Fromper |
2 people marked this as a favorite. |
Perhaps the player will chime in here, but I've run and played with a character who has a Wand of Obscuring Mist and he wears a Goz mask (allowing him to freely see through any such obscurity) and uses the combination quite liberally causing all sorts of grief for the bad guys. It's a very clever combination and very powerful in certain situations.
Not really relevant for this thread, but I use a similar trick with one of my characters.
I have a race boon for a Sylph, so I made a Sky Druid with the Weather domain and the Cloud Gazer feat that lets me see through clouds (even magical ones). So I get Obscuring Mist and Fog Cloud as my first two domain spells, and I can see through them, right from level 1, no equipment necessary.
I figure this is a great way for a casting focused druid to stay out of trouble. Just sit in the back hiding in a cloud (not even standing at ground level once I hit level 5, since the archetype will let me fly) and cast stuff at the enemies who can't find me to fight back. I've only played the character once so far, and actually didn't get a chance to do this yet, but I figure it'll come up a lot in this character's adventuring career.
andreww |
I'm sure most of you know this, but I'll mention it for any new people:
Clear Spindle Ioun Stone + Wayfinder = Permanent protection from control spells (that originate from evil targets).
Note that this does not protect from all compulsion effects, only those which exercise ongoing control. So it will save you from Dominate for example but not Confusion.
Prethen |
Bottle of Shadows is hilarious if used properly.
The Tankard of the Drunken Hero is practically required for any Cleric/Inquisitor of Cayden.
Any character with a good perception score should have Gloves of Recon.
I'm sure most of you know this, but I'll mention it for any new people:
Clear Spindle Ioun Stone + Wayfinder = Permanent protection from control spells (that originate from evil targets).
The only problem with the Ioun stone is that you have to own Seekers of Secrets. I know that it's still available as a PDF but "in spirit" the book has been essentially superseded more than once by new society guides. It would seem that the only thing I ever hear about of value from that guide today is the resonant powers. It would be great if Paizo made those powers available in an upcoming book so that people are not forced to buy an entire obsolete book/PDF for a single item. [...stepping off soap box now...]
nosig |
Disk Elemental wrote:Bottle of Shadows is hilarious if used properly.
The Tankard of the Drunken Hero is practically required for any Cleric/Inquisitor of Cayden.
Any character with a good perception score should have Gloves of Recon.
I'm sure most of you know this, but I'll mention it for any new people:
Clear Spindle Ioun Stone + Wayfinder = Permanent protection from control spells (that originate from evil targets).The only problem with the Ioun stone is that you have to own Seekers of Secrets. I know that it's still available as a PDF but "in spirit" the book has been essentially superseded more than once by new society guides. It would seem that the only thing I ever hear about of value from that guide today is the resonant powers. It would be great if Paizo made those powers available in an upcoming book so that people are not forced to buy an entire obsolete book/PDF for a single item. [...stepping off soap box now...]
new books will have new Ioun Stones and new resonant powers (and new Cracked/Flawed versions).
Prethen |
Prethen wrote:new books will have new Ioun Stones and new resonant powers (and new Cracked/Flawed versions).Disk Elemental wrote:Bottle of Shadows is hilarious if used properly.
The Tankard of the Drunken Hero is practically required for any Cleric/Inquisitor of Cayden.
Any character with a good perception score should have Gloves of Recon.
I'm sure most of you know this, but I'll mention it for any new people:
Clear Spindle Ioun Stone + Wayfinder = Permanent protection from control spells (that originate from evil targets).The only problem with the Ioun stone is that you have to own Seekers of Secrets. I know that it's still available as a PDF but "in spirit" the book has been essentially superseded more than once by new society guides. It would seem that the only thing I ever hear about of value from that guide today is the resonant powers. It would be great if Paizo made those powers available in an upcoming book so that people are not forced to buy an entire obsolete book/PDF for a single item. [...stepping off soap box now...]
I wish Paizo would do what they did with Ultimate Equipment and include some stuff like this in an up-to-date compendium of sorts.
Rusty Ironpants RPG Superstar 2015 Top 16 |
thunderspirit |
Fromper wrote:... Remember, a +3 enhancement bonus is the same as silver or cold iron for overcoming DR...Can someone source this for me? I cannot find the reference.
Thank you, and happy gaming!
- Corey
Yes, it's in the damage reduction section.
GreySector RPG Superstar 2013 Top 8 |
Found a new one. Wand of Honeyed Tongue. It's not on the Wizard, Cleric or Druid list so it defaults to the lowest level class that can cast it, which is Level 1 Paladin. So it is only 2 PP. Blew through 11 charges in Scars of the Third Crusade, but so worth it.
It is a second level bard/inquisitor spell.
trollbill Venture-Lieutenant, Florida—Melbourne |
trollbill wrote:Found a new one. Wand of Honeyed Tongue. It's not on the Wizard, Cleric or Druid list so it defaults to the lowest level class that can cast it, which is Level 1 Paladin. So it is only 2 PP. Blew through 11 charges in Scars of the Third Crusade, but so worth it.It is a second level bard/inquisitor spell.
Yes it is. Your point?
Kyrand Venture-Captain, North Carolina—Central Region |
trollbill wrote:Found a new one. Wand of Honeyed Tongue. It's not on the Wizard, Cleric or Druid list so it defaults to the lowest level class that can cast it, which is Level 1 Paladin. So it is only 2 PP. Blew through 11 charges in Scars of the Third Crusade, but so worth it.It is a second level bard/inquisitor spell.
Interestingly, trollbill's right. The specific "chain of class command" is only for spell-like abilities, not wands.
All potions, scrolls, wands, and other consumables are made by clerics, druids, or wizards in Pathfinder Society Organized Play. The only exceptions are spells that are not on the cleric, druid, or wizard spell list. For example, a scroll of lesser restoration must be purchased as a 2nd-level scroll off the cleric spell list and may not be purchased as a 1st-level scroll off the paladin spell list. If a spell appears at different levels on two different lists, use the lower level spell to determine cost.
The universal monster rules for spell-like abilities states: "Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster's spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order."
For spell-like abilities gained from a creature's race or type (including PC races), the same rule should apply: the creature's spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order.
Looks like my bard's got a quick purchase to make. :)
GreySector RPG Superstar 2013 Top 8 |
trollbill Venture-Lieutenant, Florida—Melbourne |
BigNorseWolf |
kinevon |
Michael Eshleman wrote:After some research I have figured out that this is legal. I still don't like it though. ;-)I imagine most of the suggestions on this thread are one's GM's aren't going to be especially fond of.
Remember, though, that it will only last 10 minutes from that wand.
Zandari |
Spend a third level spell, get any third level or lower spell you have memorized that you might need. Works great as a scroll: spend a minimum caster level scroll, get your real caster level spell.
At the high end of play, this is actually a valuable spell to have in a wand. Better than a pearl of power III, in any case. Especially if you have someone hanging around with a lesser extend rod.
Extended Heroism/Greater Magic Fang/Greater Magic Weapon for everybody!
trollbill Venture-Lieutenant, Florida—Melbourne |
trollbill wrote:Remember, though, that it will only last 10 minutes from that wand.Michael Eshleman wrote:After some research I have figured out that this is legal. I still don't like it though. ;-)I imagine most of the suggestions on this thread are one's GM's aren't going to be especially fond of.
Why do you think I burnt off 11 charges in one mod?
kinevon |
kinevon wrote:Why do you think I burnt off 11 charges in one mod?trollbill wrote:Remember, though, that it will only last 10 minutes from that wand.Michael Eshleman wrote:After some research I have figured out that this is legal. I still don't like it though. ;-)I imagine most of the suggestions on this thread are one's GM's aren't going to be especially fond of.
Enthusiasm?
I was actually pointing it out to Michael, as a consolation prize, since 10 minutes wouldn't be enough for some encounters I have seen...
The Human Diversion |
At the high end of play, this is actually a valuable spell to have in a wand. Better than a pearl of power III, in any case. Especially if you have someone hanging around with a lesser extend rod.
Extended Heroism/Greater Magic Fang/Greater Magic Weapon for everybody!
Makes me miss Chain spell and metamagic rods of chaining.
Cao Phen |
1 person marked this as a favorite. |
BigNorseWolf wrote:Spend a third level spell, get any third level or lower spell you have memorized that you might need. Works great as a scroll: spend a minimum caster level scroll, get your real caster level spell.
At the high end of play, this is actually a valuable spell to have in a wand. Better than a pearl of power III, in any case. Especially if you have someone hanging around with a lesser extend rod.
Extended Heroism/Greater Magic Fang/Greater Magic Weapon for everybody!
Burnt through 49/50 charges in Bonekeep 2, 36/50 charges in the Season 6 special.
shaventalz |
Spend a third level spell, get any third level or lower spell you have memorized that you might need. Works great as a scroll: spend a minimum caster level scroll, get your real caster level spell.
Note that this spell does require a second spellcaster to use, since their casting has to start before your next turn. It's still great if you can use it, but it's not quite as versatile as a Pearl of Power.
Pirate Rob |
BigNorseWolf wrote:Note that this spell does require a second spellcaster to use, since their casting has to start before your next turn. It's still great if you can use it, but it's not quite as versatile as a Pearl of Power.Spend a third level spell, get any third level or lower spell you have memorized that you might need. Works great as a scroll: spend a minimum caster level scroll, get your real caster level spell.
"If you target yourself with this spell, you may spontaneously cast any prepared spell of 3rd level or lower without expending its spell slot on your next turn"
Cao Phen |
1 person marked this as a favorite. |
Lucky Number spell from Occult Mysteries:
You are able to tweak tiny variables affecting a creature’s immediate future in order to grant the target a bit of luck at the right time. Roll a d20; once during the duration of lucky number, when the target creature rolls that result (regardless of what type of dice the target rolls), the creature has the option to either reroll the result or add a +2 luck bonus to the result. The creature must decide to use this ability before the success or failure of the original roll is known. A creature can have only one lucky number at a time. If lucky number is cast on a creature already affected by that spell, the new number replaces the previous one.
Level 1 spell, lasts 24 hours or discharged, Target touch. Toss this on a wand.
nosig |
Lucky Number spell from Occult Mysteries:
Lucky Number wrote:You are able to tweak tiny variables affecting a creature’s immediate future in order to grant the target a bit of luck at the right time. Roll a d20; once during the duration of lucky number, when the target creature rolls that result (regardless of what type of dice the target rolls), the creature has the option to either reroll the result or add a +2 luck bonus to the result. The creature must decide to use this ability before the success or failure of the original roll is known. A creature can have only one lucky number at a time. If lucky number is cast on a creature already affected by that spell, the new number replaces the previous one.Level 1 spell, lasts 24 hours or discharged, Target touch. Toss this on a wand.
Thanks Cao!'
here's another cheap one....
1sp (yeah, one Silver Piece). Whet Bone from Animal Archive.
Animal chews it for 15 minutes and it's next bite (non-magical) attack does +1 damage.
Some judges might rule it is a consumable (I don't think so - but whatever... it's 1 SP!)
Pick one up and give it to the next AC you play with....
Secane |
Disk Elemental wrote:Note that this does not protect from all compulsion effects, only those which exercise ongoing control. So it will save you from Dominate for example but not Confusion.I'm sure most of you know this, but I'll mention it for any new people:
Clear Spindle Ioun Stone + Wayfinder = Permanent protection from control spells (that originate from evil targets).
Actually it don't out right protect you from dominate.
The protect from evil effect grants you 2 will saves on the first dominate attempt and protect you from further attempts from the same source.
That was how Mike Brock ruled it at a game for Rollplay, earlier this year.
David Bowles |
1 person marked this as a favorite. |
What? That doesn't make any sense. Nevermind. I see how he is getting that. That's... troubling.
Actually, reading it AGAIN, it seems that the second roll clause is meant for effects that are in place when prot evil is cast. It clearly states that the target is immune to attempts to control while the spell is up. Yes, it uses the word "new", but if no effects are in place when the spell is cast, all future attempts are "new".
Jeff Merola |
2 people marked this as a favorite. |
andreww wrote:Disk Elemental wrote:Note that this does not protect from all compulsion effects, only those which exercise ongoing control. So it will save you from Dominate for example but not Confusion.I'm sure most of you know this, but I'll mention it for any new people:
Clear Spindle Ioun Stone + Wayfinder = Permanent protection from control spells (that originate from evil targets).Actually it don't out right protect you from dominate.
The protect from evil effect grants you 2 will saves on the first dominate attempt and protect you from further attempts from the same source.
That was how Mike Brock ruled it at a game for Rollplay, earlier this year.
So Mike gets the rules wrong from time to time. Who doesn't?
Cao Phen |
2 people marked this as a favorite. |
Cao Phen wrote:Lucky Number spell from Occult Mysteries:
Lucky Number wrote:You are able to tweak tiny variables affecting a creature’s immediate future in order to grant the target a bit of luck at the right time. Roll a d20; once during the duration of lucky number, when the target creature rolls that result (regardless of what type of dice the target rolls), the creature has the option to either reroll the result or add a +2 luck bonus to the result. The creature must decide to use this ability before the success or failure of the original roll is known. A creature can have only one lucky number at a time. If lucky number is cast on a creature already affected by that spell, the new number replaces the previous one.Level 1 spell, lasts 24 hours or discharged, Target touch. Toss this on a wand.Thanks Cao!'
here's another cheap one....
1sp (yeah, one Silver Piece). Whet Bone from Animal Archive.
Animal chews it for 15 minutes and it's next bite (non-magical) attack does +1 damage.
Some judges might rule it is a consumable (I don't think so - but whatever... it's 1 SP!)
Pick one up and give it to the next AC you play with....
Nice find too!
Another neat item in Animal Archive is Instant Muzzle.
6500g
This ball of iron bands and hinges is about the size of a human fist. Three times per day, when thrown at a creature or space as a thrown weapon, the contraption opens up as it strikes a solid surface, taking the shape of a metal muzzle. If it hits the target, the muzzle immediately attaches itself to the face of any Large or smaller creature struck by the ball or any single Large or smaller creature in the 5-foot square so targeted. The muzzle harmlessly clatters to the ground and returns to ball form if it fails to strike a creature or no creature is present in the space in which it landed, and it does not return to its thrower.
A creature muzzled with an instant muzzle cannot speak properly (if it was normally able to do so), and gains a 20% spell failure chance for any spell it attempts to cast with verbal components, and a 20% chance to incorrectly use a command word when activating a magic item. The muzzled creature cannot make bite attacks or even drink or eat properly. The muzzle has hardness 10 and 25 hit points. An instant muzzle remains attached to a creature for 4 rounds before detaching and returning to ball form, immediately teleporting back to the hand of the creature that originally threw the item.
Got a large creature with a single bite attack? Toss it at then square they are in (Note: AC 5) and it ends the combat. Spellcaster giving you trouble? Toss it in their square and they have a 20% chance to fail their spellcasting. No save to negate, just hit the square.
Cao Phen |
Yeah, the price seems to be an issue.
Another neat thing you can do is cast Tiny Hut.
You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends.
The temperature inside the hut is 70° F if the exterior temperature is between 0° and 100° F. An exterior temperature below 0° or above 100° lowers or raises the interior temperature on a 1-degree-for-1 basis. The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.
The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment).
So as long as the caster stays inside the dome, everyone inside has total concealment from attacks from the outside (The allies inside the dome can still see outside as normal).
This means that you can negate archers or targeted spellcasters with this spell. Creatures can not charge from the outside while you are still inside. And if you are blocking the edge of the dome, you still have total concealment against attackers attacking inwards.
Lasts 2 hours/Level to boot. =)
Secane |
Holy Weapon Balm
Gives magic weapons Ghost Touch, makes non-magic weapons magic vs. incorporeal. Deals 2d4 extra damage vs. undead and evil outsiders.
All for 30 GP.
Where is this item from?
Secane wrote:So Mike gets the rules wrong from time to time. Who doesn't?andreww wrote:Disk Elemental wrote:Note that this does not protect from all compulsion effects, only those which exercise ongoing control. So it will save you from Dominate for example but not Confusion.I'm sure most of you know this, but I'll mention it for any new people:
Clear Spindle Ioun Stone + Wayfinder = Permanent protection from control spells (that originate from evil targets).Actually it don't out right protect you from dominate.
The protect from evil effect grants you 2 will saves on the first dominate attempt and protect you from further attempts from the same source.
That was how Mike Brock ruled it at a game for Rollplay, earlier this year.
We were kinda surprised at his ruling as well. (More so for the players actually playing at his table.)
From what I understand, he seems certain about it. I guess most other GMs don't see the spell the way he ruled it.
Jeff Merola |
Disk Elemental wrote:Where is this item from?Holy Weapon Balm
Gives magic weapons Ghost Touch, makes non-magic weapons magic vs. incorporeal. Deals 2d4 extra damage vs. undead and evil outsiders.
All for 30 GP.
It's from the ACG. Lasts for 1 minute or until you hit. Coats 1 weapon or 10 pieces of ammo.
We were kinda surprised at his ruling as well. (More so for the players actually playing at his table.)
From what I understand, he seems certain about it. I guess most other GMs don't see the spell the way he ruled it.
Being certain doesn't make you right. And while the plural of anecdote is most certainly not evidence, I can say for certain that I have never encountered anyone who read it in that way before.
Cao Phen |
Moreover, they changed how Religion-based Spells and Feats worked.
Before Inner Sea Gods came out, Religion-based Feats were okay to take by anyone, while Religion-based Spells were restricted to worshippers of the specific Deity.
After Inner Sea Gods came out, Religion-based Spells are okay to take by anyone, while Religion-based Feats are restricted to worshippers of the specific Deity.
So Channel the Gift to everyone!
Kōtenbō |
cape of feinting. a level 7 swashbucklet can daze lock any creature.
For the latecomers, this has been removed from additional resources.
Pathfinder Roleplaying Game: Advanced Class Guide
Equipment: all equipment and magic items on pages 202–237 are legal for play, except dust knuckles, false face, rod of abrupt hexes, and rod of voracious hexes.
So where exactly does it say this is removed?