[UE] Sipping Jacket


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Sovereign Court 5/5 5/55/5

Here's a thought, though: what about Alchemists' extracts?

Shadow Lodge

Jason S wrote:
It's not as bad but I'm on the fence. This is probably a must-have item also at upper levels. If it were 1000g it would be must-have for everyone, since it's 5000g it's must-have for upper levels only.

Could you explain what you mean by "it's a must-have for upper levels?"

Spoiler:
Quote:

The main problem I see with this item is that it makes potions more popular. This is a problem because players are notorious for not re-purchasing or buying potions when they use them. If the GM wants to mark and check chronicle sheets for potion usage, sure, but most GMs don't exactly check chronicles. So I can see this getting a little out of hand.

And if the problem with expendable items is that neither players nor DM's are checking chronicle sheets for potion usage, then the problem isn't found with the items (both this shirt or the potions) themselves but the players and the GM's.

Scarab Sages 4/5

It is pretty much must have that the higher levels because it costs 5k and at lower levels you are getting more valuable items like stat belts, better weapons, stat headbands etc, but a higher level character can afford it easier and fit it in. The vest has far to much utility compared to other items in its section for any high level character to pass up. There are certain items in UE that are just built this way. Take the Jaunt Boots, for example, every caster should pretty much have those at higher levels as well. For those that don't know this is what they do:

Jaunt Boots 7,200gp
Three times per day on command for 1 round when the wearer makes a 5-foot step, he can move up to 15 feet. this movement doe not provoke attacks of opportunity.

Here is the cheese part. Sipping jacket holds a potion of haste. Fighter uses sipping jacket for 1 round (swift action), uses boots (free action) moves 15 feet into combat and does a full round attack. All this for the low low price of 13k gold.

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

I usually just rely on my high level spellcasters to have a means of haste or BoF. Boots of haste, or boots of jaunt + sipping jacket, etc are only really worth it if you are consistently invisible or out of range of the spell effect.

Otherwise, it's not worth it for me on the off chance that my beefcake frontliner goes before the party wizard -- and +0 initiative modifier rarely goes before +10 or higher.

EDIT: Also, using a potion of haste in this is really situational IMO (the situation being that you're going to use it because you haven't been buffed). if you don't use it, you've just blown 750 gold. If you do use it, you're still down 750 gold. I don't like spending money like that every game - especially when I can't get it back.

I won't be getting a sipping jacket on any of my characters probably.

Shadow Lodge

Wait, the problem is that if we combine both of the items it becomes an incredibly weakened version of an Anklet of Translocation that take additional actions and requires either a friendly caster or the constant investment of gold in order to function properly (while costing little less than ten times as much)?

Shadow Lodge

Argh, the forum deleted my reply. D|

So, wait, the problem is that if we combine the two items, they can act as an incredibly weakened version of an Anklet of Translocation that uses additional actions to activate - and only function if either a friendly caster is around or through the continued investiture of gold - and costs almost ten times as much?

3/5

Chris Mullican wrote:

Jaunt Boots 7,200gp

Three times per day on command for 1 round when the wearer makes a 5-foot step, he can move up to 15 feet. this movement doe not provoke attacks of opportunity.

Actually, the jaunt boots are a very poorly-worded item that will require errata because of the confusing nature of the item's text. Notice the usage of "on command." In Pathfinder, this phrase implies that the boots require a standard action to activate.

So, from the looks of it, it requires a standard action to activate a pair of jaunt boots, then, for one round, when the wearer makes a 5-foot step, he gets to move 15 feet instead.

Again, the item is poorly-written. It really should be written more clearly, such as:

"Three times per day, the wearer may activate the boots as a standard action. For one round after activation, when the wearer takes a 5-foot step, he can instead move up to 15 feet without provoking attacks of opportunity.

I hope that clears things up.

-Matt

Shadow Lodge

|3
Huzzah, my gut reaction to Jaunt Boots was correct!

:<
Even if I forgot that Haste no longer gives actions.

Grand Lodge 4/5

Walter Sheppard wrote:
I usually just rely on my high level spellcasters to have a means of haste or BoF. Boots of haste, or boots of jaunt + sipping jacket, etc are only really worth it if you are consistently invisible or out of range of the spell effect.

Spoiled, you are. Spellcasters, high level, locally, there aren't.

As far as I know, the only "pure" spellcaster got petrified at 7th level, and the player decided that his Wizard wasn't built right to be successful with his spell-of-choice, so he just left him as a statue.

The only time I consistently have seen Haste and/or Blessing of Fervor in many of a games' encounters was during the module I played, The RUby Phoenix Tournament. And that was online, so playing with non-locals.

When I ran it, none of the spellcasters had Haste.

In my (currently) 7th level non-PFS game (as a player), I have seen Haste cast maybe twice. Maybe.

For 5th level+ PFS games, unless I beg for it, and pull out a scroll, I won't see Haste.

My 12th level PC just bought himself Boots of Speed, simply because I seldom saw Haste cast in any games I plyed with him, and that is despite having a number of online games, and convention games, with him.

I will admit that the lack of Haste, in the game I ran of The Ruby Phoneix Tournament, may not have contributed to the TPK...

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

kinevon wrote:
Walter Sheppard wrote:
I usually just rely on my high level spellcasters to have a means of haste or BoF. Boots of haste, or boots of jaunt + sipping jacket, etc are only really worth it if you are consistently invisible or out of range of the spell effect.

Spoiled, you are. Spellcasters, high level, locally, there aren't.

That sounds unfortunate =/

I feel like haste is so important its almost a staple in post-7 play.

Personally, I have 5 PCs that are level 7 or higher. One is a straight arcane caster, who has haste on his spell list. One is a fighter, who's got no means of getting it cast. The other three each have a scroll of haste and two have the means of casting it themselves (UMD, etc).

-----------------------
I suppose if no one in your area has anyone that casts haste, then boots might be worth it. A sipping jacket just seems to cost more in the long run, and is thus not worth it imo.

Scarab Sages 4/5

Mattastrophic wrote:
Chris Mullican wrote:

Jaunt Boots 7,200gp

Three times per day on command for 1 round when the wearer makes a 5-foot step, he can move up to 15 feet. this movement doe not provoke attacks of opportunity.

Actually, the jaunt boots are a very poorly-worded item that will require errata because of the confusing nature of the item's text. Notice the usage of "on command." In Pathfinder, this phrase implies that the boots require a standard action to activate.

So, from the looks of it, it requires a standard action to activate a pair of jaunt boots, then, for one round, when the wearer makes a 5-foot step, he gets to move 15 feet instead.

Again, the item is poorly-written. It really should be written more clearly, such as:

"Three times per day, the wearer may activate the boots as a standard action. For one round after activation, when the wearer takes a 5-foot step, he can instead move up to 15 feet without provoking attacks of opportunity.

I hope that clears things up.

-Matt

I agree that it is a standard action according to RAW, but the boots make absolutely no sense especially for the price if it works that way. It makes more sense that it is a free action to activate it because otherwise the boots are essentially worthless.

3/5

Walter Sheppard wrote:
I feel like haste is so important its almost a staple in post-7 play.

You're right, Walter.

The later Season 3 modules, including the one I played under your GMing at PaizoCon, really do show that the campaign is taking a direction where teamwork and buffing is becoming more and more necessary.

Personally, I think Seasons 0-2 made PFS players lazy, with easy fights where a freebie Wand of cure light wounds was all you needed to roll over everything. Also, it is the general perception that caster PCs break late in their careers, late enough that it makes playing a caster less desirable.

Point being... you're right, Walter, and I think PFS groups need to start recognizing your right-ness as we head into Season 4.

-Matt

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West

Mattastrophic wrote:

Personally, I think Seasons 0-2 made PFS players lazy, with easy fights where a freebie Wand of cure light wounds was all you needed to roll over everything. Also, it is the general perception that caster PCs break late in their careers, late enough that it makes playing a caster less desirable.

Point being... you're right, Walter, and I think PFS groups need to start recognizing your right-ness as we head into Season 4.

I think you're probably right. I'm certainly being very cautious about how I approach season 4 scenarios until I've seen how they play out.

But, at the same time, I have misgivings. It seem a little unfair to suddenly change the ground rules out from underneath players who have learned from earlier scenarios (including season 3) just what is needed to get through a mission. And it's a bit hard to expect a pick-up game to have the right mix of characters just happen to show up at the table. If success is going to depend on teamwork and buffing, then there needs to be better mission briefing supplied to the potential participants.

4/5

Definately feel your pain about the lack of Haste, in my local area, we have my wizard (level 12) and no other wizards, we have bards ( who for some reason have not got it) above 7th level. This is why i am definatley looking at both items for my fighter.

And teamwork, geez, thats asking too much unless you get lucky and play on a table full of the old school players. Really makes me think it is time to level my oracle for season 4 cos there are not a lot of people capable of healing around either.

3/5

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Well, it sounds like you guys have two choices:

-You can continue going along, expecting a no-to-low-teamwork experience, continue spending way too much of your Prestige, wealth, and build resources on things you would not have to in an environment with teamwork, and have not only a less powerful character, but a less enjoyable experience than if you were in a teamwork-focused environment.

OR

-You can work to change your community environment. Ask your clerics to prepare blessing of fervor. Ask your bards to learn haste. Ask your melee PCs to provide flank, grapple foes, keep themselves from providing cover, impose conditions, etc.

It all starts with yourself. Show your community how beneficial teamwork play can be. Cast haste, use Bit of Luck, provide flank, give out heroisms, Fortune hexes, and mage armors, cause the Entangled condition, channel energy, and from time to time, aid frickin' another. Spread the teamwork love, and your whole community will have a better time.

Grand Lodge 4/5

Benjamin Franklin wrote:
We must all hang together, or assuredly we shall all hang separately.

This has been your American History 101 lesson for the day.

Silver Crusade 2/5

Come out to the Bay Area, I know of several casters who cast haste frequently. A common battlecry (especially when I play my namesake character) is "Delay until somebody casts haste!".

The Exchange 5/5

My cleric regularly has to remind everyone that that Blessings of Ferver does other things besides haste, so I am not "doubling up" what the other casters have done. But I often play with pure wizard PCs...

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

I have a 2nd level cleric working towards being The Guy Who Makes His Party Unstoppable.

Heroism subdomain FTW.

Grand Lodge 4/5

Mattastrophic wrote:

Well, it sounds like you guys have two choices:

-You can continue going along, expecting a no-to-low-teamwork experience, continue spending way too much of your Prestige, wealth, and build resources on things you would not have to in an environment with teamwork, and have not only a less powerful character, but a less enjoyable experience than if you were in a teamwork-focused environment.

OR

-You can work to change your community environment. Ask your clerics to prepare blessing of fervor. Ask your bards to learn haste. Ask your melee PCs to provide flank, grapple foes, keep themselves from providing cover, impose conditions, etc.

It all starts with yourself. Show your community how beneficial teamwork play can be. Cast haste, use Bit of Luck, provide flank, give out heroisms, Fortune hexes, and mage armors, cause the Entangled condition, channel energy, and from time to time, aid frickin' another. Spread the teamwork love, and your whole community will have a better time.

ROFLMAO. My main PCs, for the most part, in active play, are all support/close-area battlefield control.

Callarek, my 12th level PC, is in hiatus until I can find a table for EotT for him. With NeonCon gone, that is not going to be easy.

Kinevon, my newly 9th level Polearm Master Fighter, I finally bought him an Agile weapon, and took Weapon Finesse, so he has something to do when the party goes up against things that can't tripped or disarmed. High Dex PC, fauchard, Agile Maneuvers. GM posts on the boards complaining about him, at one point.

Bruno, my 4th level Lore Warden Fighter. Uses a whip and the Whip Mastery chain. Already doing combat maneuvers with his whip, although he doesn't, yet, get any AoOs with it. Strength-based, so fewer AoOs when he gets them, but easier options to get some actual damage in.

Gorbesh, my 2nd level Sorcerer, has 7 cantrips to his name, with another on the way, legally. He'll be handing out Hastes, at some point in his career, although I am not sure if it will be scrolls initially or just use a spell slot to learn it early. Not a blaster, but tries to be a swiss army knife, ready to come up with something suitable for any occasion.

Kynevon, 2nd level Archer Fighter, a test to see how Archer with Snap shot works. Again, he will have some area battlefield control, once he hits third level.

Louis, 4th level Gunslinger, uses a musket, tracks his ammo use, keeps an eye on misfires, nothing spectacular, more-or-less standard vanilla.

Gabe, 2nd level Dhampir, in the throes of a major rebuild, since he was an Undead Lord support type. "Let George do it!" Neutral stats except Wis & Char, used his companion to provide some front line expendable support. To be honest, I used the Dhampir boon because I was making an Undead Lord, not making an Undead Lord because I was using my Dhampir boon...

Crandall, 2nd level Kensai, Bladebound Magus. Haven't played him much, don't remember what weapon I kitted him out with. Either whip for reach or scimitar for crits.

Liberty's Edge 2/5

Illeist wrote:
Here's a thought, though: what about Alchemists' extracts?

Was this ever answered? not seeing it in this thread. Sipping Jacket for an extract would be great. Might require infusion

5/5 *

neferphras wrote:
Illeist wrote:
Here's a thought, though: what about Alchemists' extracts?

Was this ever answered? not seeing it in this thread. Sipping Jacket for an extract would be great. Might require infusion

By RAW the answer is only potions can be used. Extracts (nor infusions) are potions.

2/5

Interesting, I'd generally say a sipping jacket should work for extracts. Page 27 APG says that "In Many Ways, they (extracts) behave like spells in potion form..." With that in mind, I'd say that it should work.. or if not directly then why couldn't you just buy a potion of an alchemical 'spell'? Alchemists already have some issues with action economy, a sipping jacket for them would give them a little bit more leeway in some of the actions they are able to do.

Doesn't seem to have official errata or FAQ on it, so I'd assume its up to the DM or the VC or VL running the event

Scarab Sages 4/5

No, it isn't up to the GM or VO running the event, by RAW they are not potions there really isn't a grey area here. The Sipping Jacket says only potions and goes on to say potions that have round based duration and not minute based duration's. Just cause the APG says, "in many ways" does not actually make extracts potions. Extracts behave differently than potions. They loose power after leaving the alchemist, they only last a day, etc etc. By your logic they are much less potions.

5/5 5/55/55/5

The general trend for extracts is that if an item doesn't say it works on extracts then it doesn't. Its not a hard and fast rule so the DM could let you if they felt like reading it generously.

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