Pathfinder Player Companion: Adventurer's Armory 2 (PFRPG)

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Pathfinder Player Companion: Adventurer's Armory 2 (PFRPG)
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Armed for Adventure

Following in the tradition of the most popular Pathfinder Player Companion of all time, Adventurer's Armory 2 is a comprehensive guide to equipment of all sorts. Containing a wide array of new adventuring gear, alchemical items, armor, clothing options, magic items,poisons, tools, traps, and weapons to outfit any character, this guide is a welcome addition to any armory. Whether you're looking to gain the edge in combat or fit in to a social situation, Pathfinder Player Companion: Adventurer's Armory 2 has you covered!

Inside this book you'll find:

  • New feats, spells, and skill tricks to allow any adventurer to get the most out of the equipment they already own.
  • Armor and weapon modifications, allowing smiths or skilled adventurers to customize equipment on the fly to meet specific needs.
  • New construct familiars known as poppets—stuffed or wicker dolls crafted to carry out simple tasks at their masters' bidding.

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be incorporated into any fantasy world.

ISBN-13: 978-1-60125-945-5

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

Hero Lab Online
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Yay! More Weapons!

5/5


I don´t know what kind of Pathfinder game the writers play...

2/5

...but it´s not the one i wanna play.

I first read "Adventurer´s Armory" and then this book. The first one is superior in every single way.

GOOD:
-The Spider-Silk Bodysuit is very useful if you are a drow with high dex and not enough money for bracers of armor.
-The Dwarven war shield is nice if you always wanted to play a dwarf with two shields.
-The Drow Razor is great for sneak attacks and criticals.
-The Sanpkhang is a poison-users weapon of choice.
-Gnome Piston Maul & Gnome Ripsaw Glaive are both fun and useful.
-The Orc Hornbow is very powerful, but it´s an exotic weapon for everyone without orc-blood.
-The tools and kits are good as are the poisons.
-The six spells are all very flavorful and useful.
-The Alchemical Wares.
-Concoctions are fun, especially if you drink too many.

BAD:
-The traits are all much too specialized.
20 out of the 25 new weapons are bad.
-The Ladder, Lantern, Lamp, Mirror and Pole Equipment tricks are very special and far away from the usefulness of the Heavy Blade Scabbard and Shield tricks from AA.
-The new Clothing, magic items and Alchemical Equipment tricks are of very limited use or costly.
-The Equipment from Abroad items are underwhelming.

UGLY:
-Equipment Packages are clearly overpowered for 1st level characters. For instance, the "Holy Warrior Package" is worth 1245 gold pieces - more than a 2nd level player character has!
-Armor Modifications give very minor special boni but impose larger penalties.
-The Butchering Axe is way overpowered, i wouldn´t allow it in my games.
-The Weapon modifications are very pricy, give minor boni and often may need a feat to use.
-The nine feats are all bad.
-Out of the 18 Adventuring Gear items, 17 are very special and one is overpowered (Spring loaded scroll case).
-Nalinivati´s kiss got cut from the book but is still listed on the interior back cover.
-Poppets, while being a nice idea, are too cheap and easy to construct, their capabilities are held too vague. Their whole existence undermines the craft construct feat and would change the way manual labor is done on Golarion significantly. This is not well thought out.

To me 21 of 30 pages are useless, 9 are interesting.
While i am used to the fact that most of the Player Companions have 50% good and 50% bad content, this one is weaker than most.


Repackaging and Bloating

1/5

Following the recent trend of compiling, repackaging, and nerfing of material from other books this product also adds a lot more unnecessary and very niche gear to further contribute to Pathfinder bloat. This is compounded further with the fact that every interesting item features a drawback and Feat tax to avoid said drawback. The only standout items in this book are the Equipment Packages and the Poppets, but these aren't really enough to justify the cost and further game bloat.


Needed to be more adventurous

4/5

For the most part this is a very solid book. The equipment packages are a great idea for players who want to get started fast without hunting through pages of items for the prices of cheap equipment (and are a good value to boot), I want one of those waifu body pillows for the Butchering Axe, the Poppets are a great idea as cheap, easy-to-build, handy constructs, and I absolutely adore the new equipment tricks. There are also a number of reprinted items, but at least there's enough new material that it doesn't feel as egregious as when the Adventurer's Guide did it.

However, a bunch of the stuff seems like it was toned down or otherwise weakened in the interest of playing it safe. The biggest examples of this are probably the Armor/Weapon Modifications that were included. The basic idea is great, giving some customization options to players who want to add new effects or shiny bells to their equipment, but the system needed more room to grow and display what it could do rather than two pages overall. Most of the armor modifications aren't worth the price for the modification because the effects seem almost nerfed by committee, like the modification which dazzles a creature once per day if they fail a (admittedly good) DC, or the one which has a chance of sickening a creature if they happen to be using power attack and their mother just called last night and complained about how much better their brother is doing as a monster in The Dragon's Crypt, and have they met any nice goblin girls yet? The weapon modifications are a bit better off, but most of the modifications are miniscule bonuses that could have been boiled down to some additions to the Weapon Design Rules (from Weapon Master's Handbook) and a note on how to attach those additions to already existing weapons. As much as I'd want those rules to be expanded and refined into something really worthwhile, they're most likely just going to be forgotten as a bunch of weak non-magical weapon "enchantments".

It just feels... too toned down, in a way that's kind of hard to voice properly. Like the entire book was restrained, or the writers couldn't make a bunch of cool weird items for one reason or another. The first book had the feeling of being a treasure box of items that made your mind spin with the possibilities for each one. This one feels like a store shelf, where everything's been placed out for display in a very specific way, and you're just browsing for something that you want.

tl;dr Not the best book, but it's still fairly solid and has some good ideas and new tricks.


Reprints and Niche Gear

2/5

Cons
1) The direction of the artwork.
2) Equipment tricks
3) Niche Gear
4) Reprints of previous gear.

Pros
1) Equipment packages


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Alchemaic wrote:
Rysky wrote:
Alchemaic wrote:
shaventalz wrote:
Alchemaic wrote:
So, is there anything particularly broken about the Dazzled condition? Like is there some way to upgrade it to Blinded or something that I don't know about? Dirty Trick Master can upgrade it to Dazed, but that only applies if the original condition came from another Dirty Trick.
Well, Huntmaster Cavaliers with a bird companion can get a free dirty trick (blind) attempt if the target is already dazzled. Other than that, I've got nothing.
So, why is the Burnished armor mod 1/day? It's not like a -1 to attacks/sight-based perception is more than a drop in the bucket at the level you could afford it.
It's not 1/per day, a creature can only be affected by it once per day. The ability itself is always on.
Okay, same thing. Why can a creature only be affected 1/day?

Does it last a few rounds? If so, maybe the designer assumed they'd be dead before it wore off.

Is it at least fairly cheap? Because I'm having real problems justifying plans to pick up Spear Dancer on my debuff fighter.

Disclaimer: I don't have the book, and am just guessing here.


Pathfinder Starfinder Roleplaying Game Subscriber
shaventalz wrote:
Alchemaic wrote:
Rysky wrote:
Alchemaic wrote:
shaventalz wrote:
Alchemaic wrote:
So, is there anything particularly broken about the Dazzled condition? Like is there some way to upgrade it to Blinded or something that I don't know about? Dirty Trick Master can upgrade it to Dazed, but that only applies if the original condition came from another Dirty Trick.
Well, Huntmaster Cavaliers with a bird companion can get a free dirty trick (blind) attempt if the target is already dazzled. Other than that, I've got nothing.
So, why is the Burnished armor mod 1/day? It's not like a -1 to attacks/sight-based perception is more than a drop in the bucket at the level you could afford it.
It's not 1/per day, a creature can only be affected by it once per day. The ability itself is always on.
Okay, same thing. Why can a creature only be affected 1/day?
Does it last a few rounds? If so, maybe the designer assumed they'd be dead before it wore off.

It lasts for exactly 1 round, triggers automatically in bright light (and only bright light as it turns out after re-reading it), and if the creature succeeds OR fails they can't be affected again.

Also it costs 500 gp (or 750 gp for magic armor), adds 5 pounds to the weight of the armor, and reduces stealth checks in bright or normal light by 10.

Shadow Lodge

Isabelle Lee wrote:
doc the grey wrote:
The thing sounds much closer to the spiral rapier or like a few sickles soldered together end to end...
This is probably the best way to describe the Irriseni sickle-sword (and is, in fact, why it's called that). Make sure to stick a handle in there somewhere, so you can twist it without losing fingers. ^_^

So the sickle sword isn't based on any specific weapon in particular then?


Weapons and armor, armor and weapons.

Seriously who would use a gnome ladder as a weapon?


3 people marked this as a favorite.
Thomas Seitz wrote:

Weapons and armor, armor and weapons.

Seriously who would use a gnome ladder as a weapon?

A Gnome?


3 people marked this as a favorite.
Gisher wrote:
Thomas Seitz wrote:

Weapons and armor, armor and weapons.

Seriously who would use a gnome ladder as a weapon?

A Gnome?

Jackie Chan?


2 people marked this as a favorite.

Gnome jackie chan?


5 people marked this as a favorite.

I feel like gnome Jackie Chan probably invented the ripsaw glaive after being attacked while trimming hedges.

Liberty's Edge

I apologize. How can I delete it?

Designer

1 person marked this as a favorite.

You barely missed the 1 hour edit window. I've removed the post at your request.


Shaventalz,

It's entirely possible. I still think gnome Jackie Chan also invented the war ladder just for the lolz.


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Pathfinder Starfinder Roleplaying Game Subscriber
Thomas Seitz wrote:

Shaventalz,

It's entirely possible. I still think gnome Jackie Chan also invented the war ladder just for the lolz.

For real though, those Ladder Tricks are actually great.

Dark Archive

Imbicatus wrote:
Dazzled is always lackluster. There are a lot of cool ways to apply it, such as spear dancer, mirror tricks, and so on, but a -1 to attacks just isn't worth it.

If Dazzled > Blind scaled more like Sickened > Nauseated or Shaken > Frightened, the Dazzled condition should probably have been -2 to hit and 20% miss chance (as if all foes have partial concealment).

But that ship sailed long ago.

Paizo Employee Rule and Lore Creative Director

5 people marked this as a favorite.
Alchemaic wrote:
Thomas Seitz wrote:

Shaventalz,

It's entirely possible. I still think gnome Jackie Chan also invented the war ladder just for the lolz.

For real though, those Ladder Tricks are actually great.

Thanks!


Set wrote:
Imbicatus wrote:
Dazzled is always lackluster. There are a lot of cool ways to apply it, such as spear dancer, mirror tricks, and so on, but a -1 to attacks just isn't worth it.

If Dazzled > Blind scaled more like Sickened > Nauseated or Shaken > Frightened, the Dazzled condition should probably have been -2 to hit and 20% miss chance (as if all foes have partial concealment).

But that ship sailed long ago.

Sickened does NOT stack to Nauseated, I'm not sure why people think it does. Only fear effects stack, and not all of them.


Sickened only stacks to nausea if the ability that causes sickened says it does.


Am I missing something?
The inside back cover lists "Nalinivati's kiss" under alchemical tools, but I can't find a description of it anywhere inside.

Dark Archive

Plausible Pseudonym wrote:
Sickened does NOT stack to Nauseated, I'm not sure why people think it does. Only fear effects stack, and not all of them.

As yourself pointed out, shaken doesn't even always stack to frightened, so I'm not sure why 'people' would think I said it did, or that sickened progressed to nauseated, which I also didn't say.

One is simply a more common 'lesser' version of the other, just like dazzled is a lesser condition than blind, but dazzling someone twice doesn't blind them and staggering someone twice doesn't necessarily stun them, even if staggered sometimes is used as a lesser result to a stun effect.

Shadow Lodge

Set wrote:
As yourself pointed out, shaken doesn't even always stack to frightened, so I'm not sure why 'people' would think I said it did, or that sickened progressed to nauseated, which I also didn't say.
PRD wrote:

Fear

Spells, magic items, and certain monsters can affect characters with fear. In most cases, the character makes a Will saving throw to resist this effect, and a failed roll means that the character is shaken, frightened, or panicked.
-
Shaken: Characters who are shaken take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
-
Frightened: Characters who are frightened are shaken, and in addition they flee from the source of their fear as quickly as they can. They can choose the paths of their flight. Other than that stipulation, once they are out of sight (or hearing) of the source of their fear, they can act as they want. If the duration of their fear continues, however, characters can be forced to flee if the source of their fear presents itself again. Characters unable to flee can fight (though they are still shaken).
-
Panicked: Characters who are panicked are shaken, and they run away from the source of their fear as quickly as they can, dropping whatever they are holding. Other than running away from the source, their paths are random. They flee from all other dangers that confront them rather than facing those dangers. Once they are out of sight (or hearing) of any source of danger, they can act as they want. Panicked characters cower if they are prevented from fleeing.
-
Becoming Even More Fearful: Fear effects are cumulative. A shaken character who is made shaken again becomes frightened, and a shaken character who is made frightened becomes panicked instead. A frightened character who is made shaken or frightened becomes panicked instead.

And then Paizo basically went out of their way to say that most Player Options outside of spells DO NOT actually allow you to escalate the level of Fear.

PRD wrote:

Intimidate:

Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.


Pathfinder Starfinder Roleplaying Game Subscriber
shaventalz wrote:

Am I missing something?

The inside back cover lists "Nalinivati's kiss" under alchemical tools, but I can't find a description of it anywhere inside.

Huh, that's a good catch, since it seems to just not exist at all in the book. And I don't know of any alchemical items with "Kiss" in the name apart from some poisons, which would have been listed in a separate location.


Must have gotten cut. ^_^


I don't have the book with me at the moment, but what happens if I try to create a mithril double plated chain shirt?


3 people marked this as a favorite.

My personal, unofficial inclination would be to apply modifications' drawbacks after special materials. (One of them, slumbering, already officially does so; it could be taken as a precedent for adjudicating the others.)

In the absence of an official ruling, however, discuss the matter with your GM. ^_^

Shadow Lodge

K can someone explain the appeal of the Varisian Dancing Scarves for any character that isn't a dedicated spellcaster? As it stands, they seem like something that's pretty worthless mechanically for most builds with a martial bent while simultaneously op for any fullcaster who can't wear armor.

Does anyone see something that works here that I'm just not seeing, or are these really just something for the Sorcerer that GMs are likely not going to be liking here in about 2 months?


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Doc,

I could see it working for some inquisitors and vigilantes. I mean especially if you want to do Ragman for Vigilante...


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I think the Varisian Dancing Scarves would be fun for a Kapenia Dancer Magus.


Gisher wrote:
I think the Varisian Dancing Scarves would be fun for a Kapenia Dancer Magus.

Fun, but not terribly practical. The problem is that you have to move at least 10 feet to gain any protection from the dancing scarves -- which will provoke opportunity attacks if you are in melee and do not have reach. This archetype has an arcana that lets you spend an arcane pool point for reach, but you will quickly run out of points if you use that arcana too much.


Hmmm... I'm reading polar opposed reviews for this booklet...

Silver Crusade

2 people marked this as a favorite.

I'm a little disappointed that so many of the clothing spells aren't on the Witch list, they, plus poppet familiars, would seem thematically very flavourful for a Tatterdemalion.


So, can the Battle Ladder be the ladder for the Ladder equipment tricks?

Edit: cleaned up wording.

Scarab Sages

The dancing scarves are good with outslug style, but not until seventh or 8th level when outslug sprint comes online. Even then, you need an extraordinary dex score to make it worthwhile.

Paizo Employee Rule and Lore Creative Director

4 people marked this as a favorite.
Paradozen wrote:

So, can the Battle Ladder be the ladder for the Ladder equipment tricks?

Edit: cleaned up wording.

Considering that the description calls it out as a ladder, I would say it seems reasonable.


Yeah I'd figure the battle ladder could be used for equipment tricks.

Liberty's Edge

Are the dancing scarves useful for Monks ?

Scarab Sages

The Raven Black wrote:
Are the dancing scarves useful for Monks ?

No they still count as light armor.

Shadow Lodge

1 person marked this as a favorite.
JiCi wrote:
Hmmm... I'm reading polar opposed reviews for this booklet...

People have different tastes, standards, and preferences. For me, it was a combination of this one containing next to nothing that I found interesting and useful. It was also a little more disappointing because Armory 1 seems such a stark contrast to Armory 2.

Other folks might enjoy it, want to support the contributers no matter what, or find that this book align better with their preferences for how to play.

I find this book also begins to touch on some rather terrible potential precedence.

Now that we have a "authorized" Masterwork Item list, it could be seen that, especially in things like PFS, we know exactly what skills can benefit from an item and what exact items can be purchased. <Granted, PFS already has a guideline on this, but this is the sort of thing that might change that, and even make it confusing>

A lot of people detest Teamwork Feats, namely because they are even more restrictive than a normal Feat, (generally requiring multiple people to have the same Feat and be in the right circumstances for it to work), AND then because most of them are either actually weaker than a normal Feat, or start to boarder on things you should just be able to do without a specific feat.

In my opinion, this is sort of the same mentality behind the Armor/Weapon Modifications. You have to pay for them, and also suffer a drawback, AND also take Feats? That's just too much, and again, in my opinion, essentially makes a good portion of the book outright pointless.

We get a lot more things like Item Tricks, which once again, similar to the Team Work Feats, a lot of folks just wish would go away and never return. Granted, there are those that like them, and there is nothing wrong with that, but well, that's most of the book right there.

There are a few spells I would probably never use, and sort of feel like they should have been in other books, and honestly, might have just gotten cut and needed stuffed in. We have a few mundane items, but a good portion of those are reprints, some even from Armory 1, some stuff very few Classes can use, a chapter about Improvised weapons/equipment, and then Poppets. The art didn't stand out, although, the last picture looking like Orco was kind of cool.

Pretty much the one stand out for this book, for me, and it also seems for a lot of the other folks that reviewed it was the Equipement Packages. Think "kits", but costs your trait in order to have basically everything bought as a single whole package for all of your starting monies. You do get a handful of monies afterwards, and generally you would walk away with the majority of the stuff you want, and couldn't normally afford at start. But, it also sort of locks you into some stuff you might not want. Good idea, could have used more thought, and much more about swapping things out. It reminds me a lot of how 5E handles starting gear.

Shadow Lodge

David knott 242 wrote:
Gisher wrote:
I think the Varisian Dancing Scarves would be fun for a Kapenia Dancer Magus.

Fun, but not terribly practical. The problem is that you have to move at least 10 feet to gain any protection from the dancing scarves -- which will provoke opportunity attacks if you are in melee and do not have reach. This archetype has an arcana that lets you spend an arcane pool point for reach, but you will quickly run out of points if you use that arcana too much.

Yeah, and that's my problem with them. Combine that with the difficulty of moving more the 10ft and trying to full attack and these feel like something that even the most flavorful version of the Varisian fighter is likely to avoid.

Conversely, they are like THE PERFECT armor for any full caster you can think of. +2 armor bonus with no max Dex AC penalty or spell failure. It's basically all you can ask for for any wizard that throws spells no longer than a standard action since he's basically got a free AC pump any time. Sure, mage armor is better but he can sleep in these and since it has no downsides you can just wear em' all the time and get the buff when the spell wears off or before you get a chance to cast it. And since you can buff it up with all the other armor bonuses you can just buy all your favorite armor mods you couldn't put on them before. Like, I seriously don't get who this is for.

Shadow Lodge

JiCi wrote:
Hmmm... I'm reading polar opposed reviews for this booklet...

There's a lot of fun stuff in here but as mentioned above YMMV. The mods system is and the options are pretty cool as are the feats, but they suffer from steep pricing that is unnecessary when looked at in tandem with the drawbacks built into the system presented in the book. Bleed 3 potential is really cool but I don't know if it's 2 grand cool and that's one of the better ones.

The pile of reprints from the old dwarves and gnomes book is nice but it feels odd and kind of like stuff that people either aren't that interested in or moved on from for the most part. That said, having the Ripsaw Glaive reprinted again is great and hopefully we'll see more of them soon.

The new alchemical items like the concoctions are awesome and the randomness table is cool as hell and definitely something I want more of alongside the Tincture Tonic (think that's the right name) which might be one of the best grenades in the game atm. But, there are a lot of old reprints that are either forgettable or were in desperate need of some rebalancing that didn't happen and turn them into a waste of paper like the Troll Stypic. I loved that stuff in Kingmaker but its pricing makes it something that will never end up in anyone's inventory unless it is picked up as loot or the PCs end up in some sort of very selective circumstance.

The whole price overnerfing certain options when they already have specialized restrictions thing is kind of a repeating problem throughout this book. About the only items that seem to walk out okay are the concoctions, which are pretty solid for the price you're paying, well drawn, and have a cool side effect system.

But, it's not bad. It's like $10 okay.


doc the grey wrote:
Conversely, they are like THE PERFECT armor for any full caster you can think of. +2 armor bonus with no max Dex AC penalty or spell failure. It's basically all you can ask for for any wizard that throws spells no longer than a standard action since he's basically got a free AC pump any time. Sure, mage armor is better but he can sleep in these and since it has no downsides you can just wear em' all the time and get the buff when the spell wears off or before you get a chance to cast it. And since you can buff it up with all the other armor bonuses you can just buy all your favorite armor mods you couldn't put on them before. Like, I seriously don't get who this is for.

Both Haramaki and Silken Ceremonial armor already exist. You can sleep in those, throw enhancements on them, AND it works if you're still prone because the fighter you left on lookout failed his Perception check.


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It's just too bad that there aren't images in the book for all of the new weapons. Some of them sound very interesting, but I'd like to see what they actually look like as opposed to just a description.


OK. Maybe someone clarified this and I missed it, but I scanned all the posts and didn't see this.

Does Versatile Design ADD a weapon group to a weapon or CHANGE the group the weapon falls into?

Also, wouldn't a warpriest taking Modified Weapon Proficiency instead of the bonus Weapon Focus feat fail to qualify for several class features until they finally took Weapon Focus?? A kensai just limits himself severely on which feats he qualifies for, but a warpriest cripples himself with this choice!

Silver Crusade

4 people marked this as a favorite.
rkr1970 wrote:

OK. Maybe someone clarified this and I missed it, but I scanned all the posts and didn't see this.

Does Versatile Design ADD a weapon group to a weapon or CHANGE the group the weapon falls into?

Also, wouldn't a warpriest taking Modified Weapon Proficiency instead of the bonus Weapon Focus feat fail to qualify for several class features until they finally took Weapon Focus?? A kensai just limits himself severely on which feats he qualifies for, but a warpriest cripples himself with this choice!

I'd say it counts as both.

No, Sacred Weapon still applies to their Deity's Favored Weapon even if they don't have Weapon Focus for it.

Sacred Weapon (Su) wrote:
At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat


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What she said. ^_^

Liberty's Edge

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DM Beckett wrote:

You have to pay for them, and also suffer a drawback, AND also take Feats? That's just too much, and again, in my opinion, essentially makes a good portion of the book outright pointless.

This isn't really correct. You either suffer the drawbacks or take the feats, not both. The armor modifications give you drawbacks - the feat negates the drawbacks. The weapon modifications don't apply any drawbacks other than the proficiency thing, which might or might not actually even affect you.

Shadow Lodge

I still see that as a pretty hefty cost for what they do. It seems like the overall intent was to keep them restricted without outright restricted to some classes.

In the end of the day you do have to pay for them and suffer drawbacks, and also take a Feat, (which removes the drawbacks/proficiency).

Silver Crusade

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It's no more hefty than spending a Feat for Exotic Weapon Proficiency.


Rysky wrote:
It's no more hefty than spending a Feat for Exotic Weapon Proficiency.

...except how many exotic weapons cost an extra 1k gold for a damage die increase (razor-sharp)?

Or 2k for a single additional weapon property (tactically adapted)? The first easy equivalent I see would be Longsword->Kopesh, which costs a whole 5gp plus the feat.

On the armor side of things, you can generally do better than +1 AC when getting heavier armor (double-plated), and you're paying 1k for the substandard armor. Alternatively, you're paying 1k, 20 lbs, +2 Dex, AND the proficiency feat in exchange for Armor Focus.

Silver Crusade

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2k is a pittance if we're talking about upgrading weapons.

And for Armors, you can take both the profiency Feat and Armor Focus.

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