Ultimate Equipment


Product Discussion

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Shadow Lodge

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Nicos wrote:
Cheapy wrote:


There's an AWESOME dagger that lets those who throw knives work *really* well. If you have quickdraw, you can split the dagger into a twin as a free action, and if you throw one, you can resplit the held dagger. As a free action. Throwing knives while threatening? Great! There's also a bandolier that does similar. You can attach some weapons, and then they appear again on it after you throw them.
Finally.

Somewhere, Merisiel just had an orgasm.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

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Cheapy wrote:

Oh, another great one are some boots that cause vegetation to instantly spring up in their square. Anywhere except for explicitly hostile locations (like lava). So now the druid can use all their spells that rely on plants anywhere they want!

And Gloves of Arcane Striking, which gives new uses for arcane strike. Mostly revolving around aid another (so nice for bard supporters), but also one that does AoE damage to adjacent enemies to the guy you struck :)

Another glove lets the wearer speak commands to creatures he summons. Yea, that's going to be a huge one.

Ok, I should stop for now.

No, you should continue! :)

FWIW, I'm surprised that people have such a strong negative opinion based primarily on the mundane equipment/weapons section. I just assumed that, since the book is mostly magic items, people would be focused more on the magic item section.

Maybe it's just that those other sections come at the beginning of the book, so that's the first place people got to in the book and just got stuck there wondering why there wasn't more new stuff (I thought they said ahead of time that weapons and armor would be almost all reprints - I don't know if they added ANY new ones). Could they have errata'ed known issues? Probably, but I'm not privy to what issues Paizo considers key issues in need of fixing.

As for the magic items, I'd estimate that while all the core stuff is in there, probably half or more of the magic items are completely new. I think I ended up doing about 20,000 words of magic items and plenty of other guys contributed big chunks. If you find an item you think stinks, far be it from me to say you should like it. Cross it out with a big X and move on to the next item. I am honestly puzzled at the mentality that says "This book has an item in it that SUCKS; ergo, this whole book is a disappointment!" rather than "Hey, that item SUCKS, I'm never using that one, but here are a thousand other new items that range between useful to cool to even AWESOME."

If you don't like the book, don't buy it, but I guess I'm always curious about what proportion of suck is required to taint the whole book for people. However many bad items are in there, do they somehow prevent you from enjoying the ones you do like? How many clunkers does it take to taint your opinion of the book? One bad item, or missing specific thing that you hoped would be in there but wasn't, or un-errata'ed thing that you think needed errata-ing? Ten? Twenty? Fifty? Out of 400 pages of content, and however many hundreds or thousands of items, what is the tipping point where you decide the whole book is lame?

When I used to work in medical transcription, our maximum error rate on medical reports was 2% (and certain errors were absolute "you can get fired for that" errors where HIPAA and patient information privacy were involved). What's the maximum error rate on game books?

This may sound flippant, but I'm genuinely interested to know what people think their suck tolerance is. Anybody willing to venture an opinion?


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Jason Nelson wrote:

FWIW, I'm surprised that people have such a strong negative opinion based primarily on the mundane equipment

I LOVE mundane equipment !!!!!!!!!!!


Kthulhu wrote:
Cheapy wrote:


There's an AWESOME dagger that lets those who throw knives work *really* well. If you have quickdraw, you can split the dagger into a twin as a free action, and if you throw one, you can resplit the held dagger. As a free action. Throwing knives while threatening? Great! There's also a bandolier that does similar. You can attach some weapons, and then they appear again on it after you throw them.

Is there a limit on how many throwing daggers this thing can spawn? Same question for the bandolier.

If you put a magic weapon in the bandolier, are the weapons it spawns also magic?

The dagger splits into an identical dagger.

There is this bit, but note that it doesn't stop weapon enhancements from carrying over:

Quote:

Spells or effects placed on a dagger of doublingdon’t

duplicate when the dagger is split. Any active effects on
a dagger end when it vanishes. Destroying one of the
doubled daggers just causes the duplicate to disappear, but
any damage to a single dagger of doublingremains on both
daggers when it doubles.

That paragraph does mean that not every dagger you throw will be poisoned, or that GMW won't work on the split dagger.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Zark wrote:
Jason Nelson wrote:

FWIW, I'm surprised that people have such a strong negative opinion based primarily on the mundane equipment

I LOVE mundane equipment !!!!!!!!!!!

So I see! Lots of people do, more so than I would have expected. You learn something new every day!


Oh, here's the belt.

Quote:

A set of clips is attached to this segmented belt constructed

of metallic links. Up to two one-handed melee weapons or
up to four light melee weapons can be hung from the belt in
straps or sheaths. When the wearer draws a weapon attached
to this belt and throws it before the end of her next turn, the
weapon teleports back to its strap or sheath immediately after
the attack is resolved

It's 5k.


I'm a bit surprised at the cost of the Traveller's Any-Tool. 250 gp for an item that turns into any tool you need.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Jason, getting another "this looks great for the Monk... oh, wait" item ( or more than one ) just feels like getting poked with a stick while hurting all over.

Yeah, we know that theoretically a big fix is coming to the class, but as with the revisions to Stealth, such fixes have been known to be delayed indefinitely, because other projects had priority.

At this moment, the Monk feels like a big gaping wound which gets bigger and more hurtful the longer it remains untreated.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

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magnuskn wrote:

Jason, getting another "this looks great for the Monk... oh, wait" item ( or more than one ) just feels like getting poked with a stick while hurting all over.

Yeah, we know that theoretically a big fix is coming to the class, but as with the revisions to Stealth, such fixes have been known to be delayed indefinitely, because other projects had priority.

At this moment, the Monk feels like a big gaping wound which gets bigger and more hurtful the longer it remains untreated.

Again, though, this is *ONE* item. Does that one item that pokes you in the monk wound that you feel outweigh everything else in the book?


When/were did the people at Paizo say there was a big fix for the monk coming?

There are a lot of nice alchemical items in this one.

I have only skimmed around most sections but I did like those cloaks that allow you to turn into animals, a bracelet that grants DR5/magic vs ranged weapons and +1 deflection bonus vs ranged weapons plus true strike(i think 3/day), I like the Sandels of the Dryad that grants woodland stride and the ability to 1/day enter a tree to hide in or one teleport with tree stride spell.

Shadow Lodge

Cheapy... You have made my knife master very very happy. :D


Cheapy wrote:

Ki Itensifying is the upgraded version of Ki Focus, so it includes that. It's a +2. It's for manufactured weapon using monks (just like Ki Focus), and lets them do swift action bull rushes, repositions, disarms, or trips after hitting someone by spending a ki point. These don't provoke and any bonuses applicable to the weapon add to the CMB check. Very evocative ability :D

Use stunning fist with your temple sword, then trip the enemy so they're out for at least 1.5 rounds :)

Cool!

Cheapy wrote:
Oooooh, a katana that when used treats the monk as unarmed and it's a monk weapon. Now you can use Crane Style and Two-Handed Fighting.

Please tell me this isn't a joke. This sounds great!


Yes you do :-)

I was informed about the Blue Book. I just love those kind of things. I was a bit disappointed that there is not item that lets you draw a potion as a swift action (or lest you draw it as a free action if you have the quick draw feat), but I am aware that you can't please everyone. Still the book seems great, especially with all new mundane equipment and the kits. I love kits!
I'm so going to buy this book :D


Oh, Ki Intensifying also increases the DC of ki abilities used through the weapon by half the enhancement, minimum 1.


Zark wrote:

Yes you do :-)

I was informed about the Blue Book. I just love those kind of things. I was a bit disappointed that there is not item that lets you draw a potion as a swift action (or lest you draw it as a free action if you have the quick draw feat), but I am aware that you can't please everyone. Still the book seems great, especially with all new mundane equipment and the kits. I love kits!
I'm so going to buy this book :D

There's a vest that's like that. Only it's one potion you pour on it, and can then access the potion as a swift action. There are some other restrictions, of course.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Jason Nelson wrote:
Again, though, this is *ONE* item. Does that one item that pokes you in the monk wound that you feel outweigh everything else in the book?

It actually does made me rethink my idea of getting the hardcover ASAP. Still getting the PDF immediately, though.

Also, some other stuff in the book, already talked about in this thread and others. I will probably get the book at a later date. Hey, maybe that saves me from the "I'm an idiot for getting the first, un-errataed, printing" feeling I got with the APG, UM and UC. ^^


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"Reverse Solo Tactics: The Ring."

Oh dear god. Continuous Aspect of the Falcon bracers. Say hello to 17-20/x3 crossbow builds.


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Manual of War is also pretty interesting. Let's fighters swap out a bonus feat for a day.

As is the item that allows creatures able to make lawful aligned ki strikes to make their ki strikes count as good or evil (depending on the version of the item they have).

As well as another item that lets creatures whose ki strikes count as magic instead have them count as cold iron or silver, depending on the item.


Ravennus wrote:


Also, a lot of the glaring issues that have been talked about regarding existing weapons was not addressed at all. So we still have Exotic weapons that aren't worth the ink they are printed with, and Martial Weapons that outclass any other option. I wasn't expecting that to change completely, or for them to re-write all the weapons in the Core books... but there were some items published recently that deserved a re-balance, and this was the perfect time.

Known typos and errors from previous books also made it into this one, as if they just cut and paste without any thought. They could have at least worked some errata in, but nope.

They were too busy fixing Flurry of Blows to write Ultimate Equipment properly.

Oh, wait....


ALCHEMICAL CEMENT!

MENDING PASTE!

Invisible Ink?


The only instances of errata and items in this book that I've seen is the errata being applied. What are the other instances?


Cheapy wrote:


There's a vest that's like that. Only it's one potion you pour on it, and can then access the potion as a swift action. There are some other restrictions, of course.

I head of it, but not really what I had hoped for.

1) Not a mundane item. 2) Only use one potion per day. 3) Magic item that takes up one body slot. Still a very cool and useful item.

Cheapy wrote:

Manual of War is also pretty interesting. Let's fighters swap out a bonus feat for a day.

As is the item that allows creatures able to make lawful aligned ki strikes to make their ki strikes count as good or evil (depending on the version of the item they have).

As well as another item that lets creatures whose ki strikes count as magic instead have them count as cold iron or silver, depending on the item.

Oh dear god :-)

btw, what is "Reverse Solo Tactics: The Ring."?


Cheapy wrote:


Oh dear god. Continuous Aspect of the Falcon bracers. Say hello to 17-20/x3 crossbow builds.

The effect does not stack with any other effect that expands the threat range of a weapon, such as the Improved Critical feat or a keen weapon.

So it is 19-20/x3. Still good though.

RPG Superstar 2008 Top 32

I removed a post and the replies to it. Don't be a jerk.


Zark wrote:
Cheapy wrote:


Oh dear god. Continuous Aspect of the Falcon bracers. Say hello to 17-20/x3 crossbow builds.

The effect does not stack with any other effect that expands the threat range of a weapon, such as the Improved Critical feat or a keen weapon.

So it is 19-20/x3. Still good though.

It's not the crit range that matters with that spell. It's that the increased crit multiplier, combined with the crossbow's BASE crit range of 19-20. So it becomes x3, and you can still apply improved critical, since it's not stacking with anything.

Reverse Solo Tactics: The Ring is a ring that increases the bonus to and for aid another by 1, as well as increases the numeric bonus of teamwork feats by 1. By wearing the ring for an hour, you can imbue it with one of your teamwork feats. And then...

Quote:

During this time,

any creature wearing the ring may use that feat when
cooperating with the creature that imbued it, but not with
other creatures even if they possess the same teamwork
feat. If the ring is imbued with a new teamwork feat, it
replaces the previous feat.


Cheapy wrote:


It's not the crit range that matters with that spell. It's that the increased crit multiplier, combined with the crossbow's BASE crit range of 19-20. So it becomes x3, and you can still apply improved critical, since it's not stacking with anything.

Thanks for the info!

Finally crossbow love! Hello to 17-20/x3 crossbow builds :D


An odd question perhaps. Is there any item that works a bit like a camera? I would really love such an item. Great if you are an investigator kind of character and wants to take crime scene photo or a photo of some strange writings or symbols.
any item that grants the heal skill a boost?

Contributor

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FYI, the book was planned as about 50% new material. Whether that's what it worked out to in the end is unclear because we ended up adding more pages, adding in artifacts, and adding in some new artifacts, so I don't know if it's 40% new or 60% new, but it's somewhere in that range. The original text order was for over 100,000 words of new material, and I don't think that includes some later assignments of 10,000 words or more.

And as for the absence of a potion bandolier that lets you draw potions as a swift or free action... we're not going to invent a mundane item that breaks the basic action economy of the core game. Sorry.


Sean K Reynolds wrote:


And as for the absence of a potion bandolier that lets you draw potions as a swift or free action... we're not going to invent a mundane item that breaks the basic action economy of the core game. Sorry.

That's cool. There seems to be so many cool items in the book anyway. Just the blue book, blank journal and kits alone made me love the book.

Edit: And the Continuous Aspect of the Falcon bracers :D
Crossbow love!!!!!!!!!!!!!!

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

Cheapy wrote:
There's a cool item for Eidolons that allows them to stay a bit longer than normal by having the summoner sacrifice a use of his SLA. It's only one round, but when the summoner is knocked unconscious, that could be pretty nice.

RE: Your question in the other thread, that's one of mine!

Cheapy wrote:

As is the item that allows creatures able to make lawful aligned ki strikes to make their ki strikes count as good or evil (depending on the version of the item they have).

As well as another item that lets creatures whose ki strikes count as magic instead have them count as cold iron or silver, depending on the item.

Those two as well!


magnuskn wrote:

Jason, getting another "this looks great for the Monk... oh, wait" item ( or more than one ) just feels like getting poked with a stick while hurting all over.

Yeah, we know that theoretically a big fix is coming to the class, but as with the revisions to Stealth, such fixes have been known to be delayed indefinitely, because other projects had priority.

At this moment, the Monk feels like a big gaping wound which gets bigger and more hurtful the longer it remains untreated.

Hating the book because of one magic item makes no sense...


Jason Nelson wrote:
Again, though, this is *ONE* item. Does that one item that pokes you in the monk wound that you feel outweigh everything else in the book?

Yes it was ONE item...the only item in the book for monks, in fact. If there had been two monk items, we might be a bit less underwhelmed. That said there is the ki-intensified weapon property, which...

RPG Superstar 2008 Top 32

Dabbler, my apologies but I accidentally mangled your post above this one when attempting to reply to it.

In any case, I can assure you there are more monk items in this book.


There are rogue ONLY items in the book?


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@ Benchak the Nightstalker
Great stuff!


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Dabbler wrote:


Yes it was ONE item...the only item in the book for monks, in fact. If there had been two monk items, we might be a bit less underwhelmed. That said there is the ki-intensified weapon property, which...

You might want to reread this thread.


Dabbler wrote:
Jason Nelson wrote:
Again, though, this is *ONE* item. Does that one item that pokes you in the monk wound that you feel outweigh everything else in the book?
Yes it was ONE item...the only item in the book for monks, in fact. If there had been two monk items, we might be a bit less underwhelmed. That said there is the ki-intensified weapon property, which...

As Nightstalker pointed out

Benchak the Nightstalker wrote:


Cheapy wrote:

As is the item that allows creatures able to make lawful aligned ki strikes to make their ki strikes count as good or evil (depending on the version of the item they have).

As well as another item that lets creatures whose ki strikes count as magic instead have them count as cold iron or silver, depending on the item.

Those two as well!

So there are two more than just the wraps and ki intensified.

Paizo Employee Director of Games

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Hey there folks,

I just wanted to pop on here for a bit and talk a bit about this book, so that everyone knows what to expect.

A book like this is very tricky to pull off. We could have easily done 400 pages of just items that we have already printed, from all of our various sources. Of course, that probably would not have gone over all that well, so we decided early on to shoot for about 50% new content. When it came time for us to assign where that content was going to land, we made the conscious decision to focus primarily on new magic items, instead of mundane gear. So, if you are just flipping through the basic gear, armor, and weapons section, it will seem a bit light on new content. To top it off, since we design in spreads (thats 2 pages in the book), some sections got padded out whereas others got cut to make them fit. It was a incredibly tough process.

The real tricky part is this. When building this book, we had to decide where to cut and where to add. The desire to get everything from print sources ran counter to the desire to make sure it had new content. In the end, we had to compromise in a number of areas to get this monster to fit in its page count (which ballooned up at least twice during the design process).

So.. what does all this mean?

You've got a book that is about 50% new content, focused primarily in the magic items section. There are going to be examples of items that seem like no brainers from non-core sources, that did not make the cut (or cutlass.. as the case may be). Obviously, in a book of this size, there are going to be some mistakes and we are tracking those as they come in for fixes in the future, and errata as necessary. We greatly appreciate the fans and players of the game who bring these to our attention.

We are confident that most people are going to get some great use out of this book. It may take a bit for that to become obvious, as much of the innovation here is buried in items that no one has ever heard of before. Until then folks, play nice and rest assured that we are paying attention to your concerns.

Jason Bulmahn
Lead Designer
Paizo Publishing

Paizo Employee Director of Games

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One other small note on monks (and items specific to various classes),

We endeavor to include items for all the classes in specific. For monks that is a bit more difficult that most since their items typically can only pull single duty for them and them along. Most other classes do not care about their items.

Think of it this way, if I put a cool new sword into the book, its good for a number of classes, but if I put an item in that only affects unarmed strikes, the pool of classes that care about that item is significantly lessened.

Its not that we have it "in" for monks. In fact, we go out of our way to make sure that the monk gets some love where ever it is appropriate. In this book, we tried to make sure that every class had items aimed specifically at them as a class. The monk gets his fair share of that attention.

Jason Bulmahn
Lead Designer
Paizo Publishing


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Dabbler wrote:
Jason Nelson wrote:
Again, though, this is *ONE* item. Does that one item that pokes you in the monk wound that you feel outweigh everything else in the book?
Yes it was ONE item...the only item in the book for monks, in fact. If there had been two monk items, we might be a bit less underwhelmed. That said there is the ki-intensified weapon property, which...

Well damn. Lost my longish post due to a browser mess up.

There are new 10 or 11 items in the book specifically for monks or users of ki (of which there are 2, so may as well be monk items).


  • wyroot
  • ki intensifying
  • Prayer Wheel of Ethical Strength
  • Singing Bell of Striking
  • Hurricane Quarterstaff
  • Blade of the Swordmaster
  • ring of ki mastery
  • headband of ki focus
  • headband of ninjitsu
  • amulet of hidden strength
  • bodywraps of mighty strength

This was just simply searching for "monk" and then "ki". If I searched for other class features, I'd probably find a few more.

Honestly, while I haven't read everything carefully yet, the only class I've seen that gets anywhere near the number of class specific items that the monk does is the barbarian. I've counted ~4 summoner SPECIFIC ones, but there are some items that are useful for anyone who summons. That's a much larger crowd than "those who use ki", so not including them there.

That list doesn't count the number of items that are great for monks in particular. Examples include


  • giant fist gloves (free bullrushes on a hit)
  • Deliquescent gloves (unarmed attacks get corrosive, and can fight oozes safely)
  • Forge Fist amulet (gives flaming)
  • Frost Fist Amulet (see above)
  • golembane scarab (bye bye DR for golems for unarmed attacks)
  • swarmbane clasp (same as above, swarms)
  • longarm braces (+5 reach 3 times per day, penalty for weapon attacks, but not unarmed)

There are more.


Thank you Jason, it's good to know that in spite of our grumbling, you still take the time to read our meandering complaints and compliments.

Nothing for it, I will have to wait for my hardback to arrive and read it cover-to-cover.

Edit: Cheapy, I just checked through the PDF and found a number of those items I had missed before, you are quite right. There are some nice bits and bobs the monk can use here, it's not a desert of items. However, the body wrap is still pretty awful, and the monk's enhancement problem is still extant.


Nicos wrote:
There are rogue ONLY items in the book?

There are a number of new items that augment sneak attack capabilities, yes. And a bunch of other ones, like auto lockpickers that last for rounds per day.

edit: OK, so there aren't so many items that deal with sneak attack. There are 2.

Stalking weapon ability is good for assassins, and the weapon version of glamered is just useful.


Wyroot is from the ARG, it's not a new monk 'toy'. Still, there is more monk love in this book then people originally thought. Hopefully that'll satisfy some people for now.


Grizzly the Archer wrote:
Wyroot is from the ARG, it's not a new monk 'toy'. Still, there is more mink love in this book then people originally thought. Hopefully that'll satisfy some people for now.

Lost my reasoning for including that in the Great Post Omnoming of 2012.

Right, but it's now opened wide open rather than semi-restricted. And I doubt it will.

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

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Grizzly the Archer wrote:
Wyroot is from the ARG, it's not a new monk 'toy'. Still, there is more mink love in this book then people originally thought. Hopefully that'll satisfy some people for now.

Mink love...*shudder*

Silver Crusade

Pathfinder Adventure Path Subscriber

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You sunk my battleship...


Indeed. I take it back, there are many items a monk could use in this book...just the one monk players cry out for that lets them hit reliably is missing.


Any fighter related stuff? I saw one item someone mentioned about swapping a feat for a day. That's pretty cool. I know archers got a few things, was hoping for a non-magical flame arrow.

Yeah F5 is becoming popular this past day on here....wonder why. Lol. :)


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

A rough timeline on the Monk rework would still be highly appreciated. It always seems to be put off for more recent, urgent matters. ^^

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