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All of the armor entries in Adventurer's Armory are correct. :)
I'm not entirely sure what you mean by this. Is that in response to my max dex question, or are they just 100% correct? I ask because you said this up above:
{Should Stoneplate then have received the +1 AC (3.5 to PF bonus)?}
Yes.
Since Stoneplate was +9 in both the Campaign Setting AND Adventurer's Armory, your response makes it sound like it should actually be +10 in the AA.

Sean K Reynolds Contributor |

Actually, I thinking it would be cooler if there were a way to convert field plate to full plate and vice versa. Spend a few hours working on* your full plate and you have something that works like field plate--you lose 2 AC, but reduce ACP by 1. Likewise, you could spend a few hours on your field plate and you'd end up with something like full plate--you gain 2 AC, but increase ACP by 1.
*And by "working on" I probably mean "adding or subtracting extra layers of padding, chain, and straps," not "hammering on it at a blacksmith's shoppe."
Unfortunately, I can't go back in time and stop certain wonky things from entering the PCCS, I have to take what's presented and tweak it so it's appropriate for the new rules. Field plate is one of those problematic PCCS rules elements--it's really close to full plate, but better in one critical way (max Dex) that no other armor of its type does, and part of the penalty of heavy armor is that it really hampers your Dex. I'm afraid to push too much on those stats rules-wise because increasing the max Dex means it's possible for AC-maximizing characters to squeeze out a few more points of AC, even though it's already possible to make an almost-unhittable PC. I prefer to err on the side of caution when tweaking something so close to the core rules.
Remember also that you can get mithral field plate (max Dex +3, ACP -2), and a fighter's armor training ability can improve these even further.
I'm kind of curious about the Stone Plate as well. As it stands in AA it is actually worse in every respect to the Full Plate.
Stone plate in AA is identical to PFRPGCR full plate except in terms of gp cost, speed, and weight. And a druid can wear stoneplate, she can't wear full plate. It's actually REALLY good for dwarf druids, as (1) they're more inclined to use stone rather than wood, (2) their slow and steady ability means even the heavy weight of stoneplate doesn't slow them down, (3) it doesn't require them to keep casting a 6th-level druid spell on their armor every few days.
Since Stoneplate was +9 in both the Campaign Setting AND Adventurer's Armory, your response makes it sound like it should actually be +10 in the AA.
Sorry, I'm reading past a bunch of entries at once....
Similar to my answer about field plate's AC bonus, I'm really hesitant to introduce new ways for PCs to increase their AC even further beyond the current nonmagical method's limit (field plate), even at the cost of increased arcane spell failure (irrelevant to 99% of armor wearers) and reduced land speed (which is easy to overcome with other magic items, or you just work the battlefield to let your "tank" be in the front). It's also weird that the best armor available to druids (stoneplate) is better than the best armor non-druids would go for (field plate). The end result is I changed stoneplate's important stats (AC, max Dex, ACP) to be the same as field plate's important stats.
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Stone plate in AA is identical to PFRPGCR full plate except in terms of gp cost, speed, and weight. And a druid can wear stoneplate, she can't wear full plate. It's actually REALLY good for dwarf druids, as (1) they're more inclined to use stone rather than wood, (2) their slow and steady ability means even the heavy weight of stoneplate doesn't slow them down, (3) it doesn't require them to keep casting a 6th-level druid spell...
Ummm Sean ... Druids don't get heavy armor proficiency. I can't see a druid blowing a feat just to wear this.

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IconoclasticScream wrote:I feel like I'm the subscriber on the planet who hasn't gotten access to the PDF yet. <cry>You're not, I still haven't gotten mine yet either.
Likewise still waiting and almost a week since the first email so hoping it ships soon.
I'm sure the more you subscribe to the later it ships because of the limited number of people with your combo of products.

Ernest Mueller |

Just read some of this. So this has a lot of good equipment, bit I'm personally disappointed at the huge missed opportunity to have cultural origins for the weapons.
Most of these weapons, as they're exotic, seem like they should be originating with some specific country/racial group, but the origin is only mentioned very rarely. It could have been done pervasively without much growth in page count. Like I assume the mere club (deriving from the Maori in real life) is popular among the Bonuwat Mwangi and not, say, Taldoran nobility - but the book doesn't back that up.
The entries could have just had a super quick note on origin or common users.
Madu (Absalom pit fighters): ...
Mere Club (Bonuwat Mwangi): ...
Meteor Hammer (Pony Clan Shoanti): ...
With weird weapons like the aklys, terbutje, and hunga munga this was a great opportunity to add distinctive arms to different groups and it seems like many of them are kinda intended that way - but since it was missed, I guess we'll just see Joe from Westcrown wielding whichever of these gives him the specific bonuses he wants in a flavorless manner. :-(
It's especially sad that the items that come from specific Golarion sources in the first place (e.g. Kaava musk) don't have it listed!

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My random thoughts on a first read:
Weapons -
Adventuring Gear -
Special Substances –
Equipment Tricks:
Alchemical Components:

Hobbun |

Hobbun wrote:+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.
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 think my question got lost within the rules questions with Sean. :)
Anyone from the Paizo staff able to answer this? Are there any plans for a second printing for this book and would it hopefully it would include the errata?
Not to sound rude, I just don't want to have to refer to this thread for the corrections/clarifications that Sean has given us when I do eventually purchase the book.

Hal Maclean Contributor, RPG Superstar 2008 Top 16 |

Also...
Why do bayonets render crossbows/firearms unusable when mounted? That's not how they work. A to-hit penalty I could see...
Plug bayonets did block the barrel, ring bayonets, or any other slot based system, don't. I originally did both but likely they got merged together.
I don't have the text in front of me so I can't say the exact rationale for why you can't use them as both a ranged and melee weapon. Maybe the bayonet is designed to fit into the firing groove? An issue of throwing off the aim?
As a matter of game balance it seems okay to require users to make a choice about how they intend to employ their crossbow during combat.
Worse comes to worse, there's always the thumbnail expedient of creating an Exotic Weapon Proficiency... :)

Sean K Reynolds Contributor |

Ummm Sean ... Druids don't get heavy armor proficiency. I can't see a druid blowing a feat just to wear this.
Without Heavy Armor Prof, a druid can wear hide armor (+4 AC). With HAP, a druid can wear stoneplate (+9 AC). That's +5 AC for one feat... better than Dodge in most cases. It's a viable build (weird, but viable). Consider also the druid/fighter.
Just read some of this. So this has a lot of good equipment, bit I'm personally disappointed at the huge missed opportunity to have cultural origins for the weapons.
1. Space.
2. Space.
3. Space.
I had a big huge list of things that MUST appear in this book, and they all went into the book's outline. Every writer got their assignments, which included a subset of those items and their total word count. Every single writer ran over on their assignment. If I assign you 20 items and 1,000 total words, you gotta get each item to an average of 50 words. I had to cut a TON of additional descriptive text out of the book (a line or two from each item, in most cases) to make everything fit. There's no way we could have added more region-origin info. Also, for the most part, this book is intended to be a player's definitive supplement to the Core Rulebook in terms of what equipment is generally available; it's not really intended as a regional breakdown of where items X, Y, and Z come from. Don't get me wrong, such a book would be neat, but we didn't have room for it here and this book's focus was never intended for that sort of thing.
Anyone from the Paizo staff able to answer this? Are there any plans for a second printing for this book and would it hopefully it would include the errata?
Again, I'm not the one who makes decisions about reprints, but when we reprint a book, we plug in the errata for it. Mind you, there are only a handful of fixes for this book, most of them regarding the exotic weapons table.

Zaister |
Another minor detail: the rhoka was described as a trip weapon in "Into the Darklands", the special entry "trip" is missing on the exotic weapons table, however. Is this by design or another victim of the jumbled "Special" column? If so, would it perhaps be possible to post all entries for this table as they should be on this thread? Thanks!

Sean K Reynolds Contributor |

Another minor detail: the rhoka was described as a trip weapon in "Into the Darklands", the special entry "trip" is missing on the exotic weapons table, however. Is this by design or another victim of the jumbled "Special" column? If so, would it perhaps be possible to post all entries for this table as they should be on this thread? Thanks!
Falcata: 1d6/1d8/19-20/x3
Rhoka: 1d6/1d8/18-20/x2Mechanically, these are equivalent. Adding disarm or trip to the rhoka (as it was listed in Into the Darklands makes it too good compared to other 1H exotic melee weapons, so the rhoka is balanced as presented in AA.
Now I'm seeing Equipment Trick (rhoka) to give bonuses to disarm and trip if you have the appropriate feats.... In fact, I'm starting to think that Equipment Trick may be the way to let a lot of these proposed crazy weapons do a lot of the extra stuff without having that stuff be the default for just having Exotic Weapon Proficiency....

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Falcata: 1d6/1d8/19-20/x3
Rhoka: 1d6/1d8/18-20/x2Mechanically, these are equivalent. Adding disarm or trip to the rhoka (as it was listed in Into the Darklands makes it too good compared to other 1H exotic melee weapons, so the rhoka is balanced as presented in AA.
They actually aren't equivalent...
Falcatas have four extra "crit mults" (2x extra on 19 or 20)
Rhokas have 3 extra "crit mults" (1x extra on 18, 19, or 20)
This follows, since improved critical doubles crit performance, and an x3 weapon is equivalent to a 19-20 crit range weapon. So 19-20/x3 is "twice as good as" 19-20 or x3, which makes it better than 18-20 or x4, which are "half again as good as" those ranges.
Mechanically, the falcata is a superior weapon. That's why I personally prefer to not see weapons extend both the crit range and crit multiplier. They wind up having better crit properties than scythes and scimitars. And I really like that Paizo's got such good focus on keeping new weapons in line with existing ones.
A tangential issue is that I wish Pathfinder RPG had stayed away from abilities that increase crit multipliers or grant auto-crits, since both break the equivalence of range and multiplier.
Simple crit performance formula: (width of range that crits) times (crit mult minus 1). Basically count up the extra weapon dice it lets you roll across the d20 range.

Sean K Reynolds Contributor |

Meh, they're close enough to the same (5% difference) to be (almost) identical. :)
And as the creatures most likely to use them get proficiency in them for free (urdefhan), it still makes the weapon a better choice for them than the falcata.
(In other words, it's okay if an exotic weapon is weaker than another exotic weapon if there's a group where that weapon isn't a suboptimal choice.)

Kor - Orc Scrollkeeper |

Actually, I thinking it would be cooler if there were a way to convert field plate to full plate and vice versa. Spend a few hours working on* your full plate and you have something that works like field plate--you lose 2 AC, but reduce ACP by 1. Likewise, you could spend a few hours on your field plate and you'd end up with something like full plate--you gain 2 AC, but increase ACP by 1
*And by "working on" I probably mean "adding or subtracting extra layers of padding, chain, and straps," not "hammering on it at a blacksmith's shoppe."
That is a neat idea, and perhaps some future suppliment may include a "customize on the fly" armor. Sort of similar to "piece mail".
Unfortunately, I can't go back in time and stop certain wonky things from entering the PCCS, I have to take what's presented and tweak it so it's appropriate for the new rules. Field plate is one of those problematic PCCS rules elements--it's really close to full plate, but better in one critical way (max Dex) that no other armor of its type does, and part of the penalty of heavy armor is that it really hampers your Dex. I'm afraid to push too much on those stats rules-wise because increasing the max Dex means it's possible for AC-maximizing characters to squeeze out a few more points of AC, even though it's already possible to make an almost-unhittable PC. I prefer to err on the side of caution when tweaking something so close to the core rules.
I do think that reducing the Dex to 1, was the right call -- keeping the Dex bonus low on Heavy armors. I just wanted to indicate that it needs a price adjustment. Since the Dex bonus has been decreased to 1, the armor is now way too high in price for the benefits it provides.
And at risk of sounding like a broken record, I believe the extra weight of the armor (50lbs, vs the 35lbs for MW Banded Mail) is indicative of extra reinforcing of the armor, thereby justifing the extra +1 AC treatment. (The extra +1 to AC, plus the lower check penalty would justify nearly a 1200 gp price then).

Kor - Orc Scrollkeeper |

{Should Stoneplate then have received the +1 AC (3.5 to PF bonus)?}
Yes.
This post seems to indicate that the AC will be revised to +10. I have noticed in subsequent posts though, that you have indicated that the Stone Plate AC will not be changing.
Could you please confirm if it will be changing to +10 or staying at +9?
I do support a revision of +10, however the added AC needs to be balanced with the overwhelming bulk of the armor. I realize your concern about capping non-magical protection values, but I would say +10 is a good top limit. This should not be very mobile armor and should have a max dex of +0, and a check penalty of either -7 or -8.
Leaving this armor with its existing stats which mirrors Full Plate means the only people who "might" wear this are dwarven druids.
Please reconsider revising this.

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Sean K Reynolds wrote:{Should Stoneplate then have received the +1 AC (3.5 to PF bonus)?}
Yes.
This post seems to indicate that the AC will be revised to +10. I have noticed in subsequent posts though, that you have indicated that the Stone Plate AC will not be changing.
Could you please confirm if it will be changing to +10 or staying at +9?
I do support a revision of +10, however the added AC needs to be balanced with the overwhelming bulk of the armor. I realize your concern about capping non-magical protection values, but I would say +10 is a good top limit. This should not be very mobile armor and should have a max dex of +0, and a check penalty of either -7 or -8.
Leaving this armor with its existing stats which mirrors Full Plate means the only people who "might" wear this are dwarven druids.
Please reconsider revising this.
He replied above to this, I asked the same thing. It was a mistake, he did not mean to imply it should be a +10, the +9 in the book is accurate.
Personally I'm fine with a heavy armor option for druids. :)

R_Chance |

Also...
Why do bayonets render crossbows/firearms unusable when mounted? That's not how they work. A to-hit penalty I could see...
The original bayonets on firearms were plug bayonets. They literally plugged the barrel. Not a good idea to shoot at that point :) I would hazard that the bayonet for the crossbow operates on similar principals taking up the same line of sight the crossbow bolt would travel. Personally given the wierd weight distribution on the crossbow (for use as a thrust / melee weapon) and the realtively short length (versus an arquebus / plug bayonet combo) I don't see bayonets being too effective on a crossbow. But then a bayonet is a b@stard weapon of desperation compared to any traditional melee weapon. My 2 cp.
*edit* Sigh. That's what I get for not reading further down the thread before posting. Ninja'd. Again. By eight hours and forty two minutes... the shame.

Zaister |
Zaister wrote:Another minor detail: the rhoka was described as a trip weapon in "Into the Darklands", the special entry "trip" is missing on the exotic weapons table, however. Is this by design or another victim of the jumbled "Special" column? If so, would it perhaps be possible to post all entries for this table as they should be on this thread? Thanks!Falcata: 1d6/1d8/19-20/x3
Rhoka: 1d6/1d8/18-20/x2Mechanically, these are equivalent. Adding disarm or trip to the rhoka (as it was listed in Into the Darklands makes it too good compared to other 1H exotic melee weapons, so the rhoka is balanced as presented in AA.
Now I'm seeing Equipment Trick (rhoka) to give bonuses to disarm and trip if you have the appropriate feats.... In fact, I'm starting to think that Equipment Trick may be the way to let a lot of these proposed crazy weapons do a lot of the extra stuff without having that stuff be the default for just having Exotic Weapon Proficiency....
Thanks again, for clarifying this!

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There is an item called "Pectoral Crest" in the Channel Foci table, but it's not detailed in the main list below. Was this meant to be removed, or is the description just missing?
If you channel positive energy into it, you get a +2 bonus to Charisma for 1d4 rounds until everyone notices they're fake ;-)

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Karui Kage wrote:There is an item called "Pectoral Crest" in the Channel Foci table, but it's not detailed in the main list below. Was this meant to be removed, or is the description just missing?Earlier in the thread it was mentioned that it was cut but not cut from the tables...
Must have missed that, thanks!

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Sean K Reynolds wrote:So.....AA2. [image: Holding Breath]Considering that the pectoral crest's designer didn't like how they turned out and cut them before they ever got to me, unlikely.
However, I really like the idea of channel foci and I'm sure we'll be seeing more of them in the game.
Oh god I hope it's not for a while. It's already taken me 20-30 hours just getting the one Adventurer's Armory up on my archives, as opposed to an hour or two for any other book. :(

Ronin84 |

Souphin wrote:Oh god I hope it's not for a while. It's already taken me 20-30 hours just getting the one Adventurer's Armory up on my archives, as opposed to an hour or two for any other book. :(Sean K Reynolds wrote:So.....AA2. [image: Holding Breath]Considering that the pectoral crest's designer didn't like how they turned out and cut them before they ever got to me, unlikely.
However, I really like the idea of channel foci and I'm sure we'll be seeing more of them in the game.
I appreciate all the hard work btw!
IS there a link that I'm missing though to access the equipment off the home page? I keep on linking back to one of your posts to get there...

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Hey Sean, should the Stingchuck have a cost? I know it's nothing really 'crafted', it's a head with bugs, but for a Society game at least (which it's legal in) it seems like a player could just take as many of these as they wanted with no cost. As a throwing weapon that can nauseate, they really aren't too shabby.
Or should I ask Josh about this instead?

Blazej |

I was wondering if one could make brass knuckles made out of alchemical silver (well, they wouldn't be brass anymore, but you get the point).
I would also ask, if you were able to, what the cost would be for making alchemical silver knuckles (due to them not really being light or one-handed weapons).

Sean K Reynolds Contributor |

I was wondering if one could make brass knuckles made out of alchemical silver (well, they wouldn't be brass anymore, but you get the point).
I would also ask, if you were able to, what the cost would be for making alchemical silver knuckles (due to them not really being light or one-handed weapons).
Makes sense to me that you could, and 10 gp seems like a fair price.

Hal Maclean Contributor, RPG Superstar 2008 Top 16 |

Will "Pectoral Crest" ever be discovered in an update to the PDF or will it be in a book later on?
Maybe it will become one of the great mysteries of Pathfinder...
Or perhaps someone will create one for next year's RPG Superstar. :)
The one I originally did was not great so I cut it before I sent my turnover to Sean (which was already running long anyway). If ever pressed to come up with a new one I'll do something different and leave the first version safely buried somewhere within my hardrive.