PFS Summoner Wand


Advice


I'm just starting in PFS. I'm 2 scenarios in, and playing a summoner. I have the option of buying a cure light wand using my gold or using 2 PP to get a wand of cure light Eidolon. I'm not sure what to do though.

Options:
1. Get the cure light wand and let someone else use the charges to heal me and eidolon out of combat. I would use the cast spell for in combat.

2. Get the cure Eidolon wand and hope my Eidolon can keep me from danger. If I do this, I could probably free up that spell slot for something like enlarge person. In PFS, you can rechoose spells until level 2.

3. Get both. This really seems like overkill to me.

So, anyone have any suggestions on what would give me the best bang for my gold/PP?

The Exchange

I would spend the PP on the cure light eidolon.


Pathfinder Starfinder Maps, Starfinder Roleplaying Game Subscriber

The CLW wand works on the Eidolon as well.

Get the CLW wand and put a skill rank in Use Magic Device.

That will allow you more flexibility in targets (can use it to revive other players as well as the Eidolon). You can continue using it until you roll a 1 on the check, at that point you will have to wait a day. With wands, you only use the charge if you successfully activate it.


BretI wrote:

The CLW wand works on the Eidolon as well.

Get the CLW wand and put a skill rank in Use Magic Device.

That will allow you more flexibility in targets (can use it to revive other players as well as the Eidolon). You can continue using it until you roll a 1 on the check, at that point you will have to wait a day. With wands, you only use the charge if you successfully activate it.

I do have UMD, and I had considered your suggestion, but isn't that check pretty difficult at level 1? At the least, I don't think it's the sort of thing you'd want to rely on in combat. And out of combat, I could probably just get someone else to use it for me.

Edit: So the check would be DC:20 and I have a +7. I haven't done the math, but I know that's a less than 50% chance of success.

Scarab Sages

Get a wand of Infernal Healing.

More efficient out of combat, usable on both you and your eidolon, and no UMD check.


I got one of each for my summoner... but I got the Eidolon-only one first... and have made good use of it (in and out of combat)

Remember that Lesser Rejuvenate Eidolon is 1d10+1 healing (vs 1d8+1 for the cure light wounds). Not a huge difference, but something to keep in mind.

Grand Lodge

Quote:
Get a wand of Infernal Healing.

Guaranteed 10 HP per charge. Out healing a Cure light wounds wand. Only issue it the Minute wait between charges used.


Pathfinder Starfinder Maps, Starfinder Roleplaying Game Subscriber
Melkiador wrote:
So the check would be DC:20 and I have a +7. I haven't done the math, but I know that's a less than 50% chance of success.

Odds assuming +7 on UMD are:

5% chance of not being able to use the wand any more
40% chance it works the first try. If someone is almost dead, may want to use Heal skill first.
(1 - .6*.6) = 64% chance of working at least once in the first two tries.
(1-.95*.95) = 9.75% chance of rolling that one in two tries.
(1 - .6*.6*.6) = 78.4% chance of working at least once in the first three tries.
(1 - .95*.95*.95) = 14.3% chance of rolling that one in three tries.

Not horrible odds, and if there is more than one person with UMD in the group it can work quite well for after combat healing.

Not good if you are trying to heal someone during combat.

Grand Lodge

a level 1 healing wand is not to be used in combat anyways lol.

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