Cloaks of Resistance...


Pathfinder First Edition General Discussion


Hi everyone,

So I'm looking though the U.E. book and picking out my items for my PFS character.. (I'm looking at what items to get 1st, 2nd, and so on)

I have found some cool items, but one thing I noticed is the lack of Resistance bonuses on all the other shoulder slot items.

even in the belt section you have items which grant a +2 to a physical stat and give some ability, but not so with cloaks. So much so that it makes almost every other cloak comes across as a fools bet.

Knowing how powerful higher level spells (dominate... I'm looking at you) why/how can someone pass up any bonus to their saves?


You've got characters like monks and bards that have pretty solid saves already.

There are spells that shove up your saves as well. If you ca cast Protection from evil, who needs the cloak +2?

You could replace the cloak with a few potions, even, and go from there.

You're also allowed to own two cloaks, and switch back and forth.


You could pick up ioun stones for saves if you really want that cool cloak.

Silver Crusade

Nunspa wrote:

Hi everyone,

So I'm looking though the U.E. book and picking out my items for my PFS character.. (I'm looking at what items to get 1st, 2nd, and so on)

I have found some cool items, but one thing I noticed is the lack of Resistance bonuses on all the other shoulder slot items.

even in the belt section you have items which grant a +2 to a physical stat and give some ability, but not so with cloaks. So much so that it makes almost every other cloak comes across as a fools bet.

Knowing how powerful higher level spells (dominate... I'm looking at you) why/how can someone pass up any bonus to their saves?

You could also modify the cloak of resistance as a belt with the permission of your GM of course. Also depending on your race, you can ask your GM if you can add a racial trait or character trait that increases a skill or a possible save. Hope this helps. Ioun stones are cool as well and I know there is a way to embed them into your skin, which is a cool idea as well. I hope this helps.


rkraus2 wrote:


You're also allowed to own two cloaks, and switch back and forth.

well in that case its better to use a wand to copy the effects of mist cloaks.

it was just a observation on the lack of Resistance bonus on all the other cloaks.

if I was giving up a +2 on a cloak for a cool power I would be all for it, but the way the game runs.. even at mid levels.. if you don't have good to amazing saves.. your toast.

I may have to look at Ion Stones.. but they are sooo expensive.. and in PFS every gold counts.

morgandefey, If I where playing a home game (or running one) I would just buy a old copy Forged in Magic (the 3.5 version though the items from their new system can be applied to pathfinder with a little work) from paradigm concepts and had it to my GM and say "enjoy.. but take a look at the cloak section... just saying"

:oP


Its one of the reasons i want the whole +x to y thing removed entirely from magic items. In my game you can choose from such things as you level up. Characters need them based on their choices, but they damn well shouldnt stop you from taking say a cape of the montebank. There are so many cool magic items out there that get overlooked for the next highest +x bonus. I am glad to have it out of my game.


Kolokotroni wrote:
Its one of the reasons i want the whole +x to y thing removed entirely from magic items. In my game you can choose from such things as you level up. Characters need them based on their choices, but they damn well shouldnt stop you from taking say a cape of the montebank. There are so many cool magic items out there that get overlooked for the next highest +x bonus. I am glad to have it out of my game.

One good way to do this would be add stat boost to classes..

thus a rogue gets dex stat boost at X and Y

Then just tweak saves to include a bonus at specific levels.


Depending on your class, you can get robe that gives a +4 resistance bonus eventually. I know the Robe of the Archmagi does this in the Core, and I think they added in more versions of it for other classes in UE. It is pretty expensive, but it gives a bunch of other nice benefits as well. As long as you are willing to give up that last point to your saves, you can use any other cloak. I frequently do this on my higher level casters since there are some really nice cloaks you can get.


Nunspa wrote:
Kolokotroni wrote:
Its one of the reasons i want the whole +x to y thing removed entirely from magic items. In my game you can choose from such things as you level up. Characters need them based on their choices, but they damn well shouldnt stop you from taking say a cape of the montebank. There are so many cool magic items out there that get overlooked for the next highest +x bonus. I am glad to have it out of my game.

One good way to do this would be add stat boost to classes..

thus a rogue gets dex stat boost at X and Y

Then just tweak saves to include a bonus at specific levels.

The problem ofcourse if flexibility. Some people want more or less of a save boost based on their character. A monk or paladin for instance would put fewer resources into it then say a wizard. Consequently in my game I have a 2 part solution. First theres a series of choices players make from 3rd level on, basically like feats that emulate the +x bonuses from magic items, and second they can add a suite of abilities from super genius games' archetype products. This gives them options to add what abilities best support their character.

That fills MOST of the 'power' need of magic items. And leaves me with a lot more room for flavorful and interesting magic items that arent particularly powerful, and allows them to remain meaningful for an entire campaign instead of being traded out later on.

Silver Crusade

Kolokotroni wrote:
Its one of the reasons i want the whole +x to y thing removed entirely from magic items. In my game you can choose from such things as you level up. Characters need them based on their choices, but they damn well shouldnt stop you from taking say a cape of the montebank. There are so many cool magic items out there that get overlooked for the next highest +x bonus. I am glad to have it out of my game.

Good Point. I like playing my game with limited magic items. Don't get me wrong, I love magic items, but when you obtain too much, it becomes decision indecision as well as if your characters loose those items for any reason, then you are dead in the water.


Also you can just ban all resistance items and give all cloaks a +1 bonus which scales up with the characters.

for example, all cloaks grant the wearer a +1 bonus to saves for every 5 levels, heck do this with skill bonus items and you will see players keep items MUCH longer.


As the game works now I can't see any way to get out of wearing one. I guess if you had a Cloak of the Bat or Manta Ray or something you might wear that in special circumstances. Or put on a Cape of the Mountebank when you needed to dimension door.

Otherwise it just seems like you would have to keep wearing that raggedy old Cloak of Resistance no matter what.


In my game we use an item from 3.5: vest of resistance. It leaves the cloak slot open, and still let's players upgrade saves like the cloak does.


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slightly off topic: but our last group near the end of the campaign was looting so many cloaks of resistance my gnome was about to make a tent of resistance out of them.


I am in two Pathfinder games. Both used to be 3.5 games and since we kept existing spell access in the changeover, the spells Greater Resistance (lvl 4) and Superior Resistance (lvl 6) from the 3.5 Spell Compendium make cloak-based resistance bonuses largely superfluous for us. A +3 or +6 resistance bonus to saves on someone for 24 hours is pretty nice.


Zog of Deadwood wrote:
I am in two Pathfinder games. Both used to be 3.5 games and since we kept existing spell access in the changeover, the spells Greater Resistance (lvl 4) and Superior Resistance (lvl 6) from the 3.5 Spell Compendium make cloak-based resistance bonuses largely superfluous for us. A +3 or +6 resistance bonus to saves on someone for 24 hours is pretty nice.

Well like I said before.. home games its not much of an issue.. as long as you have a GM willing to create home rules to use non-pathfinder books.

but in PFS, well I'm stuck as chuck


Good point, OP. And blope. Why not have rings of resistance, vests, hats, etc. Why just a cloak?

I may be wrong, but it seems (to expand the thread a little) that there's a more-or-less obvious set of items to get, the cloaks of resistance, rings of prot, amulets of natural armor, and belts/etc that boost your primary stat(s).

Should be more interesting options available... hmm, RPG Superstar 2013 just started...


PF has no penalty to item creation in relation to which slot is used in the crafting process. The only time there is a penalty is when the item does not take up a slot on the body.

Liberty's Edge

Kolokotroni wrote:
Nunspa wrote:
Kolokotroni wrote:
Its one of the reasons i want the whole +x to y thing removed entirely from magic items. In my game you can choose from such things as you level up. Characters need them based on their choices, but they damn well shouldnt stop you from taking say a cape of the montebank. There are so many cool magic items out there that get overlooked for the next highest +x bonus. I am glad to have it out of my game.

One good way to do this would be add stat boost to classes..

thus a rogue gets dex stat boost at X and Y

Then just tweak saves to include a bonus at specific levels.

The problem ofcourse if flexibility. Some people want more or less of a save boost based on their character. A monk or paladin for instance would put fewer resources into it then say a wizard. Consequently in my game I have a 2 part solution. First theres a series of choices players make from 3rd level on, basically like feats that emulate the +x bonuses from magic items, and second they can add a suite of abilities from super genius games' archetype products. This gives them options to add what abilities best support their character.

That fills MOST of the 'power' need of magic items. And leaves me with a lot more room for flavorful and interesting magic items that arent particularly powerful, and allows them to remain meaningful for an entire campaign instead of being traded out later on.

I see 2 problems I see with your approach:

1) "they can add a suite of abilities from super genius games' archetype products": that sound like a big power creep up, substantially adding a free archetype to the class powers. if combined with regular archetypes it will probably generate problems-
2) a good percentage of the player will start crying about the "boring numerical increases" (look the thread about the fighter bonus feats to see an example of that behaviour) and clamour for "cool abilities".
I suspect that that is the reason why you have chosen to add the super genius abilities.

At the end of the day most physical combat oriented characters would still be here in these boards, lamenting the lack of powers, while getting all the benefits of increased stats, better combat abilities, better weapons and better saves.
The moment in which you make a stat boost, save boost or weapon boost part of the class it become the aforementioned "boring numerical increases" in the mind of most players, while having a item that grant that bonus is seen as some kind of accomplishment.
Your playing group can be different from the forum population, but the game developers need to keep that kind of person in mind too.

Liberty's Edge

Nunspa, in Ultimate equipment I see the following items that give a resistance bonus to all the saving throws:

body slot:
OTHERWORLDLY KIMONO, +4 resistance bonus
RESPLENDENT ROBE OF THE THESPIAN, +4 resistance bonus
ROBE OF THE ARCHMAGI, +4 resistance bonus

Shoulder slot:
CLOAK OF FANGS, +1 resistance bonus on saving throws.

The body slot items cost a lot, the cloak of fang power is hardly awe inspiring.
There are plenty of resistance bonus to specific saving throws for items that don't use the shoulder slots but almost nothing all encompassing.

A stone of good luck would be a good investment if you have the money. Other items that give ST bonuses that aren't resistance bonus are a good investment too.

As a successful saving throw can completely shut down the powers of several classes I think it was an intended feature to force the character to choose between a cool item and a better ST.


Wyvern Cloak.


Mapleswitch wrote:
PF has no penalty to item creation in relation to which slot is used in the crafting process. The only time there is a penalty is when the item does not take up a slot on the body.

true, but no crafting in PFS...


RotRL AP has the Sihedron ring. it only provides +3 to AC and saves, but it provides the glamered property and a permanent endure elements effect. it is roughly around half the price of an otherworldly kimono.


You know that you CAN put multiple magical affects on the same item...right?

You can totally have a cloak of Resistance and of the Manta Ray and of the Bat. These are not similar properties, so the lowest affect is normal cost and each additional property is 50% more than normal cost.

If you are crafting this item yourself, the lowest affect is 50% normal cost and every additional property is 75% normal cost.


rangerjeff wrote:


Should be more interesting options available... hmm, RPG Superstar 2013 just started...

I'm a rules monkey and a published game system designer, I can write rules, classes, feats, and prc's for days.... but I totally SUCK at adventure writing.

I have followed RPG Superstar, at some point I would get smashed ::winks::


Diego Rossi wrote:


As a successful saving throw can completely shut down the powers of several classes I think it was an intended feature to force the character to choose between a cool item and a better ST.

But when playing PFS it's not much of a choice...

Last week we had our fighter dominated.. he had such a stupid AC no one could touch him and he took out the paladin before he could get his protection from evil off..

it as VERY close to a TPK, someone lucky found the caster (who has Improved Invis and was actively hiding watching the carnage)and the remaining two players where able to focus fire and take her down.

at the end of the adventure the fighter sold his cool cloak and picked up a cloak of resistance +3.

BTW I have my eye on that Kimono.. I'm playing a Kensai, I don't expect to get it till 13th level or higher which in FPS = forever.


Lumiere Dawnbringer wrote:
RotRL AP has the Sihedron ring. it only provides +3 to AC and saves, but it provides the glamered property and a permanent endure elements effect. it is roughly around half the price of an otherworldly kimono.

RotRL AP??

Liberty's Edge RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 16

RotRL AP = Rise of the Runelords Adventure Path


Charlie Bell wrote:
RotRL AP = Rise of the Runelords Adventure Path

Oh. well not playable for PFS last I checked.. also I think only the equipment is legal not any of the magic items.

Now I could be totally wrong

Liberty's Edge

There are several items that give ST bonuses only against enchantments and don't use the shoulder slot.
Generally fighter types have lot of hit points, a good Fortitude save and can survive failing a Reflex save, so buying one of the items that enhance only the will save or the save against enhancements can be the right choice.

IN PFS there is the pathfinder+Clear spindle ioun stone resonant power: Protection from possession and mental control (as protection from evil).
As long as Seekers of secrets is a allowed source it will work.

I think it is a bestially strong power for 4.500 gp but it is a valid combination rules wise.

A kensai situation isn't the same, as he generally will have a lower constitution than a fighter and less feats to help him, but he has a better will save. You could use specialized item to shore up only some of your saves.

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