New Equipment we'd like to see:


Prerelease Discussion


Pathfinder Adventure Path Subscriber

A folding portable door that can be set up in dungeon hallways to block or restrict movement. It should have less bulk than a regular door.


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A spyglass that doesn't cost 1000 gp to merely double how far you can see.


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Some quality of life alchemical items so it doesn't feel like alchemy only exists in the adventurer market

Liberty's Edge

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vorArchivist wrote:
Some quality of life alchemical items so it doesn't feel like alchemy only exists in the adventurer market

Quality of life items in general, really. You know there's no way someone hasn't created a ladle of prestidigitation in a world where that cantrip exists.


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definitely. In a game I'm currently playing one of the characters I don't control considers a waffle iron to be one of his favorite items and my character's favorite "item" is a heavy cart tricked out as a mobile home


vorArchivist wrote:
definitely. In a game I'm currently playing one of the characters I don't control considers a waffle iron to be one of his favorite items and my character's favorite "item" is a heavy cart tricked out as a mobile home

You'd like the Home Away magic item then.

Home Away


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I'm actually planning to use animate construct to re-create Howl's moving castle


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Pathfinder Starfinder Roleplaying Game Subscriber

Blunt bolts, blunt arrows, slicing bolts, slicing arrows (so that ranged attacks aren't horribly nerfed if they run into DR/NOPE).

Wooden training bokken.


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Wei Ji the Learner wrote:


Blunt bolts, blunt arrows, slicing bolts, slicing arrows (so that ranged attacks aren't horribly nerfed if they run into DR/NOPE).

Wooden training bokken.

Monster Hunter ammo. I can get behind that, even saw someone homebrewing those kinds of shots. I'll send a link if you're interested.

On that topic just more Crossbow bolts in general. Unsure about balance but I'd like to see the Longbow be the damage and the crossbow be the flexible ammo. Shock Bolts, tracer bolts, Heavy bolts(shorter range more damage), grappling bolt, so on and so forth.

Make Crossbows different!


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Wei Ji the Learner wrote:
Blunt bolts, blunt arrows, slicing bolts, slicing arrows (so that ranged attacks aren't horribly nerfed if they run into DR/NOPE).

As if ranged combat (specifically archery) didn't need a big hefty nerf bat in PF1.0. They mistakenly created too many feats that were too good and made archery a wildly superior combat style, outpacing nearly anything short of twirling sixguns.

I wouldn't object to the existence of the items you mention (though they should be suboptimal in terms of range and accuracy) but this argument justifying them is not valid, IMHO.


Wei Ji the Learner wrote:


Blunt bolts, blunt arrows, slicing bolts, slicing arrows (so that ranged attacks aren't horribly nerfed if they run into DR/NOPE).

Wooden training bokken.

Isn't all of this in the PFSRD?


Wheldrake wrote:
As if ranged combat (specifically archery) didn't need a big hefty nerf bat in PF1.0. They mistakenly created too many feats that were too good and made archery a wildly superior combat style, outpacing nearly anything short of twirling sixguns.

This is a grave problem in 5th Ed, ranged combat is too gnarly, they removed pretty much all of the restrictions from 3rd Ed, and automatically adding Dex to damage is just the cherry on top...


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

I've never played DD5, but archery is definitely too good in PF1.0. I'm hoping that in PF2.0 the devs carefully consider how far archery feats should go, so that as a combat style it doesn't overshadow two-handed fighters, sword & board fighters, unarmed combat and other relevant combat styles. It just seems right to me that combat should be more dangerous and deadly up close than at range.

The equipment I'd salivating for is the already announced alchemy panoply. I'm hoping we get a very, very wide variety of alchemical items, to the extent that alchemy shops could potentially replace magic shops in many instances.


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Isn’t the limited use pool of resonance going to stop any usage of most of these items cold? At least the magical ones.

Liberty's Edge

Arssanguinus wrote:
Isn’t the limited use pool of resonance going to stop any usage of most of these items cold? At least the magical ones.

No? Only items that would've had limited uses per day or charges in PF1 cost more than one Resonance per day. Most items proposed don't fall into that category.


Pathfinder Rulebook Subscriber
Arssanguinus wrote:
Isn’t the limited use pool of resonance going to stop any usage of most of these items cold? At least the magical ones.

I doubt it in actual play. I'm not likely to be running around with more than 2 magic items (the types they've described as needing attunement anyway) at level 3 where I have a minimum of 3 Resonance and likely 4. The problem isn't likely to get worse from there.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Arssanguinus wrote:
Isn’t the limited use pool of resonance going to stop any usage of most of these items cold? At least the magical ones.

A lot depends on what sort of items they are. From what we've been told, if they are worn and confer bonuses on the wearer, the items will require one resonance per item on an ongoing, daily basis. If the items shoot attacks at an adversary, like most wands or staves, they'll require one resonance per shot - a hefty limit.

But many items will probably not require any resonance at all, like magic weapons - unless they also have an optional attack function.

IMHO, the biggest issue won't be miscellaneous magic items like magic bags, quivers, ladders and such. It'll be wands and potions. That's where the resonance limit os going to chafe.

Grand Lodge

I'd like to see new equipment with "swift/free" activation for a lot of the helper magic items for martials like winged boots. (Even with the extra move action).

At high levels its a little frustrating to be the melee guy who spends the first 2 rounds drinking a potion or activating an item to try to get into melee range and arriving too late to do anything since the archers and casters have already neutralized everyone.


Gorignak227 wrote:
I'd like to see new equipment with "swift/free" activation for a lot of the helper magic items for martials like winged boots.

No swift actions in this Ed, so it would be 1 or 2 Actions.


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I want improvised weapons to get the full treatment from the start. I don't want the version to almost be over before it becomes a viable build again...


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graystone wrote:
I want improvised weapons to get the full treatment from the start. I don't want the version to almost be over before it becomes a viable build again...

Sometimes you just don't want no trouble.


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Wheldrake wrote:
IMHO, the biggest issue won't be miscellaneous magic items like magic bags, quivers, ladders and such. It'll be wands and potions. That's where the resonance limit os going to chafe.

I agree though I believe due to having an actual resource tied across all magic items, a tier list is very much going to happen and rather quickly too. Good amount of items are going to be left behind.

Back to on topic, hmm maybe some more armor augments so we don't have to instantly jump into magic effects? Weapons too.


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MerlinCross wrote:
Wheldrake wrote:
IMHO, the biggest issue won't be miscellaneous magic items like magic bags, quivers, ladders and such. It'll be wands and potions. That's where the resonance limit os going to chafe.

I agree though I believe due to having an actual resource tied across all magic items, a tier list is very much going to happen and rather quickly too. Good amount of items are going to be left behind.

Back to on topic, hmm maybe some more armor augments so we don't have to instantly jump into magic effects? Weapons too.

my real question is how the resonance system is going to work at all with many magical items, will the bag of holding spill everything out when you're not wearing it? Will the Ioun Torch spend one resonance to float? Will there be rules for magical items that aren't supposed to be carried around like for a flying boat or something?


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
vorArchivist wrote:
my real question is how the resonance system is going to work at all with many magical items, will the bag of holding spill everything out when you're not wearing it? Will the Ioun Torch spend one resonance to float? Will there be rules for magical items that aren't supposed to be carried around like for a flying boat or something?

According to what we've been told so far, it seems that resonance will be used only for:

- equipped items that give a bonus of some sort, like armor, boots, rings, cloaks and the like;

- formerly charged items like wands and staves;

- one-use items like potions.

We have concluded, rightly or wrongly, that many items will not require resonance investment, like magic bags, magic torches or other utility items.

The simple fact is that we don't yet have the whole story on resonance. Some folks (like me) are trying to argue that alchemical items, being non-magical in nature, shouldn't require resonance at all. But live play sessions have shown alchemical healing requiring resonance, so this horse may have left the barn already.


Pathfinder Rulebook Subscriber
vorArchivist wrote:
MerlinCross wrote:
Wheldrake wrote:
IMHO, the biggest issue won't be miscellaneous magic items like magic bags, quivers, ladders and such. It'll be wands and potions. That's where the resonance limit os going to chafe.

I agree though I believe due to having an actual resource tied across all magic items, a tier list is very much going to happen and rather quickly too. Good amount of items are going to be left behind.

Back to on topic, hmm maybe some more armor augments so we don't have to instantly jump into magic effects? Weapons too.

my real question is how the resonance system is going to work at all with many magical items, will the bag of holding spill everything out when you're not wearing it? Will the Ioun Torch spend one resonance to float? Will there be rules for magical items that aren't supposed to be carried around like for a flying boat or something?

Speculation

Bag: If you aren't attuned to the bag you cannot access it. It still holds everything and you can carry it around, but you can't get in.

Torch: If its attuned you can use it as is. If not it is just a stone.

Boat: This is where it can actually be really cool. 1 point of Res gets it to work for an hour. How far you can ride the boat depends on how much Resonance you want to invest! This is also a cool idea for big rituals, that explains why there might be a timer on stuff bbeg are doing. Summon the Rough Beast? Yeah that takes an investment of 200 Resonance. Even a level 20 BBEG is going to take a while to do that, even more so if they want to keep their magic items up.


Bag of smuggling.
Stone of cantrip.
Boat of life or death gambling on having a landing zone at the end your trip.
Man, I just want to sleep on a magic carpet.

Oh, and on the topic of new items, a decent pair of sun glasses might be nice.


The "points of res acts as fuel for magical vehicles" thing will make for some unique worldbuilding, including possibly making travel in those ships free if the resonance carrying passengers in a cargo vessel is worth more than the cargo they lose.

EDIT: I hope that they either don't do magic items purely by equation or have much more robust rules that allow for limitations on items, fueling items with various substances to make them work and other things like that. I want some magitech damn it!


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-Small box dedicated to everyday life magic items (and how much of those go around).

-Cheap variations of everdy adventuring gear (tools, spellbooks, holy symbols and so on), maybe unified.

-All in all more flexibility, if you have one item á la (1 Resonance, 1 action, use this spell for CL rounds) you kinda have them all, well maybe differentiate between offensive/defensive/utility but yes.

-Its the CRB so flavorful items may be cut short. So maybe some examples and again with a box that states how they could be varied.

In the end magic items should spark the imagination, invite players and DM alike to come up with their own ideas and help with the worldbuilding, so some sugarcoating, random modifiers and a nice description. It could still be useful and efficient but yeah please don't do the batman thing ("It's a belt, it does everything, end of the story.")


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I wish for a cheap item that negates light sensitivity. There's already Smoked Goggles, which cost just 10gp and are non-magical gear. They make it so you get a +8 to saves versus Vision based attacks, and always count as averting your gaze. They impart a -4 to Perception and give everything a 20% miss chance. They are essentially sun glasses so dark you can barely see through them.

You're telling me they can make super dark glasses, but they can't make some much-less dark sun glasses? The only options for removing light sensitivity is through expensive magical eyewear, which I find to be ridiculous.

Just make some sun glasses, around the same price point as Smoked Goggles, that grant a bonus against light based hazards and attacks for races without light sensitivity, and get rid of the sensitivity for races that do, at the expense of while you're wearing them make it so you can't use either Dark or Low-light Vision. That seems reasonable for removing what is essentially an inherent -1 to Perception and Atk Rolls for certain races.


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One thing I'd really like to see is moving certain basic magical equipment effects to a cost-based system similar to how weapons and armor are enchanted.

For example, maybe instead of having "Boots of Springing and Striding", you've got a pair of "Boots of Leaping" with the [Swift] enchantment. The Boots of Leaping cost 2500 gp and give you a +5 competence bonus on Athletics checks to jump, while the [Swift] enchantment costs 3000 gp and gives you a +10 enhancement bonus to your land speed.

This would allow players a bit more flexibility in the types of magic items they go for. I know that in 1E there were a number of times where "this magic item seems so cool because of X, but because it also does Y and Z it's way too expensive for me..."


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Wermut wrote:
-Small box dedicated to everyday life magic items (and how much of those go around).

Yes please! I love these kinds of things. Everburning torches are amazing things. I'd want at least one in every room. Decanters of endless water are also absurdly useful. An item that can cast prestidigitation and be usable by anyone would be great for cleaning and other household chores. An animated plow would be a very popular thing, or an agricultural golem. Fertilizer of Plant Growth (I guess that can be an oil currently). Gentle Repose box for keeping food fresh (I've seen these show up in APs but I don't think they're a standard item, they totally should be).

These kinds of things don't necessarily show up a lot in games because PCs don't have as many uses for them. But it would be nice to see a few. Magic is useful for more than killing monsters.


graystone wrote:
I want improvised weapons to get the full treatment from the start. I don't want the version to almost be over before it becomes a viable build again...

Yeah If they are going to have feats and class features that involve improvised weapons it would be nice if they actually made it viable. That always bugged me.


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How about making Spears the amazing weapon they have proven to have been throughout history.


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Vidmaster7 wrote:
graystone wrote:
I want improvised weapons to get the full treatment from the start. I don't want the version to almost be over before it becomes a viable build again...
Yeah If they are going to have feats and class features that involve improvised weapons it would be nice if they actually made it viable. That always bugged me.

Did we agree on something? ;)


graystone wrote:
Vidmaster7 wrote:
graystone wrote:
I want improvised weapons to get the full treatment from the start. I don't want the version to almost be over before it becomes a viable build again...
Yeah If they are going to have feats and class features that involve improvised weapons it would be nice if they actually made it viable. That always bugged me.
Did we agree on something? ;)

Apparently it can happen.

I mean really though you need a magic weapon to keep up in pf1 anyways. which getting a magic table leg or other improvised weapon DTP. Then even with class features and taking several feats to make it work you are still behind. At high levels its doesn't work outside of bar room brawls.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Arming Sword, Side Sword, Coat of Plates and any other historic weapon or armor not even available as alternative descriptions attached to existing items.

And get rid of the silly <Ancestry> pseudo-weapons (Orcish Double Axe, Gnome Hook Hammer, etc.) added only to give each <Ancestry> a cultural weapon.


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Drop the word "mail" from all non-chain armour, so it's just scale, and plate.

Arming sword and Broadsword.


I hope for more variety in shields beyond weight and material. Shields like a pavise with unique properties would be great.

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