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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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Cheliax

4 people marked this as a favorite.

Become *more* deadly!? :)

The first adventure & the first level in general have always been pretty lethal -- the mad scramble to buy all the CLW you can lay your hands on if you survive the first adventure was always (and, in my experience, still is) commonplace.

Danger's fun, and having a backpack stuffed with tricks & trinkets to help you stay alive just encourages nefarious GMs & scenario writers to come up with even sneakier ways of killing you! :)


1 person marked this as a favorite.

dot

Shadow Lodge ****

Some good things, some overpriced solutions etc. I always find it interesting how different groups buy/build/prepare different things.

Probably the biggest oversights I see are a scroll of breath of life and level 1 wands such as cure light wounds and comprehend languages.

Grand Lodge *

Pathfinder Card Game Subscriber

I see flotation device isn't on here. I can't source it right now (at work) but it's saved my butt more than once.

Grand Lodge ** RPG Superstar 2012 Top 32

1 person marked this as a favorite.
Callum Finlayson wrote:
The first adventure & the first level in general have always been pretty lethal -- the mad scramble to buy all the CLW you can lay your hands on if you survive the first adventure was always (and, in my experience, still is) commonplace.

In PFS (the context of this blog post), most PCs have 2 Prestige Points by the end of their first scenario, which is very frequently spent to acquire a free wand of cure light wounds (or in some cases, infernal healing) to cover after-combat patching up without blowing hundreds of gold on a pile of potions.

That makes it a lot easier to budget it the situational little goodies like the ones on this list. :)

Shadow Lodge ***** Venture-Captain, Washington—Eastern Washington aka WalterGM

Good stuff, Mike! Glad to see some non-traditional options listed.

Directing my players to this post.


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber
Jiggy wrote:
In PFS (the context of this blog post), most PCs have 2 Prestige Points by the end of their first scenario, which is very frequently spent to acquire a free wand of cure light wounds (or in some cases, infernal healing) to cover after-combat patching up without blowing hundreds of gold on a pile of potions.

Am I under the mistaken impression that you can't do that until you have enough fame points ? (because your fame is under 5 on Table 5-3 in the Guide to PFS Organized Play) Or does Table 5-4 override ?

Grand Lodge ****

SlimGauge wrote:
Jiggy wrote:
In PFS (the context of this blog post), most PCs have 2 Prestige Points by the end of their first scenario, which is very frequently spent to acquire a free wand of cure light wounds (or in some cases, infernal healing) to cover after-combat patching up without blowing hundreds of gold on a pile of potions.
Am I under the mistaken impression that you can't do that until you have enough fame points ?

Yes.

*

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

To elaborate on sveden's terse, if correct, answer:

Magic items which are obtained via the expenditure of Prestige Points (e.g., that "any item of 750 gp value or less" for 2 PP) are not, technically, "purchased" -- you're using your pull within your faction to get the item. Thus, they are not subject to the limit on value of purchases based on Fame.

Grand Lodge ***

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

Swarmbane Clasp from Ultimate Equipment is also very handy. It costs 3,000 GP but it allows the character without area effect attacks to effectively damage swarms and auto saves vs. the swarm's distraction ability.

Grand Lodge ** RPG Superstar 2012 Top 32

That elixir of spirit sight looks really nice... Except it says AP #38: City of Seven Spears, but #38 isn't City of Seven Spears. So which is it?

*

5 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

The various kits in the Field Guide can be really handy (and offer a slight discount on a bundle of things).

Basics that folks sometimes neglect:

- whetstone for a cheap, only on first attack minor bump to damage. Not a big deal but so cheap even a 1st level character w/o any scenarios can use it and at early levels every point of damage can matter

- masterwork armor, weapon, thieves tools - all fairly inexpensive and grant some nice benefits

- masterwork backpack to help lower STR (and heck even higher STR) characters carry just a little bit more w/o penalties

- alchemist fire - cheap and gives you at early levels something to do against swarms. But also note that at some mid-levels arcane caster may want to explore how using alchemical items can enhance certain spells....

- pre-knotted rope - a knotted rope really helps those heavy armor, low dex members of your party with their climb checks

- healers kit (for folks with a heal skill)

- extra backup weapon, holy symbol, spell components pouch (when you need this you will really need it)

when you have a bit of money that old standby - Handy Haversack (and for archers Efficient Quiver). Makes worries about encumbrance far less pressing - and for archers the quiver makes it easier to carry a selection of arrow types

weapon blanches - can really help especially at mid-levels when you first encounter DR

for casters - Pearls of Power... yes it is basic but oh so helpful (heck for non-casters investing in a level 2 pearl to hand to your divine caster in the party for an extra lesser restoration could save your party...)

speaking of which - scrolls of lesser restoration or if you can afford it a wand of lessor restoration is likely going to see a lot of use

For archers there is a new bracers that grants Aspect of the Falcon (from Ultimate Equipment) - pretty insanely great - even my Eagle Domain Druid / Zen Archer who already preps Aspect of the Falcon every day (domain spell) will be buying this ASAP.

***** Venture-Captain, Indiana—Indianapolis aka Red-Assassin

Great post Mike. I can't wait to see what you have up your sleeves for next week.

If I would add anything.

Dagger.

*

Rycaut wrote:


For archers there is a new bracers that grants Aspect of the Falcon (from Ultimate Equipment) - pretty insanely great - even my Eagle Domain Druid / Zen Archer who already preps Aspect of the Falcon every day (domain spell) will be buying this ASAP.

This. The only reason to buy bracers of archery now is if you want the proficiency. If you already proficient then bracers of falcons aim are much better. It's like getting bracers of archery plus 2 feats (skill focus perception and improved critical)

Taldor ***

Going to put my comments in spoiler as they talk about current trends in scenarios I have seen and items I think will really help against them. These of course are scenarios that are currently available to play.

Spoiler:

Potion of Fly, Potion of Fly, oh and did I mention the Potion of Fly.

A recent trend in the scenarios has been certain aviary adversaries and I have seen far too many melee fighters trumped by them since they lack the ability to reach them. For the most basic you get 1 minute of flying, that's 10 rounds! If you cant have disabled the flying enemies in that time you may need to rethink your fighter.

Also something that's great and meets a current trend in scenarios is a haunt siphon, I think that's the name of it. Its basically a anti-haunt grenade and if you kill a haunt with it you then get a splash weapon. Kind of kills 2 problems with 1 grenade. This item of course requires that you act before the haunt and can destroy it before it effects you. Its not 100% but it gives you something to fight the haunt with in the case you aren't able to deal with them otherwise.

Cheliax ***** Owner - Enchanted Grounds

This is one of the best threads I've seen in a while.

I look forward to the discussion it generates.

Grand Lodge *

Pathfinder Adventure Path, Maps Subscriber

I'll second potion of fly. Another addition is potion of Darkvision. That has come into play a number of times in recent modules.

*

Pathfinder Adventure Path Subscriber
sieylianna wrote:
I'll second potion of fly. Another addition is potion of Darkvision. That has come into play a number of times in recent modules.

Tell me about it! After this weekend's con, at which I played...

Spoiler:
three of the "Devil We Know" series from Season 1

...I'm absolutely investing in those, for all of my characters.

Andoran *****

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Roleplaying Game Subscriber

2 items I have been buying for all my characters where I can fit them are the following from UE:

Aegis of Recovery 1500 GP (Neck Slot) - +2 resistance bonus on all saving throws made to recover from a continuing effect (does not help against initial saving throws) and even more important the one time use of Should the wearer ever drop below 0 hit points, the aegis heals the wearer for 2d8+3 points of damage and then crumbles to dust. It is a nice last minute save when you go down.

Feather Step Slippers 2000 GP (Feet Slot) - Feather Step all the time!

Taldor ***

sieylianna wrote:
I'll second potion of fly. Another addition is potion of Darkvision. That has come into play a number of times in recent modules.

Darkness is the reason my beastmaster has a bat as his secondary animal companion.

*** RPG Superstar 2009 Top 32, 2010 Top 8

I'll second the Aegis of recovery. Especially if you have the Fey Foundling feat.

***** Venture-Lieutenant, Georgia—Atlanta aka CRobledo

Dragnmoon wrote:
Feather Step Slippers 2000 GP (Feet Slot) - Feather Step all the time!

These and the slippers of spider climbing are probably some of the best boots for cheap!

I'm also a fan of Boots of Striding and Springing for my heavy armor characters!

*** Venture-Lieutenant, Illinois—Richmond aka thunderspirit

I've had the Elixir of Spirit Sight for my melee PC for some time, but there are some things on this list (and in the comments!) with which I wasn't familiar. I sure am now.

Mike Mistele wrote:
sieylianna wrote:
I'll second potion of fly. Another addition is potion of Darkvision. That has come into play a number of times in recent modules.

Tell me about it! After this weekend's con, at which I played...

** spoiler omitted **

...I'm absolutely investing in those, for all of my characters.

Heh. ;-)

Osirion **

at paizocon UK i seemeed to have quite a few low level players who had no method of getting healing at all, and were in trouble if they didnt by luck get a healer sit down at their table. when asked why none of them had wands or potions - they all just looked at me blankly - the concept of having a wand that you could give to someone else for ooc healing was completly alien to them.

Grand Lodge ** RPG Superstar 2012 Top 32

Education: Pass it on! ;)

***

I'll throw in there a Scroll of Breath of Life. It'll bring you back from the dead (though it's only within one round of the death). I've seen it save at least one person's bacon.

For healing types, there's also metamagic rods of reach, to help you get healing on people you can't reach. The lesser version will cover levels 1-3 and it's only 3000 gp.

A wand of Endure Elements and also be bought with prestige and just makes travelling in nasty conditions so much easier.

***** Venture-Lieutenant, Georgia—Atlanta aka CRobledo

LordOfBunnies wrote:
I'll throw in there a Scroll of Breath of Life. It'll bring you back from the dead (though it's only within one round of the death). I've seen it save at least one person's bacon.

I don't think this is THAT useful as people say. If anything is HIGHLY situational. It takes a move action to retrieve, so at most you need to be 5 ft. away from the person that dies, on the round that he dies, since you need to touch them (baring other shenanigans).

*

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Pathfinder Adventure Path Subscriber
thunderspirit wrote:


Heh. ;-)

It does take some repetition, but it does happen from time to time. :-D

Andoran ***

Special materials weapons.

Cold iron
Silvered (Go silversheen from the Qadira book, if you have the money)
Admantine

For ranged combatants using ammunition:
Cold iron arrows/bolts (blunt if arrows, IMO) then use weapon blanch silver on them. Bypasses a lot of the early DRs. Cold iron blunt arrows, blanched silver cost 14 gp per 20, but it is still cheaper than gunslinger ammo, and covers a lot more situations.

Potion of Lesser Restoration - for when you really need those stat points back fast. Scrolls and wands still take 3 rounds to cast Lesser Restoration, just like the spell itself.

Backup weapons

Spiked gauntlet - almost everyone can use it, grants the ability to take AoOs locally, still use the hand for anything else, including spellcasting.

Hand of Glory - 8k for an extra ring slot, plus the ability to cast both Daylight and See Invisibility once per day? Other than being a bit macabre, the only downside is losing the ability to wear an Amulet of Natural Armor...

Boot sof Elvenkind - +5 to Acrobatics? All sorts of good if you dothings like tumble, or have an ability like the Lore Warden's Hair's Breadth tied to your Acriobatics roll...

For that Potion of Remove Sickness, the Accelerated Drinker trait can be a nice combo, if you think you'll need it that often...

Potion of Gaseous Form - for when neither Fly nor Invisibility can serve as a "Get out of jail free" card. Also a way to get out of things like the barred version of Force Cage...

Potion of Invisibility - a potential "Get out of jail free" card, or a way to sneak into a few places...

Tanglefoot bags - use them, you'll find them useful even when the target saves.

Silver Crusade **

CRobledo wrote:
LordOfBunnies wrote:
I'll throw in there a Scroll of Breath of Life. It'll bring you back from the dead (though it's only within one round of the death). I've seen it save at least one person's bacon.
I don't think this is THAT useful as people say. If anything is HIGHLY situational. It takes a move action to retrieve, so at most you need to be 5 ft. away from the person that dies, on the round that he dies, since you need to touch them (baring other shenanigans).

I'm Thomas the Tiefling Hero, and I'm a cleric with a prehensile tail. :D

***** Venture-Lieutenant, Georgia—Atlanta aka CRobledo

Thomas, the Tiefling Hero! wrote:
I'm Thomas the Tiefling Hero, and I'm a cleric with a prehensile tail. :D

Hence my note about extra shenanigans :P My tiefling wizard has the same, and keeps a wand of invisibility on it almost all the time "for emergencies"

Silver Crusade **

CRobledo wrote:
Thomas, the Tiefling Hero! wrote:
I'm Thomas the Tiefling Hero, and I'm a cleric with a prehensile tail. :D
Hence my note about extra shenanigans :P My tiefling wizard has the same, and keeps a wand of invisibility on it almost all the time "for emergencies"

"On it"? Like, he constantly carries the wand around with his tail? Unless he's really starved for swift actions, that's a waste of a resource.

Qadira ***** RPG Superstar 2010 Top 16

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Oil of bear's endurance. When applied to a downed companion at middle levels, it bestows hit points more reliably than cure moderate wounds. And not only would a 12 CON 5th-level PC receive 10 hit points, but she will remain alive down to -15 hit points.

Sczarni ****

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Some tips from Doctor Castor:

Troll Styptic (100gp, Seeker of secrets) 2d4 rounds of non-magical fast healing 2. Very handy vs infernal wounds or other affliction that needs a caster level check from magical healing (mummy rot)

Thunderstone (30gp, PHB) If you are going to fight harpies and you don't have a bard, this handy item will make you immune to their song for a whole hour! Just drop it and voluntary fail your saving throw!

Feather token, tar and feathers (600gp, Andoran, Spirit of Liberty) One time Glitterdust for non-magic users.

Stunstone (350gp Pathfinder Adventure Path #39: "City of Seven Spears") One time Soundburst & Faerie Fire for non-magic users.

Vibrant Purple Prism Ioun Stone (Cracked) (2000, Seeker of Secrets) So good it should be banned.

Grand Lodge ** RPG Superstar 2012 Top 32

Auke Teeninga wrote:
Vibrant Purple Prism Ioun Stone (Cracked) (2000, Seeker of Secrets) So good it should be banned.

What's it do?

Grand Lodge **** Venture-Captain, Netherlands—Leiden

Jiggy wrote:
Auke Teeninga wrote:
Vibrant Purple Prism Ioun Stone (Cracked) (2000, Seeker of Secrets) So good it should be banned.
What's it do?

It's spellstoring for a single first level spell.

***

CRobledo wrote:
LordOfBunnies wrote:
I'll throw in there a Scroll of Breath of Life. It'll bring you back from the dead (though it's only within one round of the death). I've seen it save at least one person's bacon.
I don't think this is THAT useful as people say. If anything is HIGHLY situational. It takes a move action to retrieve, so at most you need to be 5 ft. away from the person that dies, on the round that he dies, since you need to touch them (baring other shenanigans).

There's a couple options with that. You can load it into the spring loaded gauntlets mentioned above so you can retrieve, move, and cast in the same around. You can also get a spell with Metamagic reach applied to it; it takes the price to 1650. A moderate increase, but it's a revive at 50 foot range.

Andoran *****

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Roleplaying Game Subscriber
LordOfBunnies wrote:
There's a couple options with that. You can load it into the spring loaded gauntlets mentioned above so you can retrieve, move, and cast in the same around. You can also get a spell with Metamagic reach applied to it; it takes the price to 1650. A moderate increase, but it's a revive at 50 foot range.

Couple of problems there... Not every GM allows Scrolls in Wrist Sheaths...

Also you can't add Metamagic to scrolls in PFS

***** Venture-Lieutenant, Georgia—Atlanta aka CRobledo

Thomas, the Tiefling Hero! wrote:
"On it"? Like, he constantly carries the wand around with his tail? Unless he's really starved for swift actions, that's a waste of a resource.

Teleportation wizard... I use Shift a lot :D

***** Venture-Lieutenant, Georgia—Atlanta aka CRobledo

Dragnmoon wrote:
LordOfBunnies wrote:
There's a couple options with that. You can load it into the spring loaded gauntlets mentioned above so you can retrieve, move, and cast in the same around. You can also get a spell with Metamagic reach applied to it; it takes the price to 1650. A moderate increase, but it's a revive at 50 foot range.

Couple of problems there... Not every GM allows Scrolls in Wrist Sheaths...

Also you can't add Metamagic to scrolls in PFS

Dmoon beat me, to both :(

*

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

What first level spell would you recommend for the ioun stone?

*

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

And speaking of the basics:

Wayfinder w/dull grey ioun stone (250gp for the wayfinder, 25 gp for dull grey ioun stone) = read magic. Sure you don't need it often but frees up a spell slot for a more useful orison or let's a non Spellcaster possibly have a chance to identify a scroll you find perhaps to use via UMD.

Cheliax ****

Pathfinder Adventure Path, Maps, Modules Subscriber
Rycaut wrote:

What first level spell would you recommend for the ioun stone?

shield or any other target: you spell.

Also, ioun torch. slotless lights that don't scream "I'm a pathfinder" are good.


Dee oh tee. And +1 to Rycaut and kinevon's posts on "mundane" items list. Heck, the lowly thunderstone is oft overlooked for its ability to freak casters in its area of effect, and none too expensive. New players just aren't always up on these lowly, effective items.

Qadira

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.

Grand Lodge ** RPG Superstar 2012 Top 32

bobweekend wrote:
My characters are very limited until I buy more books.

My 9th level PFS fighter is almost exclusively CRB (I think his first non-core option was his 6th-level bonus feat, and that might have been his last as well).

You can make a very solid character with just the CRB. Bells and whistles cost extra, but they're far from necessary for a solid, fun, deep, and powerful character.

Qadira

I can deal with you need to have items on your character to counter threats. The issue I have is you have to have own the material which mentions such items. It is a catch 22 thing. You want a chance of living buy this book. Total black mail.

Qadira

bobweekend wrote:

I can deal with you need to have items on your character to counter threats. The issue I have is you have to have own the material which mentions such items. It is a catch 22 thing. You want a chance of living buy this book. Total black mail.

This FAQ mentions many additional materials required to survive.

Grand Lodge ** RPG Superstar 2012 Top 32

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bobweekend wrote:

I can deal with you need to have items on your character to counter threats. The issue I have is you have to have own the material which mentions such items. It is a catch 22 thing. You want a chance of living buy this book. Total black mail.

Did you miss the part of my post where my fighter got from 1st to 9th level without those items?

They're nice, they're handy, etc. But they're not necessary. Not by a longshot. Owning only the CRB is not a death sentence for your PC.

Qadira ***** RPG Superstar 2010 Top 16

Bobweekend, which item would you say is required to survive?

Bear in mind, that Jordan's advice is so useful because very few players are aware of these items. If their lore is so esoteric, they can't be necessary.

Incidentally, everything from the Pathfinder Society Field Guide is already in the "base player assumptions" of the campaign. Just like material from the Core Rulebook, you can play the game with these items and not need to bring proof of the item's rules to the gaming table.

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