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Ashiel's Guide to Adventure Preparation


Advice

251 to 300 of 328 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Sczarni

Pathfinder Companion Subscriber

Thank goodness that is over.

Please keep up the good work Ashiel. This is pretty cool, and if you ever get into unusual uses for spells I will be linking this to the spell guide and adding in what you produce as notes for each individual spell.


Spell Guide? o.0

Sczarni

Pathfinder Companion Subscriber

Shameless plug of spell guide


CalebTGordan wrote:

Thank goodness that is over.

Please keep up the good work Ashiel. This is pretty cool, and if you ever get into unusual uses for spells I will be linking this to the spell guide and adding in what you produce as notes for each individual spell.

Thank you, Caleb. I'll try to work on the guide some more this evening. Today I've been busy working in the garden, then cooling off writing posts. :P


On another note,

It bothers me a lot that a simple Detect Magic can undo even the most stealthy assassin or cunning Rogue.

Hiding out in a crowd, or lying in wait in a wooden structure can be made impossible by a 0lvl Cantrip. Once the party manages to Detect the items the game is pretty much up.

How does one stop their magic weapons etc being so easily pinged?

What is the cheap solution to negating a cantrip of such utility?


Shifty wrote:

On another note,

It bothers me a lot that a simple Detect Magic can undo even the most stealthy assassin or cunning Rogue.

Hiding out in a crowd, or lying in wait in a wooden structure can be made impossible by a 0lvl Cantrip. Once the party manages to Detect the items the game is pretty much up.

How does one stop their magic weapons etc being so easily pinged?

What is the cheap solution to negating a cantrip of such utility?

lining your equipment in a thin layer of lead.


Shifty wrote:

On another note,

It bothers me a lot that a simple Detect Magic can undo even the most stealthy assassin or cunning Rogue.

Hiding out in a crowd, or lying in wait in a wooden structure can be made impossible by a 0lvl Cantrip. Once the party manages to Detect the items the game is pretty much up.

How does one stop their magic weapons etc being so easily pinged?

What is the cheap solution to negating a cantrip of such utility?

An at-will rod (or similar item) of magic aura would do it. Magic Aura lasts 1 day/level, so you could touch all your magic items with it each day and hide their auras. It would cost 1,800 gp to have it at-will as a standard action. Of course, it's limited to 5 lb./level items, so if you wanted to conceal heavier stuff like your armor, you might need one at a higher caster level (just increase the cost by 1,800 gp per additional 5 lb., and the caster level by +1).


Pathfinder Adventure Path, Roleplaying Game Subscriber

Alternatively, have that assassin explain his magic items.

"Hey, I'm an adventurer like you guys! No problem here."

Or perhaps he has some buddies with some magic items too so that he can throw off his 'scent'.


Odraude wrote:

Alternatively, have that assassin explain his magic items.

"Hey, I'm an adventurer like you guys! No problem here."

Or perhaps he has some buddies with some magic items too so that he can throw off his 'scent'.

lead lining is cheaper.


Pathfinder Adventure Path, Roleplaying Game Subscriber
Shuriken Nekogami wrote:
Odraude wrote:

Alternatively, have that assassin explain his magic items.

"Hey, I'm an adventurer like you guys! No problem here."

Or perhaps he has some buddies with some magic items too so that he can throw off his 'scent'.

lead lining is cheaper.

Well I just said magic items. They don't have to be a +3 adamantine flaming burst longsword. Plus I like the psychological aspect of it.

"Detect Magic, how many people have magic items in the group?"

"14. And they are all coming towards your direction"

"...f***!"

Meanwhile, the assassin is the friend doorman that was behind you the whole time...


Odraude wrote:
Shuriken Nekogami wrote:
Odraude wrote:

Alternatively, have that assassin explain his magic items.

"Hey, I'm an adventurer like you guys! No problem here."

Or perhaps he has some buddies with some magic items too so that he can throw off his 'scent'.

lead lining is cheaper.

Well I just said magic items. They don't have to be a +3 adamantine flaming burst longsword. Plus I like the psychological aspect of it.

"Detect Magic, how many people have magic items in the group?"

"14. And they are all coming towards your direction"

"...f***!"

Meanwhile, the assassin is the friend doorman that was behind you the whole time...

This reminds me of something I plan to do. The BBEG in my current campaign has a number of minions who use magic. While the PCs are distracted looking for a would be assassin (they're already getting paranoid, as they know one is supposedly coming for them), they are suspicious of virtually every NPC they come across. Meanwhile, the actual assassin (a warrior 5 / assassin 2) using elixers of Stealth will likely end up catching them at a bad time, and then whack, DC 17 death attack.


Pathfinder Adventure Path, Roleplaying Game Subscriber
Ashiel wrote:
Odraude wrote:
Shuriken Nekogami wrote:
Odraude wrote:

Alternatively, have that assassin explain his magic items.

"Hey, I'm an adventurer like you guys! No problem here."

Or perhaps he has some buddies with some magic items too so that he can throw off his 'scent'.

lead lining is cheaper.

Well I just said magic items. They don't have to be a +3 adamantine flaming burst longsword. Plus I like the psychological aspect of it.

"Detect Magic, how many people have magic items in the group?"

"14. And they are all coming towards your direction"

"...f***!"

Meanwhile, the assassin is the friend doorman that was behind you the whole time...

This reminds me of something I plan to do. The BBEG in my current campaign has a number of minions who use magic. While the PCs are distracted looking for a would be assassin (they're already getting paranoid, as they know one is supposedly coming for them), they are suspicious of virtually every NPC they come across. Meanwhile, the actual assassin (a warrior 5 / assassin 2) using elixers of Stealth will likely end up catching them at a bad time, and then whack, DC 17 death attack.

For the Assassin Death Attack, is the DC only the Assassin Class Level or the Class levels of the character in question? The language is a little murky.

RPG Superstar 2012 Top 16

Ciretose, that has to be the lamest attempted contravention of 'magic item' I've ever seen, and bringing it here to spam Ashiel's useful thread is just really, really bad form.

By your definition, any object with a spell cast on it is now a magic item. Animated Objects are now magic items. Plain armor with Magic Vestment, now magic items. Weapons with GMW, now magic items (and can bypass DR if +3 or higher?). Hardened weapons, now magic items.

I noticed also how you conveniently ignored Bob's point that if Continual Light creates a magic item, then by the rules you could only cast it once a day.

Meh. Very, very bad form, Ciretose.

As for not being detected by magic, keep in mind that spell has a very short range, has to be in a direction, and Non-Detection will probably thwart it every time. Easy enough spell to get in a wand if you need it.

==Aelryinth

RPG Superstar 2012 Top 16

The assassin's attack is based on assassin levels + 10 + Stat. Normal DC's based on character level are almost always 10 + level/2 + stat.

==Aelryinth


Odraude wrote:
Ashiel wrote:
Odraude wrote:
Shuriken Nekogami wrote:
Odraude wrote:

Alternatively, have that assassin explain his magic items.

"Hey, I'm an adventurer like you guys! No problem here."

Or perhaps he has some buddies with some magic items too so that he can throw off his 'scent'.

lead lining is cheaper.

Well I just said magic items. They don't have to be a +3 adamantine flaming burst longsword. Plus I like the psychological aspect of it.

"Detect Magic, how many people have magic items in the group?"

"14. And they are all coming towards your direction"

"...f***!"

Meanwhile, the assassin is the friend doorman that was behind you the whole time...

This reminds me of something I plan to do. The BBEG in my current campaign has a number of minions who use magic. While the PCs are distracted looking for a would be assassin (they're already getting paranoid, as they know one is supposedly coming for them), they are suspicious of virtually every NPC they come across. Meanwhile, the actual assassin (a warrior 5 / assassin 2) using elixers of Stealth will likely end up catching them at a bad time, and then whack, DC 17 death attack.
For the Assassin Death Attack, is the DC only the Assassin Class Level or the Class levels of the character in question? The language is a little murky.

Just the assassin levels. Whenever a class references level as a stand alone (and not "character level" or similar) then it only means the class in question, not other classes or racial hit dice. It's a good thing too. Assassin DCs are already pretty easy to pimp. We could easily get them to the high 40 to 50 range if it counted all class levels. (You could have 10 + 20 + key ability + ability focus + assassin dagger, which would get you to DC 43 easy.)

EDIT: Perhaps you saw warrior 5 / assassin 2 and DC 17, which seems like "10 + 5 + 2 = 17 = Death Attack"? The simple matter is she's just a 5th level NPC warrior with 2 levels of the prestige class Assassin, and she has a pretty good Intelligence and the Ability Focus feat.


Pathfinder Adventure Path, Roleplaying Game Subscriber

Yeah was going to say, the Death Attack is scary enough without it being full class levels.

I feel a little better siccing this on my players... :D


Odraude wrote:

Yeah was going to say, the Death Attack is scary enough without it being full class levels.

I feel a little better siccing this on my players... :D

The party has encountered the assassin twice before, but never in direct combat. Instead, the assassin was held off by an undead NPC/GMPC while the party was doing the real hero-ing that needed to be done. Being undead, the assassin was irritated by the immunity to her Stealth->Stalk->Stab activities. Now the party is expecting the assassin, and has an idea as to how dangerous she is. The party has almost reached 5th level, but they're a bit nervous about the assassin (whom they know can use magical or semi-magical means to stalk them). I'm using the 3.5 assassin, because I think the PF assassin is pretty lame.

I know the wizard is probably the most nervous. The Paladin's player is pretty sure that she can shrug off the death attack easily, but a 5+ for a Paladin is a scary prospect for a Wizard with a 10 Con. Fortunately, he's good at being a paranoid wizard. Alarm spells, an owl familiar with a good Perception check, and he loves detect magic and detect poison. :P


Thanks for the tips and pointers.

It always annoyed me that any 'infiltration' types could be so easily undone by such a trivial spell. Pretty easy for a Caster to stand on the far side of a locked door and then 'sweep' the room behind it quickly and efficiently.

60' is a short range, but the cone effect pretty much ensures coverage of just about any standard room. Shoot through the top deck of a ship even.

Maybe its a solid suggestion for a Wand for a UMD class?

Wand of Detect Magic, aka "Interesting detector: if something pings, it's interesting!"


Aelryinth wrote:

As for not being detected by magic, keep in mind that spell has a very short range, has to be in a direction, and Non-Detection will probably thwart it every time. Easy enough spell to get in a wand if you need it.

==Aelryinth

Hmm, I hadn't even considered nondetection. The caster level check might be pretty easy to overcome though. Still, it's a effective against a lot more than detect spells; so good call. :)

Sczarni

Pathfinder Companion Subscriber

I just thought of a good illumination combo: a Bullseye lantern permanently enchanted with dancing lantern and enhanced continual flame. You keep your hands free, you benefit from the great illumination options of a bulls eye lantern, and you can defeat almost all of the darkness spells.


I have to admit that the discussion around Potions and Oils is sort of refreshing. COming from 2nd Ed -> PF I guess I brought over my outdated views that potions were highly situational, horribly expensive, and usually underwhelming other than the various Cure potions.

Nice to get a new outlook.

Even if I think the 50gp Pally/Ranger potions are a little bit naughty. :)


Shifty wrote:

Thanks for the tips and pointers.

It always annoyed me that any 'infiltration' types could be so easily undone by such a trivial spell. Pretty easy for a Caster to stand on the far side of a locked door and then 'sweep' the room behind it quickly and efficiently.

60' is a short range, but the cone effect pretty much ensures coverage of just about any standard room. Shoot through the top deck of a ship even.

Maybe its a solid suggestion for a Wand for a UMD class?

Wand of Detect Magic, aka "Interesting detector: if something pings, it's interesting!"

Haha, indeed. Keep in mind, you can also use magic aura spells to create diversions. Again, magic aura lasts 1 day/level, which means that having an at-will item of it (such as a rod) is pretty cheap, and not only does it allow you to hide magic auras, you can make things appear to be magic items of your choosing. So if you want to really get their attention, use magic aura to make something appear to be a magic item with a caster level in excess of 20 or so, which causes the aura to be overwhelming. Do this with a couple of things and you can conceal weaker magic auras in the area, or draw the PCs into a trap.

On a side note, since magic aura is measured in 24+ hour durations, you could have it added as a continuous effect to lots of magic items by increasing the item's market cost by about +1,500 gp. Now your magic item is innately concealed from detection.

RPG Superstar 2012 Top 16

Nondetection cast on yourself is EXTREMELY effective. That's one of the lamest things about the Amulet is that it doesn't get the caster level boost for being on yourself. You get a +5 Bonus for casting it on yourself. On an even level basis, that means 1 in 4 chance of getting past it (Spell Penetration doesn't help with this kind of thing).

And it's not like people boost the caster level on their detection spells!
============================
Standard item/toy in my campaigns is an Adventurer's Rod.

This is an iron tube about the size of a cop's flashlight, made out of metal, with the middle half of it air-tight so it can float.

It has a heightened Continual Flame on it, usually cast on an Energized Sinhalas (in 2E, Sinhalas stones correctly energized automatically dispelled darkness magics within 10', meaning you couldn't cast darkness on the Light)

the Flame is mounted on a curving mirror that can be slid up and down the rod, meaning you can create a narrow beam by backing it up all the way, or a wide sphere by ejecting it all the way. If it was retracted, you could close the end and seal the light off completely with a lotus-style device inside.

The back end had a ring on it, was magnetic, and detachable, screwing off to reveal a small disk with another Heightened COntinual Flame on it. This one could then be hung from a string, attached to a peice of armor or helm, set on a table, or otherwise made use of, and then rescrewed into the back of the rod.

If you wanted to, you could open up the air tight section and cram it with some survival gear like an emergency stash.

best of all, it could be treated as a club and even enchanted if you liked.

===Aelryinth

===Aelryinth

Andoran

Aelryinth wrote:

Ciretose, that has to be the lamest attempted contravention of 'magic item' I've ever seen, and bringing it here to spam Ashiel's useful thread is just really, really bad form.

By your definition, any object with a spell cast on it is now a magic item. Animated Objects are now magic items. Plain armor with Magic Vestment, now magic items. Weapons with GMW, now magic items (and can bypass DR if +3 or higher?). Hardened weapons, now magic items.

I noticed also how you conveniently ignored Bob's point that if Continual Light creates a magic item, then by the rules you could only cast it once a day.

Meh. Very, very bad form, Ciretose.

As for not being detected by magic, keep in mind that spell has a very short range, has to be in a direction, and Non-Detection will probably thwart it every time. Easy enough spell to get in a wand if you need it.

==Aelryinth

I moved it to the other thread, you should as well. I would have flagged this, but I believe you are actually trying to have a discussion and not making a personal attack.


Shifty wrote:

I have to admit that the discussion around Potions and Oils is sort of refreshing. COming from 2nd Ed -> PF I guess I brought over my outdated views that potions were highly situational, horribly expensive, and usually underwhelming other than the various Cure potions.

Nice to get a new outlook.

Even if I think the 50gp Pally/Ranger potions are a little bit naughty. :)

Haha, nice. If it makes you feel any better, Shifty, I think PCs need 'em. I've been playing 3.x/PF since it launched over a decade ago. In that time, I've determined that it's a "very hard game". There is so, so much stuff in the game that is out to get you. Everything from the first to last page of the bestiary, tons of NPCs, poisons, diseases, curses, the environment (too hot, too cold, no air, acid, lava, cave ins, avalanches, deadly fungi, endless possibilities of traps, falling damage, falling objects, etc), and so forth. Honestly, 50 gp potions that heal fatigue and cure 1d4 ability damage, provide energy resistance 10, or provide short-term poison immunity are all so very mild. Mere speed bumps before the roadkill that is the PCs.

In virtually all cases, the PCs fight an uphill battle. Everything from vermin to demon lord seems intent on killing them. Sometimes at the same time! As they gain levels, the potential for what sorts of enemies and situations they wander against increases manifold. High CR encounters can be terrifying. They can have groups of 30+ enemies, all of which can hurt you bad, knocking down your door. In this post I gave an example of a CR 20 encounter themed around demons. Aelryinth showed his skill in his commentary of it as well.

Even at low levels, you can encounter stuff like Shadows at level 1 without even getting outside the APL+X guidelines. Poison is common. A bunch of web spinning spiders can leave a party drained to the point of exhaustion with poison. So like I said, I don't see 50 gp potions that heal 1d4 ability damage, or give resist 10 for 10 minutes, or make you immune to poison for a little bit bad at all. :P

EDIT: That's not even including the RPing challenges, like having to deal with succubi who refuse to fight you fairly, and instead tarnish your good name, get you in trouble with the law, force innocents to fight you, and so forth. Want to see a succubi absolutely ruin a Paladin's day? Have her charm a bunch of innocent commoners and then have her command them all to attack the party. With her +8 Charisma modifier, the opposed checks are not in the commoners' favor. All of a sudden, you have a commoner apocolypse. Tons and tons of magically compelled humans trying to bomb the party with splash weapons, hit them with mops and rakes, and so forth.

Good thing you have that +1 merciful pimp stick.


Great work as usual Ashiel. I have been looking for a way to play a fighter that uses improvised weapons for a while and was always stuck on what weapons to outfit him with, as fighters tend to have proficiency in everything so it tends to be hard to get the improvised weapon in their.

However, I believe your guide has given me enough to go forward with my idea and for that I thank you.

PS: How does alchemist fire and acid flask ignore DR? I would think if something had DR against fire or acid then it wouldn't ignore that, but how else does alchemist fire/acid flask gain the ability to ignore other types of DR?


Kitsune Knight wrote:

Great work as usual Ashiel. I have been looking for a way to play a fighter that uses improvised weapons for a while and was always stuck on what weapons to outfit him with, as fighters tend to have proficiency in everything so it tends to be hard to get the improvised weapon in their.

However, I believe your guide has given me enough to go forward with my idea and for that I thank you.

PS: How does alchemist fire and acid flask ignore DR? I would think if something had DR against fire or acid then it wouldn't ignore that, but how else does alchemist fire/acid flask gain the ability to ignore other types of DR?

Energy damage is never stopped by damage reduction.

PRD-Glossary: Damage Reduction wrote:
Spells, spell-like abilities, and energy attacks (even nonmagical fire) ignore damage reduction.

EDIT: Also, thank you Kitsune Knight. ^-^


Ashiel wrote:

Energy damage is never stopped by damage reduction.

PRD-Glossary: Damage Reduction wrote:
Spells, spell-like abilities, and energy attacks (even nonmagical fire) ignore damage reduction.

The more you know.


Kitsune Knight wrote:
Ashiel wrote:

Energy damage is never stopped by damage reduction.

PRD-Glossary: Damage Reduction wrote:
Spells, spell-like abilities, and energy attacks (even nonmagical fire) ignore damage reduction.
The more you know.

It's one of the main reasons a group of 1st level NPC warriors, like militia, can take on stuff like iron golems and tear them apart. Being able to use mundane attacks like nonmagical fire, acid, and so forth to take out supernatural or extraordinary creatures is one of the main reasons I believe humanity is justified as thriving in a world where virtually everything is bigger than it is. In D&D, people are like ants. Dangerous in numbers to the point their stings can fell even the greatest giants.

Silver Crusade

It's possible this has already been posted, and I apologize if so; I didn't notice it in a search for the words I thought might be relevant.

In any case, I wanted to offer a possible expansion on the use of the Catch Off Guard feat to staff-fight with Reach polearms. The obvious implication is you could pick up a 1d6, two-handed bludgeoning weapon (e.g. representing a staff), and that's a good use for it. However, for certain polearms, I think you could also get Piercing damage out of it if they have very specific striking heads.

Not from the spear-tip end, but rather the inside tip of the axe head for weapons with one or a similar protrusion (The Horsechopper, which is essentially a Halberd Variant, is the best example for this). Look closely, you'll notice if one were to move the striking heads past the target, slide the shaft against the side of the target's body, then yank backward with the polearm turned sideways...

...The inward axe-tip should hit the target in the back. This is an idea I have come across in a few weapon manuals and it seems apt to me, though obviously I have no way of trying it out 'for real' to see if it works. Not every polearm can do this and you're likely going to have to have a picture handy to explain to the DM what you're doing, but it seems like it should work as a 1d6 2-handed Piercing improvised weapon/attack; you're just yanking the striking head backward to hit within your 5' reach instead of the 10' one.

What do you think of this? It's clearly best used for the Horsechopper, but one or two other weapons might be able to get it too with the right art or picture of a museum example representing them.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules Subscriber

Oh the ideas to mine from this thread. :)

Townguard swarm tactics with mundane energy-type weaponry are something I haven't given enough consideration.


Adventurer's Best Friend:

All to often animals are forgotten in tales of daring do, relegated to the roll of animal companions and familiars.

But this is a terrible mistake. For dogs are an adventures best friend. Coming in at 25gp a dog trained for guarding is an invaluable addition to any party low level party.

With Scent and Perception +8, and the ability to leave the dog on guard, you can sleep well knowing that invisible baddies won't easily be getting the drop on your watchman..


Shifty wrote:

On another note,

It bothers me a lot that a simple Detect Magic can undo even the most stealthy assassin or cunning Rogue.

Hiding out in a crowd, or lying in wait in a wooden structure can be made impossible by a 0lvl Cantrip. Once the party manages to Detect the items the game is pretty much up.

How does one stop their magic weapons etc being so easily pinged?

What is the cheap solution to negating a cantrip of such utility?

Not being in the 60ft-cone of detect magic?

Placing some-low-level magic on the entire area you're hiding in (the "detector" will see "oh, everything's magic" in round 1 and may not bother to investigate further)?
Heck, even in a normal crowd in a city, chances are that there will be dozens of magic auras around (everburning torches pay off after some while vs using mundane light sources, plus they don't burn your house to the ground when you fall asleep while it's still on... etc etc).

Plus, it takes three rounds to be located. So be a good sniper and keep moving out of the area at least every second round.

But yeah, Magical Aura or Nondetection are good options, too.

PS: Covering yourself in lead is not beneficial for your health.


Pathfinder Adventure Path, Modules Subscriber

This is terrific stuff, and I'd like to say thanks Ashiel, and to everyone else who has contributed. Having GMed for >30 years, I'm well able to assess what I'd allow and what I wouldn't, but gaming at the moment with newbie players, I have to say this is an excellent resource to hand over to people who are perhaps being just rather too linear in approach, and say 'look guys, this is how you should be thinking about adventuring. Some things will work, some won't, but get some serious creative mojo like this and things will definitely be a lot more fun.'

So a great big 'hurrah' and keep it coming!


1 person marked this as a favorite.

Regarding the continual flame question, I like casting it on a magnet and sticking it on someone's helm or shield.

Magnets are pretty cheap and stick to all sorts of fixtures (including mithril and adamantine)


As a gm I definitely think you can buy spellcasting services at first level of things like lesser restoration from a paladin even if they do not have item creation feats.

Sczarni

Pathfinder Companion Subscriber
Zombieneighbours wrote:

Adventurer's Best Friend:

All to often animals are forgotten in tales of daring do, relegated to the roll of animal companions and familiars.

But this is a terrible mistake. For dogs are an adventures best friend. Coming in at 25gp a dog trained for guarding is an invaluable addition to any party low level party.

With Scent and Perception +8, and the ability to leave the dog on guard, you can sleep well knowing that invisible baddies won't easily be getting the drop on your watchman..

Take that a step further, a riding dog, while expensive, can be a small character's best friend and invaluable in combat. The riding and mounted combat rules are amazing and make it nearly a must have, especially for spell casters like witches.

Your effective speed goes up to 40, the dog moves with its actions, not yours, and it is a free action to direct the dog. It can take one move action and you don't have to do any concentration checks if you cast a spell. Also, the dog has a pretty good bite attack, meaning you don't have to have any weapons out, they are the weapon. Last of all, if you fall below 0hp and they are still good, there is a chance that you will stay in the saddle. If that happens, the rules say the mount will then avoid combat, thus taking you away from danger.

Sure, once you reach higher levels the dog has a lower survivability rate, but if you are a spellcaster you are going to try and stay out of trouble anyway. You may be able to keep it alive with buffs as well, or by enchanting their saddle to permanently have some low level buffs that make them more resilient and harder to damage.


Hi!

Man, what a job you did here!

When I saw this post, I started to wonder what kind of ridiculouness I would find here, and I really got amused!

Ok, ok, straight to the point.

I'm playing a Level 4 Alchemist from Quadira.

I've never EVER bought so many trinkets!

Here is the list

Spoiler:

Equipment (6.000gp - 3.063gp = 2.937gp)

Body **(16 lbs)**
Dagger, Masterwork (1d4, 19-20/x2, 10ft., 1lb, 302gp) x2
Clothing, Hot Weather Outfit (+2 Fort vs hot climate, 4lbs., 8gp)
Wrist Sheath, spring loaded (+2 Sleight of Hand to conceal, draw as free action, 1lb., 5gp) x2
Thieve's Tools, Masterwork (+2 Disable Device, 2lbs, 100gp)
Chemicals
Alchemist's Fire (1d6 + INT (x2 rounds | Fullround REF DC 15) | Splash 1 + INT, 1lb., 6gp 7sp) x2
Acid (1d6 + INT | Splash 1 + INT, 1lb., 3gp, 4sp) x1
Liquid Ice (1d6 + INT | Splash 1 + INT, 2lbs., 13gp 4sp) x1
Thunderstone (1 hour Deafness, Fort DC 15, 10ft. radius, 1lb, 10gp) x1
Powder, Flash (1 round Blindness, Fort DC 13, 10ft. radius, 16gp 7sp) x4
Antitoxin (+5 Fort vs poison, 16gp 7sp) x4
Potions
Cure Light Wounds (1d8 + 1, CL1, 25gp) x3
Enlarge Person (Cl1, 25gp)
Reduce Person (Cl1, 25gp)
Shield (Cl2, 50gp) x2
Invisibility (Cl4, 200gp) x2

Backpack, masterwork (60lbs., +1 STR carrying capacity, 2lbs., 50gp) **(58 lbs.)**
Alchemist's Lab, portable (+1 Craft [Alchemy], 20lbs., 75gp)
Bag, waterproof (0,5lb., 5sp)
Bedroll (5lbs., 1sp)
Spellbook, travelling (1lb., 50 pages, 10gp)
Hourglass (1 hour, 1lb., 25gp)
Ink (1 vial, 8gp)
Inkpen (1sp)
Compass (+2 Survival and knowledge (dungeon), 0,5 lbs., 10gp)
Kit, Alchemist's (5lbs., 25gp)
Rope, silk (50 ft., 5lbs., 10gp)
Vermin Repellent (5gp)
Waterskin (4lbs., 1gp)
Magical Chess Game (Marble) 8lbs.
Chemicals (7lbs.)
Liquid Ice (1d6 + INT | Splash 1 + INT, 2lbs., 13gp 4sp) x1
Thunderstone (1 hour Deafness, Fort DC 15, 10ft. radius, 1lb, 10gp) x1
Alchemical Grease (+5 Escape Artist and vs Grapple, 1lb., 1gp 7sp) x1
Alchemical Solvent (0,5lb., 6gp 7sp) x2
Antiplague (+5 Fort vs Disease, 16gp 7sp) x4
Smokestick (Fog 10ft. cube, 0,5lbs., 6gp 7sp) x2
Sunrod (Light for 6 hours, 1lb., 7sp) x1

In fact, my strategy is to make good use of all those pesty alchemical items (sunrod, smokestick, acid, oils etc).

At low levels, a good startegy against casters is to hold a thunderstone and prepare a standard action, so when a caster starts casting, throwing a TS will force him a DC13 FORT save to avoid deafness and, probably, a Concentration check due to the explosion (my guess).

Just my 2 cents!

Thanks!


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Ashiel wrote:


An at-will rod (or similar item) of magic aura would do it. Magic Aura lasts 1 day/level, so you could touch all your magic items with it each day and hide their auras. It would cost 1,800 gp to have it at-will as a standard action. Of course, it's limited to 5 lb./level items, so if you wanted to conceal heavier stuff like your armor, you might need one at a higher caster level (just increase the cost by 1,800 gp per additional 5 lb., and the caster level by +1).

This is one of the standard "non-standard" magic items available in my game. I make it a polishing rag, however, and add in a Prestidigitation effect so that you can clean your stuff at the same time....


Mynameisjake wrote:
Ashiel wrote:


An at-will rod (or similar item) of magic aura would do it. Magic Aura lasts 1 day/level, so you could touch all your magic items with it each day and hide their auras. It would cost 1,800 gp to have it at-will as a standard action. Of course, it's limited to 5 lb./level items, so if you wanted to conceal heavier stuff like your armor, you might need one at a higher caster level (just increase the cost by 1,800 gp per additional 5 lb., and the caster level by +1).

This is one of the standard "non-standard" magic items available in my game. I make it a polishing rag, however, and add in a Prestidigitation effect so that you can clean your stuff at the same time....

That is brilliant! ^.^


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I hate to only have so little to add, but my Rogue's first major purchase went as follows.

Me: You smelt Adamantine here, yes?
Smith: Yes, finest weapons and armor in the cit-
Me: Saw.
Smith: Pardon?
Me: A saw blade. Thin blade, serrated edges. Adamantine.
Party Wizard: Why do you want to waste Adamantine in a SAW?!
Me: Hinges. You yourself said some locks can't be picked. Slip it through the crack, saw away the hinges. Easy.

A travelling anvil. A little, miniature anvil. This was without a doubt the best item I've ever bought. In field repairs of DM broken items. Also, drop it from your weightless bag on a minotaur or something.

Itching powder, sparkle powder, sneezing powder, chalk dust. 18 lb bag of it all mixed together.

I know chains have been mentioned before, but a character with profeciencies with locks and chains in combat (Paticularly certain grapplers) ruin even the toughest fights headed our way. Also: Seal the tomb doors with about a half ton of heavy duty chain. That'll hold until we use a D.E.W. To make the whole place a sinkhole.


Pathfinder Companion Subscriber

Adamantine sawback swords are great. Adamantine durable arrow is still one of the best first level items.


Shiney wrote:

I hate to only have so little to add, but my Rogue's first major purchase went as follows.

Me: You smelt Adamantine here, yes?
Smith: Yes, finest weapons and armor in the cit-
Me: Saw.
Smith: Pardon?
Me: A saw blade. Thin blade, serrated edges. Adamantine.
Party Wizard: Why do you want to waste Adamantine in a SAW?!
Me: Hinges. You yourself said some locks can't be picked. Slip it through the crack, saw away the hinges. Easy.

This is brilliant. I own a Swiss army knife with a sawblade on it IRL. It has saved me so many times, and an adamantine version could be so much better.


Brambleman wrote:
Shiney wrote:
Stuff
This is brilliant. I own a Swiss army knife with a sawblade on it IRL. It has saved me so many times, and an adamantine version could be so much better.

Yeah, my DM wasn't too pleased with the logic, seeing as he had a hard time justifying everything having adamantine hinges, but yes. Thin thin thin saw blade. Later got a mallet and prybar as well, in addition to magical thieves tools, etcetera, etcetera. My character's crowning achievement was stealing a control gem from the inside of an adamantine golem we were currently fighting.


I had a Rogue who used an Adamantite crowbar, was his main weapon as well as tool of trade.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game, Tales Subscriber

Had a revelation while going over potential purchases for my spellslinger. The Dragon Pistol is a particularly good anti-swarm weapon for parties. Loaded with dragon's breath alchemical shot there is no to hit roll, and the misfire is dependent on damage dice not the weapon itself. A little risky, but a decent way for someone with a low dex to help deal with a swarm.

Edit: Obviously this is dependent on the campaign allowing firearms.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Tales Subscriber

Although the flour vs plaster/chalk topic seems to have run its way I still like to add something:

Flour, while being dispersed as a fine cloud, is highly explosive!

So careful when you throw a sack of flour into the air to uncover this willow wisp...

RPG Superstar 2012 Top 16

It's not explosive, it's flammable. There's a difference. :) Same thing with any kind of grain dust that's been dried out. grain silo tower explosions are a real danger.

==Aelryinth


This is fantastic, dotting. I don't want to come empty-handed though. Unfortunately all I have to offer is the contents for a masterwork survival tool that I came up with a while ago. The idea is that aside from their individual benefits, together they should function as a +2 to survival. I hope there's at least something new here.

Masterwork Survival Kit:
—field knife (acts as non-masterwork dagger in combat, 2gp, 1lb)
—compass (10gp, 0.5lb)
—fishing hooks x 6 (0.6gp)
—fishing line (unknown, just priced it like twine: 0.1gp, 0.5lb)
—roll of twine (0.1gp, 0.5lb)
—signal whistle (0.8gp)
—flint and steel (1gp)
—small steel mirror (10gp, 0.5lb)
—winter blanket (0.5gp, 3lb)

Total is 6 pounds, and assume it's brought up to 50gp by protective packing.


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Just a note on the detect magic issue, if you read the spell and follow the usage via RAW its terrible for detecting anything. 1st round reveals the presence or absence of magic items in a 60ft cone, 2nd round the guy your detecting simply walks out of your cone and you have to begin detecting again, its a terrible spell for catching anything that has half a brain and can move, as are all of the detect spells.

The pathfinder field guide has some excellent adventuring kits in it by the way, Pathfinder kit/dungeoneering kit/spelunking kit are all great additions to any characters inventory and the chirurgens bag is invaluable for just 400gp.

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