Pathfinder Player Companion: Adventurer's Armory (PFRPG)

3.40/5 (based on 18 ratings)
Pathfinder Player Companion: Adventurer's Armory (PFRPG)

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Hundreds of New Items!

Whether your character’s in the market for an exotic weapon, a new pet, or an unusual alchemical item to help in exploring old tombs, this book has it covered. Adventurer’s Armory is the go-to sourcebook for supplementing your character’s gear; all of the items are nonmagical and most of them are priced low enough that even 1st-level heroes can afford them!

    Customize your equipment for any given adventure with the following:
  • New weapons and armor!
  • New alchemical items
  • Skill aids and class-specific items!
  • New poisons and black-market goods!
  • Travelers’ comforts, such as cooking supplies and tents!
  • Adventurer favorites, like bladed boots and spring-loaded wrist sheaths!
  • New uses, rules, and tricks for mundane gear!
  • Divine items that react to channeled energy!
  • Power components for spells!
  • New traits!
  • An alchemist cohort to keep you supplied in the field!

This player-friendly Pathfinder Companion works best with the Pathfinder Roleplaying Game Core Rulebook or the 3.5 version of the world’s oldest fantasy roleplaying game. Although suitable for play in any fantasy world, it is optimized for the Pathfinder Chronicles campaign setting.

Each bimonthly 32-page Pathfinder Companion contains several player-focused articles exploring the volume’s theme as well as short articles with innovative new rules for social, magic, religious, and combat-focused characters, as well as a persona section detailing helpful NPCs and traits to better anchor the player to the campaign.

ISBN-13: 978-1-60125-222-7

Errata for the first printing of the Adventurer's Armory is available as a free download (3.4 MB zip/PDF).
Updated Thursday, July 21, 2011

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

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Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

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Average product rating:

3.40/5 (based on 18 ratings)

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Jumps Right In

4/5

This book wastes not time getting to the armory of new choices.

Basics: This is not a fluff book. Page after page of new weapons and equipment. Also has some equipment for casters at the end as well.

Mechanics: A plethora of new weapons and equipment should prove useful for everyone in some aspect. Alchemical Power Components add a new layer to casting by adding effects while also having a useful item in hand.

Theme: It is an armory but a specific theme is absent. However there is enough variety to find themes within the book. Specifically the Syringe Spear is one I am fond of for an alchemist.

Execution: It forgoes fluff to dive straight into the item descriptions and stat blocks. For this type of book it works.

Summary: A supplement of items and interactions. A simple yet useful addition to a collection.


Lovely book

5/5


Chock Full of Useful Stuff

5/5

Adventurer's Armory was a product completely different than anything that had appeared in Pathfinder's Player Companion line up to that point. Whereas previous entries in the series has been about specific regions or races and contained far more "fluff" than "crunch", the Adventurer's Armory was almost *all* crunch. Full of new equipment, weapons, services, and more, the book drastically expanded the amount of stuff that PCs could spend their hard-earned (or stolen) gold on. It's probably the reason it's the most popular Player's Companion, and (I think) the only one to ever receive a second printing. Indeed, its continuing popularity is such that it's led to an announced Adventurer's Armory 2 later in 2017, which means Adventurer's Armory is the first product in the line to receive a direct sequel.

The inside front- and back- covers are tables providing statistics for the new weapons introduced in the book. The interior is then divided into six sections.

The first section, and by far the longest at 20 pages, is "Weapons, Armor, and Adventuring Gear." This section is exactly what it sounds like. There are 45(!) new weapons, including some classics from previous editions of D&D like the bardiche and lasso, as well as many I've never seen before, like the meteor hammer, groaning bullets, and syringe spear. One new shield (a "madu") and one new armor (parade armor) are introduced. The section then details dozens of new pieces of miscellaneous adventuring gear, including some that have become extremely common in groups I've played in, such as masterwork backpacks and skeleton keys. Players interested in alchemy will be happy, as a couple of dozen of substances are introduced, including everything from sneezing powder to bladeguard (for rust monster protection!). There are then 24 new tool and skill kits, such as portable alchemist's labs, a stretcher, and a portable altar. Some fun new clothing options are introduced such as tear-away clothing, as well as some eminently sensible choices like hot weather outfits. Foods and drinks receive descriptions and prices: everything from coffee and tea to Linnorm mead and Mwangi coffee. Want an animal as a pet or companion? Dogs, dire rats, stirges (!), and more are priced. Last, there's a handful of entertainment items (like loaded dice and marked cards) and herbal items. Perhaps disturbingly, there's even an entry on purchasing different types of slaves.

The second section, "Combat", comes in at two pages and introduces the concept of equipment tricks. Basically, by taking the Equipment Trick feat, a character can learn to do special things with one particular type of equipment like a rope or a shield. This section details Heavy Blade Scabbard tricks (like flipping a disarmed weapon into an empty scabbard) and Shield tricks (like throwing your shield to bounce off stuff like Captain America). I've never used equipment tricks in a game, but some of them actually look pretty fun.

A two-page "Faith" section introduces several new items for divine casters, most of them relating to a cleric's ability to channel energy.

The "Magic" section, also two pages long, focuses on the concept of Alchemical Power Components: basically, using an alchemical item as an added component when casting a spell to boost its power. Using a flask of alchemist's fire when casting burning hands, for example, means that one target that fails its save catches on fire. Some of the boosts are quite minor, while others could be extremely useful in the right circumstances, like using a tanglefoot back to allow your black tentacles to reroll grapple checks.

The "Persona" section details an NPC alchemist-for-hire named Arayam Bismut. Bismut is given an intriguing backstory involving a family curse and could make a decent cohort. A major thing to keep in mind, however, is that this product came out (I assume) before the Alchemist class became part of the game, so Bismut is statted out as simply a Level 6 Expert.

The final section, oddly labelled "Social", introduces the concept of Equipment Traits: things like having an heirloom weapon or being more skilled than most at using improvised weapons. Two new feats (Sly Draw and Splash Weapon Mastery) aid rogues who want to feint and bomb-hurlers respectively.

It's hard to imagine a player flipping through this book and *not* finding something useful for their character. The options provided expand, quite usefully, the understandably limited selection in the Core Rulebook. On the other hand, as everything apart from the NPC is open content, these items could just as easily be found in the PRD or PFSRD. Still, I'm confident the upcoming sequel to this book will also sell like hotcakes.

Note: The first printing of this book was apparently full of errors and typos. This review is based on the second printing.


3/5

I've reviewed this book over on RPGGeek.com.


A Small Treasure Hoard of Arms & Armor

3/5

This very slim 32 page addition for the Pathfinder Campaign Setting primarily adds new weapons to your Pathfinder campaign, and is easily adapted to most Fantasy Role Playing Games.

There's charts for weapons on the inside front and inside back covers. Inside, of course, there's a large section on Weapons, Armor, and Adventuring Gear, and small sections on combat, faith, magic, an NPC in the Persona section, and social info.

This book is a supplement to the Pathfinder RPG Core Rulebook. The regular weapons pages gives info on everything from Aklys to Wooden Stakes. There's a very small bit about armor and shields. There are great new Adventuring Gear items, from Area Maps to Wrist Sheaths. Even more special substances like Alchemical Grease or a Water Purification Sponge. There are tool kits and spell kits, Clothing, Food Drink and lodging, mounts pets and gear, Entertainment items, what's available on the Black Market, and converting Pathfinder Chronicles Campaign Setting items.

Then comes the charts you will need in order to introduce all these things to your campaign. There's also a quick overview of Equipment Tricks, Channelling Foci, Alchemical components, and Equipment traits and new feats. Then there's Arayam Bismut, an alchemist for hire, who has an interesting back story, and a number of kinfolk. He might make a great NPC when GM's go looking for adventure seeds.

Although you might think the small size of this book limits its focus, I believe that it is chock full of useful gaming facts. My players use it all the time. The only thing keeping it to just three stars is the total length - I wish it had been bigger. Highly recommended.


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I was so happy to see this on my Downloads page this morning! :D

I just noticed an ommission under the Channel Foci section. The table on Page 24 lists a Pectoral crest (75gp, 4 lbs.), but there is no description for it in the section. Did this get cut, or is there info on this that can be shared?

Thanks!

Your Friendly Neighborhood Dalesman
"Bringing Big D**n Justice to the Bad Guys Since 1369 DR"

Contributor, RPG Superstar 2008 Top 16

The Dalesman wrote:

I was so happy to see this on my Downloads page this morning! :D

I just noticed an ommission under the Channel Foci section. The table on Page 24 lists a Pectoral crest (75gp, 4 lbs.), but there is no description for it in the section. Did this get cut, or is there info on this that can be shared?

Thanks!

Hope you enjoy the book :)

The Pectoral Crest is my bad. I actually cut it even before I sent it to Sean but somehow managed to miss chopping it from the price list.

Sovereign Court

Hmm, I was hoping to see the equipment from the Campaign Setting updated in this, and while some of the armour gets a brief mention, the mechanics aren't changed (not even the standard +1 AC for medium/heavy armours). Will we need to wait for the World Guide for a full update?


Hal Maclean wrote:

Hope you enjoy the book :)

The Pectoral Crest is my bad. I actually cut it even before I sent it to Sean but somehow managed to miss chopping it from the price list.

Thanks for the clarification, Hal!

Now my curiosity is piqued - I must walk away and distract myself before it gets the better of me. Argh.... ;)

Your Friendly Neighborhood Dalesman
"Bringing Big D**n Justice to the Bad Guys Since 1369 DR"

Contributor

Majuba wrote:
Sean K Reynolds wrote:
Aldori dueling sword should ...

With apologies to Rob, I think there's another goof with that back chart. I believe there's a missing entry on the Special line of the Exotic Two-handed weapons:

The Garrote appropriately lists "grapple, see text".
The Mancatcher lists "reach, trip, see text".
I believe "reach, trip, see text" should instead be on the Meteor Hammer (formerly reach, disarm, trip, with text). The Mancatcher probably should have "reach, grapple, see text", which may be responsible for the confusion.
This does readd some confusion to the Meteor Hammer, and whether it threatens at 5', 10', or depending on which of its fighting styles is used. I know you had previously stated it remained 10' in both styles, but that was a while ago.

Mancatcher should be "reach, grapple, see text."

Meteor hammer should be "reach, trip, see text" and the description should mention that the reach ability is only usable in fortress mode (otherwise it is clearly better than the spiked chain, which got toned down in PF to something more reasonable).

LoreKeeper wrote:
I was surprised not to see the katar, tri-bladed mentioned explicitly. I know it states that items not mentioned explicitly can stay as they are and used as is; but I would still have expected it to become a x3 weapon instead of x4.

19-20/x2 (dagger) is mechanically the same as 20/x3. If the tri-bladed katar were 20/x3 as an exotic weapon, there's no reason to spend an Exotic Weapon Proficiency feat on it.

Lord Pel wrote:
I hate to be a pest, but can we get an official ruling/verification on this? Majuba just found one of these in the game I am running and I want to make sure he is using it properly. ;-)

Yes, but when someone asks a question after 7pm on a Friday, please give me until Monday (when I'm back at the office and have access to all my files) to give an informed answer. ;)

Blazej wrote:
This might be a silly question, but I wanted to confirm how much damage a monk with brass knuckles deals, do they deal their monk unarmed damage with each attack or do they deal 1d3 (adjusted for size)?

Monks use their unarmed strike damage when using brass knuckles... but as they can already deal lethal damage with unarmed strikes, there's not much benefit for them doing so. But it's cool for monks to be able to use them proficiently, so they can.

Calixymenthillian wrote:
Hmm, I was hoping to see the equipment from the Campaign Setting updated in this, and while some of the armour gets a brief mention, the mechanics aren't changed (not even the standard +1 AC for medium/heavy armours). Will we need to wait for the World Guide for a full update?

Field plate "is similar to full plate but lighter in construction, sacrificing a bit in protection for greater flexibility and mobility."

3.5 full plate: +8/+1/-6/35%
PF full plate: +9/+1/-6/35%
PCCS field plate: +7/+2/-6/40%
AA field plate: +7/+1/-5/35%
No heavy armor gives Max Dex +2, so we had to bonk that down to keep it in line with other heavy armors. AA field plate is basically masterwork banded mail... except that you can get masterwork field plate (+7/+1/-4/35%) and you can't get masterwork masterwork banded mail.
There is no medium armor in the PCCS, so the PF +1 increase to medium armors doesn't apply to anything there.


Sean,
I have a few questions if you don't mind:

1) The scorpion whip description describes it as a whip, but doesn't list the same benefits/restrictions as a whip does in the core rulebook. So is a scorpion whip a weapon that threatens and has normal 10' reach or is it a weapon with 15' reach, is finesseable, doesn't threaten, and provoke's AoO's when used? Either way I'm happy to see a combat useable whip in the rules, so thanks!

2) The urumi is not listed as being different in the weapon descriptions under adapting PF campaign weapons, but it is missing reach in the table and has a 18-20 threat range (which are both different than the PF campaign description). Since there are other errors in the table I just wanted to confirm the changes to the urumi, so is the table correct?

3) Does the PF campaign version of the flying talon no longer exist now since some people call the that spear-type weapon a flying talon?

Sovereign Court

Sean K Reynolds wrote:

Field plate "is similar to full plate but lighter in construction, sacrificing a bit in protection for greater flexibility and mobility."

3.5 full plate: +8/+1/-6/35%
PF full plate: +9/+1/-6/35%
PCCS field plate: +7/+2/-6/40%
AA field plate: +7/+1/-5/35%
No heavy armor gives Max Dex +2, so we had to bonk that down to keep it in line with other heavy armors. AA field plate is basically masterwork banded mail... except that you can get masterwork field plate (+7/+1/-4/35%) and you can't get masterwork masterwork banded mail.
There is no medium armor in the PCCS, so the PF +1 increase to medium armors doesn't apply to anything there.

Thanks for the clarification. Are there any changes to the Bladed Scarf other than dropping the reach? (Assuming that was an intentional change on the weapon table.)


Sean K Reynolds wrote:


Lord Pel wrote:
I hate to be a pest, but can we get an official ruling/verification on this? Majuba just found one of these in the game I am running and I want to make sure he is using it properly. ;-)

Yes, but when someone asks a question after 7pm on a Friday, please give me until Monday (when I'm back at the office and have access to all my files) to give an informed answer. ;)

I do apologize, and I almost did not hit the send button last Friday, but I have to figure out how to stop Majuba from using his steel balls and destroying my minions before this weeks gaming session!

Thanks so much for the clarification. You guys are grreat!

Contributor

7 people marked this as a favorite.

A scorpion whip uses the same rules as the whip in the PFRPG Core Rulebook, except (1) it deals lethal damage, even to creatures with armor bonuses, and (2) the stats in the table.

Urumi stats in the table are correct. It's not a reach weapon (it's only about 5' long at most, same as a greatsword). Take away reach from the PCCS stats and it's no better than a longsword, so we gave it a better threat range, otherwise there's no benefit for spending an Exotic Weapon Proficiency on it.

Use the chain spear stats from AA for flying talons.

Bladed scarf is correct on the table (in the PCCS it was way too good as a finesse, reach/close-reach, trip, grappler-damaging weapon).


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Some more questions regarding weapons:

1) Is the flambard really meant to be a trip weapon?

2) The ogre hook changed from 1d12 damage in the PCCS to 1d10. Is this by design or a typo?

3) The khopesh is a one-handed exotic weapon that deals 1d8 damage. The PCCS version ("Osirian khopesh") was a two-handed martial weapon that dealt 1d10 damage. Is this suppoed to be the same weapon (the rest of the stats match), and why did it change?

4) The prices for falcata, temple sword and urumi changed from 16, 18, and 30 gp (PCCS) to 18, 30, and 50 gp. This looks a bit like a look-up error as the first two seem to be shifted up a row. Maybe an error or design?

Dark Archive

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

ARG! Can not wait much longer, need this in my Downloads. ARG!


Are the stats for the war razor correct? (Mainly the crit threat range.)

If so, it becomes a four times more expensive dagger, without range or multiple damage types.

Sovereign Court

Sean K Reynolds wrote:
Bladed scarf is correct on the table (in the PCCS it was way too good as a finesse, reach/close-reach, trip, grappler-damaging weapon).

Wow, you went all spiked chain on its ass! Admittedly it was a little too good, but now it's a heavy flail that takes exotic weapon proficiency, has a lower threat range, and deals 1d6 instead of 1d10. Based on what you said about the Urumi, what's the benefit of spending the feat?

Contributor

1) The flambard should not be a trip weapon (it looks like the last column of that part of the table shifted and was only partially corrected in the last pass, which is why the mancatcher and meteor hammer also had errors).

2) Ogre hook: The changes in AA are deliberate; if the hook were just 1d12/x3, it would be as good as a greataxe; with the ability to trip on top of that, it's better than a greataxe, which means it invalidates the greataxe as a weapon (and oddly, in the real world people used axes more than they used giant hooks). The choice was to make it an exotic weapon (which means most ogres would never use it) or drop the damage a little bit and keep it martial. Note that you can still have a Large ogre hook that does 2d8.

3) The khopesh change was deliberate. One, a typical khopesh is under 3 feet long and historically was a 1H weapon, not a 2H weapon. That means its damage had to go down to 1d6/1d8/19-20/x2, which makes it identical to a longsword's stats, except it also has trip. Longsword + trip means it's better than a longsword, and thus needs to move to the exotic category, otherwise it invalidates the longsword.

4) Price changes are intentional. Making a simple, straight blade is easier and cheaper than making a curvy, angular, or flexi-blade.

5) The advantage of the war razor is described in the PCCS... the blade folds into the handle, requiring no sheath, and giving you a +2 bonus on Sleight of Hand checks to conceal it.

6) The advantage over a heavy flail is you can be a sneaky bastard carrying a weaponized scarf, where carrying a flail gets you dirty looks or even arrested. General rule: new and/or fantasy weapons shouldn't invalidate historical and/or Core Rulebook weapons. There's a reason why soldiers didn't go to war armed with bladed scarves--it's because swords, axes, and even flails are more effective at killing your enemies... but are harder to conceal. To quote the PCCS, "The skill required in using such scarves effectively and not revealing their deadly nature makes them exotic weapons."


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Thank you, Sean, for the clarifications!

Contributor

No problem, folks. I know that the handful of errors in the last column of that last table is leading some people to wonder if all the tables are wrong (especially as there are changes from earlier sources), but you can trust those tables are accurate other than the stuff we've noticed in that last column.

And I know exactly why those errors happened, too--there's a window option on a Mac to option-click a visible window in another application, which hides the top application and brings the clicked window to the front. Except it looks like Microsoft, in all its genius, decided that not only would it process that command normally, but if a Microsoft app is the targeted window, it would also pass the option-click command TO that window. I built the initial tables in Excel, and if you option-click a cell in Excell it executes a "create a new blank cell here , and move the clicked cell and everything below it down one row to compensate." So one time when I said, "option-click to hide the campaign setting PDF and bring the exotic weapons table spreadsheet to the front," Excel grabbed that command and shifted some of the cells in the last column down. I thought I'd caught it, but apparently these ones got through. :(

Contributor

lastknightleft wrote:
Why not just throw that into the same category of "call your greatsword a zweihander" I guess it just seems kinda silly to make an exotic weapon that is weaker than a standard dagger. By the way you do know that even if we disagree I think you're an awesome writer and designer (I have your swords to plowshares and your argonauts stuff) and appreciate you taking the time to answer

In theory you could make supplemental stats to the butterfly knife, like with the Equipment Trick feat, that wouldn't apply to a regular dagger. Also, it's not *weaker* than a standard dagger, it's exactly the same damage, crit range, and crit multiplier. The difference in price is irrelevant after a PC's first adventure, anyway.

lastknightleft wrote:
Okay question #2, the launching crossbow doesn't have any stats listed, it doesn't even have a range category or explain what the difference is between using it and just throwing a potion.

The launching crossbow has a 20 ft. range increment.


Sean K Reynolds wrote:

Field plate "is similar to full plate but lighter in construction, sacrificing a bit in protection for greater flexibility and mobility."

3.5 full plate: +8/+1/-6/35%
PF full plate: +9/+1/-6/35%
PCCS field plate: +7/+2/-6/40%
AA field plate: +7/+1/-5/35%
No heavy armor gives Max Dex +2, so we had to bonk that down to keep it in line with other heavy armors. AA field plate is basically masterwork banded mail... except that you can get masterwork field plate (+7/+1/-4/35%) and you can't get masterwork masterwork banded mail.
There is no medium armor in the PCCS, so the PF +1 increase to medium armors doesn't apply to anything there.

Just to confirm, Field plate doesn't get the +1 AC (3.5 to PF bonus), because it allows a +2 max dex bonus.

Should Stoneplate then have received the +1 AC (3.5 to PF bonus)?


Sean K Reynolds wrote:

A scorpion whip uses the same rules as the whip in the PFRPG Core Rulebook, except (1) it deals lethal damage, even to creatures with armor bonuses, and (2) the stats in the table.

Urumi stats in the table are correct. It's not a reach weapon (it's only about 5' long at most, same as a greatsword). Take away reach from the PCCS stats and it's no better than a longsword, so we gave it a better threat range, otherwise there's no benefit for spending an Exotic Weapon Proficiency on it.

Use the chain spear stats from AA for flying talons.

Bladed scarf is correct on the table (in the PCCS it was way too good as a finesse, reach/close-reach, trip, grappler-damaging weapon).

Thanks for the answers Sean. I'm a bit disappointed at the slaying of the PFCS flying talon since I didn't feel a 1d4 damage light reach weapon was too good compared to other weapons, but I understand what you guys are trying to do with weapon balance and I really appreciate a combat useable whip so I can live with the change.


Sorry if someone's mentioned this and I missed it (I scanned the posts since people started getting PDFs and haven't seen it), but why are all the "FI"s missing in the explanatory text at the top of page one? I.e., "exotic weapon prociency," "procient user," "gain the benet of Weapon Focus," etc. Or is it an Acrobat issue?


Temple Sword?

This was introduced in the Campaign Setting. Sajan the monk PC in Kingmaker uses one, but it seems it did not make the Armory. Was this an accidental omission?


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

What exactly do the specials "grapple" and "sunder" do? The Core Rulebook only defines "brace", "disarm", double", "monk", "nonlethal", "reach", and "trip".


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Another one: the Dwarven Maulaxe lists damage type "P or S" which is a change from the PCCS where it "B or S". The description of the weapon leads me to assume B should be correct.

Paizo Employee CEO

Joana wrote:
Sorry if someone's mentioned this and I missed it (I scanned the posts since people started getting PDFs and haven't seen it), but why are all the "FI"s missing in the explanatory text at the top of page one? I.e., "exotic weapon prociency," "procient user," "gain the benet of Weapon Focus," etc. Or is it an Acrobat issue?

It is a font ligature issue that we didn't catch because the art director printed off the proofing copies and the font was on her machine, but it wasn't on the machine that made the PDF for the printer and thus the ligatures got left out. We've fixed the process so this never happens again, but that doesn't help this time. :/ It looked great on the proofing pages, who knew?

-Lisa

Sovereign Court

Sean K Reynolds wrote:
lastknightleft wrote:
Why not just throw that into the same category of "call your greatsword a zweihander" I guess it just seems kinda silly to make an exotic weapon that is weaker than a standard dagger. By the way you do know that even if we disagree I think you're an awesome writer and designer (I have your swords to plowshares and your argonauts stuff) and appreciate you taking the time to answer
In theory you could make supplemental stats to the butterfly knife, like with the Equipment Trick feat, that wouldn't apply to a regular dagger. Also, it's not *weaker* than a standard dagger, it's exactly the same damage, crit range, and crit multiplier. The difference in price is irrelevant after a PC's first adventure, anyway.

The reason I call it weaker is because it requires a feat to be proficient, and unless I'm mistaken, every class in the game has dagger proficiency, so having the exact same stats as a regular dagger, having no equipment tricks as of now to supplement it (and keep in mind you can also have equipment trips for a regular dagger too) and then saying, but this one takes a proficiency feat, makes it weaker IMO

Contributor, RPG Superstar 2008 Top 16

The Dalesman wrote:


Thanks for the clarification, Hal!

Now my curiosity is piqued - I must walk away and distract myself before it gets the better of me. Argh.... ;)

Trust me, you don't want to see it.

Developers cut for space. I cut for crap... :)


Lisa Stevens wrote:
Joana wrote:
Sorry if someone's mentioned this and I missed it (I scanned the posts since people started getting PDFs and haven't seen it), but why are all the "FI"s missing in the explanatory text at the top of page one? I.e., "exotic weapon prociency," "procient user," "gain the benet of Weapon Focus," etc. Or is it an Acrobat issue?

It is a font ligature issue that we didn't catch because the art director printed off the proofing copies and the font was on her machine, but it wasn't on the machine that made the PDF for the printer and thus the ligatures got left out. We've fixed the process so this never happens again, but that doesn't help this time. :/ It looked great on the proofing pages, who knew?

-Lisa

Lisa, any plans already for a 2nd print run (not just for any errors, but more copies in general) and if so, will the errors be fixed for the 2nd printing?


Hal Maclean wrote:

Trust me, you don't want to see it.

Developers cut for space. I cut for crap... :)

LOL - Gotcha ;P

Your Friendly Neighborhood Dalesman
"Bringing Big D**n Justice to the Bad Guys Since 1369 DR"

Sovereign Court

Hobbun wrote:
Lisa Stevens wrote:
Joana wrote:
Sorry if someone's mentioned this and I missed it (I scanned the posts since people started getting PDFs and haven't seen it), but why are all the "FI"s missing in the explanatory text at the top of page one? I.e., "exotic weapon prociency," "procient user," "gain the benet of Weapon Focus," etc. Or is it an Acrobat issue?

It is a font ligature issue that we didn't catch because the art director printed off the proofing copies and the font was on her machine, but it wasn't on the machine that made the PDF for the printer and thus the ligatures got left out. We've fixed the process so this never happens again, but that doesn't help this time. :/ It looked great on the proofing pages, who knew?

-Lisa

Lisa, any plans already for a 2nd print run (not just for any errors, but more copies in general) and if so, will the errors be fixed for the 2nd printing?

+1 if nothing else I'd like the PDF to be fixed so I can print out the chart and add it to my equipment charts.

The Exchange

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Lisa Stevens wrote:
It is a font ligature issue that we didn't catch because the art director printed off the proofing copies and the font was on her machine, but it wasn't on the machine that made the PDF for the printer and thus the ligatures got left out. We've fixed the process so this never happens again, but that doesn't help this time. :/ It looked great on the proofing pages, who knew?

That's good to know, I was worried about my players opening and closing their buttery knives during the next game... ;-)


delabarre wrote:
Lisa Stevens wrote:
It is a font ligature issue that we didn't catch because the art director printed off the proofing copies and the font was on her machine, but it wasn't on the machine that made the PDF for the printer and thus the ligatures got left out. We've fixed the process so this never happens again, but that doesn't help this time. :/ It looked great on the proofing pages, who knew?
That's good to know, I was worried about my players opening and closing their buttery knives during the next game... ;-)

But they'd come in so handy at breakfast for toast and English muffins! I think hobbits ought to get buttery knife proficiency as a racial trait.

Dark Archive

Just curious as to why spiked chain gets to benefit from weapon finesse, but Battle Poi don't.

Dark Archive

They also seem to work better as melee touch attacks that don't add a strength bonus to damage...

Contributor

{Just to confirm, Field plate doesn't get the +1 AC (3.5 to PF bonus), because it allows a +2 max dex bonus.}

No, field plate doesn't get a +2 max Dex bonus at all. :)
Like I said earlier, field plate is basically masterwork banded mail, which (just like banded mail) has the PF-granted +1 AC bump to heavy armor built in.

{Should Stoneplate then have received the +1 AC (3.5 to PF bonus)?}

Yes.

{Temple Sword: This was introduced in the Campaign Setting. Sajan the monk PC in Kingmaker uses one, but it seems it did not make the Armory. Was this an accidental omission?

See 1H exotic melee weapons on the inside back cover.

{What exactly do the specials "grapple" and "sunder" do?}

Sorry, that seemed self-evident to me, but just to be clear, there are no additional abilities relating to dropping weapons or anything like that, it's just:
Grapple: You can use a grapple weapon to make grapple attacks.
Sunder: You can use a sunder weapon to make sunder attacks.

{Another one: the Dwarven Maulaxe lists damage type "P or S" which is a change from the PCCS where it "B or S". The description of the weapon leads me to assume B should be correct.}

Yep, it's "B or S"

{The reason I call it weaker is because it requires a feat to be proficient, and unless I'm mistaken, every class in the game has dagger proficiency, so having the exact same stats as a regular dagger, having no equipment tricks as of now to supplement it (and keep in mind you can also have equipment trips for a regular dagger too) and then saying, but this one takes a proficiency feat, makes it weaker IMO}

Butterfly knife says "otherwise, treat this weapon as a dagger," which means anyone can use it as if it were a dagger. So you don't have to spend a feat to use it as a dagger, which means it's just as good as a dagger. The door is open for more things with it (just as the door is open for more feats, spells, and magic items that rely on bardic performance, barbarian rage, and other rounds-per-day powers introduced in the PFRPG).

{Lisa, any plans already for a 2nd print run (not just for any errors, but more copies in general) and if so, will the errors be fixed for the 2nd printing?}

I've sent all of these to the art staff and they're making changes to the PDF. I don't make decisions about whether or not to reprint books, but in general our policy is "if things need to be fixed, fix them for the reprint."

{Just curious as to why spiked chain gets to benefit from weapon finesse, but Battle Poi don't.}

I *might* be inclined to allow battle poi to use Weapon Finesse, but you're already getting the benefit of having the TWF feat when using them, so I'm cautious about letting you use a Dex-stacking feat with a weapon that already gives you a Dex-based feat for free--it makes the weapon really appealing for Dex-based characters.

Or, to put it another way: to get optimal use out of a spiked chain, you need 3 feats: Exotic Weapon Prof, TWF, and Weapon Finesse--because TWF requires Dex 15, and odds are if you have Dex 15 then that's your highest stat, so you're going to use WF to optimize your attack bonus over a lesser stat. If battle poi allowed WF, to get optimal use out of battle poi, you'd only need 2 feats: Exotic Weapon Prof and WF--because you automatically get the benefit of TWF with it. So in this scenario, the poi-user would have one extra available feat compared to the spiked chain user.


Sean K Reynolds wrote:

{What exactly do the specials "grapple" and "sunder" do?}

Sorry, that seemed self-evident to me, but just to be clear, there are no additional abilities relating to dropping weapons or anything like that, it's just:
Grapple: You can use a grapple weapon to make grapple attacks.
Sunder: You can use a sunder weapon to make sunder attacks.

Presumably (?) grapple weapons avoid the penalties for grappling with one (or both) hands full, however.

Sovereign Court

Sean K Reynolds wrote:


{What exactly do the specials "grapple" and "sunder" do?}

Sorry, that seemed self-evident to me, but just to be clear, there are no additional abilities relating to dropping weapons or anything like that, it's just:
Grapple: You can use a grapple weapon to make grapple attacks.
Sunder: You can use a sunder weapon to make sunder attacks.

NO NO NO NO NO NO NO NO NO NO NO NO NO!

We just got the debate over tripping weapons clarified so that we knew you can only make trip attempt with trip weapons. If you add that horrible line it means that there are only two weapons in the game by the established clarifications that can make sunder attempts. The grapple is fine but you can attempt to sunder with any weapon and you need to drop sunder unless it has some other definition.

Contributor

Draeke Raefel wrote:
They also seem to work better as melee touch attacks that don't add a strength bonus to damage...

As soon as you create a manufactured weapon that is a melee touch attack, it brings up a ton of questions as to how that interacts with weapon abilities (like flaming) and why can't you do the same thing with touch attacks with other weapons (whether an armored gauntlet, whip, or greatsword).

1) If you let those abilities trigger on touch attacks, then it's really easy to hurt creatures otherwise protected by high armor/natural armor, which makes the battle poi too exploitable. Plus, you could just start making touch attacks with any weapon and expect the weapon's special abilities would trigger normally.

2) If you don't let those abilities trigger on touch attacks (which is how it currently works--you can't make touch attacks with manufactured weapons, or at least you can't trigger their special abilities by doing so), then it makes special weapon abilities on touch-attack-only weapons irrelevant because they never trigger.

I'd rather see +1 disruption shock battle poi in the game that require normal (non-touch) melee attacks than relegate the battle poi to the ghetto of never getting special weapon abilities because they don't have any effect on the weapon.


Draeke Raefel wrote:
They also seem to work better as melee touch attacks that don't add a strength bonus to damage...

I think they would work better as weapons that do 1d2 blunt damage and 1d4 fire damage, say.

Contributor

hogarth wrote:
Presumably (?) grapple weapons avoid the penalties for grappling with one (or both) hands full, however.

True. So perhaps it's not as self-evident as I thought. :)

lastknightleft wrote:

NO NO NO NO NO NO NO NO NO NO NO NO NO!

We just got the debate over tripping weapons clarified so that we knew you can only make trip attempt with trip weapons. If you add that horrible line it means that there are only two weapons in the game by the established clarifications that can make sunder attempts. The grapple is fine but you can attempt to sunder with any weapon and you need to drop sunder unless it has some other definition.

Good points. So let's revise what I said earlier:

Grapple: This weapon has special rules when used to make grapple attacks.
Sunder: This weapon has special rules when used to make sunder attacks.

Better? :)

RPG Superstar 2015 Top 8

Sean K Reynolds wrote:

I *might* be inclined to allow battle poi to use Weapon Finesse, but you're already getting the benefit of having the TWF feat when using them, so I'm cautious about letting you use a Dex-stacking feat with a weapon that already gives you a Dex-based feat for free--it makes the weapon really appealing for Dex-based characters.

Or, to put it another way: to get optimal use out of a spiked chain, you need 3 feats: Exotic Weapon Prof, TWF, and Weapon Finesse--because TWF requires Dex 15, and odds are if you have Dex 15 then that's your highest stat, so you're going to use WF to optimize your attack bonus over a lesser stat. If battle poi allowed WF, to get optimal use out of battle poi, you'd only need 2 feats: Exotic Weapon Prof and WF--because you automatically get the benefit of TWF with it. So in this scenario, the poi-user would have one extra available feat compared to the spiked chain user.

Spiked chain is listed as a two-handed weapon. It is NOT listed as a double weapon. Why would you want to take TWF with it?

I haven't looked at the Armory yet so I don't know what the poi is, but it seems like the comparison is flawed if you're assigning feats to the spiked chain that one would never actually take with it. (Feats you WOULD be more likely to take with the spiked chain would be Combat Expertise, Improved Disarm, Improved Trip, etc. to make the most of its Disarm and Trip abilities.)

(Other comment deleted due to ninja activity)


DeathQuaker wrote:


(Other comment deleted due to ninja activity)

*hides behind tree*

The Exchange

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Ninja Munchkin wrote:
*hides behind tree*

It's a hedge. Move along.

Contributor

DeathQuaker wrote:
Spiked chain is listed as a two-handed weapon. It is NOT listed as a double weapon. Why would you want to take TWF with it?

*sigh* It's still early. Can I blame the construction workers who've been in my apartment drilling into the walls to upgrade the kitchen and bathroom plumbing for the past two weeks?

I was mentally combining the rules for the spiked chain and the dire flail (which *is* a double weapon). Discarding that aberrant thought, yes, you probably should be able to use WF with the battle poi.

RPG Superstar 2015 Top 8

Sean K Reynolds wrote:
DeathQuaker wrote:
Spiked chain is listed as a two-handed weapon. It is NOT listed as a double weapon. Why would you want to take TWF with it?

*sigh* It's still early. Can I blame the construction workers who've been in my apartment drilling into the walls to upgrade the kitchen and bathroom plumbing for the past two weeks?

I was mentally combining the rules for the spiked chain and the dire flail (which *is* a double weapon). Discarding that aberrant thought, yes, you probably should be able to use WF with the battle poi.

Certainly, you can blame the construction workers. :) Sorry about all that.

Ah yes, I see where you might have conflated the two.

Though reading through this thread--and this is not a personal criticism of you--I have to say I'm tempted to cancel my preorder of the book and wait till the second printing, if there are going to be this many errata.


lastknightleft wrote:
We just got the debate over tripping weapons clarified so that we knew you can only make trip attempt with trip weapons.

Really? That's lame... I'm making an immediate houserule that old bald Chinese men can make trip attacks with any suitable staff, with appropriate bonuses for the length of their mustache and/or goatee.

Sovereign Court

Sean K Reynolds wrote:
hogarth wrote:
Presumably (?) grapple weapons avoid the penalties for grappling with one (or both) hands full, however.

True. So perhaps it's not as self-evident as I thought. :)

lastknightleft wrote:

NO NO NO NO NO NO NO NO NO NO NO NO NO!

We just got the debate over tripping weapons clarified so that we knew you can only make trip attempt with trip weapons. If you add that horrible line it means that there are only two weapons in the game by the established clarifications that can make sunder attempts. The grapple is fine but you can attempt to sunder with any weapon and you need to drop sunder unless it has some other definition.

Good points. So let's revise what I said earlier:

Grapple: This weapon has special rules when used to make grapple attacks.
Sunder: This weapon has special rules when used to make sunder attacks.

Better? :)

Much, Congrats Sean you almost made me cry :P

Scarab Sages

If it helps, I've been tracking all these changes and have noted them in the Archives:

Weapons
Armor
Gear

All the AA's weapons and armor should be up there, I am currently working on the misc. gear so that is not quite done.

One thing I wasn't sure on. Sean, you said Stoneplate should indeed receive the +1 bonus from 3.5 to PRPG, making it a total +10 armor bonus? Was the increase on its max dex intentional as well? It was +0 in the Campaign Setting and is now +1.

Thanks!

Contributor

All of the armor entries in Adventurer's Armory are correct. :)


Sean K Reynolds wrote:

{Just to confirm, Field plate doesn't get the +1 AC (3.5 to PF bonus), because it allows a +2 max dex bonus.}

No, field plate doesn't get a +2 max Dex bonus at all. :)
Like I said earlier, field plate is basically masterwork banded mail, which (just like banded mail) has the PF-granted +1 AC bump to heavy armor built in.

Whoops, I was comparing the old and new versions and got that mixed up.

There may be a design concern with not bumping up the AC though (mainly due to its price):


  • despite field plate being masterwork banded mail, it still got an extra +1 AC in the Campaign Setting, over regular banded mail and the price of 1200 gp seemed appropriate for a +7 armor that had a +2 max dex bonus.
  • MW Banded Mail costs 400 gp and you get all the same benefits, at 15 lbs less weight. (Although field plate can be upgraded to MW -- although at a difference of 950 gp for an extra +1 armor check penalty)
  • Given the weight increase and the hefty price, I think the original design must have taken into account extra reinforcement, increasing the AC.
  • now that all other medium and heavy armors got a +1 AC, except field plate, and given that it's max dex bonus has dropped by 1, it seems way over priced for simply gaining -1 armor check penalty.

Either the price should be adjusted to reflect the lower AC value now, or the AC should be increased, which would keep it in balance with all the other armors. (Even if the AC is increased, I think the cost at 1200 gp still may be a little high since I'm sure a big part of that hefty cost was due to the +2 max dex it allowed.)


For the second printing, how much of the errata posted in this thread so far will be included?

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