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
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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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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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Scarab Sages

Sean K Reynolds wrote:
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:

Sean K Reynolds wrote:

{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.

Silver Crusade

Pathfinder Adventure Path Subscriber

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.

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.

Gorbacz wrote:
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.

Karui Kage wrote:
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.

Liberty's Edge

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

I feel like I'm the last subscriber on the planet who hasn't gotten access to the PDF yet. <cry>

Dark Archive

Pathfinder Roleplaying Game Superscriber
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.

Silver Crusade

Pathfinder Adventure Path Subscriber
Sean K Reynolds wrote:


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.

The Exchange Contributor, RPG Superstar 2008 Top 6

Gorbacz wrote:
Ummm Sean ... Druids don't get heavy armor proficiency. I can't see a druid blowing a feat just to wear this.

I can. I've seen them use it for dragonhide plate in the past too.

Liberty's Edge

Dark_Mistress wrote:
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.


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!


Also...

Why do bayonets render crossbows/firearms unusable when mounted? That's not how they work. A to-hit penalty I could see...

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

My random thoughts on a first read:

Weapons -

  • Battle Poi: Actually the non-touch attack makes sense. Just like walking on coals or running your hand through the candle it would be possible to be hit with it (touch attack) and not be hit hard enough/long enough/in a vital spot to do damage (normal attack)
  • Scorpion whip: I’d like a picture of this and the shotel instead of the hunga munga, but then I know what a hunga munga is… ;)
  • Throwing Shield: Yes! Steve, John, and Jim all approved this item.

    Adventuring Gear -

  • Pump Water Canister: What kind of damage does a holy water filled version do?

    Special Substances –

  • Bladeguard: Excellent!
  • Fireworks(all): My dad used to regale me with stories of shooting Roman Candles at each other. I like all of them.
  • Printing Press: Interesting, no movable type.

    Equipment Tricks:

  • Looks like the cloak tricks were missing.
  • The shield tricks… YES! Now, something to make life interesting for the sword and board types.

    Alchemical Components:

  • If an item is M and F can you use it for both at once?
  • What are the effects of the acid splash lasting an additional round?


  • Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

    Is this book open content or does that only apply to the books in the RPG line?


    lastknightleft wrote:
    Hobbun wrote:


    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.

    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.


    Matthew Morris wrote:

    Alchemical Components:

  • If an item is M and F can you use it for both at once?
  • I believe the at the top of that section it says that you can't use an item for both M and F at the same time.

    Paizo Employee Creative Director

    zag01 wrote:
    Is this book open content or does that only apply to the books in the RPG line?

    Pretty much all of our rules content is open. In the case of Adventurer's Armory, that means pretty much the entire thing but the actual proper nouns and Golarion flavor.

    Contributor, RPG Superstar 2008 Top 16

    Ernest Mueller wrote:

    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... :)

    Contributor, RPG Superstar 2008 Top 16

    Matthew Morris wrote:

    My random thoughts on a first read:

    Weapons -

  • Throwing Shield: Yes! Steve, John, and Jim all approved this item.

  • The shield tricks… YES! Now, something to make life interesting for the sword and board types.

  • :) I was thinking of them when working on that section.

    Contributor

    Gorbacz wrote:
    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.

    Ernest Mueller wrote:
    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.

    Hobbun wrote:
    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.


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

    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!

    Contributor

    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/x2

    Mechanically, 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....

    Dark Archive

    Pathfinder Roleplaying Game Superscriber

    Finally got my email and DLing this months stuff now. :)

    The Exchange Contributor, RPG Superstar 2008 Top 6

    1 person marked this as a favorite.
    Sean K Reynolds wrote:


    Falcata: 1d6/1d8/19-20/x3
    Rhoka: 1d6/1d8/18-20/x2

    Mechanically, 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.

    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.)


    Sean K Reynolds wrote:

    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".

    Sean K Reynolds wrote:
    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).


    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.

    Scarab Sages

    Kor - Orc Scrollkeeper wrote:
    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. :)


    I imagine some dwarven druids will be happy with the option, especially.


    Did I miss the open playtest announcement for this book?


    Ernest Mueller wrote:

    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.

    The Exchange Contributor, RPG Superstar 2008 Top 6

    I'm quite happy with newer armors not displacing the current best choices in the game. They should be odd things seen on characters that benefit from them, rather than common power gaming options. Thumbs up for the designers.


    Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
    Sean K Reynolds wrote:
    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/x2

    Mechanically, 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!

    Scarab Sages

    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?


    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...

    Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

    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?

    If you channel positive energy into it, you get a +2 bonus to Charisma for 1d4 rounds until everyone notices they're fake ;-)

    Dark Archive

    Will "Pectoral Crest" ever be discovered in an update to the PDF or will it be in a book later on?

    Contributor

    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.

    Scarab Sages

    Ronin84 wrote:
    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!

    Dark Archive

    Sean K Reynolds wrote:

    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.

    So.....AA2. [image: Holding Breath]

    Scarab Sages

    Souphin wrote:
    Sean K Reynolds wrote:

    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.

    So.....AA2. [image: Holding Breath]

    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. :(


    Karui Kage wrote:
    Souphin wrote:
    Sean K Reynolds wrote:

    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.

    So.....AA2. [image: Holding Breath]
    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. :(

    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...

    Scarab Sages

    I haven't added a link to the non-Gear pages of the site yet, I want to wait until I'm completely done before I do that. It's not too hard to get to the 'secret' preview area now, just go to the main site and change 'index.htm' to 'gear.htm'.

    Gear

    Scarab Sages

    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?

    Contributor

    Josh has already confirmed that the book is legal for PFSOP (with the exception of the pseudodragon). So if you want to be the guy carrying around a rotting humanoid head full of bugs....


    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).

    Contributor

    Blazej wrote:

    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.

    Contributor, RPG Superstar 2008 Top 16

    Souphin wrote:
    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.


    Since Sean Reynolds seems to be watching this thread, and taking notes:

    The Hollowed Pommel on page 7 doesn't have the DC listed to spot it.

    "is a DC Perception check."

    Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

    1 person marked this as a favorite.
    Disenchanter wrote:

    Since Sean Reynolds seems to be watching this thread, and taking notes:

    The Hollowed Pommel on page 7 doesn't have the DC listed to spot it.

    "is a DC Perception check."

    It's just Roman numerals. It's a 600 perception check. Same difficulty as finding a virgin in Cheliax.


    My copy of this is in the mail, I look forward to adding it to my gaming bookshelf. I wonder if this book got a good enough reception that paizo will continue to produce 'crunch heavy' companion books as I believe had been mentioned by staff members back when this was first anounced.

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