Sebastian Hirsch |
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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.
Buri |
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.
STR Ranger |
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?
Skylancer4 |
The Ring just became a little less useful.
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).
Errant Mercenary |
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.
Errant Mercenary |
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.
Ermalov |
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.)
Cheapy |
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 RPG Superstar 2015 Top 16 |
deuxhero |
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?
Umbral Reaver |
Meat wrote:Other than creature specific vulnerabilities and metamagic (which means more potent non-damage spells), how are you doing that?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.
Crossblooded orc/draconic sorcerer/admixture wizard abomination?
see |
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).
Weirdo |
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.
STR Ranger |
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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.
Umbral Reaver |
Cheapy wrote:Darkleaf Quilted cloth sounds like a fairly good option for a wizard, too. :PMillions of wizards prancing around in their haramaki's, curiously all from eastern themed nations.
Thank god I don't have to allow everything :-D
If you don't mind that minimum 5% spell failure rate.
Poldaran |
Poldaran wrote:If you don't mind that minimum 5% spell failure rate.Cheapy wrote:Darkleaf Quilted cloth sounds like a fairly good option for a wizard, too. :PMillions of wizards prancing around in their haramaki's, curiously all from eastern themed nations.
Thank god I don't have to allow everything :-D
Ah, I missed that(I read the first part and my brain thinks "cloth mithral, got it"). Back to the metal skirts then. :P
FiddlersGreen |
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. =)
see |
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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.
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.
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.