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Adventuers Valt Q&A
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<blockquote data-quote="mach1.9pants" data-source="post: 4463643" data-attributes="member: 55946"><p>The answers.....</p><p></p><p>[sblock]Aargh. Tried to post this earlier, but got that stupid "Unplanned Maintenance" notice. Anyways, here's a loooong list of answers, ordered by post time. Find your name & you'll find enlightenment (hopefully).</p><p></p><p>Quote:</p><p>Originally Posted by kave99 </p><p>any new or not yet seen in 4th ed weapon types?, Mounts?, gear? You know the stuff that was missing from the PHB</p><p></p><p>I missed this thread as I was Taking Questions About FRPG</p><p>I'm just gonna say, "Yes" to all those questions & list a few of each that caught my eye. </p><p>Weapons: tratnyr (winged spear = cool), 5 Brutal weapons, 4 double weapons with Defensive property (= +1 AC), superior crossbow (+3 prof), some old favorites like the waraxe, kukri, & repeating crossbow are back (I was actually hoping for more weapons, myself )</p><p>Mounts: giant ant, 2 different sharks, trihorn behemoth, more rules for all that have the Mount keyword in the Monster Manual</p><p>Gear: lots of alchemy stuff, companion slot items (think barding, collars, etc), lots of new armor (4 -5 new types for each category)</p><p></p><p>Quote:</p><p>Originally Posted by GanarothLes </p><p>Question: Is there anything along the lines of a superior, one-handed hammer in this book? An improved warhammer, basically.</p><p></p><p>Thank you.</p><p>Craghammer's what you're looking for. All the same stats as the warhammer, except a bit more expensive, a pound heavier, & it has Brutal 2 as a property (reroll any 1 or 2 for damage rolls). It is, however, a superior weapon.</p><p></p><p>Quote:</p><p>Originally Posted by Soel Griffin </p><p>Please tell me they put a lot of wondrous items in there.</p><p></p><p>Also, are there any new categories of magic items (along the lines of the battle standards?)</p><p>There's about 17 pages worth of wondrous items, so there just HAS to be something cool in there that you'll like. There are also 8 different battle standards within those 17 pages, so "Sally forth!" & all that stuff. As mentioned, there is a new slot for companion items, but also a mount slot, too.</p><p></p><p>Quote:</p><p>Originally Posted by Neofish7 </p><p>Double weapons, they in there? Which ones? How about a net? Bolas perhaps? Heck, is the trident in there?</p><p></p><p>Also, anything about Golem crafting, or just plain'ole crafting rules, how about that?</p><p>4 double weapons, as mentioned: axe, flail, sword, & the old dwarven urgrosh are all back. Not nes or bolas, but yeah, there's a trident (as I said above, there should've been more weapons, IMO).</p><p></p><p>Didn't see anything on golems or crafting, & I'm guessing that's 'cause the artificer class will likely cover all of that for you. AV is more of a giant shopping list of swar, rather than a "How To" guide to making stuff.</p><p></p><p>Quote:</p><p>Originally Posted by RavingDork </p><p>I just want to know which part of the book stands out to you the most so far, in other words, what's your favorite part about it? </p><p>I'll be honest - I've been much more into the FRPG, but what's stood out for me so far has been all the new armors. I like lots of options when it comes to the gear that keeps pointy weapons OUT of my body, & I wasn't expecting to see so many new types (not talking about magic properties, either, but basic armor before enchantments). </p><p></p><p>That being said, I'm definitely planning on building or buying me an ornithopter to tear around in ASAP. </p><p></p><p>Quote:</p><p>Originally Posted by crashbeedo </p><p>Does AV cover any new artifacts?</p><p>Oddly enough, it seems not. There's no section for them listed in the ToC, at least.</p><p></p><p>Quote:</p><p>Originally Posted by Stogoe </p><p>I would definitely like to know about the new weapons. How many are there, are they all superior, which type gets the most love, is there a light-blade polearm?</p><p>There are 7 new military melee, 15 new superior melee, 1 new simple ranged (but it's the repeating crossbow), & 2 new superior ranged. 1-handed melee weapons (both M & S) get the most new entries, but there doesn't seem to be any extra love shown to any specific group like, say, hammers or light blades. If you're a polearm junkie, you're probably gonna be disappointed, as the only new polearm is the greatspear, which counts as a spear & a polearm (with +3 prof & the Reach property).</p><p></p><p>Quote:</p><p>Originally Posted by Haffle </p><p>If a party member plants a battle standard, can an enemy just run over and pick it up? Can the enemy then turn around and plant it to help his allies? Any other cool new revelations about battle standards not shown in the preview?</p><p></p><p>Thanks</p><p>There are no special rules for what occurs when an enemy takes the standard, so I'd guess that they can probably do just that - pick it up & use it themselves, I mean. As for the preview, I don't have it handy - but I will say that the Battle Standard rules are short & sweet, so they may have all been in the preview as seen.</p><p></p><p>Quote:</p><p>Originally Posted by Seeker95 </p><p>Are there rules/mechanics for:</p><p>upgrading existing magic items</p><p>multiple-ability weapons</p><p>1st level potions</p><p>1) Sorta. There's a new Transfer Enchantment ritual, but not a whole lot else.</p><p>2) Nothing that I can see about tacking multiple abilities onto one item. There's also no "specific" weapons that I've noticed, just a whole lot of new magical properties.</p><p>3) There are lots of potions & elixirs in the Consumables section, but the lowest level listed starts at level 4 (it's Resistance, BTW).</p><p></p><p>Quote:</p><p>Originally Posted by Archangel_James </p><p>Are there any new basic weapon properties like brutal?</p><p>As mentioned above, all double weapons carry the Defensive property, granting a +1 to AC, but there's also a new superior melee weapon called the parrying dagger that has Defensive as well - it works as a dagger for Rogues' Weapon Talent, BTW. Aside from Defensive & Brutal, though, there are no other new properties.</p><p>[/sblock]</p><p>[sblock]Once again, look for your name. Hope I provided what you were looking for...</p><p></p><p>Quote:</p><p>Originally Posted by Rowl </p><p>AXES, please, thank you.</p><p></p><p>Superior, more dmg, better prof? Anything?</p><p>I'm NOT gonna do this for every weapon category, but I've made you wait quite a while for this, so here you go:</p><p></p><p>Khopesh: 1-H military, +2 prof, d8 dmg, axe & heavy blade, Brutal 1 & Versatile</p><p>Waraxe: 1-H superior, +2 prof, d12, Versatile</p><p>Execution Axe: 2-H superior, +2 prof, d12, Brutal 2, high crit</p><p>Double Axe: double superior, +2 prof, d10/d10, Defensive & off-hand</p><p>Urgrosh: double superior, +2 prof, d12/d8 (axe part = d12, spear d8), axe & spear, Defensive & off-hand</p><p></p><p>That's about it.</p><p></p><p>Quote:</p><p>Originally Posted by Vael </p><p>Outside of Alchemy, are there any new feats in AV?</p><p></p><p>I'm curious about the general structure of the book, how is it organized, what's the chapter list?</p><p></p><p>Oh, and a little preview into Intelligent magic items would be sweet.</p><p>1) No new feats other than Alchemist that I've seen.</p><p>2) It'll take way too long to list all the individual chapters, but suffice to say that AV is separated into two main sections: basic equipment (armor, weapons, mounts, etc) & magic items (see 1st bunch of answers above for newer stuff). There's also two appendixes; a short one on unique items, item level, & enchanting items... & a long one that's basically a listing of every magic item in the book, separated by level.</p><p>3) I've seen nothing about intelligent items aside from some fluff in the first appendix. No rules for Ego scores & stats anyways, if that's what you're wondering about.</p><p></p><p>Quote:</p><p>Originally Posted by Cornphlake </p><p>Any firearms?</p><p>Absolutely none.</p><p></p><p>Quote:</p><p>Originally Posted by Pandexander </p><p>My question: Are there thunder and/or radiant weapons (that is: magic weapons with the at-will power to add thunder and/or radiant damage like frost or flaming weapons do)?</p><p>No Thunder-adding at-will weapons, although there are still weapons that add thunder damage in general (at least one, anyways - Thundergod Weapon). I may have missed a couple, but I've seen "at-will = damage type added" weapons that cover all of these damage types:</p><p>Acid</p><p>Force</p><p>Lightning</p><p>Necrotic</p><p>Psychic (At-will = deals half psychic/half normal)</p><p>Radiant (Three different weapons! Undead better start running!)</p><p></p><p>Quote:</p><p>Originally Posted by bondious </p><p>Any new spears besides that Greatspear you mentioned above?</p><p></p><p>And how did you get your copy so soon???</p><p>1) Tridents are considered spears, the dragonborn-crafted tratnyr is a winged spear used for both melee & ranged, & both the greatspear & the urgrosh have been covered. That's it for new spears (Did I mention that there should've been more weapons?).</p><p></p><p>2) I live in Canada & pre-ordered Adventurer's Vault & the FRPG online through Chapters.ca. Needless to say, I was pretty surprised when they arrived a week early, but even more so when it appeared that I seem to be the only one so far with that kinda luck.</p><p></p><p>Quote:</p><p>Originally Posted by McSass </p><p>Do you mind, when you have a spare moment, looking to see what new properties/items are around for warlocks below 8th level?</p><p>Haven't seen much so far, but this is what I've seen for warlocks: Pact Hammers (for dwarves) & Pact Swords (for eladrin) are in the book. There are also a ton of new rods covering almost 6 full pages, with 18 different rods listed at level 8 or lower (but some are just more powerful versions of the same lower-level rod).</p><p></p><p>Quote:</p><p>Originally Posted by Atlatl_Jones </p><p>What are the rules for double weapons? Aside from them having the Defensive property, that is. Can they be used by a "two-weapon" ranger, and do they count as two weapons for the two weapon defense feat?</p><p></p><p>What properties does the Pact Hammer have?</p><p>1) The basic idea behind them is that they are treated as using a weapon in each hand, so they'd count for TWD. I also imagine double weapons can be used by both TWF rangers & TWF fighters, since they all have the off-hand property. </p><p></p><p>One end of every double weapon is considered the primary (main hand) end, while the other is the secondary (off-hand) end. Either end of the weapon can be used to deliver an attack unless a power specifies a main or off-hand weapon attack, & this becomes a factor when you add magic weapons into the equation. With regards to magic double weapons, here's a direct quote: </p><p></p><p>"An enchanted double weapon receives an enhancement bonus on both ends, but weapon properties or powers conferred by the enchantment affect only the primary end of the weapon." ---> So I guess this means that for a weapon like the urgrosh, magic properties will only apply to the primary (axe) end, not the spear end.</p><p></p><p>2) Pact Hammers can be used by dwarven warlocks as implements, but they do not apply the weapon's proficiency bonus to attack rolls for warlock powers. They do +1d6 dmg per plus on a crit, & when you hit a target affected by your curse with the weapon, you deal your extra curse damage against that target.</p><p></p><p>Quote:</p><p>Originally Posted by Banpai </p><p>Are there any new kinds of non-magical armors?</p><p>There are 28 new masterwork armors. Won't list every last one of them, but there are this many of each type:</p><p>Cloth: 4</p><p>Leather: 4</p><p>Hide: 4</p><p>Chainmail: 5</p><p>Scale: 5</p><p>Plate: 6</p><p></p><p>Quote:</p><p>Originally Posted by mvincent </p><p>Is Daern's Instant Fortress in it?</p><p></p><p>Mithral?</p><p></p><p>Adamantine?</p><p>1) Not that I've seen, but there IS an Instant Campsite (marshmallows don't seem to be included).</p><p></p><p>2 & 3) No & no, at least not as far as special materials for constructing weapons & armor goes. There don't appear to be special rules for different materials at all, in fact. I guess they finally decided that a sword made from iron will kill you just as effectively as one made from adamantine?</p><p></p><p>Quote:</p><p>Originally Posted by Herid_Fel </p><p>What level is the Transfer Enchantment ritual? I had house-ruled something similar at level 3, so I'm curious whether I was close to what was decided upon.</p><p>You were close. It's actually level 4, takes an hour to complete, is permanent, components cost 25 gp, market price 175 gp, Arcana (no check).</p><p></p><p>Quote:</p><p>Originally Posted by kave99 </p><p>companion slot items (think barding, collars, etc)</p><p></p><p>could you elaborate</p><p>Ranger fans are gonna LOVE this answer! There's a beastmaster ranger build upcoming in Martial Power that has a beast companion, with similar classes & builds in the works for other books. </p><p></p><p>Companion slot items (there are 6, BTW) are specifically for these beast companions, but can be re-tooled through the use of the Transfer Enchantment ritual (briefly described just above) for other kinds of companions. It does mention that companions & mounts have a single magic item slot available, & that you activate both types of items using your own actions, not the creature's. In addition, companions that double as mounts can have either a mount slot item or a companion slot item, but they can't have both.</p><p></p><p>Incidentally, I had barding listed as an example of a companion item, but it's actually more of a mount item. There are 12 new mount items covering things like bridles, horsehoes, & saddles, but I'm gonna leave it at that.</p><p></p><p>Quote:</p><p>Originally Posted by zeratulcraft </p><p>Is it just one Airship or are there multiple sizes and varieties?</p><p>Just the one airship (Gargantuan). For solo flyers, there's the ornithopter. That's it.</p><p></p><p>Quote:</p><p>Originally Posted by Unicorn_Giggles </p><p>Portable traps? The sort of thing you'd see a kobold setting up and throwing around, not what you'd see carefully prepared in a dungeon.</p><p>Alchemy items are the ticket, if things like Blinding Bombs & Blastpatches are what you're referring to. The bad news is that there's not exactly a ton of them. Maybe a future Dragon article will add more.</p><p></p><p>Quote:</p><p>Originally Posted by the_redbeard </p><p>Or fear, for that matter. A terror weapon with an at-will power?</p><p></p><p>Also:</p><p></p><p>What are 'Pact Hammers' and 'Pact Axes'?</p><p></p><p>thanks!</p><p>1) No fear-related at-wills, but I seem to recall at least one fear-related weapon in there. Unfortunately, I just can't find it right now.</p><p></p><p>2) Pact Hammers are briefly described above. Pact Swords are similar but made for eladrins rather than dwarves, & instead of adding extra curse damage, they have a daily teleportation ability. There aren't any Pact Axes, though.</p><p></p><p>Quote:</p><p>Originally Posted by Joseph_Silver </p><p>Are there items geared for gishes? Like perhaps a superior staff or maybe a wizard's version of the pact blade?</p><p>I'm just gonna say, "Of course!" & add that there's a weapon property called "Mage's Weapon" that can be applied to any light blade OR heavy blade. It gives anyone who's proficient with daggers that same proficiency with this weapon. As a minor action encounter power, it also allows you to expend an arcane encounter power to regain the use of a martial encounter power you know of up to the same level. That's pretty gish in my books.</p><p></p><p>Quote:</p><p>Originally Posted by Fox Reeveheart </p><p>Of the weapons listed. Are any of them NON-versatile so small characters can use them? So far small characters are very limited in their weapon choices for good damage 1-handed weapons without versatile, only being scimitars and rapiers x.x</p><p></p><p>and do any weapons have the "small" property?</p><p>1) These are the 1-H weapons without the versatile property:</p><p>Simple melee: spiked gauntlet</p><p>Military melee: light war pick, scourge, trident</p><p>Superior melee: kukri, parrying dagger, spiked shield</p><p></p><p>2) No. Sucks, eh?[/sblock]</p><p>[sblock]Quote:</p><p>Originally Posted by kave99 </p><p>if you wouldn't mind, where did it ship from, my stuff comes from MISSISSAUGA, ON and hasn't shipped yet </p><p>well thanks and keep up the good work</p><p>I'm pretty sure that's where mine came from, since I'm up in Peterborough.</p><p></p><p>Might be a singular leak, although others have received the FRPG. Maybe some warehouse monkey didn't have enough coffee before work one day, & that's all there is to it. Who knows?</p><p></p><p>Quote:</p><p>Originally Posted by Empiro </p><p>Yep, thanks for everything!</p><p></p><p>So how about hammers? It looks like there are tons of great axes. Anything of the Superior, 2-handed hammer variety that looks interesting?</p><p>You'll want to pick up a superior weapon called the mordenkrad, then. Picture a dwarven version of a maul, then cover it in spikes. Voila! You have Giant-killing hammer awesomeness incarnate (I like to say the word "mordenkrad" with a low, throaty, System of a Down style growl for added effect, but that's just me).</p><p></p><p>Oh yeah, +2 prof, 2d6 dmg, & Brutal 1, BTW.</p><p></p><p>Quote:</p><p>Originally Posted by memorax73 </p><p>Do it have any rules for creating your own magic items?</p><p>Aside from the Transfer Enchantment ritual, not really. As I've said, for the most part, AV reads more like a shopping list than a "How To" guide.</p><p></p><p>Quote:</p><p>Originally Posted by Stogoe </p><p>Adamantine was listed as a magic weapon enchantment in the preview that listed all the lvl 8-12 items, and mithril was listed as a magic weapon and armor enchantment.</p><p>You're correct on both counts. I was looking for something similar to the section in the old DMG on materials, so I missed them.</p><p></p><p>Since I'm looking at the properties now, I may as well say that cold iron also made the cut for weapons. Armor includes coral, crystal, all chromatic dragonscale types, Elukian clay, serpentskin, skeletal, stoneborn, voidcrystal, & wildleaf. I may have missed a few, but suffice to say that there are lots of options for materials if your PC has an aversion to plain old steel.</p><p></p><p>Quote:</p><p>Originally Posted by doctorhook </p><p>(Aren't you the one who got his FRPG early, though? )</p><p>My books shipped separately & arrived the same day in two different boxes, even though they were ordered together. I guess I was just a little bit luckier than kave99 when it comes to getting AV as well. I've already recycled the boxes, but maybe that means that AV was shipped to me from somewhere other than Mississauga, after all?[/sblock]</p><p>[sblock]Delayed response yet again, courtesy of these stupid frackin' crashing boards. Rabble rabble rabble rabble!!</p><p></p><p>Quote:</p><p>Originally Posted by onimachi </p><p>Thanks again for the early info..</p><p></p><p></p><p>Can you explain the spiked sheild?? is it a melee weapon AND a sheild? </p><p></p><p>i.e. is it a defensive melee weapon?</p><p></p><p>is it off hand? </p><p></p><p>thanks again</p><p>IMO, spiked shields are kinda funny as far as superior weapons go. They have +2 prof, deal d6 dmg & count as light blades with the off-hand property, but they don't have the defensive property. </p><p></p><p>They can be enchanted either as shields or as weapons (but not both), & interestingly, it specifically states that while you can't use two shields at one time, if you use one enchanted as a weapon, they don't take up the arms slot on the body. IMO, it's too bad about the designers nixing the thought of using twin spiked shields, since I think it would've been pretty cool to see a fighter doing just that.</p><p></p><p>Quote:</p><p>Originally Posted by Mayor_McNaked </p><p>Might it be possible to get some details on the kukri? It's one of my favorite weapons. I'm hoping that it counts as a dagger and gets high crit.</p><p>Kukris don't count as daggers for rogues (or else it would specifically say that, like it does for the parrying dagger), nor do they have the high crit property. But they DO have Brutal 1 & off-hand, so it's not all bad news. Superior 1-H melee, +2 prof, d6 dmg, & light blade pretty much covers the rest of the essential info.</p><p></p><p>Quote:</p><p>Originally Posted by That Blasted Somoflange </p><p>About the defensive property, do you lose the bonus if you attack with the weapon?</p><p></p><p>Also, is the boomerang in the book?</p><p>If so, I'll be all:</p><p>"Boomerang! You do always come back!"</p><p>If not, I'll be:</p><p>"I don't think boomerang is coming back."</p><p>1) You don't lose the +1 to AC if you attack with a defensive weapon, but the description of the defensive property also goes so far as to say that you don't lose the bonus if you don't attack with it. BTW, it also says that wielding two defensive weapons at once doesn't allow the bonuses to stack, so TWF fighters are still gonna want something else in their main hand.</p><p></p><p>2) No boomerang, & now, thanks to you, I've got the crappy theme song from the old kids' show by the same name stuck in my head. Thanks heaps. </p><p></p><p>Quote:</p><p>Originally Posted by Armisael </p><p>Two questions here:</p><p></p><p>A) Is there any 1d12 or 2d6 sword in the book? They need more love!</p><p></p><p>B) Are the infinitely cheesy boots that let you teleport up to your speed at-will still there unmodified?</p><p>1) You betcha. The fullblade is back & IMO, it's pretty evil. This superior 2-hander has a +3 prof, deals d12 damage, & carries the added bonus of having high crit as its property. No 2d6 swords though - the mordenkrad hammer (GROWL) is actually the only 2d6 weapon there, for the record.</p><p></p><p>2) Seems so, if granting at-will teleportation equal to your speed as a move action is what you'd call " infinitely cheesy" - I actually thought they were fine when I saw the preview, considering that by 28th level or so, teleportation is less game-breaking than it is at lower levels. Just my 2 coppers on that, though.</p><p></p><p>Quote:</p><p>Originally Posted by NicoJMont </p><p>Are there any whip weapons?</p><p></p><p>I would love to see a whip that does 1D4 and a barbed whip that does 1D6 dmg. However you can use the whip at reach, you can grapple with the whip at reach. You can retrieve items at reach with the whip. You can disarm at reach with the whip, you can swing 4 squares with the whip, whip throw to do a throw attack at reach.</p><p></p><p>That would make a whip a really cool weapon.</p><p>No whips, but it seems you're well on your way to coming up with a good homebrewed version, anyways. </p><p></p><p>PS: Indiana Jones FTW.[/sblock]</p><p>[sblock]Quote:</p><p>Originally Posted by Joseph_Silver </p><p>Wait, your answer is unclear. Is there a wizard's version of the pact blade, i.e. one that functions as both weapon and implement? Or is there only the mage's weapon, which lets you use arcane powers to fuel martial powers?</p><p>Not my intention to be unclear, but your question about gish characters was pretty open-ended & basically required me to scour through the whole book - or 27 pages worth of magic weapon properties looking for the word "implement", at the very least. To be blunt, I'm simply not willing to do that, but Mage's Weapon jumped out at me since you asked about gish items, so I put it in there. I figured a wizard MC'd with a martial class would probably want one of those.</p><p></p><p>As for a specific weapon property similar to a pact blade/hammer/sword that allows a wizard to use the weapon as both an implement & a weapon... there might very well be a specific magic weapon property that does that, but I haven't seen it yet (but if I DO see one, I'll gladly post it). On the other hand, there's 25 different staffs in the book & every last one of them has "Implement (Staff)" written in its description, so there's that much for weapons, at least.</p><p></p><p>Quote:</p><p>Originally Posted by Atlatl_Jones </p><p>So Tempest fighters have a big incentive to spend the feat to get a double weapon, further differentiating them from TWF rangers. I like that design choice.</p><p></p><p>Is the Double Scimitar in there? If not, valenar elves around the world will start to cry.</p><p></p><p>Could you post the stats for the greatspear? What other reach weapons are in the book?</p><p></p><p>Could you list what heavy blades are in the book?</p><p>1) There's double axes, flails, swords, & the urgrosh, but no double scimitars.</p><p></p><p>2) Greatspear: 2-H superior melee, +3 prof, d10 dmg, NO range listed, & it counts as a polearm & a spear. It also happens to be the ONLY new weapon that has reach, which is its only property. So that should answer both parts of your second question.</p><p></p><p>3) No problem. Here they are:</p><p>Military 1-H: broadsword (military 1-H, +2 prof, d10 dmg, & versatile) & khopesh (already described). </p><p>No military 2-H heavy blades...</p><p>No superior 1-H heavy blades...</p><p>Superior 2-H: fullblade (already described).</p><p>Superior double: double sword (+3 prof, d8/d8, heavy & light blade, Defensive & off-hand).</p><p></p><p>Quote:</p><p>Originally Posted by scrumpy7 </p><p>Any new mundane adventuring gear? 10 foot poles, an expanded list of thieves' tools, or the like?</p><p></p><p>Thanks for posting all the great info!</p><p>Mundane gear covers masterwork armor, weapons, mounts, vehicles, & alchemy items, but there's no plain old ten foot poles, masterwork tools/instruments or the like.</p><p></p><p>Magic gear, on the other hand, gives plenty of options for characters that like to have that one perfect tool for the job at hand. For example, rogues that gravitate towards lockpicking & stuff like that will likely want to get their hands on wondrous items like a Skeleton Key or maybe some Unfettered Thieves' Tools. I'm sure you can imagine what they do...[/sblock]</p><p>[sblock]Quote:</p><p>Originally Posted by ChristopherRobin </p><p>No katana or anything like that? (Without wonky power levels.) I suppose I could always call my longsword a katana though...</p><p>No, it's not there. BTW, the equivalent to the katana has always been the bastard sword in the past, but for the record, .</p><p></p><p>Quote:</p><p>Originally Posted by Fox Reeveheart </p><p>Oooo ^.^ the trident is 1-handed NON-Versatile. What can you tell me about it? I'm guess 1d8 damage... counts as both a spear and polearm? gimme details o.o seems like the weapon that might be replacing my scimitar (was not my first choice, I was hoping the war pick would be useable in 1hand with my kobold but NOPE. i'm assuming the light war pick is 1d6 and thats just too low of damage IMO)</p><p>1) Trident: +2 prof, d8 dmg, 3/6 range, spear (but NOT also a polearm), heavy thrown & versatile.</p><p></p><p>2) The light war pick does indeed do d6 damage (with a +2 prof), but the 2-H heavy war pick dishes out pain in d12 increments (also with +2 prof). Both are high crit, but only the light version has the off-hand property.</p><p></p><p>Quote:</p><p>Originally Posted by bondious </p><p>Well it's PROBABLY not a polearm since UnFamiliar said that the only polearm was the Greatspear. PERSONALLY, if it's a 1-handed, d10 damage versitile spear, I'll be a happy camper. </p><p>Well, hope you're still happy with a little less damage (see above).</p><p></p><p>Quote:</p><p>Originally Posted by Ultimatecalibur </p><p>This caught my attention. Does it mean that the whole weapon counts as a light blade as well as a heavy blade? or is just one end a light blade and the other a heavy blade?</p><p></p><p>If it is the former, it could mean that a possible two weapon Rogue in Martial Power has two setups that cost one feat: Dagger and Parrying Dagger w/ the Daggermaster PP or Double Sword w/ another PP.</p><p>Rules for weapon categories are covered in the PHB, but my guess is that any weapon with more than one weapon category listed counts for all features, feats, abilities, etc that apply to those weapons. Otherwise, why would anyone want to burn a feat to use a doble sword, aside from liking the flavor? It also means that you need to pay attention to which end of an urgrosh you're attacking with, since they're actually considered a different weapon at each end.</p><p></p><p>Quote:</p><p>Originally Posted by Fox Reeveheart </p><p>... this dragon born crafted spear thingy. Is that 2 handed? Damage? Winged? Huh? o.o</p><p></p><p>No whip weapons? Then what in the world is a scourge considered?!</p><p></p><p>Also... can small characters wield double weapons? Is there some special rule for them or are they still considered 2-handed and unuseable for our little friends?</p><p>1) Tratnyr: 1-H superior melee, +2 prof, d8 dmg, 10/20 range, heavy thrown & versatile.</p><p></p><p>2) Scourges are flails that deal d8 dmg with a +2 prof & the off-hand property.</p><p></p><p>3) Dunno about small characters using double weapons, but they lack the small property. To be honest, though, I'm not all that clear on the rules for running small PCs in general, since I feel they've been completely nerfed in 4e.</p><p></p><p>Quote:</p><p>Originally Posted by Drackcove </p><p>hey what is the propertys of the pact sword? we got the pact hammer already so i was intrested about the sword.</p><p>As mentioned, Pact Swords are similar to Pact Hammers, but they're made for eladrin warlocks instead of dwarves, & instead of dealing extra curse damage like the hammers do, these longswords (specifically longswords, BTW) have a daily free action teleport power that affects a cursed target you hit with the sword, teleporting them a number of squares equal to 1 + the pact sword's enhancement bonus. Other than that, they're pretty standard: their enhancement bonus applies to attack & damage rolls, they add +1d6 damage per plus on a crit, etc etc.</p><p>[/sblock]</p><p>[sblock]I don't mean to sound rude, but this thread's eating up enough of my time as it is without me fumbling through attempts to answer a few of these newer questions, so unfortunately I'm gonna have to skip them. One was related to mechanics already covered in other books (masterwork armor), & another covered mechanics I have no clue about (double swords for TWF fighters - I like TWF rangers just fine, so I haven't even bothered to read up on TWF fighters). I'm just answering EASY questions about the stuff in Adventurer's Vault, that's it.</p><p></p><p>Also, I'm hereby serving notice that I'm avoiding ALL questions that are just asking for my opinion (best fencing weapon for "duelist-rogue-wandering prince-gentleman players" - Ummm, errrr, rapier?). See, I'm not a D&D expert by any stretch, so why ask me? I just got lucky & received a book a week early. More importantly, discussions or debates about what's cool, good, or best about anything only serve to eat up space & make the thread that much more confusing to keep tabs on. There'll be plenty of threads for all that next week, so I'm not going there...</p><p></p><p>Whatever. Got a correction I've been meaning to get to:</p><p></p><p>Quote:</p><p>Originally Posted by Fox Reeveheart </p><p>ummm you just told me in a earlier post the trident is NOT a versatile weapon.</p><p>It IS a versatile weapon, & I screwed up earlier (I'm dealing with some major sleep deprivation issues lately). </p><p></p><p>Quote:</p><p>Originally Posted by socratesgonemad </p><p>How many mounts are supplied?</p><p>There are a total of 25 mounts listed, but many of them already appeared in the Monster Manual as creatures with the Mount keyword. Of the 25, 11 are new to 4e, & here they are:</p><p>Camel</p><p>Elephant</p><p>Giant Ant</p><p>Giant Lizard, Draft</p><p>Giant Lizard, Riding</p><p>Horse, Sea</p><p>Horse, Skeletal</p><p>Rhinoceros</p><p>Shark, Dire</p><p>Shark, Riding</p><p>Trihorn Behemoth[/sblock]</p><p>[sblock]Quote:</p><p>Originally Posted by mattdm </p><p>Are there any cool weapons at levels 6, 11, 16, and so on? In the Player's Handbook, those levels are for the generic "+N magic weapon" with no other benefits, which makes them boring loot levels. There's a couple of good PHB wondrous items at those levels, so it's not a total loss, but still. So I'm hoping the AV has at least a few interesting choices.</p><p>All the weapons listed in the Appendix for those levels have generic names like "Distance +2/+3/+4"... so as far as weapons go, it appears the trend you've noticed may have been continued & you may be disappointed if you're looking for standouts. But as I mentioned above, that's my opinion only & I shouldn't even bother offering it, since it's no more valid than anyone else's.[/sblock]</p><p></p><p>That is it so far <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="mach1.9pants, post: 4463643, member: 55946"] The answers..... [sblock]Aargh. Tried to post this earlier, but got that stupid "Unplanned Maintenance" notice. Anyways, here's a loooong list of answers, ordered by post time. Find your name & you'll find enlightenment (hopefully). Quote: Originally Posted by kave99 any new or not yet seen in 4th ed weapon types?, Mounts?, gear? You know the stuff that was missing from the PHB I missed this thread as I was Taking Questions About FRPG I'm just gonna say, "Yes" to all those questions & list a few of each that caught my eye. Weapons: tratnyr (winged spear = cool), 5 Brutal weapons, 4 double weapons with Defensive property (= +1 AC), superior crossbow (+3 prof), some old favorites like the waraxe, kukri, & repeating crossbow are back (I was actually hoping for more weapons, myself ) Mounts: giant ant, 2 different sharks, trihorn behemoth, more rules for all that have the Mount keyword in the Monster Manual Gear: lots of alchemy stuff, companion slot items (think barding, collars, etc), lots of new armor (4 -5 new types for each category) Quote: Originally Posted by GanarothLes Question: Is there anything along the lines of a superior, one-handed hammer in this book? An improved warhammer, basically. Thank you. Craghammer's what you're looking for. All the same stats as the warhammer, except a bit more expensive, a pound heavier, & it has Brutal 2 as a property (reroll any 1 or 2 for damage rolls). It is, however, a superior weapon. Quote: Originally Posted by Soel Griffin Please tell me they put a lot of wondrous items in there. Also, are there any new categories of magic items (along the lines of the battle standards?) There's about 17 pages worth of wondrous items, so there just HAS to be something cool in there that you'll like. There are also 8 different battle standards within those 17 pages, so "Sally forth!" & all that stuff. As mentioned, there is a new slot for companion items, but also a mount slot, too. Quote: Originally Posted by Neofish7 Double weapons, they in there? Which ones? How about a net? Bolas perhaps? Heck, is the trident in there? Also, anything about Golem crafting, or just plain'ole crafting rules, how about that? 4 double weapons, as mentioned: axe, flail, sword, & the old dwarven urgrosh are all back. Not nes or bolas, but yeah, there's a trident (as I said above, there should've been more weapons, IMO). Didn't see anything on golems or crafting, & I'm guessing that's 'cause the artificer class will likely cover all of that for you. AV is more of a giant shopping list of swar, rather than a "How To" guide to making stuff. Quote: Originally Posted by RavingDork I just want to know which part of the book stands out to you the most so far, in other words, what's your favorite part about it? I'll be honest - I've been much more into the FRPG, but what's stood out for me so far has been all the new armors. I like lots of options when it comes to the gear that keeps pointy weapons OUT of my body, & I wasn't expecting to see so many new types (not talking about magic properties, either, but basic armor before enchantments). That being said, I'm definitely planning on building or buying me an ornithopter to tear around in ASAP. Quote: Originally Posted by crashbeedo Does AV cover any new artifacts? Oddly enough, it seems not. There's no section for them listed in the ToC, at least. Quote: Originally Posted by Stogoe I would definitely like to know about the new weapons. How many are there, are they all superior, which type gets the most love, is there a light-blade polearm? There are 7 new military melee, 15 new superior melee, 1 new simple ranged (but it's the repeating crossbow), & 2 new superior ranged. 1-handed melee weapons (both M & S) get the most new entries, but there doesn't seem to be any extra love shown to any specific group like, say, hammers or light blades. If you're a polearm junkie, you're probably gonna be disappointed, as the only new polearm is the greatspear, which counts as a spear & a polearm (with +3 prof & the Reach property). Quote: Originally Posted by Haffle If a party member plants a battle standard, can an enemy just run over and pick it up? Can the enemy then turn around and plant it to help his allies? Any other cool new revelations about battle standards not shown in the preview? Thanks There are no special rules for what occurs when an enemy takes the standard, so I'd guess that they can probably do just that - pick it up & use it themselves, I mean. As for the preview, I don't have it handy - but I will say that the Battle Standard rules are short & sweet, so they may have all been in the preview as seen. Quote: Originally Posted by Seeker95 Are there rules/mechanics for: upgrading existing magic items multiple-ability weapons 1st level potions 1) Sorta. There's a new Transfer Enchantment ritual, but not a whole lot else. 2) Nothing that I can see about tacking multiple abilities onto one item. There's also no "specific" weapons that I've noticed, just a whole lot of new magical properties. 3) There are lots of potions & elixirs in the Consumables section, but the lowest level listed starts at level 4 (it's Resistance, BTW). Quote: Originally Posted by Archangel_James Are there any new basic weapon properties like brutal? As mentioned above, all double weapons carry the Defensive property, granting a +1 to AC, but there's also a new superior melee weapon called the parrying dagger that has Defensive as well - it works as a dagger for Rogues' Weapon Talent, BTW. Aside from Defensive & Brutal, though, there are no other new properties. [/sblock] [sblock]Once again, look for your name. Hope I provided what you were looking for... Quote: Originally Posted by Rowl AXES, please, thank you. Superior, more dmg, better prof? Anything? I'm NOT gonna do this for every weapon category, but I've made you wait quite a while for this, so here you go: Khopesh: 1-H military, +2 prof, d8 dmg, axe & heavy blade, Brutal 1 & Versatile Waraxe: 1-H superior, +2 prof, d12, Versatile Execution Axe: 2-H superior, +2 prof, d12, Brutal 2, high crit Double Axe: double superior, +2 prof, d10/d10, Defensive & off-hand Urgrosh: double superior, +2 prof, d12/d8 (axe part = d12, spear d8), axe & spear, Defensive & off-hand That's about it. Quote: Originally Posted by Vael Outside of Alchemy, are there any new feats in AV? I'm curious about the general structure of the book, how is it organized, what's the chapter list? Oh, and a little preview into Intelligent magic items would be sweet. 1) No new feats other than Alchemist that I've seen. 2) It'll take way too long to list all the individual chapters, but suffice to say that AV is separated into two main sections: basic equipment (armor, weapons, mounts, etc) & magic items (see 1st bunch of answers above for newer stuff). There's also two appendixes; a short one on unique items, item level, & enchanting items... & a long one that's basically a listing of every magic item in the book, separated by level. 3) I've seen nothing about intelligent items aside from some fluff in the first appendix. No rules for Ego scores & stats anyways, if that's what you're wondering about. Quote: Originally Posted by Cornphlake Any firearms? Absolutely none. Quote: Originally Posted by Pandexander My question: Are there thunder and/or radiant weapons (that is: magic weapons with the at-will power to add thunder and/or radiant damage like frost or flaming weapons do)? No Thunder-adding at-will weapons, although there are still weapons that add thunder damage in general (at least one, anyways - Thundergod Weapon). I may have missed a couple, but I've seen "at-will = damage type added" weapons that cover all of these damage types: Acid Force Lightning Necrotic Psychic (At-will = deals half psychic/half normal) Radiant (Three different weapons! Undead better start running!) Quote: Originally Posted by bondious Any new spears besides that Greatspear you mentioned above? And how did you get your copy so soon??? 1) Tridents are considered spears, the dragonborn-crafted tratnyr is a winged spear used for both melee & ranged, & both the greatspear & the urgrosh have been covered. That's it for new spears (Did I mention that there should've been more weapons?). 2) I live in Canada & pre-ordered Adventurer's Vault & the FRPG online through Chapters.ca. Needless to say, I was pretty surprised when they arrived a week early, but even more so when it appeared that I seem to be the only one so far with that kinda luck. Quote: Originally Posted by McSass Do you mind, when you have a spare moment, looking to see what new properties/items are around for warlocks below 8th level? Haven't seen much so far, but this is what I've seen for warlocks: Pact Hammers (for dwarves) & Pact Swords (for eladrin) are in the book. There are also a ton of new rods covering almost 6 full pages, with 18 different rods listed at level 8 or lower (but some are just more powerful versions of the same lower-level rod). Quote: Originally Posted by Atlatl_Jones What are the rules for double weapons? Aside from them having the Defensive property, that is. Can they be used by a "two-weapon" ranger, and do they count as two weapons for the two weapon defense feat? What properties does the Pact Hammer have? 1) The basic idea behind them is that they are treated as using a weapon in each hand, so they'd count for TWD. I also imagine double weapons can be used by both TWF rangers & TWF fighters, since they all have the off-hand property. One end of every double weapon is considered the primary (main hand) end, while the other is the secondary (off-hand) end. Either end of the weapon can be used to deliver an attack unless a power specifies a main or off-hand weapon attack, & this becomes a factor when you add magic weapons into the equation. With regards to magic double weapons, here's a direct quote: "An enchanted double weapon receives an enhancement bonus on both ends, but weapon properties or powers conferred by the enchantment affect only the primary end of the weapon." ---> So I guess this means that for a weapon like the urgrosh, magic properties will only apply to the primary (axe) end, not the spear end. 2) Pact Hammers can be used by dwarven warlocks as implements, but they do not apply the weapon's proficiency bonus to attack rolls for warlock powers. They do +1d6 dmg per plus on a crit, & when you hit a target affected by your curse with the weapon, you deal your extra curse damage against that target. Quote: Originally Posted by Banpai Are there any new kinds of non-magical armors? There are 28 new masterwork armors. Won't list every last one of them, but there are this many of each type: Cloth: 4 Leather: 4 Hide: 4 Chainmail: 5 Scale: 5 Plate: 6 Quote: Originally Posted by mvincent Is Daern's Instant Fortress in it? Mithral? Adamantine? 1) Not that I've seen, but there IS an Instant Campsite (marshmallows don't seem to be included). 2 & 3) No & no, at least not as far as special materials for constructing weapons & armor goes. There don't appear to be special rules for different materials at all, in fact. I guess they finally decided that a sword made from iron will kill you just as effectively as one made from adamantine? Quote: Originally Posted by Herid_Fel What level is the Transfer Enchantment ritual? I had house-ruled something similar at level 3, so I'm curious whether I was close to what was decided upon. You were close. It's actually level 4, takes an hour to complete, is permanent, components cost 25 gp, market price 175 gp, Arcana (no check). Quote: Originally Posted by kave99 companion slot items (think barding, collars, etc) could you elaborate Ranger fans are gonna LOVE this answer! There's a beastmaster ranger build upcoming in Martial Power that has a beast companion, with similar classes & builds in the works for other books. Companion slot items (there are 6, BTW) are specifically for these beast companions, but can be re-tooled through the use of the Transfer Enchantment ritual (briefly described just above) for other kinds of companions. It does mention that companions & mounts have a single magic item slot available, & that you activate both types of items using your own actions, not the creature's. In addition, companions that double as mounts can have either a mount slot item or a companion slot item, but they can't have both. Incidentally, I had barding listed as an example of a companion item, but it's actually more of a mount item. There are 12 new mount items covering things like bridles, horsehoes, & saddles, but I'm gonna leave it at that. Quote: Originally Posted by zeratulcraft Is it just one Airship or are there multiple sizes and varieties? Just the one airship (Gargantuan). For solo flyers, there's the ornithopter. That's it. Quote: Originally Posted by Unicorn_Giggles Portable traps? The sort of thing you'd see a kobold setting up and throwing around, not what you'd see carefully prepared in a dungeon. Alchemy items are the ticket, if things like Blinding Bombs & Blastpatches are what you're referring to. The bad news is that there's not exactly a ton of them. Maybe a future Dragon article will add more. Quote: Originally Posted by the_redbeard Or fear, for that matter. A terror weapon with an at-will power? Also: What are 'Pact Hammers' and 'Pact Axes'? thanks! 1) No fear-related at-wills, but I seem to recall at least one fear-related weapon in there. Unfortunately, I just can't find it right now. 2) Pact Hammers are briefly described above. Pact Swords are similar but made for eladrins rather than dwarves, & instead of adding extra curse damage, they have a daily teleportation ability. There aren't any Pact Axes, though. Quote: Originally Posted by Joseph_Silver Are there items geared for gishes? Like perhaps a superior staff or maybe a wizard's version of the pact blade? I'm just gonna say, "Of course!" & add that there's a weapon property called "Mage's Weapon" that can be applied to any light blade OR heavy blade. It gives anyone who's proficient with daggers that same proficiency with this weapon. As a minor action encounter power, it also allows you to expend an arcane encounter power to regain the use of a martial encounter power you know of up to the same level. That's pretty gish in my books. Quote: Originally Posted by Fox Reeveheart Of the weapons listed. Are any of them NON-versatile so small characters can use them? So far small characters are very limited in their weapon choices for good damage 1-handed weapons without versatile, only being scimitars and rapiers x.x and do any weapons have the "small" property? 1) These are the 1-H weapons without the versatile property: Simple melee: spiked gauntlet Military melee: light war pick, scourge, trident Superior melee: kukri, parrying dagger, spiked shield 2) No. Sucks, eh?[/sblock] [sblock]Quote: Originally Posted by kave99 if you wouldn't mind, where did it ship from, my stuff comes from MISSISSAUGA, ON and hasn't shipped yet well thanks and keep up the good work I'm pretty sure that's where mine came from, since I'm up in Peterborough. Might be a singular leak, although others have received the FRPG. Maybe some warehouse monkey didn't have enough coffee before work one day, & that's all there is to it. Who knows? Quote: Originally Posted by Empiro Yep, thanks for everything! So how about hammers? It looks like there are tons of great axes. Anything of the Superior, 2-handed hammer variety that looks interesting? You'll want to pick up a superior weapon called the mordenkrad, then. Picture a dwarven version of a maul, then cover it in spikes. Voila! You have Giant-killing hammer awesomeness incarnate (I like to say the word "mordenkrad" with a low, throaty, System of a Down style growl for added effect, but that's just me). Oh yeah, +2 prof, 2d6 dmg, & Brutal 1, BTW. Quote: Originally Posted by memorax73 Do it have any rules for creating your own magic items? Aside from the Transfer Enchantment ritual, not really. As I've said, for the most part, AV reads more like a shopping list than a "How To" guide. Quote: Originally Posted by Stogoe Adamantine was listed as a magic weapon enchantment in the preview that listed all the lvl 8-12 items, and mithril was listed as a magic weapon and armor enchantment. You're correct on both counts. I was looking for something similar to the section in the old DMG on materials, so I missed them. Since I'm looking at the properties now, I may as well say that cold iron also made the cut for weapons. Armor includes coral, crystal, all chromatic dragonscale types, Elukian clay, serpentskin, skeletal, stoneborn, voidcrystal, & wildleaf. I may have missed a few, but suffice to say that there are lots of options for materials if your PC has an aversion to plain old steel. Quote: Originally Posted by doctorhook (Aren't you the one who got his FRPG early, though? ) My books shipped separately & arrived the same day in two different boxes, even though they were ordered together. I guess I was just a little bit luckier than kave99 when it comes to getting AV as well. I've already recycled the boxes, but maybe that means that AV was shipped to me from somewhere other than Mississauga, after all?[/sblock] [sblock]Delayed response yet again, courtesy of these stupid frackin' crashing boards. Rabble rabble rabble rabble!! Quote: Originally Posted by onimachi Thanks again for the early info.. Can you explain the spiked sheild?? is it a melee weapon AND a sheild? i.e. is it a defensive melee weapon? is it off hand? thanks again IMO, spiked shields are kinda funny as far as superior weapons go. They have +2 prof, deal d6 dmg & count as light blades with the off-hand property, but they don't have the defensive property. They can be enchanted either as shields or as weapons (but not both), & interestingly, it specifically states that while you can't use two shields at one time, if you use one enchanted as a weapon, they don't take up the arms slot on the body. IMO, it's too bad about the designers nixing the thought of using twin spiked shields, since I think it would've been pretty cool to see a fighter doing just that. Quote: Originally Posted by Mayor_McNaked Might it be possible to get some details on the kukri? It's one of my favorite weapons. I'm hoping that it counts as a dagger and gets high crit. Kukris don't count as daggers for rogues (or else it would specifically say that, like it does for the parrying dagger), nor do they have the high crit property. But they DO have Brutal 1 & off-hand, so it's not all bad news. Superior 1-H melee, +2 prof, d6 dmg, & light blade pretty much covers the rest of the essential info. Quote: Originally Posted by That Blasted Somoflange About the defensive property, do you lose the bonus if you attack with the weapon? Also, is the boomerang in the book? If so, I'll be all: "Boomerang! You do always come back!" If not, I'll be: "I don't think boomerang is coming back." 1) You don't lose the +1 to AC if you attack with a defensive weapon, but the description of the defensive property also goes so far as to say that you don't lose the bonus if you don't attack with it. BTW, it also says that wielding two defensive weapons at once doesn't allow the bonuses to stack, so TWF fighters are still gonna want something else in their main hand. 2) No boomerang, & now, thanks to you, I've got the crappy theme song from the old kids' show by the same name stuck in my head. Thanks heaps. Quote: Originally Posted by Armisael Two questions here: A) Is there any 1d12 or 2d6 sword in the book? They need more love! B) Are the infinitely cheesy boots that let you teleport up to your speed at-will still there unmodified? 1) You betcha. The fullblade is back & IMO, it's pretty evil. This superior 2-hander has a +3 prof, deals d12 damage, & carries the added bonus of having high crit as its property. No 2d6 swords though - the mordenkrad hammer (GROWL) is actually the only 2d6 weapon there, for the record. 2) Seems so, if granting at-will teleportation equal to your speed as a move action is what you'd call " infinitely cheesy" - I actually thought they were fine when I saw the preview, considering that by 28th level or so, teleportation is less game-breaking than it is at lower levels. Just my 2 coppers on that, though. Quote: Originally Posted by NicoJMont Are there any whip weapons? I would love to see a whip that does 1D4 and a barbed whip that does 1D6 dmg. However you can use the whip at reach, you can grapple with the whip at reach. You can retrieve items at reach with the whip. You can disarm at reach with the whip, you can swing 4 squares with the whip, whip throw to do a throw attack at reach. That would make a whip a really cool weapon. No whips, but it seems you're well on your way to coming up with a good homebrewed version, anyways. PS: Indiana Jones FTW.[/sblock] [sblock]Quote: Originally Posted by Joseph_Silver Wait, your answer is unclear. Is there a wizard's version of the pact blade, i.e. one that functions as both weapon and implement? Or is there only the mage's weapon, which lets you use arcane powers to fuel martial powers? Not my intention to be unclear, but your question about gish characters was pretty open-ended & basically required me to scour through the whole book - or 27 pages worth of magic weapon properties looking for the word "implement", at the very least. To be blunt, I'm simply not willing to do that, but Mage's Weapon jumped out at me since you asked about gish items, so I put it in there. I figured a wizard MC'd with a martial class would probably want one of those. As for a specific weapon property similar to a pact blade/hammer/sword that allows a wizard to use the weapon as both an implement & a weapon... there might very well be a specific magic weapon property that does that, but I haven't seen it yet (but if I DO see one, I'll gladly post it). On the other hand, there's 25 different staffs in the book & every last one of them has "Implement (Staff)" written in its description, so there's that much for weapons, at least. Quote: Originally Posted by Atlatl_Jones So Tempest fighters have a big incentive to spend the feat to get a double weapon, further differentiating them from TWF rangers. I like that design choice. Is the Double Scimitar in there? If not, valenar elves around the world will start to cry. Could you post the stats for the greatspear? What other reach weapons are in the book? Could you list what heavy blades are in the book? 1) There's double axes, flails, swords, & the urgrosh, but no double scimitars. 2) Greatspear: 2-H superior melee, +3 prof, d10 dmg, NO range listed, & it counts as a polearm & a spear. It also happens to be the ONLY new weapon that has reach, which is its only property. So that should answer both parts of your second question. 3) No problem. Here they are: Military 1-H: broadsword (military 1-H, +2 prof, d10 dmg, & versatile) & khopesh (already described). No military 2-H heavy blades... No superior 1-H heavy blades... Superior 2-H: fullblade (already described). Superior double: double sword (+3 prof, d8/d8, heavy & light blade, Defensive & off-hand). Quote: Originally Posted by scrumpy7 Any new mundane adventuring gear? 10 foot poles, an expanded list of thieves' tools, or the like? Thanks for posting all the great info! Mundane gear covers masterwork armor, weapons, mounts, vehicles, & alchemy items, but there's no plain old ten foot poles, masterwork tools/instruments or the like. Magic gear, on the other hand, gives plenty of options for characters that like to have that one perfect tool for the job at hand. For example, rogues that gravitate towards lockpicking & stuff like that will likely want to get their hands on wondrous items like a Skeleton Key or maybe some Unfettered Thieves' Tools. I'm sure you can imagine what they do...[/sblock] [sblock]Quote: Originally Posted by ChristopherRobin No katana or anything like that? (Without wonky power levels.) I suppose I could always call my longsword a katana though... No, it's not there. BTW, the equivalent to the katana has always been the bastard sword in the past, but for the record, . Quote: Originally Posted by Fox Reeveheart Oooo ^.^ the trident is 1-handed NON-Versatile. What can you tell me about it? I'm guess 1d8 damage... counts as both a spear and polearm? gimme details o.o seems like the weapon that might be replacing my scimitar (was not my first choice, I was hoping the war pick would be useable in 1hand with my kobold but NOPE. i'm assuming the light war pick is 1d6 and thats just too low of damage IMO) 1) Trident: +2 prof, d8 dmg, 3/6 range, spear (but NOT also a polearm), heavy thrown & versatile. 2) The light war pick does indeed do d6 damage (with a +2 prof), but the 2-H heavy war pick dishes out pain in d12 increments (also with +2 prof). Both are high crit, but only the light version has the off-hand property. Quote: Originally Posted by bondious Well it's PROBABLY not a polearm since UnFamiliar said that the only polearm was the Greatspear. PERSONALLY, if it's a 1-handed, d10 damage versitile spear, I'll be a happy camper. Well, hope you're still happy with a little less damage (see above). Quote: Originally Posted by Ultimatecalibur This caught my attention. Does it mean that the whole weapon counts as a light blade as well as a heavy blade? or is just one end a light blade and the other a heavy blade? If it is the former, it could mean that a possible two weapon Rogue in Martial Power has two setups that cost one feat: Dagger and Parrying Dagger w/ the Daggermaster PP or Double Sword w/ another PP. Rules for weapon categories are covered in the PHB, but my guess is that any weapon with more than one weapon category listed counts for all features, feats, abilities, etc that apply to those weapons. Otherwise, why would anyone want to burn a feat to use a doble sword, aside from liking the flavor? It also means that you need to pay attention to which end of an urgrosh you're attacking with, since they're actually considered a different weapon at each end. Quote: Originally Posted by Fox Reeveheart ... this dragon born crafted spear thingy. Is that 2 handed? Damage? Winged? Huh? o.o No whip weapons? Then what in the world is a scourge considered?! Also... can small characters wield double weapons? Is there some special rule for them or are they still considered 2-handed and unuseable for our little friends? 1) Tratnyr: 1-H superior melee, +2 prof, d8 dmg, 10/20 range, heavy thrown & versatile. 2) Scourges are flails that deal d8 dmg with a +2 prof & the off-hand property. 3) Dunno about small characters using double weapons, but they lack the small property. To be honest, though, I'm not all that clear on the rules for running small PCs in general, since I feel they've been completely nerfed in 4e. Quote: Originally Posted by Drackcove hey what is the propertys of the pact sword? we got the pact hammer already so i was intrested about the sword. As mentioned, Pact Swords are similar to Pact Hammers, but they're made for eladrin warlocks instead of dwarves, & instead of dealing extra curse damage like the hammers do, these longswords (specifically longswords, BTW) have a daily free action teleport power that affects a cursed target you hit with the sword, teleporting them a number of squares equal to 1 + the pact sword's enhancement bonus. Other than that, they're pretty standard: their enhancement bonus applies to attack & damage rolls, they add +1d6 damage per plus on a crit, etc etc. [/sblock] [sblock]I don't mean to sound rude, but this thread's eating up enough of my time as it is without me fumbling through attempts to answer a few of these newer questions, so unfortunately I'm gonna have to skip them. One was related to mechanics already covered in other books (masterwork armor), & another covered mechanics I have no clue about (double swords for TWF fighters - I like TWF rangers just fine, so I haven't even bothered to read up on TWF fighters). I'm just answering EASY questions about the stuff in Adventurer's Vault, that's it. Also, I'm hereby serving notice that I'm avoiding ALL questions that are just asking for my opinion (best fencing weapon for "duelist-rogue-wandering prince-gentleman players" - Ummm, errrr, rapier?). See, I'm not a D&D expert by any stretch, so why ask me? I just got lucky & received a book a week early. More importantly, discussions or debates about what's cool, good, or best about anything only serve to eat up space & make the thread that much more confusing to keep tabs on. There'll be plenty of threads for all that next week, so I'm not going there... Whatever. Got a correction I've been meaning to get to: Quote: Originally Posted by Fox Reeveheart ummm you just told me in a earlier post the trident is NOT a versatile weapon. It IS a versatile weapon, & I screwed up earlier (I'm dealing with some major sleep deprivation issues lately). Quote: Originally Posted by socratesgonemad How many mounts are supplied? There are a total of 25 mounts listed, but many of them already appeared in the Monster Manual as creatures with the Mount keyword. Of the 25, 11 are new to 4e, & here they are: Camel Elephant Giant Ant Giant Lizard, Draft Giant Lizard, Riding Horse, Sea Horse, Skeletal Rhinoceros Shark, Dire Shark, Riding Trihorn Behemoth[/sblock] [sblock]Quote: Originally Posted by mattdm Are there any cool weapons at levels 6, 11, 16, and so on? In the Player's Handbook, those levels are for the generic "+N magic weapon" with no other benefits, which makes them boring loot levels. There's a couple of good PHB wondrous items at those levels, so it's not a total loss, but still. So I'm hoping the AV has at least a few interesting choices. All the weapons listed in the Appendix for those levels have generic names like "Distance +2/+3/+4"... so as far as weapons go, it appears the trend you've noticed may have been continued & you may be disappointed if you're looking for standouts. But as I mentioned above, that's my opinion only & I shouldn't even bother offering it, since it's no more valid than anyone else's.[/sblock] That is it so far :) [/QUOTE]
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