Best PFS-legal items / spells / feats / tidbits that no one else seems to know about


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Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

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I am growing particularly fond of dazzling blade. The bonuses are highly circumstantial, but a 1st level Swift casting time spell that blinds and can be given to other party members to deliver as a Free action is just awesome.

5/5 5/55/55/5

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Cold iron arrows only cost double what normal arrows do. Buy 2000 of them and never worry about tracking ammo purchases again.

you explicitely can coat a cold iron arrow with silver weapon blanch. Do so, and if it has horns and wings, shoot it with one of those arrows.

Demon?, devils? I'm the one with the bow.

Silver Crusade 4/5 5/55/55/55/5 ****

Adamantine weapons versus adamantine weapon blanch. One overcomes dr *and* hardness. The other only beats one of those things.

Liberty's Edge 2/5

Planar Weapon Enchant from UE:

A planar weapon is effective against all types of extradimensional beings, able to pierce their resistance to physical harm. When used to attack outsiders, a planar weapon ignores 5 points of their damage reduction.

+1 Enchant Cost

Also, as BNW said, my archer only ever buys Cold Iron Arrows. Next Level she will only buy Silver Arrows (Lanternbearer treats all weapons as cold iron at level 2).

The Exchange 5/5

Zach Williams wrote:

Planar Weapon Enchant from UE:

A planar weapon is effective against all types of extradimensional beings, able to pierce their resistance to physical harm. When used to attack outsiders, a planar weapon ignores 5 points of their damage reduction.

+1 Enchant Cost

Also, as BNW said, my archer only ever buys Cold Iron Arrows. Next Level she will only buy Silver Arrows (Lanternbearer treats all weapons as cold iron at level 2).

silver arrows do 1 point less in damage don't they?

5/5

1 person marked this as a favorite.
nosig wrote:
Zach Williams wrote:

Planar Weapon Enchant from UE:

A planar weapon is effective against all types of extradimensional beings, able to pierce their resistance to physical harm. When used to attack outsiders, a planar weapon ignores 5 points of their damage reduction.

+1 Enchant Cost

Also, as BNW said, my archer only ever buys Cold Iron Arrows. Next Level she will only buy Silver Arrows (Lanternbearer treats all weapons as cold iron at level 2).

silver arrows do 1 point less in damage don't they?

Yeah, and they cost more than buying silver blanch and applying it to arrows. You can coat 10 arrows for 5 GP for the blanch, vs. an extra 20GP to have them made of alchemical silver.

Shadow Lodge 4/5

Pathfinder Adventure Path, Lost Omens Subscriber
trollbill wrote:
I am growing particularly fond of dazzling blade. The bonuses are highly circumstantial, but a 1st level Swift casting time spell that blinds and can be given to other party members to deliver as a Free action is just awesome.

WOW~! That is an AWESOME spell!

I want to get Spell Blending and grab it for my Magus...

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

I am also very fond of liberating command. It's a 'save someone's butt' spell that gets used almost every time I play one of my characters that can cast it.

Never realized just how many things have Grab out there till I started carrying that spell.

Liberty's Edge

trollbill wrote:
I am also very fond of liberating command. It's a 'save someone's butt' spell that gets used almost every time I play one of my characters that can cast it.

Indeed! Best of all is that it's an immediate action to cast. :)

5/5

Quinn Hornblower wrote:
trollbill wrote:
I am also very fond of liberating command. It's a 'save someone's butt' spell that gets used almost every time I play one of my characters that can cast it.

Indeed! Best of all is that it's an immediate action to cast. :)

And allows an immediate action to the recipient as well...I like to double down and cast grease first to make it a big boost for those tanks in armor and no training of Escape Artist and a hefty ACP.

5/5

I miss when liberating command was only in Andoran, Spirits of Liberty. Made an awesome spell to see. Now it's pretty commonplace.

Hey, at least now I can have NPCs prep it.

5/5

Kyle Baird wrote:

I miss when liberating command was only in Andoran, Spirits of Liberty. Made an awesome spell to see. Now it's pretty commonplace.

Hey, at least now I can have NPCs prep it.

And more should...these tools should definitely be used against the well stocked adventurer.

5/5

1 person marked this as a favorite.
Sniggevert wrote:
Kyle Baird wrote:

I miss when liberating command was only in Andoran, Spirits of Liberty. Made an awesome spell to see. Now it's pretty commonplace.

Hey, at least now I can have NPCs prep it.

And more should...these tools should definitely be used against the well stocked adventurer.

Careful. Giving the NPCs (and by extension GMs) too many tools leads to a higher variance in encounter difficulty, especially when the GM interprets these additional options incorrectly.

/tangent

1/5

Jiggy wrote:


Another nice thing is that it's a lighter version of the handy haversack. People always tout the 'sack as the answer to encumbrance issues, but it still weighs 5 lbs, which can be a lot for a halfling/gnome/kitsune. The PPouch only weighs a pound, but carries the same volume as a backpack (which is usually plenty). If you need more capacity, get a second one. Now you're still only at 2lbs instead of 5lbs.

Hunh? I read the HH as having a combined volume of 2+2+8 = 12 cubic feat compared to the 2 cubic feet of the pouch.

What am I missing?

EDIT: Ah, that bold sentence is the comparison to a normal backpack while the rest of it is comparing it to the Handyhaversack.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

I said the pathfinder pouch carries the same volume as a backpack. You appear to be comparing either PP vs HH, or HH vs backpack.

1/5

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Jiggy wrote:
I said the pathfinder pouch carries the same volume as a backpack. You appear to be comparing either PP vs HH, or HH vs backpack.

Actually, you started out talking about the HH and then switched to a normal back pack and then went back to a haversack. So that was confusing.

The HH holds 120 lbs = 12 PP = 12lbs of pouches. Or 12 cubic feet = 6 PP = 6lbs.

So for both weight and volume, the HH is more efficient and only double the the cost. But PP has some added magical benefits that can be very helpful. And, IME, most GMs don't scrutinize weight (and never volume) so I agree that PP is a very useful item in PFS play and probably a better alternative for most characters unless their GM is an accountant on weight.

1/5

Are smelling salts PFS legal? Pretty awesome for 25 gp.

Shadow Lodge

mbauers wrote:
Are smelling salts PFS legal? Pretty awesome for 25 gp.

They absolutely are. To the question and the statement.

5/5 5/55/55/5

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Smelling salts: for when you're only an assault hobo rather than a murderhobo!

Grand Lodge 5/5

Mike Bramnik wrote:
Adamantine weapons versus adamantine weapon blanch. One overcomes dr *and* hardness. The other only beats one of those things.

Adamantine Blanche only overcomes DR not hardness. Though speaking of Blanches Ghost Salt super-useful for ranged characters as well.

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

So can you combine them to make Ghost Smelling Salts?

Dark Archive

andreww wrote:

Hey, it can be a great spell to use on any of those "helpless lost and sad children" who pop up from time to time in scenarios.

"Now dearie, just close you eyes, this wont hurt a bit, it will just be a flash of light and then you will be fine...."

Fair Warning. It has been my longstanding opinion that aligment checking with Holy Smite is a deliberately evil action, and I will GM it as such, with warning.

Dark Archive

1 person marked this as a favorite.
The Morphling wrote:
trollbill wrote:
I am growing particularly fond of dazzling blade. The bonuses are highly circumstantial, but a 1st level Swift casting time spell that blinds and can be given to other party members to deliver as a Free action is just awesome.

WOW~! That is an AWESOME spell!

I want to get Spell Blending and grab it for my Magus...

What's the source for that spell please?

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

Victor Zajic wrote:
The Morphling wrote:
trollbill wrote:
I am growing particularly fond of dazzling blade. The bonuses are highly circumstantial, but a 1st level Swift casting time spell that blinds and can be given to other party members to deliver as a Free action is just awesome.

WOW~! That is an AWESOME spell!

I want to get Spell Blending and grab it for my Magus...

What's the source for that spell please?

Pathfinder Campaign Setting: Rival Guide

5/5 *****

1 person marked this as a favorite.
Victor Zajic wrote:
andreww wrote:

Hey, it can be a great spell to use on any of those "helpless lost and sad children" who pop up from time to time in scenarios.

"Now dearie, just close you eyes, this wont hurt a bit, it will just be a flash of light and then you will be fine...."

Fair Warning. It has been my longstanding opinion that aligment checking with Holy Smite is a deliberately evil action, and I will GM it as such, with warning.

Unlike holy smite burst of radiance does zero damage to anyone who is not evil. Good and Neutral people are entirely unaffected barring the risk of extremely short (1d4 rounds) blindness.

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

andreww wrote:
Victor Zajic wrote:
andreww wrote:

Hey, it can be a great spell to use on any of those "helpless lost and sad children" who pop up from time to time in scenarios.

"Now dearie, just close you eyes, this wont hurt a bit, it will just be a flash of light and then you will be fine...."

Fair Warning. It has been my longstanding opinion that aligment checking with Holy Smite is a deliberately evil action, and I will GM it as such, with warning.
Unlike holy smite burst of radiance does zero damage to anyone who is not evil. Good and Neutral people are entirely unaffected barring the risk of extremely short (1d4 rounds) blindness.

I still wouldn't consider temporarily blinding someone just to check their alignment a good act, unless they gave you permission first.

Sczarni 3/5

trollbill wrote:
I still wouldn't consider temporarily blinding someone just to check their alignment a good act, unless they gave you permission first.

I went to this one town and they had vampires. So I was colorspraying suspects to check'em out!

Liberty's Edge

trollbill wrote:
andreww wrote:
Victor Zajic wrote:
andreww wrote:

Hey, it can be a great spell to use on any of those "helpless lost and sad children" who pop up from time to time in scenarios.

"Now dearie, just close you eyes, this wont hurt a bit, it will just be a flash of light and then you will be fine...."

Fair Warning. It has been my longstanding opinion that aligment checking with Holy Smite is a deliberately evil action, and I will GM it as such, with warning.
Unlike holy smite burst of radiance does zero damage to anyone who is not evil. Good and Neutral people are entirely unaffected barring the risk of extremely short (1d4 rounds) blindness.
I still wouldn't consider temporarily blinding someone just to check their alignment a good act, unless they gave you permission first.

Then there's also the fact that if they are Evil you just murdered someone with no justification or provocation, that's a fallen Paladin right there.

Shadow Lodge 4/5 5/55/55/55/5 ****

Victor Zajic wrote:
andreww wrote:

Hey, it can be a great spell to use on any of those "helpless lost and sad children" who pop up from time to time in scenarios.

"Now dearie, just close you eyes, this wont hurt a bit, it will just be a flash of light and then you will be fine...."

Fair Warning. It has been my longstanding opinion that aligment checking with Holy Smite is a deliberately evil action, and I will GM it as such, with warning.

This is sort of what I'm building my Inheritor's Crusader for, so that can be done and if the person is good/fine, the weapon doesn't hit :P

The Exchange 5/5 RPG Superstar 2010 Top 16

So it really is: attack them all, and the gods will sort them out.

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

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As my Selective Fireball chucking Cleric of Sarenrae always says, "Embrace the purifying flames. They will only harm you if there is evil in your heart."

Silver Crusade 4/5

trollbill wrote:
So can you combine them to make Ghost Smelling Salts?

Would that give a perception bonus to smell a ghost coming?

Shadow Lodge 4/5

Pathfinder Adventure Path, Lost Omens Subscriber
Fromper wrote:
trollbill wrote:
So can you combine them to make Ghost Smelling Salts?
Would that give a perception bonus to smell a ghost coming?

Yes.

5/5 5/55/55/5

1 person marked this as a favorite.

In general:

Remembering that you are part of a team.

Pick up items someone else might get some mileage out of: Tired of martials running year of the demon with no cold iron? Get a cold iron longspear and hand it to them.

If you're a monk carry a wand of mage armor. Pass it off to someone in the party to cast it.

If you are a paladin or have UMD, bless weapon is a ridiculously good wand. Even if you don't need good to get through dr, automatically confirming crits against evil things is amazing given how many of them are in between us and the loot.


trollbill wrote:
So can you combine them to make Ghost Smelling Salts?

But if you used them, how would the ghost smell?

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West

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'Sani wrote:
trollbill wrote:
So can you combine them to make Ghost Smelling Salts?
But if you used them, how would the ghost smell?

Terrible, of course.

Scarab Sages

'Sani wrote:
trollbill wrote:
So can you combine them to make Ghost Smelling Salts?
But if you used them, how would the ghost smell?

With it's nose, of course.


Pontificor the Great wrote:
trollbill wrote:
I still wouldn't consider temporarily blinding someone just to check their alignment a good act, unless they gave you permission first.
I went to this one town and they had vampires. So I was colorspraying suspects to check'em out!

I have used disrupt undead as an undead checker before. If it burns a hole, kill it.


I'll just go ahead and flag Roger's passport selling post.

Sovereign Court 3/5

BigNorseWolf wrote:

In general:

Remembering that you are part of a team.

Pick up items someone else might get some mileage out of: Tired of martials running year of the demon with no cold iron? Get a cold iron longspear and hand it to them.

If you're a monk carry a wand of mage armor. Pass it off to someone in the party to cast it.

If you are a paladin or have UMD, bless weapon is a ridiculously good wand. Even if you don't need good to get through dr, automatically confirming crits against evil things is amazing given how many of them are in between us and the loot.

This!

I carry a number of utility items to lend to the unprepared: golembane amulet, various weapon blanches, etc. I'd probably carry a swarmbane clasp if I wasn't myself pretty capable of killing swarms.

Because I can generally see invisible beings, I always carry a wand of faerie fire.

If you're good aligned and have a charisma bonus, a wand of bestow grace is amazing - paladin for a minute! It's the number one reason to have a good-aligned oracle or sorcerer.

Somewhat more esoteric (ie. high level) are things which can be used by bound outsiders, like a ring of counterspells (dispel magic) - for those situations where someone wants to dispel your binding - ioun stones which grant skills (lend a crimson sphere (disable device) to an elder air elemental for an instant high-level rogue!), etc. (I used to like bracers of falcon's aim for erinyes before they were banned!)

Use that haversack!

Scarab Sages 5/5

The Human Diversion wrote:
I've gotten more than a few people saying "really? that exists?" when I describe the Determination armor upgrade that I was wondering what other things are out there that folks just don't seem to know about but should?

Vermin Repellent at low level very useful and cheap - I've had it save characters at the expense of the vermin going after others.

I have a character with a wand of grease to hit himself to get a bonus to escape black tentacles and the like, but alchemical grease (5gp I think) gives you +5 for an hour.

Sleeves of Many Garments are great to have when you suddenly want a Swarmsuit (a non-magical DR vs swarms item). You have to be NOT using them, and choose the suit as you put them on. I once saw someone claim the sleeves to make smoked goggles as part of their wardrobe.

earplugs (3 sets for a silver - I don't calculate money below that - have an extra set for other)

A pathfinder pouch is early on for a lot of characters - I can recall many times when all the packs are searched for things, but i could hide stuff in the pouch and I don't think it detects as magic either.

Oils of Cure light wounds (to avoid pushing critters to drink and full round actions to force unconscious to drink) and potions of infernal healing are both usually on my lists. The latter is very nice for fights you know are going to be bad to auto-stabilize and heal in combat. And if you object to drinking devils blood, get an oil and smear it over yourself.

Potions of Lesser Restoration (300gp) - the spell takes 3 rounds, the potion a standard action.

Gloves of Reconnaissance are amazing (2000gp) (10 rounds of seeing through up to 15 feet of materiel - though not as useful if you don't have darkvision.

Oracles - don't forget you mnemoic vestments (5000gp) - most upper level oracles I know have several. Put a breath of life scroll in one and never use up the scroll. Not good for spell component spells like raise dead, but very useful. Sorcerers could use it too.

Potion sponge is important because some GMs rule that since that is legal it is not possible to drink a potion underwater.

Invorgate and touch of the sea are both useful "oh cr*p" potions.

the first magic item I think my characters buy is an oil of magic weapon - even for non-melee or ranged attackers, so there is one in the party when our 1st or 2nd level party runs into incorporeals or gargoyles.

Shadow Lodge *

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Dhjika wrote:
Sleeves of Many Garments are great to have when you suddenly want a Swarmsuit (a non-magical DR vs swarms item). You have to be NOT using them, and choose the suit as you put them on. I once saw someone claim the sleeves to make smoked goggles as part of their wardrobe.

This one is subject to table variation. The sleeves can become any clothing and there is an interpretation (which I agree with) that "clothing" only refers to items on the "Clothing" list, not to items on such as a Swarmsuit which is classified as "Adventuring Gear".

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

pH unbalanced wrote:
Dhjika wrote:
Sleeves of Many Garments are great to have when you suddenly want a Swarmsuit (a non-magical DR vs swarms item). You have to be NOT using them, and choose the suit as you put them on. I once saw someone claim the sleeves to make smoked goggles as part of their wardrobe.
This one is subject to table variation. The sleeves can become any clothing and there is an interpretation (which I agree with) that "clothing" only refers to items on the "Clothing" list, not to items on such as a Swarmsuit which is classified as "Adventuring Gear".

There also are those who believe that since the item in question is an illusion (glamor) effect, then per the rules on illusion, it can change the appearance of the clothing, but cannot alter it's mechanics. So it can make your bikini look like a swarm suit, but it will still protect you like a bikini...

Liberty's Edge

Per RAW the Sleeves literally transform their clothes into the desired clothing.

Shadow Lodge

PrinceRaven wrote:
Per RAW the Sleeves literally transform their clothes into the desired clothing.

While the description certainly states that your clothes "transform" into the other outfit (the language clearly indicates that the clothes actually change form), it's at odds not only with the way the prerequisite spell works, but also with the illusion aura the item has.

Shadow Lodge 4/5 *** Venture-Captain, Michigan—Mt. Pleasant

Dhjika wrote:
I have a character with a wand of grease to hit himself to get a bonus to escape black tentacles and the like, but alchemical grease (5gp I think) gives you +5 for an hour.

And the nice thing is it gives a +5 alchemical bonus which stacks with the spell's +10 circumstance bonus. (You can also use the alchemical grease as an extra material component for the grease spell to give yourself another +1)

5/5 5/55/55/5

What if the bugs THINK its a swarm suit and don't go through it?


SCPRedMage wrote:
PrinceRaven wrote:
Per RAW the Sleeves literally transform their clothes into the desired clothing.
While the description certainly states that your clothes "transform" into the other outfit (the language clearly indicates that the clothes actually change form), it's at odds not only with the way the prerequisite spell works, but also with the illusion aura the item has.

There's an active 200 post thread arguing about the Sleeves turning into the swarm suit. It might be best to argue about it there, rather than derail this thread with another argument about it.

The Exchange 5/5

BigNorseWolf wrote:
What if the bugs THINK its a swarm suit and don't go through it?

I would guess it's more important that the judge THINKS its an illusion....

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