Worn Tools Limitation


Pathfinder Second Edition General Discussion


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I hope we get some support for more worn kits. My alchemical studies investigator is a kobold, so I end up with three bulk of gear. If I want to use my lovely three-action snare deploy it takes three turns to retrieve, deploy, and store the kit. That's still preferable to turning a one-action activity into five actions across three turns, so alchemist's tools remain the ones worn.

It'd be nice to have a magical tool bandolier that doesn't cost too much.


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Didn't they change requirements for using a kit to match? Most kits, including snare kit, now say something like "You can draw and replace a worn kit as part of the action to use it." That means that the drawing and storing are part of the three-action snare deployment now.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Yes, but you can only wear 2 bulk of tools in that manner. I believe the OP is wanting to wear more toolkits, instead of needing to stow some.

Remember, the alchemist tools are 1 bulk, and the snare kit is 2.


Yep, that's it exactly. Which is a shame- if I want to deploy traps in combat, no matter what feats I take I couldn't do combat alchemy, repairs, or medicine without spending a bunch of extra actions. (Magical sleeves can make it one action retrieving, one action stowing, but they don't work for the two-bulk tools.)


You've made a character that doesn't work well with current rules... Adding snares cuts out wearing any other kits. About the only workaround is to pony up the cash for darkwood/mithril kits: for 1400 gp, you're good to go as your kits would be 1 bulk, 2 L. ;)


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I think it's meant to provide balance ( choose among X tools ).

Snare kit should be given, in my opinion, 1 bulk as any other set ( they are too niche and also require a lot of feats to work ).

ps: Note that in order to repair you'd need a plain surface where to put the item, so even the 3 or 1 action repair ( given by master/legendary crafting + quick repair feat ) would not allow a character to repair a wield item by simply expending actions.


graystone wrote:
You've made a character that doesn't work well with current rules... Adding snares cuts out wearing any other kits. About the only workaround is to pony up the cash for darkwood/mithril kits: for 1400 gp, you're good to go as your kits would be 1 bulk, 2 L. ;)

Ah, so there is a way to do it- just prohibitively expensive even at level 10.

Well, I wouldn't be deploying traps in combat much anyway, so it's not a huge issue. Just something I'm hoping for in the future.

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