Nicos |
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.
and items that help with rogue talents and weird uses of skills?
Cheapy |
Cheapy wrote:and items that help with rogue talents and weird uses of skills?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.
rogue talents: no.
Weird uses of skills: That's a lot harder to Search for, so...maybe. There some Any-Tools, that you can shape to make into any tool you can think of. Those are useful for rogues (and a steal at 250 gp!). There are many wondrous items that'll help you with infiltration.
hogarth |
I don't have the book, so it's probably unfair for me to comment, but I've never let complete ignorance stop me from speaking in the past, so here's my two cents:
Personally, I think this book had some pretty big shoes to fill compared to the 3.5 Magic Item Compendium (as I commented in a previous thread). It really seemed like they put a lot of thought into what's good and bad about magic items and they weren't afraid to think big with their suggested solutions (e.g. weapon/armor crystals, runestaves, magic item sets, spicing up belts/cloaks/headbands). From the comments I've read so far, it doesn't sound like there aren't many things like that in Ultimate Equipment.
And on another personal note, my least favourite kind of magic item is the "Mcguffin of Slight Improvement to One Very Specific Ability".
We endeavor to include items for all the classes in specific. [..]
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.
I quite agree with this. Hopefully items like "Gloves of Slightly Improved Arcane Strike Feat" and "Shirt of Slightly Different Monk Ability to Bypass DR/lawful" (as described above) are in the minority. (Although there are certainly people who love those kind of feats, so it`s hard to please everyone.)
Cheapy |
Personally, I think this book had some pretty big shoes to fill compared to the 3.5 Magic Item Compendium (as I commented in a previous thread). It really seemed like they put a lot of thought into what's good and bad about magic items and they weren't afraid to think big with their suggested solutions (e.g. weapon/armor crystals, runestaves, magic item sets, spicing up belts/cloaks/headbands). From the comments I've read so far, it doesn't sound like there aren't many things like that in Ultimate Equipment.
There aren't any new item mechanics here (except for gems), so there's that.
But one thing I really liked, and haven't checked if it's the case for headbands yet, is that many of the belts enhance physical ability scores and do something else, meaning you can get a lesser ability score bump and get something cool too. The canonical item in my mind is what amounts to the belt of ragecycling.
Also, it was a prayer wheel of changing monk's aligned fist.
IceniQueen |
My own personal feeling, I think I would have rather seen the Cutlass, Cannons, siege weapons added instead of Barbarian kit, Dragon Slayer Kit, Monk Kit, Bard Kit, etc. And some of the other new items.
I mean... cutting out pirate stuff. We all know EVERYTHING is better with Pirates!
Could have done 2 books. One Ultimate Equipment that was smaller but had all the mundane like items and Ultimate Magic items with all the magic items. Both on own large but not as large as 1 book but combine is bigger than the one book
And then once again Saddle? No price just various?
Odraude |
My own personal feeling, I think I would have rather seen the Cutlass, Cannons, siege weapons added instead of Barbarian kit, Dragon Slayer Kit, Monk Kit, Bard Kit, etc. And some of the other new items.
I mean... cutting out pirate stuff. We all know EVERYTHING is better with Pirates!
Could have done 2 books. One Ultimate Equipment that was smaller but had all the mundane like items and Ultimate Magic items with all the magic items. Both on own large but not as large as 1 book but combine is bigger than the one book
And then once again Saddle? No price just various?
Would've been cool to see some of the pirate stuff like the hook or boarding pike. Probably not the cutlass since it's mechanically identical to a scimitar and you can just rename it. No point in having dual entries when you can have a hook.
Russ Taylor Contributor, RPG Superstar 2008 Top 6 |
1 person marked this as a favorite. |
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 :)
Glad you like that one :) I think that's pretty close to the turnover for it. And yeah, I had kung fu movies going through my head when I wrote it.
Joyd |
Also forgive my ignorance but what is the issue with the Kyoketsu Shoge?
From another thread:
"I might have overlooked it, but last time I searched I didn't find a definitive answer to how any part of the Kyoketsu Shoge works whatsoever. You can sort of piece together something that vaguely makes some sort of sense, but the weapon is woefully underspecified. Going strictly by the table, the weapon is just an ordinary reach weapon that happens to have a throw increment. So far so good. But then the description itself kind of veers off into bizzare world, describing a bunch of things you can do with the weapon that don't map super clearly to the table, none of which have specified mechanical effects. The "swing the hoop" thing: is that supposed to be the "reach" part on the table? How come the hoop's bludgeoning damage isn't on the table? Can I make a full-attack of hoop swings? If I throw the dagger more than ten feet, what happens? Does the whole weapon go with it? If I throw it less than ten feet does the whole weapon go with it? When it says that the blade can be used as an off-hand weapon, what's going on with the rest of the weapon? Am I supposed to be using the hoop part as the main-hand weapon? The weapon is identified as a reach weapon on the table; does that mean that it's a reach weapon for all uses? The blade sounds too short for that to be what they were going for, but that's what the text says. If the whole thing isn't supposed to be a reach weapon, what about its grapple and disarm properties? Do those apply to all its forms of use?
The weapon is basically a poster child for the importance of spelling out what on earth you're thinking of mechanically instead of hoping that vague fluffish text will somehow get it across. As it is, the weapon is just a big pile of ambiguity. You can run it going strictly off of the table and end up with a weapon that's more or less a low-damage longspear with some assorted properties on it, but that doesn't really match most people's feelings about what the weapon should be doing. You can also work with a DM to try to codify what on earth they were trying to get at when they wrote the weapon and just mark some stuff down, but there's really no solid answers as far as I can find them."
And from a thread talking about UE while they were working on it:
"Equipment appears to be one of the most FAQ'd categories of rules, particularly weapons. I know space is probably tight, but please, please, please spell out anything that might concievably be ambiguious or non-obvious. Say which side of the double weapon is which, even if you think it's obvious. Unless you want the Kusarigama to be a weapon that can't be used to attack adjacent enemies, spell out what on earth is the deal with each side of the weapon. Spell out exactly what you can and cannot do with a hand wearing a fist-weapon style weapon. Things like that. Failure to specify things confuses Paizo's own writers - see the Net and Trident feat for an example. I know that the goal of the product may not be to clarify existing rules, but you can prevent future FAQ morasses by simply spelling out exactly what a weapon does. Don't be afraid to use technical language.
You should probably just take a page out of 4e's book and describe the ends of double weapons on separate lines, rather than jumbling everything into a single line and leaving players to wonder if all of the properties apply to both ends or what. Don't pull another Kyoketsu Shoge. If a weapon has multiple attack modes, spell those all out. Don't rely on inexact fluff text to try to communicate what the weapon does, do a formal write-up. It may be easy enough to figure out more or less what you're going for, but it's still annoying. The purpose of an equipment section should be to provide clear rules for playing a game, not to simply vaguely document the general existence of every weapon used by any culture ever."
Odraude |
Odraude wrote:Also forgive my ignorance but what is the issue with the Kyoketsu Shoge?From another thread:
"I might have overlooked it, but last time I searched I didn't find a definitive answer to how any part of the Kyoketsu Shoge works whatsoever. You can sort of piece together something that vaguely makes some sort of sense, but the weapon is woefully underspecified. Going strictly by the table, the weapon is just an ordinary reach weapon that happens to have a throw increment. So far so good. But then the description itself kind of veers off into bizzare world, describing a bunch of things you can do with the weapon that don't map super clearly to the table, none of which have specified mechanical effects. The "swing the hoop" thing: is that supposed to be the "reach" part on the table? How come the hoop's bludgeoning damage isn't on the table? Can I make a full-attack of hoop swings? If I throw the dagger more than ten feet, what happens? Does the whole weapon go with it? If I throw it less than ten feet does the whole weapon go with it? When it says that the blade can be used as an off-hand weapon, what's going on with the rest of the weapon? Am I supposed to be using the hoop part as the main-hand weapon? The weapon is identified as a reach weapon on the table; does that mean that it's a reach weapon for all uses? The blade sounds too short for that to be what they were going for, but that's what the text says. If the whole thing isn't supposed to be a reach weapon, what about its grapple and disarm properties? Do those apply to all its forms of use?
The weapon is basically a poster child for the importance of spelling out what on earth you're thinking of mechanically instead of hoping that vague fluffish text will somehow get it across. As it is, the weapon is just a big pile of ambiguity. You can run it going strictly off of the table and end up with a weapon that's more or less a low-damage longspear with some assorted properties on it, but that doesn't really match most people's...
Fair enough. I can see how a lot of people may have to fiddle with the description. Even though I understand the basics of the weapon having seen it in real life, it requires some more thought than normal to figure it out. I can agree with some cleaning of muddy language here.
Dabbler |
Odraude wrote:Also forgive my ignorance but what is the issue with the Kyoketsu Shoge?"I might have overlooked it, but last time I searched I didn't find a definitive answer to how any part of the Kyoketsu Shoge works whatsoever."
I can't say how they intended it to work in game, but IRL you use the iron ring at the end of the rope to strike or snare an attacker, then finish them off with the dagger end.
In game, trip with reach, then attack on the ground with the dagger bit.
Ravingdork |
Staff prices were fixed, from what I see in previews.
Were the core staff prices cut in half, or were the APG prices doubled?
You can further enhance unique items.
They clarified how this works!? O frabjous day! Callooh! Callay!
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.
lol. Sonic screwdriver to go with that Tardis, anyone?
That reverse solo tactics ring sounds terrific for team-oriented inquisitors! Now my guy can get a +7 bonus to hit just for flanking!
Cheapy |
Gorbacz wrote:Staff prices were fixed, from what I see in previews.Were the core staff prices cut in half, or were the APG prices doubled?
Cheapy wrote:You can further enhance unique items.They clarified how this works!? O frabjous day! Callooh! Callay!
Cheapy wrote: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.lol. Sonic screwdriver to go with that Tardis, anyone?
That reverse solo tactics ring sounds terrific for team-oriented inquisitors! Now my guy can get a +7 bonus to hit just for flanking!
1) The APG staves used their cost as their price, so they were half as expensive as they should've been. That's been fixed.
2) You could always do so. Figure out the difference, and add that on to the new cost. There is nothing in here about that.
3) inb4 people say it can make magical "tools"
The reverse solo tactics ring was a bit of a misnomer. I originally thought it meant that it had a feat on it, and anyone who would be in position to benefit from that feat would benefit from it. This is what it actually does:
shields. The wearer gains a +5 competence bonus on
Profession (soldier) checks, and anytime the wearer
gives or receives a numeric bonus from a teamwork feat
or the aid another action, that bonus increase by +1. By
wearing the ring for 1 hour, a creature may imbue it with
a teamwork feat he knows for 24 hours. 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.
Eric Clingenpeel |
The reverse solo tactics ring was a bit of a misnomer. I originally thought it meant that it had a feat on it, and anyone who would be in position to benefit from that feat would benefit from it. This is what it actually does:
** spoiler omitted **
OOo! How much is it? I've got a halfling cavalier/bard going battle herald who's focusing on aiding another. :)
LazarX |
Were the core staff prices cut in half, or were the APG prices doubled?
[
The APG prices weren't "doubled" The printing in the APG was incorrect and is scheduled to be fixed in a PDF update I think. The prices that were listed were the creation costs. which are half the base price as usual. The correct price for the APG material was double what was listed.
Ravingdork |
Oh I know they weren't correct LazarX, but there was a loud outcry of people saying staves were too expensive and that the way the APG had it should have been the default for other sources.
I just wanted to see what direction they went. Can't say I'm too surprised that they are still ungodly expensive.
deuxhero |
1 person marked this as a favorite. |
what the heck?!
Pokeball armor for your animal companion, familiar, or mount.
Sure it isn't a COMP?
Oh man, the Class kits make making a new character so easy. Many groups just have a "spend X gp, get basic stuff". Now that's formalized!!
Hopefully the costs add up right (or to less than normal) this time.
LazarX |
Oh I know they weren't correct LazarX, but there was a loud outcry of people saying staves were too expensive and that the way the APG had it should have been the default for other sources.
I just wanted to see what direction they went. Can't say I'm too surprised that they are still ungodly expensive.
Over priced on what basis? They have greater utility than wands and they expand the options of spellcasters considerably. And unlike wands they are boosted by your casting stat, your level, and the relevant feats. They're priced just right for the level that they're in.
And I am of the camp that most items, especially the really good ones, should be found or awarded, not bought.
hogarth |
Ravingdork wrote:Can't say I'm too surprised that they are still ungodly expensive.Over priced on what basis? They have greater utility than wands and they expand the options of spellcasters considerably. And unlike wands they are boosted by your casting stat, your level, and the relevant feats. They're priced just right for the level that they're in.
I basically agree with you both -- the staff pricing formula is about right, but the example staves in the core rulebook are of dubious usefulness for their price (because they have a whole bunch of high level spells crammed in, for example, or they contain spells that don't particularly benefit from a high caster level).
Cheapy |
Cheapy wrote:I realized as much, it'll happen some day mark my words.H.P. Makelovecraft wrote:Can I stick shield spikes into my greatclub for a 2d8 x2 B and P weapon yet?They did not include weapon archetypes, no.
I know, I really want to give my heavy repeating crossbow the falcata archetype :(
H.P. Makelovecraft |
H.P. Makelovecraft wrote:I know, I really want to give my heavy repeating crossbow the falcata archetype :(Cheapy wrote:I realized as much, it'll happen some day mark my words.H.P. Makelovecraft wrote:Can I stick shield spikes into my greatclub for a 2d8 x2 B and P weapon yet?They did not include weapon archetypes, no.
Well how else would you be able to weild it with a buckler?
Matrixryu |
IMHO the first Paizo book that I felt was not worth the money.
A lot of it was a reprint of magic items from Core rule book :(
Personally, I like that I can use a single book for looking up almost any item now. Plus, it isn't like it is all reprints, there are a bunch of interesting new items in here.
Now I just need a single book for all my spells...
Dabbler |
IMHO the first Paizo book that I felt was not worth the money.
A lot of it was a reprint of magic items from Core rule book :(
That was my first feeling, but on reflection and after going through it slowly, I find more and more things that I like and can use. So actually, I like it. Not perhaps as much as other supplements, but I still regard it as money well spent.
Cheapy |
IMHO the first Paizo book that I felt was not worth the money.
A lot of it was a reprint of magic items from Core rule book :(
...which they've been saying would happen ever since the book was firstannounced. It's meant to be the one-stop book for buying most equipment. It is not and never was meant to be the PF Magic Item Compendium.
hogarth |
Ughbash wrote:...which they've been saying would happen ever since the book was firstannounced. It's meant to be the one-stop book for buying most equipment. It is not and never was meant to be the PF Magic Item Compendium.IMHO the first Paizo book that I felt was not worth the money.
A lot of it was a reprint of magic items from Core rule book :(
Wasn't the Magic Item Compendium a collection of reprints with some new items added?
Lemmy |
I find it useful as the one-stop reference, myself. No searching through multiple sources, it's all between two covers.
+1 to this.
In fact, I wish there were more "compedium" books. One with spells/metamagic feats, one with feats and traits, and (this one is not that necessary, but I'd like to see it too) one with all classes and archetypes. I've played in a group with a Magus, an Oracle and a Ninja. Needing 3 books for 3 characters (usually just to check some rule or minor detail) is a bit tiresome.
Sure, we printed a "class manual" for each one of them, but it'd be nice see a book with only classes and archetypes.
Harrison |
Cheapy wrote:what the heck?!
Pokeball armor for your animal companion, familiar, or mount.
Sure it isn't a COMP?
Cheapy wrote:Oh man, the Class kits make making a new character so easy. Many groups just have a "spend X gp, get basic stuff". Now that's formalized!!Hopefully the costs add up right (or to less than normal) this time.
The costs of the kits seems very fair to me, generally about 15-20gp each, and weighing in at about 25lbs as well. The only one that breaks this mold is the Cavalier's Kit, which weighs in at 112 lbs., but even that's not that big of a deal when it's stated that the Cavalier's kit comes with a saddle and other riding equipment, which you're never gonna carry, since it's going to be attached to your horse.
All in all, they're very nice kits with very basic equipment all around, and only a few minor variations between them depending on the nature of the class. Every class gets a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin. However, the Wizard's Kit also comes with ink, an inkpen, some parchment, and a spell component pouch, while the Paladin's Kit comes with a cheap holy text and a wooden holy symbol.
These are very much "must have" items whenever you're starting an adventure.
Ravingdork |
Yeah, the kits had a lot of potential. Instead, they are crap in terms of making equipping characters quickly and more easily. The numbers for many of them are way off, which means I'm still forced to look up cost and weight values.
You can't just buy them "as is" on account of the errors. At the moment, they're little better than listed recommendations.
"Playing a fighter? Use these mundane items to round out your character."
*derisive snort*