Ultimate Equipment Wishlist.


Product Discussion

51 to 100 of 178 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Dark Archive

Can we get updated weapon groups for all the weapons that are in Adventurer's Armory, Ultimate Combat, etc.?


Yurts and weird little useless magic items and gear that don't actually help combat but flesh out a world.

Scarab Sages

3 people marked this as a favorite.

Stronghold builder's guide.

It is perhaps the ultimate equipment type that has been ignored for a whole edition plus the three years of PF. Time to revive!

The Exchange

Pathfinder Starfinder Roleplaying Game Subscriber

Leveling items (or leveling enchantements).

Rules for Keeps and retainers (maybe an extention on Leadership).

Ship, boats, airships, carts, etc.

Equipment specialist archtypes for Rogue, Wizard, Fighter, etc.

More adventuring gear, and a breakdown on how to use this gear.

Gear tricks like there were in the Pathfinder's Field Guide.

Prepackaged adventuring, healers, etc kits.

Optional gear wear and tear rules.

An easier way to handle gear saves.

A finer breakdown on economies in towns, magic items costs, etc.

A fix for monk weapons.


1 person marked this as a favorite.

Hmmm...

Ships with deckplans. Various eras (ancient, medieval, early gunpowder).

Vehicles. Land, and air.

Rules for caravans expanded, pack animals, etc. Rules for trade by sea / river as well. Cargo boats / ships.

Rules for strongholds and fiefs / territories. Taxes. War / seige rules. Give players something to strive for beyond just the next level. I know, not likely, but a good future book :)

Improved crafting rules (it's about equipment after all) :)

Comprehensive lists / rules for equipment / weapons / armor (I don't mind if it's repetetive, I just want it all in one place)...


1 person marked this as a favorite.

Alternate crafting system.

Inherent bonus system.

Developing magic items (those that grow with heroes).

Owner - House of Books and Games LLC

Add me in for wanting something analogous to Weapons of Legacy. That was one cool concept; I'm using it in my campaign, and I love being able to tailor weapons to the party.

Furthermore, I make the legacy rituals things that advance the campaign. So not only do the characters get cool new abilities for their weapons (and not all actually are weapons), but they're forced to learn about the campaign world and find out things they actually need to accomplish their goals in order to do so!

Serendipity!

The Exchange Contributor, RPG Superstar 2010 Top 16

Zephyre Al'dran wrote:


Ring of force fist. Or weapon. It just struck me odd that we have a ring of force shield and bracers of armor, but no ring of force weapon. Kind of ruins it if you're going for a theme.

There is a ring of force fangs.


Alternate rules for a low-magic-item setting - i.e. how to go about giving characters the bonuses they need to be effective at their level (resistance to saves, enhancement to stats / weapons / armor) without tying those values to items.

I'd love to be able to hand out something interesting, like, say, a cloak of the manta ray, and have PCs actually think about using it instead of just saying "oh, that's not a cloak of resistance, don't want it."


1 person marked this as a favorite.

Adding myself to the choir here but I'd like to see as well more equipment tricks (I have a friend who is dying to see one for cloaks), more mundane and alchemical items (maybe even clockwork), more equipment archetypes, more properties, some new materials and a new crafting system like has already been said before. The Weapon of Legacy addition also sounds good too.

Some things that I specifically would like to see are -

An alchemist archetype that trades out bombs and mutagens and specifically focuses on actual Craft Alchemy rolls and 'MacGuyvering' alchemical items for weapons like combining alchemical fires together to make an upgraded item instead of just having so many per days. And maybe an archetype that expands the limitations of the Brew Potion feat.

Putting in rules for some alternative uses for mundane items like what was in an old Dragon article (the one where you can make molotovs out of oil).

More feats/abilities/etc. along the lines of Master Alchemist, Field Repair, etc. that focus on creating items faster and being able to do more things with them at a more convenient non-downtime venue. Even something along the lines of fiddling with items like Tech Specialist in SW Saga by putting modifications on things like +2 critical confirmation on a sword (just to keep balance, it doesn't work with enchanted items). This could also be done by expanding the 'masterwork' items (especially for low-magic games) to go beyond +1 to attack and maybe even similar to the Master class in Dragonlance being able to make +2 MW and beyond but with more varied rules.


Adamantine saw that can cut through steel doors and bars. Maybe some special enchantments for seige engines is something I don't tihnk has been done.


less magic items that are class or class ability specific.

Rules for low and high magic campaign settings.

books/scrolls that add a perminent feat but a person can't get more than 5 feats per character. Also the character must be able to meat the requirements for the feat as well.

item that adds perminent skill points but can't gain more then 25 extra skill points per character.

magical tattoos/runes that take the place of a magic item slot on the persons body and in some cases increase in power based on character level.


armor making rules would be cool. so that if you want to make your own specialized kind of armor tailored around a character.


Gamemonger wrote:

A better crafting system.

One major problem with the current RAW crafting system is that it is faster to create items that are more difficult to make. That is, if two items have the same price, and one has a higher DC to make, it is faster to make the one with the higher DC.

A common house rule is to just say you can set the DC to any DC higher than the base DC to speed up crafting, but house rules are house rules and don't fundamentally fix the system.

The rules already allow...

Accelerated Crafting wrote:
You may voluntarily add +10 to the indicated DC to craft an item. This allows you to create the item more quickly (since you'll be multiplying this higher DC by your Craft check result to determine progress). You must decide whether to increase the DC before you make each weekly or daily check.

But more generally, the crafting rules really do need a complete overhaul.

I've explained my suggestion for logarithmic crafting times before. It's a quick-and-easy fix; I'm sure there are even better mechanics available.

Owner - House of Books and Games LLC

Not as a request, but out of curiosity ... is there anything preventing an intelligent item from gaining class levels?


optional rules to make armor besides chain shirt, breast plate, and platemail the only armors actually playable even if it doesn't make real world sense. such chainmail DR 1/piercing, padded armor DR 1/slashing or piercing,scalemail +2 verses enchantment magic etc.

different craft rules for non weapons and armor, especially jewelry and alchemy items.

additional rules for cooperative crafting. making it so maybe the WHOLE party can contribute in a way even if they don't have crafting. Example, a player can use survival to add a +x bonus to the primary crafters check by maintaining an extremely hot forge, or a player using his arcane knowledge check to aid the crafter in the crafting of magic items, or a heal or alchemy check to make the crafter be able to craft longer without rest etc. rules for using monster parts in aiding in crafting magical items? troll blood, manticore quills, dragon teeth, roc feathers, etc.

magical forges and anvils like races of stone. An idea i use in my campaign is a magical anvil that has the power to sap magic from one weapon and instill it into another item. or the forge can store magical energy in GB value. for instance the anvil could absorb 4 +1 weapons and use that stored enrgy to craft a single +2 weapon. This has resolved the issue of having to conveniently place tailored items or the players getting heaps of worthless items they wont use without breaking the game or WPL.

more magic items. i really loved the items from one specific book that players could get items to boost ONE saving throw as apposed to having to boost all 3 like a cloak of resistance. more special magic items would be nice too. magic items or feats to better make use of items. bandoliers,magical potion belts, ammo belts,tiny bags of holding that only hold coins, a feat to quick draw a wand finally? examples of odd magical double weapons. magic items to aid in distant travel such as star gates, or teleporting rings,slip streams,dimensional boundaries etc. outsider magic items? (you know your curious what angels and devils can craft...). magic vehicles trains, self propelled wagons, airships, flying cities, submarines... items to use to against flying creatures such as bolas, wing nets, traps, roped harpoons etc.

i could go all day with this lol


How about a bracer/gauntlet of Gravity bow??

Liberty's Edge

I wouldn't mind some of the equipment also being available in other books. I hate having to dig through multiple resources to find something. Spell and feat lists, beastiaries, and equipment all have this issue.

Anyway, I'd like to see a lot more effort put into magic items of all varieties.


I'd like to see gauntlet enhancement that allow you to bestow certain properties to thrown weapons, just like a flaming longbow would bestow the flaming property to arrows... except it would be a flaming gauntlet with another enhancement that bestow the flaming property to thrown daggers, javelins or shurikens.


Pathfinder Rulebook Subscriber

I'm not sure if it's been stated before and I don't feel like going back through the thread, but I'd like to see a way to create your own poisons as well


Rules/stats on modern guns/grenades.

Rules/stats on technologic weapons from the furture.

New special materials.

New magic items/weapons/armor.

Rules on magic items that gain power when you level.

New alchemical items.

More mundane items and more uses for such items.


Something like a swiss army knife. Adventuring just got easier.


1 person marked this as a favorite.
sieylianna wrote:
A usable artificer base class.

Nah. A usable artificier-like archetype for the Alchemist. (Enough with the new baseclasses already.)

Grand Lodge

Metamagic rods for the metamagic feats that were introduced in Ultimate Magic. I see this as more of a correction since Ultimate Magic should have had this.


Useful different weapon groups.
A way to avoid the +1 weapons and similar. I'd like to have players chose weapons and gears for situations and not because is more magical or do more damage.
Staff and wands that gives bonus on spell casting, not just more spells.
Strange materials (maybe monster pieces), upgrade for weapons and more important, if you need a good sword you should go from the weaponsmith, not the wizard!


some kind of fantasy duct tape would be nice. i got soooo much use out of my mesh tape in the starwar rpg.

Grand Lodge

Nitro-13 wrote:
some kind of fantasy duct tape would be nice. i got soooo much use out of my mesh tape in the starwar rpg.

Sovereign glue is a similar analog. Yeah, it's not in a roll but it's just as useful and hilarious.

Also, wondrous items that have saves that scale with level. Some of them are great in concept, like The Lord's Banner of Terror. Having something like this would be awesome. But by the time you're able to afford the 75,000 to buy it the DC 16 will save is a joke and it becomes a waste of investment. Having fun and inventive utility items is great but not when they're overpriced and next to unusable.


submit2me wrote:
Tiny Coffee Golem wrote:
sieylianna wrote:
A usable artificer base class.
+1 Pretty pleaase with Kobold head sprinkles
I would also love to see this. It would make perfect sense to have this base class in book about equipment. It doesn't even have to be an exact remake of the Eberron Artificer, just someone who is awesome at crafting items (magical or otherwise) and maybe gets spells to enhance weapons and armor with magical properties. They could probably even get away with making it an Alchemist alternate class/archetype.

I MUST HAVE THIS CLASS.


Fabius Maximus wrote:
sieylianna wrote:
A usable artificer base class.
Nah. A usable artificier-like archetype for the Alchemist. (Enough with the new baseclasses already.)

Archetype, alternate class, or base class, I don't care. I don't even care what it's called. Just get me something that does artificer type stuff!


R_Chance wrote:

Hmmm...

Ships with deckplans. Various eras (ancient, medieval, early gunpowder).

Vehicles. Land, and air.

Rules for caravans expanded, pack animals, etc. Rules for trade by sea / river as well. Cargo boats / ships.

Rules for strongholds and fiefs / territories. Taxes. War / seige rules. Give players something to strive for beyond just the next level. I know, not likely, but a good future book :)

Improved crafting rules (it's about equipment after all) :)

Comprehensive lists / rules for equipment / weapons / armor (I don't mind if it's repetetive, I just want it all in one place)...

I want these things. I also want African, Native American, and Polynesian equipment.

Shadow Lodge

Kelsey MacAilbert wrote:
I want these things. I also want African, Native American, and Polynesian equipment.

Isn't this covered by the primitive weapons section in Ultimate Combat? What is undone there?


0gre wrote:
Kelsey MacAilbert wrote:
I want these things. I also want African, Native American, and Polynesian equipment.
Isn't this covered by the primitive weapons section in Ultimate Combat? What is undone there?

That's weapons. I'm not talking about weapons. I'm talking about household items, culturally significant items, magic items, and so on.


Why because the gold plated rules for pricing a saw would result in it being 6 cp?


I don't follow.


Wasn't it stated that there'd be no archetypes in Ultimate Equipment?


Cheapy wrote:
Wasn't it stated that there'd be no archetypes in Ultimate Equipment?

That doesn't mean we can't beg for them and hope minds get changed.


Ah yes, here we go. Granted, I'm not sure how involved JJ is with it.

Shadow Lodge

Kelsey MacAilbert wrote:
0gre wrote:
Kelsey MacAilbert wrote:
I want these things. I also want African, Native American, and Polynesian equipment.
Isn't this covered by the primitive weapons section in Ultimate Combat? What is undone there?
That's weapons. I'm not talking about weapons. I'm talking about household items, culturally significant items, magic items, and so on.

My suspicion is that sort of culture specific item would be included in either the PFS Player Companion, or the PF Campaign Setting line (or for that matter the AP). That's where the majority of cultural/ setting type items are found. Lots of Asian items popping up in those lines right now for Jade Regent. From your list, there are a lot of African themed articles in the books that were coming out during Serpents Skull. It's possible some of those items might reappear in the equipment book.

If there are items from those specific cultures that have bled into more common use they might appear in Ultimate Equipment... the flying carpet, ring of three wishes, and the genie in a bottle are examples of cultural items that crept into the core game.

Grand Lodge

1 person marked this as a favorite.

Golem manuals for the new types of golems introduced in the later bestiaries.


1 person marked this as a favorite.
Cheapy wrote:
Ah yes, here we go. Granted, I'm not sure how involved JJ is with it.

that was really demoralizing, I really hope Paizo change his mind, the artificer class and stuffs for create and use magic items was what I was expecting more


some new stuff for firearms would be nice. like holsters and maybe some chokes for the shotgun so that we could maybe focus that unruly 30 ft cone of flying lead. also some more ammo types.


Less magic items that are class or class ability specific.

More rods that are not metamagic rods.

Magic rings, neclaces, etc. that grant immunity to effects such as petrification, charm, sleep, stunned, blindness, curses, etc.

Items other then cloaks that grant resistance bonuses to saves.

more specific magical weapons/armor like flametongues.

More magical clothing.

Magic items that are a set and gain additional powers when worn together.


Rules for Mundane Weapon and Armor Modifications.

Useful and meaningful mundane gear.

I want items that I will want to use, and will beable to afford to buy before level 10. I am talking about gear that is less than 1000gp, so I can get it for my character.

Rules for going above master work without going magical.

Dark Archive

I would like to see some sort of return to the grafts and symbionts from the eberron setting.

I have to say that items less than 10k are strongly needed because they are the items we can use for more than a very few levels. Many campaigns don't even last long enough to get to levels where several 10k+ items are reasonable. Even the adventure paths shut down around level 15.

Items that are swift activation are high on my list. So are limited times per day items, they can give good effects without costing 25k because they are not always active.

Eternal wands like the ones from both the 3.5 magic item compendium and the eberron setting.

I would also like to see some short of shoulder mounted weapon, like a one use mortor or cannon like the iron man war machine suite or predator.


I recall SKR *really* disliking free action activated items, as it's just an attempt to get past using an expensive action to get a great benefit. I assume the same applies to swift actions, just not as strongly.

Paizo Employee Developer

I hope they fix the staff pricing issue from the APG. Most of the staves in the APG cost half as much as the formula in the Core Rulebook says they should. Hopefully they either correct the prices, or correct the formula (which would mean adjusting the prices of all of the staves from the Core Rulebook, which do follow the formula as written).


A Vest of Resistance would be nice to see.

-Matt


Countermagic items, especially mundane countermagic items. eg. an oil that makes arrows penetrate magical wind effects, an incense that protects against charms and compulsions, exotic and/or blessed herbs that allow the heal skill to be used to treat ability drain and negative levels.


Vest of resistance would be nice and makes more sense to me then the cloak.


I'd like to see Exotic Weapon Proficiency expanded in much the same way as the Equipment Trick feat.

I would LOVE to see some optional additional magic item price formulae. Give us price guidelines for some more esoteric bonus types and weird effects, with a GMs ONLY stipulation writ large.

151 to 178 of 178 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Paizo Products / Product Discussion / Ultimate Equipment Wishlist. All Messageboards

Want to post a reply? Sign in.