Mundane Necessities

Tuesday, March 20, 2012


Illustration by Vincent Dutrait

This summer we're unleashing Ultimate Equipment, a massive tome full of all sorts of equipment both magical and nonmagical. Last time, Sean asked you about what kind of items you would like to see in the book, and we got a bunch of magic item ideas. This week we're asking again, but this time we're looking for something a little more... well, mundane.

What kind of nonmagical equipment do you think should be in this book? It will feature all the nonmagical equipment found in the Pathfinder RPG Core Rulebook, the Advanced Player's Guide, and Ultimate Combat, as well as a bunch of nonmagical equipment that we produced for the Advanced Race Guide, including weapons and armor. But what other sort of nonmagical things should be in this book? Specifically, we're looking for those nonmagical pieces of equipment that should be in the game, but that we haven't yet published.

As always, we are listening.

Stephen Radney-MacFarland
Designer

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Not sure if I said this already but chisel.


A belt that holds six vials and allows you to draw a potion as a swift action.

Blindfold and gag with rules.

Utilitarian items like spoons, forks, knives, bowls and plates.

A Bird Attracting Hat.

Grand Lodge

As i said in the last post:

A Flamethrower - The ancient chinese had one, why not my character?

Terrestrial Mines - Again, the ancient chinese and feudal japanese had those things, my character whant to plant some on the ground.

Pikes - 15foot reach FTW

Bombs - my character whant to throw some gunpowder lit cakes on his foes.

and i add:

Helmet-Lantern: A lantern conveniently fixed in your helmet, cap or hat! Let your hands free to explore and fight with all commodity of good reliable ilumination above your head! Just don't let the oil spill!


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Hmmm, everyone seems to have the "you carry it" equipment wants and needs pretty well covered, but taking a wider equipment view...

I'd quite like some equipment sections for the GM - you know, things like, "Equipping your bar" - my PC's retired by setting up their own, it was a nightmare to research and convert real money to GP for things they needed.

Maybe a section on equipping your lair, what locks you can buy with various costs and anti thief mechanisms, security measures, installing traps, things of comfort (that four poster bed with silk drapes and sheets).

Golarion regional pub fayre type menus at various levels of expense, and foods and items that are specific to the regions in Golarion.

Goods transportation costs and the affects on items sold in shops and markets. (this could be tied in with the regional foods of Golarion suggested above into a more general distribution of items, food etc, where they are plentiful and cheap, and where they are not).

NPC Service charges - how much does one pay a gardener, housemaid, cleaner, butler, cook, security staff, etc in your new spangly mansion at the top of the hill?

That sort of thing would be very much appreciated.

I also wouldn't object to existing equipment be pulled into a single resource, so feel free to include the previous books equipment into the book - it will save so much wear and tear :)


Armor, Item, and Weapon modifications.

Items to improve and expaned skill use.

Examples
Heal skill: Bandages and herbs that can heal 1d6 hp with a DC15 heal check done as a standard or a full-round action.
A Medics kit or other item that lets you treat deadly woulds in less time be that 1 round, 1 minute, or 10 minutes.
A medicine that lets you treat a person more than once a day with deadly wounds.

Swim Skill: Goggle, Snorkle, Air tank, fins that give you a swim speed even if its only 10ft. or 15ft.

The air tank could have enough air for few rounds.
How about levels of gear. Say like basic, standard, and masterwork

For example using the air tank.
Basic air tank has 5 rounds of air.
Standard air tank has 10 rounds of air.
Masterwork air tank has 20 rounds of air.

Over all I want gear and items that give me options.

Thanks for asking!

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A magnet on a rope or rubber band, usable for disarming metal weapons, stealing metal wands and brooches, etc.

Some pre-filled backpacks, filled with basic adventuring gear. Maybe filled with different kinds of job descriptions: saboteur, infiltration, master of disguise, explorer, parkour, survival, cold weather, etc. etc.


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Bracers that allow you to strap wands and metamagic rods to them, so you don't need to constantly put away and take out wands/rods when you want to cast the spell you need (staffs would have to be excluded from this, since they're much larger than wands or rods).

Maybe also some way to clip or strap a wand and/or metamagic rod to a Spellslinger's Arcane Gun so you could cast spells from the wand and through the gun or augment spells being fired through the gun.


Russell Akred wrote:
Blindfold and gag with rules.

I like the sound of this. +1.

I'm not understanding peoples fascinations with belts, straps or springs, though. Isn't it assumed you keep your gear somewhere on your person anyhow?

Also a hearty thank you to everyone that put me onto Aurora's guide. I've just scrounged up a copy and it's awesome. :3

Shadow Lodge

Darklord Morius wrote:
Helmet-Lantern: A lantern conveniently fixed in your helmet, cap or hat! Let your hands free to explore and fight with all commodity of good reliable ilumination above your head! Just don't let the oil spill!

Pathfinder Society Field Guide, page 47-48

Anthony Adam wrote:
NPC Service charges - how much does one pay a gardener, housemaid, cleaner, butler, cook, security staff, etc in your new spangly mansion at the top of the hill?

Core already covers this, you just need to work out whether it's trained or untrained work. Gardener could go either way, depends on how fancy you want your garden to look, housemaid and cleaner would probably be untrained, and butler, cook and security staff you'd probably want trained.

Tursic wrote:
stuff about air tanks

Unless the technology or magic exists for pressurized air within Golarion then you probably get that.


casiel wrote:

Whenever I make a character, I usually buy my own version of a "be prepared" kit (backpack, flint & steel, grappling hook, rope, etc.) It would save me time if you could create a "Preparedness Pack" that already includes the most commonly used mundane items that adventurers are likely to need. Then the GM would know off-hand what's in that pack without the player having to list it all on their character sheet. This would speed-up character creation somewhat.

I know there's something like this in the form of the various kits in the Pathfinder Society Field Guide, but those are specialized for a particular environment (mountain climbing, etc.) instead of a generalized pack.

Another thing that would be useful is an aspergillum so that clerics can have a device to use holy water as a splash weapon when needed. The device could have a rotating top to it so that it doubles as a mace.

an aspergillum different from the one in the APG??

I forget what page it is on (and my work wont allow me on the SRD), but I think it does 1d6+STR+1dmg from Holywater, but you must hold it upright when filled or loose the water and you have to move action to refill it after so many uses.

It is not awesome but it is in there.


Tools that are useful outside of battle. Social situations for example.

more Trade commodities, and some haggling/profitable trade rules would also be really cool. My group has been using diplomacy checks, but it's starting to get weird juggling estimated DCs for it, in terms of how much return can be had.

Dark Archive

This has might have already been post but it would be great to have a table or rules for creating our own mundane weapons.

Dark Archive

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A massive list of different mounts and their prices.
I want a price list for horse, axe-beak, giant lizard, camel, skeletal horse, dinosaur, etc all in the same place. Maybe different breads too, last a lighter faster horse.


Skill kits, adventuring kits.
Masterwork+, mundane weapon and armor enhancements.
Golarion pub fare. The thing that I remember best about Faerun was choosing Old One Eye or Verduskan Dark for back to civilization celebrations.

Mundane loot generator, cause it's always great to mix in bars of soap and barding and boats with magic items and coins, and rolling it out always feels more real then making it up.


Fair warning - Have not read or browsed ideas upthread. Expect some of these will have been mentioned by others.

Some ideas:
1) Sharkskin - a composite fabric that is rough (or barbed) in one direction. Seem to recall something like this from a previous edition (D&D). Clothing or bracers made from this provide a bonus to Climb and possibly Grapple checks.

2) Mundane incendiary arrows.

3) "Harpoon" arrows. Barbed arrows or bolts that come threaded with (spider silk?) rope or twine. May impose some sort of movement restriction on a victim shot with them. Yes, the concept is ridiculous by real-world physics.

4) Alchemical superglue. Something less potent than Sovereign Glue

5) Wire (possibly mithril) or spidersilk nets. Less easily destroyed or burst.

6) Clothing - particularly cloaks, vests, boots - with secret pockets.

7) Specially made mechanical weapons designed to hold and "inject" a vial of injury poison during a successful attack.

8) Sunglasses - help mitigate the effects of bright light for creatures with light sensitivity. (Or help normal creatures in the presence of blinding light). May provide some protection or bonus to saves against the Dazzled condition.


Advanced Alchemical Items.

Basically upgraded versions of existing alchemical items require a higher DC to create and costing more money.

I hate how a flask of Alchemist Fire is a cool item at 1st level but suddenly at 10th level there is no use in throwing it at the guards because they will just laught it off.

Concentrated Alchemist Fire (DC: 40, 500gp)
Direct hit: 2d6 fire damage (1d6 the follwing round), 1d6 splash damage (1 point of damage the following round.

Just off the top of my head.

I will also Second Mundane Weapon Modification/Properties.

The following modifications can be add on to any masterwork item when it is created.
Tempered: Increased hardness and hitpoints
Serated/Sharp/Weighted: +1 threat range (not stacking)
Balanced: +1 dodge bonus to AC when fighting defensively.
Custom Grip: +1 CMD to resist Disarm
Custom Fitted: reduces skill check penalty by 1 for armor.
Polished: resistant to energy damage and corrosion.
etc....

Grand Lodge

+1 to what FreelanceEvilGenius said about improved alchemical items. More of these.

OR there needs to be a feat(for alchemists?):

Alchemical Expertise
Prereq: 7 ranks Craft(alchemy), Alchemy class ability.
Benefit: Alchemical items that you craft have their DCs increased by 1/2 of your alchemist level.

OR

Benefit: Alchemical items that you craft have their DCs increased by your intelligence modifier.


Canada Guy wrote:
How about a machete, or bush knife, but with the focus being on it's use as a survival tool rather then just a melee weapon? Could allow you to ignore certain types of difficult terrain, give you a bonus on sunder attempts and for breaking objects, or just give you a bonus to your survival skill?

+1.

Ihope Machete/Bolo/Nata specialized Ranger.

Liberty's Edge

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Prices for large mundane purchases (building materials or even entire building/room module types) are sorely needed, as are prices for plots of land.

Also, more personal hygiene items!

I second flaming arrows/Greek fire.


Greek fire, how about Greek everything. I'd like to see a chapter or two devoted to specific settings that are borderline common: Bronze Age (Including Persian), Japanese, Steam Punk / Gaslight, and so on.


Harrison wrote:

Bracers that allow you to strap wands and metamagic rods to them, so you don't need to constantly put away and take out wands/rods when you want to cast the spell you need (staffs would have to be excluded from this, since they're much larger than wands or rods).

Maybe also some way to clip or strap a wand and/or metamagic rod to a Spellslinger's Arcane Gun so you could cast spells from the wand and through the gun or augment spells being fired through the gun.

Wand of True Strike attaches like an ACOG? Want of Burning Hands is the under-barrel attachment?

Liberty's Edge

cranewings wrote:
Greek fire, how about Greek everything. I'd like to see a chapter or two devoted to specific settings that are borderline common: Bronze Age (Including Persian), Japanese, Steam Punk / Gaslight, and so on.

+1

As long as you don't call out which items are appropriate for which settings in the book.


The Red Mage wrote:
cranewings wrote:
Greek fire, how about Greek everything. I'd like to see a chapter or two devoted to specific settings that are borderline common: Bronze Age (Including Persian), Japanese, Steam Punk / Gaslight, and so on.

+1

As long as you don't call out which items are appropriate for which settings in the book.

I'd prefer if they did. Not all players know off hand what qualifies as Bronze Age, so it would help if the Bronze Age gear was called that.

Liberty's Edge

cranewings wrote:


I'd prefer if they did. Not all players know off hand what qualifies as Bronze Age, so it would help if the Bronze Age gear was called that.

I'd rather that the items all be playable regardless of setting, as this is a non-setting-specific crunch book. Separate listings doesn't sound like a good idea if the purpose of the book is to increase the quantity of usable items.


The Red Mage wrote:
cranewings wrote:


I'd prefer if they did. Not all players know off hand what qualifies as Bronze Age, so it would help if the Bronze Age gear was called that.

I'd rather that the items all be playable regardless of setting, as this is a non-setting-specific crunch book. Separate listings doesn't sound like a good idea if the purpose of the book is to increase the quantity of usable items.

Right, but I don't care about that. Personally, there is almost no chance I'm going to buy this book if it is just a big list of magic items or oddball stuff like folding ladders and true strike ACOG sites. I enjoy material that helps me run a game right out of the box. I think a whole book of random equipment is a little pointless unless the book somehow facilitates running different kinds of games. I think this book would be best if it wasn't one setting specific, but multiple setting specific. Golarion, Bronze Age, Steam Punk, Warring States Period, Post Apocalyptic and so on.

To each there own. I just think a book full of generic Golarion stuff is a waste.

Liberty's Edge

cranewings wrote:


Right, but I don't care about that. Personally, there is almost no chance I'm going to buy this book if it is just a big list of magic items or oddball stuff like folding ladders and true strike ACOG sites. I enjoy material that helps me run a game right out of the box. I think a whole book of random equipment is a little pointless unless the book somehow facilitates running different kinds of games. I think this book would be best if it wasn't one setting specific, but multiple setting specific. Golarion, Bronze Age, Steam Punk, Warring States Period, Post Apocalyptic and so on.

To each there own. I just think a book full of generic Golarion stuff is a waste.

I wouldn't want a book full of random, oddball, unusual equipment either. I also think that the items you mention could be incorporated into one book without being separated into clearly defined "must use here" categories. Your mileage may vary, of course.


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A bayonet that doesn't render crossbows temporarily useless as ranged weapons.
It would make the crossbows more appealing as a ranged weapon. And I for one think the crossbow could do with some more love. Also, It isn't a farfetched idea.
Or created a spiked crossbow.

Shadow Lodge

Weapons that grant bonuses when used with specific fighting styles
Sneak attack, power attack, combat expertise, etc.

Traps that players would actually want. You know, that don't cost x,000 gp or more. They don't need to be fancy, or even hard to find, just a way of doing some non-magical battlefield control would be nice.

Some more sample vehicles, especially vehicles with alchemical engines, would be nice. My Wasteland Babarian Half Orc wants his motorcycle.

and :
Mechs. I'm pretty sure I'm alone here though.

The Exchange

Please don't make it world neutral, please never again make anything world neutral.

Crossbow bolt options, blunt, slashing, different crit and damage sizes, reloading aids...
Cloth types with prices, other commodities that sell for full price.

Wheel barrel, small cart

Non magical options for weaponsmiths. at least equivalent to normal pluses, even if situational. Ie +2 to hit and damage vs unarmored opponents or another could be +2 vs heavy armor, count it as a plus 1 enchant so magic can stack with out breaking the system.

Herbs at least 20 useful ones. Bonuses to perception when up late, tea that counts you as getting an extra hour of sleep tea so that surprise combat doesnt throw off your spells, high altitude bonuses, voice altering, scent hiding, mind clouding, and more medical stuff for fans of herbal remedies.

Frictionless gel. The Best invention of the fading suns universe needs to be in pathfinder too. Well I can ask at least.


Spellbook addition.
I read the page on sample spellbooks with rituals and protections but what about a comprehensive list of protections and additions one can put on a spellbook. I am about to play a wizard in Skull and Shackles and desperately want a waterproofed spellbook.

Grand Lodge

It has already been mentioned, but I'd like to see pricing for castles, keeps, towers, walls, inns, taverns, and dungeon excavations -- any of the sorts of buildings adventurers are likely to construct or purchase. It should be fairly simple to just figure a cost per square foot of the various types. It might also be worthwhile to include repair costs in case a group of adventurers want to rehab a ruin.


I'd like to see alternate weapon proficiency for different cultures, or even just a list similar to the one in Humans of Golarion that details where specific weapons come from. Perhaps regional traits that make trade different weapons from martial to exotic.

stats for practice weapons, like wooden swords or blunted daggers, dealing subdual damage and possibly bludgeoning on a crit.

volumes calculations for containers. I've seen them elsewhere, but also with conversions.
Can you stuff a ranseur in a bag of holding safely?
Volume calculations for unworn suits of armor.


^ I like what Jaatu suggestions. Remember to include a note about things like Eldritch Knight's "Must be proficient with all martial weapons.".

A lantern shield (these actually exist apparently) could be nice

Given the book is setting agnostic and a lover of urban fantasy (and Paizo's beloved Cthulhu Mythos is right at home in such a setting) some roughly Victorian era items would be nice. "Advanced Firearms" alreddy fit such a setting. Examples could include silencers (which could be included anyways), telegraphs, cameras and possibly even early automobiles


One little item: Charcoal. I realized that it's not in CRB, APG, or any of my other books while making a paladin of Shelyn that sketches.


^ It's in Seeker of Secrets and I think that was one of the books with its stuff included.


Maybe a pipe or some rolling papers so i can enjoy my tobacco or other smokeables. I havent been able to find any.

RPG Superstar 2015 Top 8

The thread necromancers might want to know that the book's no longer in writing phase. There was another thread about "pre-emptive errata" for Ultimate Equipment and one of the Paizo staff noted that it was too late for stuff like that.

Not to spoil your fun, but wanted to be sure you knew.

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