in their haramaki's, curiously all from eastern themed nations.

Thank god I don't have to allow everything :-D

You don't, but they're PFS legal . . . which the armored kilt at least has the grace to not be.

pauljathome wrote:
Eh. Wands of mage armor are cheap and, until you can afford to enchant the haramaki to +4 or so, at least as effective.

There are cases where the wand works better, yes. But compare bracers of armor, and the haramaki comes out ahead almost everywhere. The haramaki is cheaper for the AC than the bracers the whole way up. It uses a slot your wizard would otherwise have open (so if you want spellguard or arrowmaster's bracers, for example, nothing's in your way). It can accept flat gp amount special abilities (like the hostelling property to protect a familiar, witches take special note).

The bracers aren't strictly obsolete (they can give +7 or +8 to AC, they're cheaper as de facto ghost touch armor), but they sure approach it.

TheRonin wrote:
Wait, does the Armored Kilt reduce your movement speed to 20 ft? I've been playing that wrong all this time!

Combined, an armored kilt and light armor (like a haramaki) counts as medium armor. You're still -0 armor check and 0% ASF, but speed (at least arguably) drops to 20.

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