Q&A About Adventurer's Vault

165 posts / 0 new
Last post
I'm no longer taking questions about the material in AV since the book is out in stores now, but hopefully enough questions have been answered in this thread that you can eventually find what you're looking for.

Although I'm done with this thread, others may be willing to take over with answering questions for those who don't have their copy yet, so it might not hurt to try asking your question anyway if you can't find the relevant answer somewhere in the thread.
What can you tell me abou Airships and other vehicles, more specifically boats. Are they included how many etc.

Thanks
What can you tell me abou Airships and other vehicles, more specifically boats. Are they included how many etc.

Thanks

Seems to be a little light on vehicles, IMO.

Airships & ornithopters (yes, ornithopters!) are in there as far as flying vehicles go. For boats, there's only the greatship, longship, & pinnace (all Gargantuan size), but if you wanna go underwater, the Apparatus of Kwalish makes its appearance as a vehicle instead of a magic item.
Hmmm...

Only one question so far? Either nobody cares about AV, or I've just picked a really bad time of the day to start this thread.

Oh well. Since it's probably the latter, I'm off to bed, then.
UnFamiliar thank you. That helped me decide if I should buy it or not. I mainly wanted to know because my one campaign uses airships and ornithoptors:D and the other is a converted STAP where ship infor may have been useful.
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:D
Question: Is there anything along the lines of a superior, one-handed hammer in this book? An improved warhammer, basically.

Thank you.
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?)
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?
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?
Does AV cover any new artifacts?
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?
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
Are there rules/mechanics for:
  • upgrading existing magic items
  • multiple-ability weapons
  • 1st level potions
Here are the PHB essentia, in my opinion:
  • Three Basic Rules (p 11)
  • Power Types and Usage (p 54)
  • Skills (p178-179)
  • Feats (p 192)
  • Rest and Recovery (p 263)
  • All of Chapter 9 [Combat] (p 264-295)
A player needs to read the sections for building his or her character -- race, class, powers, feats, equipment, etc. But those are PC-specific. The above list is for everyone, regardless of the race or class or build or concept they are playing.
Are there any new basic weapon properties like brutal?
smallbanner.jpg
AXES, please, thank you.

Superior, more dmg, better prof? Anything?
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.
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).

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:D

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)

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.

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.

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 nets 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.

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. :D

Does AV cover any new artifacts?

Oddly enough, it seems not. There's no section for them listed in the ToC, at least.

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).

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.

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).

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.
____

Gotta go for now. I promise I'll answer other questions later, starting from Rowl's question about axes.
thanks a lot for the info:D
Any firearms?
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)?
Any new spears besides that Greatspear you mentioned above?

And how did you get your copy so soon???
Seeker95, the errata for the player's handbook changes the Ritual of Brew Potion from level 5 to level one, so you could easily houserule the level of all potions down by 5 each, making it easier for a character of lower level to brew say, healing potions.
Do you mind, when you have a spare moment, looking to see what new properties/items are around for warlocks below 8th level?
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?
Are there any new kinds of non-magical armors?
I'm willing to answer questions

Is Daern's Instant Fortress in it?

Mithral?

Adamantine?
Are there any new kinds of non-magical armors?

Upthread, he said there were, but I want to know more of course.
Upthread, he said there were, but I want to know more of course.

Yeah he said 4-5 for each category, this could mean 4-5 new light and new heavy armors, or like 5 magic armors that use scale, 5 that use plate ....

I crave details
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).

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.
companion slot items (think barding, collars, etc)

could you elaborate
Is it just one Airship or are there multiple sizes and varieties?
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.
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)?

Or fear, for that matter. A terror weapon with an at-will power?

Also:

What are 'Pact Hammers' and 'Pact Axes'?

thanks!
Are there items geared for gishes? Like perhaps a superior staff or maybe a wizard's version of the pact blade?
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?
Once again, look for your name. Hope I provided what you were looking for...

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.

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.

Any firearms?

Absolutely none.

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!)

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.

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).

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.

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

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?

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).

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.

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.

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.

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.

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.

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?

------------------------------

OK, I think that's enough for now - I just realized I've been throwing this post together for about two hours!
Urgrosh: double superior, +2 prof, d12/d8 (axe part = d12, spear d8), axe & spear, Defensive & off-hand

:bounce: :bounce:

Yes! My favorite Weapon is back!
Unfamiliar, you, sir, are the RockSauce of Raksasha!

Thank you so much, you are a wonderful person to go through this much time, trouble, and effort to provide us all with this info for a book that most of us will have in just a few days.



Thanks again.
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.

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
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?
Sign In to post comments