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Pathfinder Society Survival 101

Monday, October 8, 2012

One of the concerns I have heard pop up lately, both on the messageboards and at shows, is that Pathfinder Society scenarios have become more deadly. I've heard horror stories about TPKs on the rise in various regions of the world. Let's see if we can help combat some of that and help the new player, or the low-level character of a veteran, with some options that may just prove useful.

One of the benefits of being a Venture-Captain before this job was that I met a wide variety of players throughout the southeast. Each and every one has their strong points and weaknesses. One of the strongest rules players I know from my time in Georgia was Jordan James. He survived quite a few tables I GMed, and most of the time, it was because of brilliant use of a piece of equipment I had never heard of or had seen used once at most. He has been discussing equipment that makes survival easier, specifically when it comes to lower-level characters, with the Georgia crowd for the last year through their Pathfinder Society lodge messageboards.

After speaking with Jordan this past week, he proved excited to share his thoughts on a few overlooked items that might just make the difference between your low-level character surviving or going to meet Pharsma earlier than anticipated.

Jordan advised, "Here we have a simple list of items I have found to be ridiculously useful, and sometimes critical, to have around for those situations that, if you aren't prepared, may very well turn into a TPK."

"Please do reply with items I've missed (there will be many) because the sole intention here is to provide a helpful thread for fellow adventurers, and to have a little fun in writing it," he noted.

So, what are some things that are just wonderful to have available in a pinch, and more often than not, are generally not well known?

Elixir of Spirit Sight (1,000 gp): From Pathfinder Adventure Path #38: City of Seven Spears, 1,000 gp for 1 minute of see invisibility and ghost touch for both your weapons and armor! Incorporeal entities got you down with strength drains and random irritating things that ignore your armor and halves your damage? Go to town on them with this wonderful concoction.

Bladeguard (40 gp): Straight out of the Advanced Player's Guide and into your martially inclined character's inventory. This clear resin protects a weapon from harmful attacks from oozes, rust monsters, and similar effects that corrode or melt weapons, rendering the weapon immune for 24 hours. One pot can coat one two-handed weapon, two one-handed or light weapons, or 50 ammunition items. Applying it takes 1 full round. Immersing the weapon in water or similar liquid washes it off. That's pretty useful for its cost.

Potion of Feather Step (50 gp): More Advanced Player's Guide spell goodness, and bottled for your convenience. For 10 minutes, you can ignore difficult terrain, and even take 5-foot steps in such an area, oh HADES YES! Seriously, have you got one of those wizards in your party? You know the type: crazy guy throwing around stone call, sleet storm, and other such "control" spells thinking he's awesome, when all he's really doing is making it impossible for you to move? This bottle is your answer (you can even throw the empty remains at the wizard afterward as a free action!). Smart wizards of the above type also keep a couple of these on hand.

Potion of Invigorate (50 gp): Going into battle with a creature that can sap your endurance, leaving you fatigued or exhausted, this potion will banish that pathetic mortal weakness and allow you to ignore the associated penalties for 10 WHOLE MINUTES. Of course, when it runs out, you get not only the penalties, but also an extra d6 points of nonlethal damage for your arrogance in ignoring your natural limits—but hey, performance enhancements are just an easy way of separating winners from losers! Honestly, though, ignoring those penalties for 10 minutes, that's freaking awesome for 50 gp.

Potion of Delay Poison (300 gp): 300 gp might sound like a lot, but for that handful of gold, you get to tell any and all poisons coursing through your veins for the next HOUR to sit down, shut up, and wait for you to finish beating the stuffing out of the poor fool that thought poisoning you would be its ticket to victory. This is like antitoxin, but sexy.

Smoked Goggles (10 gp): So, medusa, basilisks, and other gaze-type critters suck. You can avert your eyes (50% chance to avoid the gaze, 20% miss chance that round), or close them (immune to the gaze, but then everything gains total concealment from you, which kind of sucks). The answer: These cheap-as-dirt goggles grant you a +8 circumstance bonus on your saving throws vs. gaze, and all you suffer is a 20% miss chance (and a -4 on Perception checks—I know, a real deal breaker there if you're using these for combat). More Advanced Player's Guide goodness.

Smelling Salts (25 gp): Speaking of Advanced Player's Guide goodness, one last entry is the useful smelling salts. These sharply scented gray crystals cause people inhaling them to regain consciousness. Smelling salts grant you a new saving throw to resist any spell or effect that has already rendered you unconscious or staggered. If exposed to smelling salts while dying, you immediately become conscious and staggered, but must still make stabilization checks each round; if you perform any standard action (or any other strenuous action), you take 1 point of damage after completing the act and fall unconscious again. A container of smelling salts has dozens of uses if stoppered after each use, but depletes in a matter of hours if left opened. That's just nifty.

Bracers of Archery, Lesser (5,000 gp): A wrist slot that offers +1 to hit with a bow you're already proficient with is okay, but the hidden gem is that it works like the greater variety in terms of providing you proficiency with ANY bow (excluding crossbows). For characters without any bow proficiency or chaffing under a short bow only restriction, save the feat, drop 5,000 gp, and be happy!

Elixirs (250 gp): These are pretty well known, but just in case, for a paltry 250 gp you can pack potions for a +10 competence bonus on Acrobatics Perception, Stealth, and Swim checks. Handy, but keep in mind the swimming one is sort of overshadowed by the touch of sea potion below.

Golembane Scarab (2,500 gp): It's a neck slot that detects golems within 60 feet and ignores their DR with weapon, unarmed, or natural attacks. This can be a nice little package of helpfulness here!

Pathfinder's Pouch (1,000 gp): This little gem from Seekers of Secrets functions as a small bag of holding, allowing one to store up to 10 pounds of items within its 2-cubic-feet limit. Why is it special? Because detect magic ain't got nothing on this pro—thus, a Pathfinder can keep important or dangerous items safe in its confines with little worry from guards, customs, and random searches. Even if the pouch is opened and turned upside down with a shake, as long as the proper command word remains unspoken, nothing in the extradimensional space will fall out.

Potion of Bestow Grace (400 gp): For good characters only, but this can be a sweet bonus if you happen to have the rare positive Charisma modifier (and aren't already a paladin). For 4 minutes, you get a sacred bonus on all of your saving throws equal to your Charisma score bonus. That's almost good enough to make me consider being good, almost...

Oil of Weapon of Awe (300 gp): For 3 minutes, your weapon not only gains a +2 sacred bonus on damage rolls, but if you score a critical hit, it causes the creature hit to become shaken for 1 round with no save. It can't be used on natural weapons (though it can on unarmed strikes), but the gravy is that when used on ranged weapons, it applies to missiles fired. Loving some of these Advanced Player's Guide spells.

Potion of Touch of Sea (50 gp): For a measly 50 gp, you get a 30-foot swim speed, +8 competence bonus on Swim checks, the ability to take 10 on Swim checks even when distracted or endangered, and even use the run action while swimming. While this is more than enough to leave the poor elixir of swimming curled up in a corner, the one caveat is that it doesn't enable you to breath underwater, but for 1 minute of duration, you are bloody well near a seal.

The following are from the Pathfinder Society Field Guide:

Air Crystals (50 gp): An inexpensive personal bottle of air. Find yourself underwater, in a void, or otherwise bereft of air? Pop some of these beauties in your mouth and you've got 1 minute of breathing space to plan your escape (note that you can't talk while chewing on these crystals).

Comfort (armor special ability) (5,000 gp): Whoa. Okay, for 5,000 gp (doesn't even take up a slot of enhancement bonus on your armor) you get armor that is always clean, doesn't penalize you in hot weather, counts as cold-weather clothing in cold weather, reduces armor check penalties by 1 (minimum 0), AND regardless of what kind of armor it is, it can be slept in as if it were light armor! Note that only applies to being slept in, but my goodness, for anyone concerned about getting caught without their armor in the night, this is a sweet solution!

Dweomer's Essence (500 gp): Casters take note! For 500 gp this one-off pinch of powder may seem insane, until you notice that you can add it as an extra material component to any spell you are casting and receive a +5 bonus to your caster level to overcome spell resistance. It's like an on-demand rod of piercing spell, except it's available whenever you need it, stacks with the Piercing Spell feat if you really need that spell to land, and doesn't cost you an action to get out a rod or an additional level to apply the metamagic. This is the sort of awesome that I'd pay more than 500 gp for, so enjoy and keep some in the component pouch!

Fortunate Charm (3,000 gp): Anything that can help alleviate the terrible pain of lame dice is wonderful, and this neck slot beauty does just that once per day on a failed skill or concentration check. Since failing checks like that can often result in extremely severe consequences, 3,000 gp for that kind of love is just sweet.

Runestone of Power (2,000 gp): Wow, that's a lot of gold! Ever looked longingly at wizards and their fancy pearls of power letting them get free spells? Well, as long as you're a bard, inquisitor, oracle, sorcerer, or summoner you are in luck! For the cost of double an equivalent pearl of power, once per day (per runestone, of course) a spell you cast of its level uses the runestone's power and not one of your limited spells per day.

Potion of Stalwart Resolve (300 gp): New cleric spells to the rescue! For 3 rounds per pop, this little gem lets you ignore ability damage and penalties to any one ability score of your choice (unless it equals your total ability score, in which case you're still screwed). It has a short duration and doesn't protect you from ability drain, but when you really need to shake off some bad ability damage and get back into the fight, this is what you need.

Now for a few from the Adventurer's Armory:

Weapon Cord (1 sp): Cheap as dirt and twice as useful! If you are disarmed or drop your weapon, it never moves farther away from you than an adjacent square and you can recover it as a swift action. The caveat is you cannot wield another weapon with the same hand the cord is tied to, and removing the cord is either a full-round action (untying) or move action (cutting). Great for archers who never want to be separated from their bows.

Spring-Loaded Wrist Sheath (5 gp): Retrieve any dagger, dart, wand, or equivalent-sized object (forearm length or so) as a swift action. Let me provide a simple example of why this is awesome. Your friend is 20 feet away and dying. You move to her, get out your wand, are out of actions, and she dies at your feet. With this wrist sheath, you move to her, produce your wand of cure light wounds with a swift flourish, and save her life.

Antiplague (50 gp): Getting diseased can be really bad. Use this if you know you're moving into an area where such might be likely. For an hour, you receive a +5 alchemical bonus on Fort saves against disease. Even better, if you're already diseased, this will let you make two saves (no +5 bonus though) and use the better result. Good thing to have.

Vermin Repellent (5 gp): Not a perfect defense, but it keeps individual vermin away and swarms of vermin must make a DC 15 Fortitude save to enter your square. Not bad for a 4-hour buff.

Allnight (75 gp): Recommending "herbs" and "black market items"—I love this guide! Allnight eliminates the effects of fatigue for 8 hours, during which time you take a –2 penalty on all skill checks, and when the duration runs out, you're exhausted. The good news: Combine a couple doses with a couple potions of lesser restoration and you are the Energizer Bunny.

And a few other generally useful items to have around:

Potion of Blur (300 gp): Sure, the miss chance may only be 20%, but there are a couple nice bonuses during its 3-minute duration. First, since you gain concealment, most precision-based damage, such as from sneak attacks, won't work on you unless the user has some pretty special feats. Second, if you like to be stealthy, then here is your bottle of "hide in plain sight," since this grants you that necessary concealment you need to hide.

Oil of Align Weapon (300 gp): Your go-to spell when you need a weapon to bypass DR of the evil/good/lawful/chaotic types. Three minutes per use, so it should last long enough to even apply before combat if you know what's around the corner.

Potion of Remove Sickness (50 gp): For 10 minutes, you gain a +4 morale bonus on saves vs. disease and the sickened and nauseated conditions, or suppress effects already being experienced for the duration of the spell. While being sickened is annoying, some diseases, and especially being nauseated, really can make you useless, so this is a lifesaver. Pro tip: When you're nauseated, you can't take standard actions, so either pour this down a nauseated ally's throat on your turn, or hold it out and have one of your comrades do the same for you.

Potion of Negate Aroma (50 gp): For the sneaky types that are sick and tired of being given away by scent, one hit off this potion and you've got 1 hour of scentless scouting as long as you don't get doused in a new, smelly substance.

I know there are more, especially out of Ultimate Equipment, but those are a few I really wanted to throw out! Post other great options and we all might just survive an extra encounter or two!

Mike Brock
Pathfinder Society Campaign Coordinator

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Scarab Sages

Justin Riddler wrote:
Feather Token Whip (Core; 500gp) - STILL shuts down casters! I've seen this be the bane of a party caster in tier 1-2 and in tier 10-11... this IS the secret monsters & BBEGs know that the players aren't using!!!! ** spoiler omitted **

That sounds AMAZING! Except....Just one problem- It still costs 500g.

Still unaffordable at character creation, and assuming you survive your first scenario-AND it happens to be on that chronicle sheet- There goes ALL your gold, unless you spend 1PP on it.(which still assumes you survived your first scenario)

I only hope that its reusable...

The other 2 items...If you have darkvision then you dont need the elixir
Elementals arent deadly if you have half a brain...
Just use their opposing element on them.
If you dont have casters in the party...(Why not?) you fail

Nevermind that you'll be level 2 by the time you can afford the elixir and @1200g for a consumeable? Only in non-pfs games would you do that, because its far easier to get money where you arent capped by a chronicle.

and as for the amulet...if you really feel you need it? At minimum you might be able to scrape together the money if you dont buy anything until level 3.
Honestly... I never had any problem with elementals even at T1.
Now Clerics on the other hand... Channeling neg energy will wipe a party before you can say- "Roll initiative" (and the DM rolled a nat 20 for the cleric's initiative)

Grand Lodge ** RPG Superstar 2012 Top 32 , Marathon Voter 2013, Dedicated Voter 2014, Star Voter 2015

Vixeryz wrote:

Is there perhaps a survivability 99? You know...for newly created level 1s? (if you understand how college courses are numbered... 99=remedial course)

TL:DR - The OP was not helpful to new characters where surviving level 1 is the most difficult thing to do.

I don't think that was the specific goal - it was broader in scope than that. But if I get the chance, I'd be happy to whip something up myself for you. I'm not a "pro" or anything, but I think I could help. :)

Liberty's Edge ***** Venture-Lieutenant, California—Fresno aka Sarta

12 people marked this as a favorite.
Vixeryz wrote:
TL:DR - The OP was not helpful to new characters where surviving level 1 is the most difficult thing to do.

2 prestige will allow one to buy an item valued at up to 750 gold - even magic items one normally does not have access to due to low fame.

But here's my advice for a brand new level 1 "tank" for saving money and surviving his first game:

1. Don't buy expensive weapons. Save your cash and buy cheap ones. You can buy masterwork versions of that katana or great sword in a couple of sessions. For now, a morning star, halberd, sling, and 10 bullets will only cost you a total of 19 gold.

2. Don't buy expensive armor. Again, save your cash and buy better armor in a few sessions. Studded Leather armor and a heavy wooden shield only cost 31 gold.

3. Pick up a Pathfinder's kit, a sunrod, 50 feet of hemp rope, and a grapnel hook for 15 gold to round out your mundane items. Now we have 85 gold for gadgets.

4. Wait for your mission briefing to get an idea what you will be facing. If it sounds like undead: pick up as many as three holy waters. Otherwise, buy alchemist's fire.

5. Alchemical grease is also a nice buy at 5 gold. It last 4 hours and adds 5 to escape artist and to your CMD vs. Grapples.

6. In combat, if you are the only tank, stick to morning star and shield. Try to hold aggro and fight defensively (use full defense if you can). Use terrain to try to keep in between your team and the enemy. You aren't worried about killing the creature yourself, but instead, allowing your team to do so. Even with a Dex of 10, studded leather, wooden shield, and fighting defensively get you up to AC 17. 19 if on full defense. For tier 1-2, this isn't bad.

7. If someone else is doing the tanking, feel free to use the halberd. Don't bother with power attacking. In a tier 1-2 scenario, accuracy trumps damage. I don't know how many times as a GM I've watched a level 1 character miss by one due to trying to power attack a creature with less than 5 hit points.

8. After your first mission: spend 2 prestige on a wand of cure light wounds, replace anything you used up last game, pick up 2-3 potions of cure light wounds, an oil of bless weapon, round out your alchemist's fire and holy waters, get smelling salts (someone may have to wake up an unconscious healer), grab a tanglefoot bag, a smokestick, and some tinder twigs. Now you are prepared for a lot more situations.

9. After your second mission, start buying or saving for the masterwork versions of the weapons you want to eventually use. Always replace any consumables you use in the last session.

10. Start upgrading armor.

and you are on your way.

Grand Lodge ** RPG Superstar 2012 Top 32 , Marathon Voter 2013, Dedicated Voter 2014, Star Voter 2015

@Vixeryz - Perhaps you'll find this helpful?

Shadow Lodge **** Venture-Lieutenant, Texas—Fort Worth aka Azothath

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slow to the party... ahh well...

Rope Trick is a great spell to give you a breather - but you need to hide the rope in a special way (as "The rope cannot be removed or hidden.") or use a special rope. "Disguise" a 5' rope to look like a venomous snake, small tree or vine, stick, or paint to blend into the walls(a little craft tailor or painting will help). A rope can also be made of hair, bed sheets/clothing, very thin like thread/yarn, really thick, or whatever you can >reasonably< use. You can also place the rope in a narrow 3'deep hole so that the entrance is only 2' above ground level and make the entrance hard to access.
Rope Trick(2nd) is available as an oil/potion to apply to a prepared "rope".

If you are running a arcane caster - a good 2PA buy after 3rd level is a Scroll of Dimrnsion Door. You will only have a percentage chance to cast it(until 7th level) but it's a good "hail mary" to a TPK encounter for you and a few friends. It's also still useful later.

Azothath


Michael Brock wrote:
bobweekend wrote:

Thanks for the information. This looks like an ad to buy more books. I dropped D&D because I could not carry the books I needed. http://www.youtube.com/watch?v=5c0FEZuJ1II&feature=relmfu was very explicit that the core book was all that was needed. My backpack is getting full and I do not even have all the basic stuff. My characters are very limited until I buy more books. I know this is the business model. I was under the impression that P was different.

This was my only reservation about doing such a blog. The intent of this blog was not to sale more books. It was something written by a fan that I thought could serve players, especially new ones, well with lesser known useful items. We only listed the books they come from because we didnt want a hundred posts here asking that very question. If my only intent was to sell more books, I would just put them in the Core Assumption. Please do not assume the worst. It certainly wasn't what this blog was about. It was me trying to offer a different kind of blog for a change.

Don't let 'em get to you! I thought this was a great post with information I found remarkably helpful.The kind of helpful info that may change how I load out my replacement character for out local Kingmaker campaign. In fact, I would love to see a similar post discussing useful items of the mundane and/or magical variety.

And for those worried that taking advantage of this post would require the purchase of various books, I would point out that between Paizo's PRD and the d20pfsrd, player's can get access to basically anything mentioned in this book for the low price of an internet connection.

**** Venture-Captain, California—San Francisco , Star Voter 2013, Dedicated Voter 2014 aka Pirate Rob

bishop083 wrote:


And for those worried that taking advantage of this post would require the purchase of various books, I would point out that between Paizo's PRD and the d20pfsrd, player's can get access to basically anything mentioned in this book for the low price of an internet connection.

PFS requires a physical book, a photocopy or a watermarked PDF for non core material. Merely being able to reference it from the PRD is not acceptable in PFS.

Shadow Lodge *** Dedicated Voter 2014

5 people marked this as a favorite.
Azothath wrote:

slow to the party... ahh well...

Rope Trick is a great spell to give you a breather - but you need to hide the rope in a special way (as "The rope cannot be removed or hidden.") or use a special rope.

My favorite is simply to hang 20 or so ropes out of the hole, 19 of which are tied to anvils, alchemists fire, and buckets of acid.


Pirate Rob wrote:
bishop083 wrote:


And for those worried that taking advantage of this post would require the purchase of various books, I would point out that between Paizo's PRD and the d20pfsrd, player's can get access to basically anything mentioned in this book for the low price of an internet connection.
PFS requires a physical book, a photocopy or a watermarked PDF for non core material. Merely being able to reference it from the PRD is not acceptable in PFS.

Good point, Pirate Rob. I had forgotten that point (probably because I'm not a PFS player myself). I was so busy looking at the content that I honestly forgot the context. Bit of an oversight on my part.

Shadow Lodge **

Yeah, these are really decent, if one is playing a full castery type of dealio. However, for someone who needs to get the Big Six in order to be able to contribute properly* as a combaty type and several other necessary things such as a special material weapon and a ranged weapon(+ ammunition) and something to heal themselves and several mundane and magical countermeasures, etc etc, because you don't want to sit out encounters, there's just not enough dosh to get another smorgasbord of magical curios.

Furthermore, considering the mention of bracers of archery, a pure novelty item for anyone else except those with simple weapon proficiencies and for them it's still very expensive, might this list be the handiwork of someone who mainly plays wizards and other casters that have spells to deal with most situations and generally don't bother with armor and weapons?

I know, I know, I'm being awfully negative and the list is neato and appreciated since it's likely that not many of these items, particularly haunt siphons, have seen much use so far by virtue of being a bit obscure. However, I've played several melee dude(tte)s who are just about always out of cash because there's already quite a bit of money sinks to deal with, such as healing and remedial casting on top of their regular spendings to remain relevant. Their wallets already cry for help.

Peace.

*yeah, that's a nebulous claim at best, but I bet you know what I mean, probably ("want that wand of longstrider? oh, but you forgot about upgrading your cloak of not-being-dominated! tough luck").


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I'll add every barbarian companions' friend: a Wayfinder with a clear ioun stone in it. Scared the evil baddie will dominate you and turn you on your friends? Not anymore. You'll need Seeker of Secrets, p. 52 to prove the additional effect when it's in the wayfinder.

**** RPG Superstar 2009 Top 32, 2010 Top 8 , Star Voter 2013

Due to the actions of a pair of barbarians (well, Samurai and battle oracle), Talyn got knocked in the water by them cutting the mast down. (see why I said barbarians?) Fortunately this article keyed me into the air crystals and I got out of the rigging alive.

Silver Crusade * Dedicated Voter 2013, Star Voter 2014

Thanks

Lantern Lodge ** Venture-Lieutenant, Germany—Freiburg aka Hayato Ken

Is that elixir of spirit sight only in the AP volume? And to use in in PFS i need to own a copy of that?

What do i own a copy of ultimate equipment for if things like that are not in there?
That is kind of irritating actually.

Shadow Lodge ***** Venture-Captain, Michigan—Alma

If they had put everything from every source the book would have been twice as much and twice as thick.

As to your questions, yes it is only in that volume and yes to use it in PFS you must own a copy of it or borrow a physical copy of it.

*

1 person marked this as a favorite.

I'm going to throw this one up since no one has yet and my thread was moved out of PFS.

Riffle Scroll of Communal Resist Energy - 700gp - CL7 nets you 70 min of energy resistance 20 split among your party. The big difference here is that you get resist energy 20 instead of the normal 10 found on a normal scroll.

Silver Crusade **

And is Silent.

Shadow Lodge ***** Venture-Captain, Washington—Eastern Washington , Star Voter 2013, Dedicated Voter 2014, Star Voter 2015 aka WalterGM

Lab_Rat wrote:

I'm going to throw this one up since no one has yet and my thread was moved out of PFS.

Riffle Scroll of Communal Resist Energy - 700gp - CL7 nets you 70 min of energy resistance 20 split among your party. The big difference here is that you get resist energy 20 instead of the normal 10 found on a normal scroll.

Guide wrote:
"All potions, scrolls, and wands are available only at the minimum caster level unless found at a higher caster level on a Chronicle sheet."
Riffle Scrolls wrote:
"A riffle scroll’s market price is equal to the spell level × the caster’s level × 25 gp—but note that only spells that have been modified by the Silent Spell metamagic feat can be crafted into riffle scrolls. This affects the spell’s effective spell level for the purposes of determining the riffle scroll’s price. Effectively, a riffle scroll costs about the same as a normal scroll of one spell level higher.

Communal Resist Energy is a 3rd level spell, so CL 5th.

Riffle scroll makes it 6th.
How do you get 7th?

Grand Lodge ** RPG Superstar 2012 Top 32 , Marathon Voter 2013, Dedicated Voter 2014, Star Voter 2015

Increasing the spell level by 1 increases the minimum caster level by 2.

Last I checked, 5+2=7, not 6. ;)

Shadow Lodge ***** Venture-Captain, Washington—Eastern Washington , Star Voter 2013, Dedicated Voter 2014, Star Voter 2015 aka WalterGM

Jiggy wrote:

Increasing the spell level by 1 increases the minimum caster level by 2.

Last I checked, 5+2=7, not 6. ;)

There it is ;)

*

I'm gonna throw this out there because i havent seen it suggested yet. Pay a cleric to cast continual flame on an item you own. It's a level 3 spell on the cleric spell list so you can defeat darkness for a mere 200GP. Works great on weapons as you can sheath them to cover the light.

Silver Crusade ***

Robert A Matthews wrote:
I'm gonna throw this out there because i havent seen it suggested yet. Pay a cleric to cast continual flame on an item you own. It's a level 3 spell on the cleric spell list so you can defeat darkness for a mere 200GP. Works great on weapons as you can sheath them to cover the light.

Spells don't carry over from one scenario to the next in Society play.

The Exchange ****

Fromper wrote:
Robert A Matthews wrote:
I'm gonna throw this out there because i havent seen it suggested yet. Pay a cleric to cast continual flame on an item you own. It's a level 3 spell on the cleric spell list so you can defeat darkness for a mere 200GP. Works great on weapons as you can sheath them to cover the light.
Spells don't carry over from one scenario to the next in Society play.

This is almost true... and not.

You can have one continual flame spell carry over after the adventure ends. (Get it noted on the Chronicle). BUT if you pay to have an NPC cast Continual Flame, you get the 2nd level version. It has to be cast at the lowest level (so you get the Wizard version). If on the other hand, you get a PC Cleric to cast it, you get a 3rd level version cast at his caster level. Be sure and pay for the material comp. (50gp I think).

The Exchange ****

Robert A Matthews wrote:
I'm gonna throw this out there because i havent seen it suggested yet. Pay a cleric to cast continual flame on an item you own. It's a level 3 spell on the cleric spell list so you can defeat darkness for a mere 200GP. Works great on weapons as you can sheath them to cover the light.

Some judges will rule that the entire "object" (in this case the entire weapon) would be "flaming", not just the blade. (As the Target of the spell is an object, not part of an object.) So you would have to cover all the weapon, including the handle. YMMV.

Silver Crusade *

nosig wrote:
Fromper wrote:
Robert A Matthews wrote:
I'm gonna throw this out there because i havent seen it suggested yet. Pay a cleric to cast continual flame on an item you own. It's a level 3 spell on the cleric spell list so you can defeat darkness for a mere 200GP. Works great on weapons as you can sheath them to cover the light.
Spells don't carry over from one scenario to the next in Society play.

This is almost true... and not.

You can have one continual flame spell carry over after the adventure ends. (Get it noted on the Chronicle). BUT if you pay to have an NPC cast Continual Flame, you get the 2nd level version. It has to be cast at the lowest level (so you get the Wizard version). If on the other hand, you get a PC Cleric to cast it, you get a 3rd level version cast at his caster level. Be sure and pay for the material comp. (50gp I think).

From the PFS Guide, it's not at all clear that you have to get the Wizard version. That rule is in the Consumables section and not in the Spellcasting Services section. I think the devs probably intended the rule to apply to Spellcasting Services as well, and my VC has ruled that the rule applies (so I'm out of luck), but RAW it's pretty plain that you *can* get a Darkness-killing Continual Flame from an NPC Cleric.

I hope they clear up the rules on Spellcasting Services for the next version of the guide. Really bothersome to have the inconsistency.

But this is all beside the point of the thread, I think.

*

Joe is right, the section on spellcasting services does not say you get the lower level spell when buying spell casting services. If it did, you wouldn't be able to buy Remove Disease at a higher caster level for those really nasty ones with higher DCs.

nosig wrote:


Some judges will rule that the entire "object" (in this case the entire weapon) would be "flaming", not just the blade. (As the Target of the spell is an object, not part of an object.) So you would have to cover all the weapon, including the handle. YMMV.

Would those same GMs rule that the handle of an everburning torch is flaming too? If I touch a rope, does the entire 50 foot length of it emit light when I uncoil it?

The Exchange ****

Robert A Matthews wrote:

Joe is right, the section on spellcasting services does not say you get the lower level spell when buying spell casting services. If it did, you wouldn't be able to buy Remove Disease at a higher caster level for those really nasty ones with higher DCs.

nosig wrote:


Some judges will rule that the entire "object" (in this case the entire weapon) would be "flaming", not just the blade. (As the Target of the spell is an object, not part of an object.) So you would have to cover all the weapon, including the handle. YMMV.
Would those same GMs rule that the handle of an everburning torch is flaming too? If I touch a rope, does the entire 50 foot length of it emit light when I uncoil it?

sigh - not trying to be confrontational here... so I likely should not even respond to this... but here goes.

Who is to say an Everburning torch is not crafted in more than one piece? is the torch head crafted in on piece, with the spell cast on it and then the handle attached? The spell clearly states that "A flame, ... springs forth from an object that you touch." Not from a portion of the object. The target is listed as "object touched" not - "the portion of the object that you touch".

And my statement still stands. "Some judges will rule that the entire "object" (in this case the entire weapon) would be "flaming", not just the blade." Expect table variation. YMMV. Expect it, provide for it, and DON'T argue with the judge. It just wastes your time, the judges time, and worse yet, 5 other people at the tables time. Totally not worth it.

If I cast it on a rope, you would rule that it doesn't emit light if I uncoil it? What? Why not? (shrug) oh... ok, I guess you'd rule it differently then most judges I know. But I guess that just proves the point. "Expect table variation. YMMV. Expect it, provide for it, and DON'T argue with the judge." I would then coil back up my rope and game on.

*

Sorry, didn't mean to sound snappy. I see where you're coming from, I just think that someone that intends to apply it to their weapon could find a way to sheath it and cover the flame. Would it make sense if someone kept their sword's hilt wrapped at all times so that it works in the way i described?

The Exchange ****

Robert A Matthews wrote:
Sorry, didn't mean to sound snappy. I see where you're coming from, I just think that someone that intends to apply it to their weapon could find a way to sheath it and cover the flame. Would it make sense if someone kept their sword's hilt wrapped at all times so that it works in the way i described?

Heck, I wouldn't have a problem with it, but I have played for judges who tend to nerf anything novel a player likes to do. I have a PC who had a continual flame on the lining of her skirt - it was a "fashion statement" (so she could "flash" the NPCs) and another PC who has it cast on a tongue ring - (just for the effect when she grins), but I've had to put those away for some judges. I now have it cast on a suit of MistMail - and each game I have to ask the judge, "If she turns her armor into mist, is the mist 'flameing'? or does the spell go away until it turns back into armor?" Either way is fine, just need to have each judge make a ruling.

I just hate the thought of some newbie with a kewl idea walking blind into one of those guys that nerf anything unusual ("What the heck are you trying to pull?"). So I warn them, YMMV.

Yeah - on a weapon blade is kewl. Seen it before. Cast it for a friend of mine on his 2-H Swords blade. One game the handle flamed over the fighters shoulder till he drew it. Gives the enemy a false impression ("Flaming blade" and all that). Lots of fun. Just realize that you may encounter YMMV. and tell people that when they come up with Kewl things.

Edit: and HERE you go, a thread with some kewl ideas for continual flame

(and one of my PCs is Katisha - so those posts are mine.)

Shadow Lodge

This is probably the most useful thread I have ever read. Absolutely excellent!

I just finished Paizocon today...culminating with completing 6 rooms in Boneyard Keep with a five person tier 6-7. Had I read this completely yesterday we would have done MUCH better.

Can't wait to bust some of this stuff out and watch the GM's reaction!


Pathfinder Battles Case Subscriber; Pathfinder Deluxe Comics Subscriber; Pathfinder Card Game, Roleplaying Game Subscriber

Congratulations on completing Bonekeep!

Although I hope you don’t mean by “could have done much better” in that some had died. I am starting to prepare my 5th level Ranger for Bonekeep and will play it at GenCon. He should be 6th level when playing.

But as for this thread, I printed it out awhile back (at least the original post) and has been a great help for my characters.


1 person marked this as a favorite.

There are a few that I'm surprised nobody's mentioned.

Potions: There are a lot of amazing potions.
The best part is anyone can use them!

Potions of:
Expeditious retreat: 50 GP. Getting +30 base land speed is great for all kinds of things, but my favorite use is to dominate chase scenes. For every +10 in your movement beyond 30, you get +2 on all your checks. So that makes for +6 on every roll you make during a chase. Pretty awesome.

Shield. 50GP. +4 shield bonus to AC and negate magic missiles for a minute. This is good for almost everyone. Wizards? Yes. Sorcerers? Yes. Rogues? Yes(all the time!). Monks? Yes. Fighters? Usually. Barbarians? Can't hurt.
50GP for a shield spell that anyone can use is excellent.

Personally, I like to use wands of shield instead, for my rogues. Totally worth it.

Another wand that you may not have thought of, because it's ridiculously situational, is a wand of magic stone. Why? Why, with slings, of course! My halfing, with his halfing sling, at first level and beyond, was doing 2D6+2 with every pellet. 3D6+3 vs. undead. It also gives plus +1 to hit. With 80ft. range, I can't think of a better low-level ranged attack. (BTW this combo is entirely from the Core Rulebook)

Here's another one that I'm not surprised no one has heard of.

Snap Leaf.

Snap Leaf. Ultimate Equipment. 750GP, one use consumable item(it doesn't say it's consumable but it's heavily implied).

I love snap leaves. They are a little on the expensive side, especially for a consumable, but the thing they makes these especially good is that again, anyone can use them.

Snap Leaves: Gives bearer invisibility and feather fall at the same time (not separable). CL5, so 5 minutes of Invisibility and 5 rounds of feather fall. Why are they worth it? You can activate it as an immediate action!! Big boss swinging at you? 50% miss chance instantly. It can be activated at the end of your turn, such as after a full attack, or just before your turn comes up. Or, attack-snapleaf-move. The invisibility is what makes it worth it but having the feather fall definitely isn't a bad thing. Personally, I like it a lot.

That's all I can think of at this moment.

Grand Lodge ** RPG Superstar 2012 Top 32 , Marathon Voter 2013, Dedicated Voter 2014, Star Voter 2015

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Unfortunately, you can't have a potion of shield. Potions can't be made out of spells with a range of personal.

Sovereign Court *****

1 person marked this as a favorite.
Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Card Game, Modules Subscriber
IQuarent wrote:


Potions of:
Expeditious retreat: 50 GP.

Shield.
The...

Both of those are personal only spells, so unfortunately are not legal fr potions.

Scarab Sages ****

Sniggevert wrote:
IQuarent wrote:


Potions of:
Expeditious retreat: 50 GP.

Shield.
The...

Both of those are personal only spells, so unfortunately are not legal fr potions.

though if you play with an Alchemist at the table - who has Infusion Discovery - he can make something like them and hand them out. I often do.

;)


I'm an idiot...
I don' really see why you can't make potions of personal spells. I can think of one or maybe two reasons, but not very good ones.

However, I feel like wand of shield, wand of magic stone, and snap leaf are still good suggestions. So I'm not a TOTAL idiot.

Taking a greatsword to the face from a halfling sling at low tier is pretty hilarious.


Also, I haven't been using them as potions, I thought they were great as potion options. I just couldn't remember why I haven't been using them. :D

Shadow Lodge **

IQuarent wrote:

Here's another one that I'm not surprised no one has heard of.

Snap Leaf.

Snap Leaf. Ultimate Equipment. 750GP, one use consumable item(it doesn't say it's consumable but it's heavily implied).

I love snap leaves. They are a little on the expensive side, especially for a consumable, but the thing they makes these especially good is that again, anyone can use them.

Snap Leaves: Gives bearer invisibility and feather fall at the same time (not separable). CL5, so 5 minutes of Invisibility and 5 rounds of feather fall. Why are they worth it? You can activate it as an immediate action!! Big boss swinging at you? 50% miss chance instantly. It can be activated at the end of your turn, such as after a full attack, or just before your turn comes up. Or, attack-snapleaf-move. The...

Expect table variation with Snap Leaf.

Mike Lindner made the excellent point on another thread:

Mike Lindner wrote:

Keep in mind this restriction, "The item cannot be activated to provide just one of these two effects; they are always activated simultaneously."

Feather fall can only target a freefalling object or creature and ends as soon as the target hits the ground. It is my argument that activating it while on the ground would then only provide the invisibility effect. Since this is expressly disallowed, you cannot activate it unless you are freefalling. Simply while airborne, such as using a fly spell would be arguable.


That doesn't make any sense to me at all... I checked up on that thread.

Jiggy wrote:
Mike Lindner wrote:

Keep in mind this restriction, "The item cannot be activated to provide just one of these two effects; they are always activated simultaneously."

Feather fall can only target a freefalling object or creature and ends as soon as the target hits the ground. It is my argument that activating it while on the ground would then only provide the invisibility effect. Since this is expressly disallowed, you cannot activate it unless you are freefalling. Simply while airborne, such as using a fly spell would be arguable.

If you want to be that pedantic, I'd point out that the item doesn't cast feather fall - it gives you its benefits. Thus, the targeting restriction doesn't apply. If your interpretation were correct, then we'd have to do the same with the invisibility potion, allowing it to be used as a touch spell so the user can hold the charge and poke an ally to make them invisible.

Other spells-in-can don't work that way. While the item entry lacks much information, only being able to use it while falling would definitely have been relevant enough to include, as that is an extremely severe restriction. I really wouldn't appreciate a gm telling me my expensive expendable went from 'useful' to 'so situation that it sucks'.

Shadow Lodge **

Hence why I said, "expect table variation."


I understood. I was making a counter point that I doubt very many GMs are going to make a call that makes the item 'terrible' instead of 'not broken'. E.G. Yes, I would expect table variation what I wouldn't expect is THAT kind of table variation.

***

Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Roleplaying Game, Tales Subscriber

Do a standing high jump when you activate it.
Now you are not on the ground.


Mistwalker wrote:

Do a standing high jump when you activate it.

Now you are not on the ground.

BAM! GENIUS!


If you REALLY want to be pedantic about it...

The entire planet, solar system, even galaxy are in freefall all the time. Hence you also are.

Liberty's Edge **

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Modules Subscriber

...that would only work if you were applying the Feather Fall spell to the entire planet :) If you're standing on the planet, you're not in freefall yourself, because the planet is exerting a force on you.


That really doesn't fit the definition. But if it did, then it could never be cast. Even if you are in the air the planet is exerting a force on you it is called gravity.

Really, free fall is a poorly defined term. Everything is always in free fall. Even under acceleration, you are free fall with respect to a vector perpendicular to the axis of the acceleration.

Silver Crusade *

IQuarent wrote:

Here's another one that I'm not surprised no one has heard of.

Snap Leaf.

Snap Leaf. Ultimate Equipment. 750GP, one use consumable item(it doesn't say it's consumable but it's heavily implied).

I love snap leaves. They are a little on the expensive side, especially for a consumable, but the thing they makes these especially good is that again, anyone can use them.

Snap Leaves: Gives bearer invisibility and feather fall at the same time (not separable). CL5, so 5 minutes of Invisibility and 5 rounds of feather fall. Why are they worth it? You can activate it as an immediate action!! Big boss swinging at you? 50% miss chance instantly. It can be activated at the end of your turn, such as after a full attack, or just before your turn comes up. Or, attack-snapleaf-move. The...

single use only


DesolateHarmony wrote:
IQuarent wrote:


Here's another one that I'm not surprised no one has heard of.

Snap Leaf.

Snap Leaf. Ultimate Equipment. 750GP, one use consumable item(it doesn't say it's consumable but it's heavily implied).

I love snap leaves. They are a little on the expensive side, especially for a consumable, but the thing they makes these especially good is that again, anyone can use them.

Snap Leaves: Gives bearer invisibility and feather fall at the same time (not separable). CL5, so 5 minutes of Invisibility and 5 rounds of feather fall. Why are they worth it? You can activate it as an immediate action!! Big boss swinging at you? 50% miss chance instantly. It can be activated at the end of your turn, such as after a full attack, or just before your turn comes up. Or, attack-snapleaf-move. The...

single use only

I am aware. I was stating different circumstances in which you could use it. I already said that it was one use.

The Exchange

While many of these items are indeed useful, they are hardly "beginner level" gear.

For instance, I only just acquired a Snap Leaf, at 5th level. Needed my money for more essential stuff before that.


Jimbo Juggins wrote:

While many of these items are indeed useful, they are hardly "beginner level" gear.

For instance, I only just acquired a Snap Leaf, at 5th level. Needed my money for more essential stuff before that.

I suppose that is fair. That was also true for my characters. There were plenty of times with my low tier characters when I wish I had it, though.

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