New must-have gear?


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And again, it's a situation where no one with moderate system mastery uses Bracers of Armor even in core only games because 1: They cost way to much 2: Mage Armor lasts effectively all day for you by the time you can afford them, especially if extended (even buying the spell for your book, a pearl of power AND lesser extend rod is cheaper for better effect) and their low AC boost won't stop you from being hit (if the enemy is even using something with an attack roll at this point).

Wizards only ever bother with armor for special properties, not the AC bonus.


see wrote:


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.

Hmm is 20 foot speed an inherent property of medium armor though? Isn't there at least one medium armor that does not have a 20 foot movement speed limitation? If so then I guess i've been doing it wrong and need to fix one of my characters.

I guess I assumed (presumably incorrectly) that the only difference in counting as medium armor would be when it came to proficiency, or things like a bard's ability to ignore spell failure in light armor.


Anything to settle the whole "Alchemist extracts and perals of power" thing? I think it's pretty clear they should work, and thankfully current DM agrees, but was wondering if UE touched on this at all, or made a similar item for alchemists.

Kilt: Bah, had high hopes for that, but it'd still hit you with at best +8 max dex, even if made mithral. Oh well, mage armor is cheap and easy. Current character is already over +8 dex when mutagen is active...


Celestial armor made Mithral, if customized, can work now, due to new wording from UE versus the wording from core book.

Dark Archive

StreamOfTheSky wrote:

Anything to settle the whole "Alchemist extracts and perals of power" thing? I think it's pretty clear they should work, and thankfully current DM agrees, but was wondering if UE touched on this at all, or made a similar item for alchemists.

Kilt: Bah, had high hopes for that, but it'd still hit you with at best +8 max dex, even if made mithral. Oh well, mage armor is cheap and easy. Current character is already over +8 dex when mutagen is active...

Yes they did settle it in UE and came down on the side of Pearls don't work for alchemist extracts.

HOWEVER on the plus side they added a new item called a Boro bead which does pretty much the same thing for infusions (but not elixers, bombs & mutagens).


O_O

WTF?!

I just got a level 4 pearl of power from random trasure haul. I am not giving that up before i even get high enough level to use it... :(

And why the hell should alchemist be feat taxed into Infusion just to be able to use a pearl of power? What the hell is the sense in that?!

Dark Archive

Infusion as in another name for an Extract and is usable with the infusion ability not that you have to use the infusion ability on it.

As for the pearl you have, well you are just out of luck there. Suck it up, sell it and buy a boro bead for yourself.


Yeah...DM enforces strict limits on gp value of what towns sell, and even if it were possible, that's an 8000 gp kick in the wallet just for having poor timing... I'm gonna go with the "keep my mouth shut till it comes up" approach...

Really starting to hate how alchemists have to be "the same...but different!" for every little freaking thing.


StreamOfTheSky wrote:

Yeah...DM enforces strict limits on gp value of what towns sell, and even if it were possible, that's an 8000 gp kick in the wallet just for having poor timing... I'm gonna go with the "keep my mouth shut till it comes up" approach...

Really starting to hate how alchemists have to be "the same...but different!" for every little freaking thing.

Wouldn't be so bad if they came out ahead on anything.

No pearls, multi-target spells are wasted but they don't get early entry, can't craft anything but potions...

Bah.

Dark Archive

Perhaps you'll like this addition instead then.
Preserving flask, same cost structure as the Bead and the pearl but it lets you premix an elixir and put it in the flask and set it aside and not have it count against your total spells per day limit.

It's like having a re-usable scroll/potion that scales with your level and can be changed anytime you want.

I'd put this on my must have list for an alchemist.


StreamOfTheSky wrote:

O_O

And why the hell should alchemist be feat taxed into Infusion just to be able to use a pearl of power?

There are Alchemists without the Infusion discovery? I thought being able to pass around self buffs and make people use THEIR action to buff themselves was half the point of the class?


No. Paying a feat tax to still be an inferior party buffer is not the point of the class. Even with Infusion, spells like Haste don't get to be multi-target. It's total bs.

You play the class to either be a rogue that doesn't suck (vivisectionist) or to be a less complex battlefield control wizard (using cloud effect bombs and maybe confusion bomb).
Or to make a DPS build and fail miserably if there's ever more than one combat per day... I suppose that counts as a way to make an alchemist.

Neil: That flask sounds kinda overwhelming if you can purchase multiples. Other casters have ways to do this (like wiz w/ contingency, or druid with spell staff or whatever it's called), but if it's cheap and can be used in mass, that might be overpowered...


Dunno, I quite like having an alchemist with infusion around. It's nice being able to enlarge as a standard/fullround action instead of the 1 round cast time of Enlarge Person, among other things.

Also infusions of shield. My ranger cannot get enough of them.


Price for the flask depends on the level, 1000 for 1st, 4000 for 2nd etc (level squared * 1000).
It does count against the extracts per day on the day it is created though, but not afterwards.

Not sure if you can basicly fill it with unused extracts at the end of the day or if you have to prepare them into the flask at morning already.

Doesn't say anything that you can only own one. Also doesn't say you can refill them though, but I would suppose so. 36,000 is expensive for a one time 6th level spell :)

Grand Lodge

The Infusion Discovery does allow the Alchemist to buff allies with personal only spells, so it is still quite good.


Dot. Still looking through this thing myself. :x

All Alchemists everywhere ever will want the Hybridization Funnel, for flavor if nothing else. This is especially true for Grenadiers.

The tl;dr is that it lets you combine two thrown alchemical weapons. Now, this is particularly potent, because you con combine say Acid with a Burst Jar to force a "spend a full round action or take 1d4+Int damage + Deaf."

That's only the really obvious damage option. Shard Gels, as an alchemical item, are awesome for blocking charge lines vs humanoid oponents. I wonder if an Alchemist adds their Int mod to the shard damage... Tanglefoot Bag + Anything is great. I'm sure there's more great combinations.

The Exchange Contributor, RPG Superstar 2010 Top 16

Atarlost wrote:

Wouldn't be so bad if they came out ahead on anything.

No pearls, multi-target spells are wasted but they don't get early entry, can't craft anything but potions...

Bah.

Alchemists are not meant to be spellcasters. They are essentially self buffing killing machines. They do quite well in that role and have a nice back-up ranged attack with lots of options.

The Exchange Contributor, RPG Superstar 2010 Top 16

Quatar wrote:

Doesn't say anything that you can only own one. Also doesn't say you can refill them though, but I would suppose so. 36,000 is expensive for a one time 6th level spell :)

You can re-use them, usually items are re-usable unless they somehow indicate otherwise or are clearly expended (like paints or elixirs).

While you are looking at alchemist items, you might take a look at the admixture vial.

Shadow Lodge

good ol bedroll!


Dennis Baker wrote:
Atarlost wrote:

Wouldn't be so bad if they came out ahead on anything.

No pearls, multi-target spells are wasted but they don't get early entry, can't craft anything but potions...

Bah.

Alchemists are not meant to be spellcasters. They are essentially self buffing killing machines. They do quite well in that role and have a nice back-up ranged attack with lots of options.

They're not spellcasters, but their extracts seem to be balance budgeted like 6 level spellcasting.

The lack of either multi-target capability with infusion or early entry on multi-target spells is probably the biggest insult. Summoners get early entry haste and can use it on multiple targets, but Alchemists don't and can only use it on one target.

The Exchange Contributor, RPG Superstar 2010 Top 16

It's the way the class is built. You might as well complain that druids don't get fireball or that wizards are bad healers.

Alchemists are self buffers. They were built as a 'selfish' class (per James Jacobs and the class is his baby).


Well a samsaran caster...

:P


Maybe not a must-have, but useful for almost everyone: Sleeves of Many Garments.

Have a meeting with the royal court but no noble's outfit on you? Just transform your current clothes. Need to quickly hide? Turn them into filthy rags and sit in a corner pretending to be a beggar. Need to get past some guards? Now you're wearing an officer's uniform.

Sure the glamored armor enhancement does that too, but not everyone can wear armor or does so all the time.


dot, maybe time to update the Ashiel guide!

Scarab Sages

Atarlost wrote:

The lack of either multi-target capability with infusion or early entry on multi-target spells is probably the biggest insult. Summoners get early entry haste and can use it on multiple targets, but Alchemists don't and can only use it on one target.

Saying, "But the summoner gets this spell at lvl x" is a useless comparison in my oponion. The makers of the sommoner ignored previously established spell level standards when building his spell list and I hope they learned their lesson. If you must compare, do so with a wizard or bard or paladin or something.

Returns his soapbox to its hiding place


I like the furyborn weapon property,
+2 weapon enhancement, each time you hit the same target you get a +1 enhancement bonus to the weapon up to a +5. Kindof like hammer the gap feat only it doesn't stop after the end of the round.


Here's one for you: The Wasp Nest of Swarming. The only thing it -really- needs is a way to be returned to you, and honestly, that's optional. For 1k, re-usable? A Wasp Swarm is absolutely killer at level 2-3, when you can get it. I could see a whole party having it, unleashing 5 wasp swarms on the big bad for an automatic 10d6 damage per round, no resist.

Also, I really, really want there to be an Orcish sport based on using that as the ball. Possibly a version of that Aztec ballgame.

I can see the Philter of Love, one-use or not, wrecking plot-lines. I can also see it being used by a clever GM to make even more interesting plot-lines. This is especially true if it is combined with Alchemical Allocation.

I can see Bloodletting Kukri be the premier TWF weapon, especially on a Rogue. Deal Level/2 (Rounded up) Bleed and then +2, stacking, Bleed Damage.

The Goblin Fire Drum is great for what it's used for. I'm not sure what action it is to even play the thing, but if it's standard then you can get a familiar/bard/hired help to play it. +1 Damage per die on fire effects are nice in itself, but you can also use it to set a really big trap if you have enough oil. This is in particular useful for a GM.

Dennis wrote:

You can re-use them, usually items are re-usable unless they somehow indicate otherwise or are clearly expended (like paints or elixirs).

While you are looking at alchemist items, you might take a look at the admixture vial.

Oh yes! Admixture Vial. It's... phenomenal, honestly. I wonder if you can combine an Admixture Vial with a Boro Bead... If so... :)

The only thing I'm really disappointed with, alchemy-wise, is that one-use pill that lets your infusions/potions affect multiple people. It's only ever worth it with a truly massive party / NPC help / war setting. Without at least 7 people affected, it's cheaper to just buy everyone a potion.

Joegoat wrote:

I like the furyborn weapon property,

+2 weapon enhancement, each time you hit the same target you get a +1 enhancement bonus to the weapon up to a +5. Kindof like hammer the gap feat only it doesn't stop after the end of the round.

It's actually only good for people who rely on many smaller attacks (so TWF, Monks, thrown weapons). This is because it doesn't pull ahead until after three hits, and a THF will kill most things in three hits.


Choon wrote:
Atarlost wrote:

The lack of either multi-target capability with infusion or early entry on multi-target spells is probably the biggest insult. Summoners get early entry haste and can use it on multiple targets, but Alchemists don't and can only use it on one target.

Saying, "But the summoner gets this spell at lvl x" is a useless comparison in my oponion. The makers of the sommoner ignored previously established spell level standards when building his spell list and I hope they learned their lesson. If you must compare, do so with a wizard or bard or paladin or something.

Returns his soapbox to its hiding place

Giving the Alchemist single target haste isn't ignoring the previously established spell level standards, it's respecting them.

Mass X is usually a level or two above X. In at least one case (Heal) the mass version is three spell levels up. Haste is already a mass spell. Working backwards single target haste should be level 2, and a case could even be made for level 1. Magic Circle of Protection from {Alignment} is a third level wizard spell with a first level antecedent.

The Exchange Contributor, RPG Superstar 2010 Top 16

SoulGambit0 wrote:
The Goblin Fire Drum is great for what it's used for. I'm not sure what action it is to even play the thing, but if it's standard then you can get a familiar/bard/hired help to play it. +1 Damage per die on fire effects are nice in itself, but you can also use it to set a really big trap if you have enough oil. This is in particular useful for a GM.

"A successful DC 12 Perform (percussion) check activates the drum, which enhances any nearby natural or magical fire as long as the bearer spends a move action each round to continue playing. "

So standard to kick it on and move action each round to activate.

"All fires (including fire spells and effects) within 30 feet of the bearer deal an additional +1 point of fire damage per die (maximum +10)."

Seemingly only works when things are happening pretty close to you though.

Grand Lodge

Brain in a Jar wrote:
Body-wraps of Mighty Strike. For any Monk i'll play.

Nah, interferes with Monk's robes (would rather have the damage and ac boost), only affects half of your flurry with the +X (the only time you're really meeting the item's BAB requirements), and I would be happier if it went to +8 kinda like the bracers of armor.

I'd change the Body-wraps to be a vest/chest slot; the max +x to +8; the cost to 4,000 times the square of the plus (kinda like buying two similar magic weapons); and apply the +x to all attacks with unarmed strike or flurry. This would mean the monk could use an Amulet of Natural Armor, a Monk's Robe, and the Body-wraps of Mighty Strike. I would make it work only for monks or those with improved unarmed strike, not with natural weapons. This would remove the logic of setting the price for what is supposed to be a primarily monk item (AoMF) in line with the necessity of dealing with the 3+ natural weapon crowd. This way the monk could actually spend money like a two-weapon fighter and keep up damage wise. I realize that is "broken", but hey I'm crazy that way.

Edit: The whole mechanic of determining which half your strikes actually can deal with DR is something of a pain. Since you're only getting the +X to one strike at each BAB break, you're only beating DR with that one hit. Equally, the monk can only fully use the item with flurry, as he'll never get the +16 BAB attack just full attacking. That assumes someone doesn't point out that RAW focusing on BAB somehow means it doesn't work in flurry because "the monk's BAB isn't 'really' +X during a flurry, it is only 'pretending' to be +X."


here is an idea.

let the monk enchant specific limbs as weapons.


Is it me or do people not 'get' the body wrap?

I suppose most of them are too busy complaining about monks to try and make use of a tool provided or dismiss them out of hand because it isn't [custom monk AMoF item].


Shuriken Nekogami wrote:

here is an idea.

let the monk enchant specific limbs as weapons.

I don't like that. "Unarmed Strike" is with any and all parts of your body, which you choose for a specific attack is fluff text. It's all the same weapon. Monk should just be able to enhance his body as a weapon, or get it with level ups as a class feature.


StreamOfTheSky wrote:
Shuriken Nekogami wrote:

here is an idea.

let the monk enchant specific limbs as weapons.

I don't like that. "Unarmed Strike" is with any and all parts of your body, which you choose for a specific attack is fluff text. It's all the same weapon. Monk should just be able to enhance his body as a weapon, or get it with level ups as a class feature.

i like that idea better, but i have to make concessions for all the monk haters to encourage it's acceptance.


Yeah, I have a hard time ever feeling sorry for an Alchemist. The fact that the only class they can compare themselves to and feel inferior is the Summoner, I think speaks volumes.


3 people marked this as a favorite.

Stone Familiar. Lets your witch backup spells in a statue.

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

The Forgotten wrote:
Stone Familiar. Lets your witch backup spells in a statue.

Ha! That made it in!

I thought it got cut, since I couldn't find it under the name or price I gave it in my turnover (fyi, False Familiar). Looks like it got a bit cheaper too, bonus!


Jodokai wrote:
Yeah, I have a hard time ever feeling sorry for an Alchemist. The fact that the only class they can compare themselves to and feel inferior is the Summoner, I think speaks volumes.

Their extracts are patently inferior to any other spellcaster's spells.

No doubt, Alchemist is better than monks and rogues, and probably fighter, barbarian, and cavalier, too. But...so is the adept. Not a very high accomplishment.


Jodokai wrote:
Yeah, I have a hard time ever feeling sorry for an Alchemist. The fact that the only class they can compare themselves to and feel inferior is the Summoner, I think speaks volumes.

I dunno. I think bards and all medium BAB divine classes are better buff and go gishes. If that's what their shtick is supposed to be they're not pushing the envelope.

Grand Lodge

Skylancer4 wrote:

Is it me or do people not 'get' the body wrap?

I suppose most of them are too busy complaining about monks to try and make use of a tool provided or dismiss them out of hand because it isn't [custom monk AMoF item].

Yeah, it's an item that is meant to let fighters be even better at unarmed strike. They want to really go nuts, a fighter could have an amulet of mighty fists with all weapon special abilities, and a body-wrap that is somewhere between +3 and +5 based on what DR the fighter wants to beat with his fists and the rest is other weapon special abilities. That way a fighter at 16th level could have all four of his attacks be enhanced between +3 and +5 and include between +7 and +9 in weapon special abilities. Good use of the Improved Unarmed Strike Feat. Take Weapon training in unarmed strike early and include duelist gloves, you'd seriously do some damage.

Monks on the other hand gives up that niftyness on half their flurry, and would never gain the full benefit with full attack, as their BAB caps at +15. Sure a fighter could be hurting if they were trying to two-weapon fight with fists. The monk would be going with the body-wrap to free up the neck slot for an amulet of natural armor, and be giving up the monk's robe. Not a good trade off, in my opinion.

So bottom-line, it looks like it is for the monk, but isn't really.


Joegoat wrote:

I like the furyborn weapon property,

+2 weapon enhancement, each time you hit the same target you get a +1 enhancement bonus to the weapon up to a +5. Kindof like hammer the gap feat only it doesn't stop after the end of the round.

Would this allow you to break the +10 enchantment limit? +1 furyborn weapon with +7 worth of additional weapon enchants, building up to a +5 furyborn weapon with +7 worth of additional weapon enchants?


Ok, so with the people talking about the body wraps only working for half of the Monk's attacks in a flurry I assume this is because of the much debated SKR (I understand it was backed by the team and he was more just the messenger) ruling? I recall the devs saying they were going to firm up their opinion of this issue and get back with us. If this were the case I would really have hoped they would do so before producing more items that simply serve to further complicate the matter and the body wraps certainly seem to accomplish that.

I do not mean to derail the thread and if this turns into anything maybe we should even devote another thread to it. I doubt such a thread would inspire that dev feedback to be given but it might at least draw more attention to the issue that we are seeing.


Lord Pendragon wrote:
Joegoat wrote:

I like the furyborn weapon property,

+2 weapon enhancement, each time you hit the same target you get a +1 enhancement bonus to the weapon up to a +5. Kindof like hammer the gap feat only it doesn't stop after the end of the round.
Would this allow you to break the +10 enchantment limit? +1 furyborn weapon with +7 worth of additional weapon enchants, building up to a +5 furyborn weapon with +7 worth of additional weapon enchants?

First time I saw this was on a 'Grudge Blade' . Not sure how good it is. Any optimized fighter will KO a level appropriate foe in 2 rounds any way...


2 people marked this as a favorite.
Lune wrote:

Ok, so with the people talking about the body wraps only working for half of the Monk's attacks in a flurry I assume this is because of the much debated SKR (I understand it was backed by the team and he was more just the messenger) ruling? I recall the devs saying they were going to firm up their opinion of this issue and get back with us. If this were the case I would really have hoped they would do so before producing more items that simply serve to further complicate the matter and the body wraps certainly seem to accomplish that.

I do not mean to derail the thread and if this turns into anything maybe we should even devote another thread to it. I doubt such a thread would inspire that dev feedback to be given but it might at least draw more attention to the issue that we are seeing.

No, it's because the Body Wraps only enhance up to a maximum of 4 of your attacks.

If a 16th level Fighter has 4 attacks an an extra attack from haste, only the first 4 of his attacks will be enhanced by the Body Wraps. If he were to take the Medusa's Wrath chain of feat, and have Haste on, for a total of 7 attacks, he'd only get 4 of them enhanced. If he used Two-weapon fighting, Medusa's Wrath and Haste for 10 total attacks, he'd only get 4 of them enhanced.

The Body Wraps seem like they would be good for a Fighter, but they're not really all that good for anyone unless the maximum amount of attacks you can dish out is 4.


Ah, forgive me. I do not have access to the rules for it. You can safely ignore my last post.


Lune wrote:
Ah, forgive me. I do not have access to the rules for it. You can safely ignore my last post.

I don't have it either, but the write-up for it was posed in another thread.

BODYWRAP OF MIGHTY STRIKES:

+1 bonus 3,000 GP
+2 bonus 12,000 GP
+3 bonus 27,000 GP
+4 bonus 48,000 GP
+5 bonus 75,000 GP
+6 bonus 108,000 GP
+7 bonus 147,000 GP

This long cloth is wrapped around the chest multiple times like a bandage. Once per round, the wearer may add an enhancement bonus of +1 to +5 on one attack and damage roll for an unarmed strike or natural attack (for one specific attack, not all attacks made with an unarmed strike that round). The wearer may use this item an additional time per round when his BAB reaches +6, +11, and +16. Choosing to enhance an unarmed strike is not an action and may occur when it is not the wearer’s turn (such as when making an attack of opportunity). The wearer must decide to use the item before the attack roll is made, but does not have to expend all uses at the same time. For example, if the wearer can use the item twice per round, he can use it once on his turn when making an attack and save the second for the possibility of making an attack of opportunity.

Additionally, the bodywrap can grant melee weapon special abilities to a creature’s unarmed attacks, so long as those special abilities to be added apply to unarmed attacks. See Table 3–8: Melee Weapon Special Abilities (page 137) for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. Any special abilities are set at the time of creation. A bodywrap of mighty strikes cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +7. Unlike an amulet of mighty fists, a bodywrap needs to have a +1 enhancement bonus to grant a melee weapon special ability.

Lantern Lodge

Grizzly the Archer wrote:
Celestial armor made Mithral, if customized, can work now, due to new wording from UE versus the wording from core book.

How does this work??

When is specific special armor not allowed to be of special materials?

And if so where in UE does it over right this?


Here's a thought: since the bodywraps only work for the duration of the attack, some abilities, such as defending, won't actually work with it. Or rather, it could give you an AC increase whilst you were making your punch, then disappear (and hence not give the AC bonus when the enemy then makes his attack against you).

Grand Lodge

Tels wrote:
Lune wrote:
Ah, forgive me. I do not have access to the rules for it. You can safely ignore my last post.

I don't have it either, but the write-up for it was posed in another thread.

** spoiler omitted **

Yep, that's it. Now, it occurs to me that you don't have to put the bonus on every iterative. An eleventh level monk could use the three bonuses on his highest iteratives to give an even better chance of hitting or on his lowest to make them that much more likely to hit. Being able to boost your to hit where you need it does raise it a little more in my estimation. However, I'd still rather have a monk's robe in the same body slot.


I would of thought the wraps would basicaly augment a few attacks in a round so you can either use your AoMF for a +5 enhancement and the wrap to make your first few hits do nasty tricks or have high enchantments on only your first few attacks with the wrap and multiple useful magical effects with the amulet.

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