PFS Items that can save you in 2015


Pathfinder Society

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Liberty's Edge 2/5

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I didn't see the Blood Reservoir of Physical Prowess on this list. Not an amazing item, but it would give you a better chance of surviving until someone can heal you for one round when at single digit hit points or staggered. Burn all four charges on the item to gain a +8 inherent bonus to Constitution for one round, granting you an extra 4 hit points per level and the ability to withstand losing 8 more hit points until you're at negative your Constitution. At 2000 gp, cheap and slotless for when you really need it.

4/5

on darkness: well I agree with some of the options, but I think a practical approach is the solution except where time is of the essence. in which case use #2 or #4 which takes about 3r for the first combatant to get Darkvision. Usually you'll have time to prep with #3 and some scrolls.

1) just retreat, most of the darkness are 1 to 10min per level... this doesn't cost anything except time. By that time the BBEG's buff will have also worn off. lol...

2) counter with obscuring mist or a cloud spell... that way NOBODY can see. lol... I never picked up the potion options as a Wand of Obs Mist 1@1 is the cheapest fastest way to stop ranged attacks and sneak attacks in darkness. Remember at the edge beings in the mist have concealment 20% but targets outside of the mist don't. It's minor, but still 1 in 5 chance of a hit->miss.

3) Darkvision via your spellcaster. It's long enough duration that you should just buy it on a scroll and have your party caster or UMD specialist cast it on you. Half the cost of a potion and magical darkness usually doesn't sneak up on you. If it does - Obs Mist, retreat and then prep with this. Then go back in.

4) Blast the darkness with area affect spells or usual battlefield control type stuff... it's a line of effect chance or just missing the target, but if you make the area a hazard zone, such as with Entangle, Stone Call, Web, Twilight Haze, you can discourage movement through the area and damage anyone in the darkness... until you finish your preparations... the mist spells also stop ranged attacks out of the darkness...

5/5 5/55/55/5

Aqueous orb + Batform + Summon monster 5

"... Did you just sharknado my demons?"

Scarab Sages 2/5

Animal Growth + Strong Jaw + Alligator animal companion

"I just Megacroc'd your construct!"

Grand Lodge 2/5

Stephen Ross wrote:

on darkness: well I agree with some of the options, but I think a practical approach is the solution except where time is of the essence. in which case use #2 or #4 which takes about 3r for the first combatant to get Darkvision. Usually you'll have time to prep with #3 and some scrolls.

1) just retreat, most of the darkness are 1 to 10min per level... this doesn't cost anything except time. By that time the BBEG's buff will have also worn off. lol...

2) counter with obscuring mist or a cloud spell... that way NOBODY can see. lol... I never picked up the potion options as a Wand of Obs Mist 1@1 is the cheapest fastest way to stop ranged attacks and sneak attacks in darkness. Remember at the edge beings in the mist have concealment 20% but targets outside of the mist don't. It's minor, but still 1 in 5 chance of a hit->miss.

3) Darkvision via your spellcaster. It's long enough duration that you should just buy it on a scroll and have your party caster or UMD specialist cast it on you. Half the cost of a potion and magical darkness usually doesn't sneak up on you. If it does - Obs Mist, retreat and then prep with this. Then go back in.

4) Blast the darkness with area affect spells or usual battlefield control type stuff... it's a line of effect chance or just missing the target, but if you make the area a hazard zone, such as with Entangle, Stone Call, Web, Twilight Haze, you can discourage movement through the area and damage anyone in the darkness... until you finish your preparations... the mist spells also stop ranged attacks out of the darkness...

1) I suggested that to my group last time. No one went for it.

Spoiler:
And it's a good thing. The dang thing had it as at will unlimited. And he was torturing someone in there that had like 2 rounds to live by the time we took care of it. My plan of "just wait an hour" wouldn't've worked, and the guy would have also been dead, losing us our second prestige point.

Silver Crusade 3/5

Concerning darkness as well: yeah, backing up might work, but only if the darkness comes from a spellcaster instead of a monster, because like the previous poster said, they often have more than one use.

My newest discovery on the magic item front is Pirate's Eye Patch (UE). Sure, it looks corny on most characters, but eyes-slot is not the most used one, and it only costs 2,600 gp. The static bonus to Climb and Swim is nice, but I think the most useful quality is the Touch of the Sea (once per day). And if no water has shown up before the boss fight starts, well, the extra speed from Expeditious Retreat probably isn't going to hurt you.

Dark Archive

Tattoo's can be pretty damn handy, for cheap, for instance:

Tattoo of "Air Bubble" , 100gp, any tattoo slot, inner sea magic, anytime you're on a boat and fall overboard, make sure you can still cast spells and/or breathe if you're under water.

This spell doesn't say anything about acid-fog type spells, but I'd rule air bubble would at least give you a large save bonus...

Grand Lodge 3/5

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I've been putting together a "Oh-S***" list of relatively cheap items to account for a wide variety of situations that can all fit in a Pathfinder's Pouch for Bonekeep 2. Most of these items will not see regular use, or are backups for roles other players usually fill. A lot of this has been mentioned before.

Some of these are absolutely more useful than others, but sometimes you don't have a mage to provide the answer and a mundane melee class has to step up!

Pathfinder's Pouch:

  • Anti-plague
  • Anti-toxin
  • Air Crystals (gotta breath while you punch through the trap door in the flooding room)
  • Smelling Salts (lets you wake up someone hit by color spray or similar effects, though some effects linger)
  • Bladeguard (weapon immunity to monster effects like oozes)
  • Ambrosia (+2 vs negative energy, energy drain, and death effects)
  • Potion of Remove Blindness (emergency button)
  • Potion of Darkvision (Mix with reconnaissance gloves if you can't pass them to someone)
  • Elixer of Vision (when you positively need to spot something; +10 to perception)
  • Ioun Torch (backup for my wayfinder)
  • Traveller's Any Tool (yes)
  • Potion of See Invisible (stupid invisible)

The Elixer of Vision is more for my character as he has garbage for skill points and wisdom.

Liberty's Edge 3/5

See Invis is not a valid potion, sadly. (Range: personal)

Grand Lodge 4/5

As DrS mentioned, See Invisible is not a valid target to make a potion from.

By Pathfinder's Pouch, do you mean the 1,000 gp pouch with a hideable extradimensional space? That can be useful for certain situations you might run into, like bringing something either into a place you might have difficulty bringing it to, or getting something past someone searching for either that item, or for taxable/dutiable items. Note: this item can break, or at least mangle, portions of some scenarios.

There are a couple of magic items that can give one an ability to deal, in some ways, with various difficulties.

Charged item, consumable:
Lenses of Situational Sight (5,000 gp, Pathfinder Society Primer, eye slot)
They give the wearer 10 minutes (each), usable in one minute increments, of Darkvision, See Invisibility, and Detect Magic.

Charged item, one use per day:
Hand of Glory (8,000 gp, CRB, neck slot)
Wearer gains an extra active ring slot, and also gets the ability to use Daylight and See Invisibility one per day each.

Grand Lodge 4/5

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Personally I use Elixirs of Spirit Sight from Pathfinder #39: The City of Seven Spears. 1000 gp gets you See Invisibility and Ghost Touch on your weapons and armor for 1 minute.

Grand Lodge 3/5

DrSwordopolis wrote:
See Invis is not a valid potion, sadly. (Range: personal)

KAAAAHHNNN. Point taken.

kinevon wrote:
By Pathfinder's Pouch, do you mean the 1,000 gp pouch with a hideable extradimensional space?

Yeah. It's pretty handy. I've had a few scenarios where it would have done just that. An invisible ranger with an animal companion with scent can be fairly game breaking too when you're trying to remain covert.

kinevon wrote:
item suggestions

Good suggestions. I only wish rings were more useful compared to the neck slot for the Hand of Glory, but it's probably still worth it.

5/5 5/55/55/5

Save a grand. use the other pathfinder pouch.

4/5

shaxberd wrote:
I didn't see the Blood Reservoir of Physical Prowess on this list. Not an amazing item, but it would give you a better chance of surviving until someone can heal you for one round when at single digit hit points or staggered. Burn all four charges on the item to gain a +8 inherent bonus to Constitution for one round, granting you an extra 4 hit points per level and the ability to withstand losing 8 more hit points until you're at negative your Constitution. At 2000 gp, cheap and slotless for when you really need it.

Blood Reservoir of Physical Prowess (none) $2000 UltEquip ... attached to the handle of a weapon .. the wearer can speak the command word... ooops! it takes a std actn to activate this item and so in an emergency you will be unconscious if below 0HPs... if you're up and in trouble then Full DEF and step back or withdraw... my money is still on the Aegis...

4/5

a tactic to hide things is to nest them in a Pathfinder pouch. Aka all the Handy Haversacks in one Handy Haversack then that in a PF Pouch... try to look innocent as you tell the guards, "We are but simple travellers with no magic..." and write your command on the Item Tracking Sheet with the Pouch... otherwise it could be 1 outta 20 chance...

sadly though this won't save you from dying

5/5 5/55/55/5

Quote:


Blood Reservoir of Physical Prowess (none) $2000 UltEquip ... attached to the handle of a weapon .. the wearer can speak the command word... ooops! it takes a std actn to activate this item and so in an emergency you will be unconscious if below 0HPs... if you're up and in trouble then Full DEF and step back or withdraw...

It works if you're staggered.

You gain the staggered condition and can only take a single move or standard action each turn (but not both, nor can you take full-round actions). You can take move actions without further injuring yourself, but if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act. Unless your activity increased your hit points, you are now at –1 hit points and dying.

So if you gain +8 con, for 4 hit points per level, which outside of some funky toughness builds builds probably means you're up and concious until the reservoid wears off, so a 5th level character at zero goes to 20 and then loses the staggered condition so they can act normally.

A 5th level character at -15 of 16. cranks on the item, moves to +5 hit points and loses the staggered condition so they can act normally.

4/5

I'm still a fan of the Potion Sponge ($2) with Air Bubble($50) in it. This lets you breathe, cast spells underwater, and take other potions normally underwater. If you are just swimming around then Touch of the Sea or if Swamp w/trees then Monkey Fish.

The tattoo is nice and more thematic but 4* scroll cost (or 2* potion cost)(yes I'm froooogal). IT is a silent spell completion item so good in an area of Silence, when you want to be sneaky, or you're an undead Shadow or Skinsend.

4/5

some new books are out...

Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

don't forget the mighty tangleshot arrow (20 GP)

The Exchange 5/5 RPG Superstar 2010 Top 16

Hrothdane wrote:

Unwelcome Halo only works if the target is non-good, btw.

EDIT: also, if you can use scrolls, riffle scrolls of Daylight and Remove Blindness/Deafness from Inner Sea Magic are 50 gp cheaper, and they still work when you can't see.

I'm afraid not. "Riffle scroll are treated exactly as scrolls for the purposes of deciphering the writing, activating the spell, and determining its effects (including the chances for mishaps), save for the fact that riffle scrolls do not require verbal components—they automatically function as if they were cast using the Silent Spell metamagic feat."

They work in an area of silence, but not darkness.

--

So far as I can tell, whether scrolls work in a spring-loaded wrist sheath is table variation. I used to allow it, but someone made a convincing argument against it. So, not at my table.

Grand Lodge 4/5 Venture-Agent, Texas—Houston

Chris Mortika wrote:
So far as I can tell, whether scrolls work in a spring-loaded wrist sheath is table variation. I used to allow it, but someone made a convincing argument against it. So, not at my table.

Rather than try to jam a scroll into your buddy's wrist sheath, why not solve that problem yourself? Wear a Lesser Talisman of Life's Breath from Occult Adventures. Automatic Breath of Life when you die, no worrying about your buddies trying to reach you in one round either.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

Occult Adventures has a new type of magic item called Talismans. These can really save you.

Occult Adventures, Talisman wrote:


A greater talisman functions as a lesser talisman of the
same type, but has much greater longevity. It can provide its
benefits once per day.

These amulets are imbued with magic that allows them to
protect their wearer against a very specific danger. A talisman
triggers automatically as soon as the listed condition is
fulfilled. Although talismans occupy the neck slot, up to three
talismans can be worn on one cord or chain. Wearing multiple
talismans in this way offers a greater variety of protection,
but a wearer can benefit from only one talisman’s effect at a
time. If another talisman would be triggered while its wearer
is under the effect of another talisman, that talisman is not
triggered and can still be used later.

A lesser talisman carries only enough magical energy to
protect its wearer once, after which it crumbles to dust.

There are talismans to provide:

Protection from Arrows, when you get shot at
Feather Fall, when falling
Anticipate Peril, when rolling initiative
Freedom of Movement, when grappled, entangled, or paralyzed
Rerolling a 1 on a d20
Cure Critical Wounds, when damaged past 50%
Breath of Life, when you die
Protection from Enery (Fire), when burned
Protection from Evil/... when hit with natural attacks by a summoned critter of that alignment
Frightened/Panicked -> Shaken, when applicable

If you can spare the precious, precious neck slot, these are awesome.

Shadow Lodge 4/5

Breath of Life? No, those rerolls will save entire parties.

Silver Crusade 5/5

Muser wrote:
Breath of Life? No, those rerolls will save entire parties.

Why not both? (other than the fact that they're a little expensive, which I suppose is a good enough reason)

Grand Lodge 5/5

Also, the fact that it's a new book that not everyone has or wants. (though there are still the determination property for armor and the aegis of recovery as well)

Silver Crusade 4/5 5/55/55/5 RPG Superstar 2013 Top 8

BigNorseWolf wrote:
Quote:


Blood Reservoir of Physical Prowess (none) $2000 UltEquip ... attached to the handle of a weapon .. the wearer can speak the command word... ooops! it takes a std actn to activate this item and so in an emergency you will be unconscious if below 0HPs... if you're up and in trouble then Full DEF and step back or withdraw...

It works if you're staggered.

You gain the staggered condition and can only take a single move or standard action each turn (but not both, nor can you take full-round actions). You can take move actions without further injuring yourself, but if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act. Unless your activity increased your hit points, you are now at –1 hit points and dying.

Small nit pick. That is the disabled condition. You are staggered when your nonlethal damage equals your current hit points. You are disabled when your current hit points equal zero.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

My favourite so far is the Freedom of Movement. I'm so sick of getting grabbed by black tentacles. Working for the Dark Archive, that's a regular hazard.

I think the healing is also better than you might realize at first; if you heal up before it gets critical, you don't fall unconscious, drop prone, drop stuff and so forth. That saves a lot of tempo.

I'm not sure which reroll you mean. The "reroll the first 1"? I'm worried that it might fire if I roll something relatively unimportant like some b~$!~~%% Aid Another check.

5/5 5/55/55/5

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Ascalaphus wrote:

My favourite so far is the Freedom of Movement. I'm so sick of getting grabbed by black tentacles. Working for the Dark Archive, that's a regular hazard.

.

Perk

4/5

don't forget to cite source book and price...

Black Tentacles: I find by 9th level that Black Tentacles doesn't work very well on (prepared) arcane casters or fighter types (whose CMB rises faster than the casters DC). There are several ways to get out of the spell or avoid the area of effect. Grease and Liberating Command are two easy ones. Blink also offers protection as you go etheral every round and don't come back to the same spot(though you rely on your GMs gray area). Sure Freedom of Movement works but the cost is high.

4/5

I would like to mention that
Durable Arrows {alchemical weapon} mundane $1 or magical(+1...) $1+ are available via the Alchemy Manual pg20. Currently PFS legal (Additional Resources). Note that magical arrows are only magical the first time they are used, but they may be re-enchanted (upgraded).

Shadow Lodge

Ascalaphus wrote:

Occult Adventures has a new type of magic item called Talismans. These can really save you.

Occult Adventures, Talisman wrote:


A greater talisman functions as a lesser talisman of the
same type, but has much greater longevity. It can provide its
benefits once per day.

These amulets are imbued with magic that allows them to
protect their wearer against a very specific danger. A talisman
triggers automatically as soon as the listed condition is
fulfilled. Although talismans occupy the neck slot, up to three
talismans can be worn on one cord or chain. Wearing multiple
talismans in this way offers a greater variety of protection,
but a wearer can benefit from only one talisman’s effect at a
time. If another talisman would be triggered while its wearer
is under the effect of another talisman, that talisman is not
triggered and can still be used later.

A lesser talisman carries only enough magical energy to
protect its wearer once, after which it crumbles to dust.

There are talismans to provide:

Protection from Arrows, when you get shot at
Feather Fall, when falling
Anticipate Peril, when rolling initiative
Freedom of Movement, when grappled, entangled, or paralyzed
Rerolling a 1 on a d20
Cure Critical Wounds, when damaged past 50%
Breath of Life, when you die
Protection from Enery (Fire), when burned
Protection from Evil/... when hit with natural attacks by a summoned critter of that alignment
Frightened/Panicked -> Shaken, when applicable

If you can spare the precious, precious neck slot, these are awesome.

It is important to note the 'only one talisman buff at a time' rule, which makes mixing any non-instantaneous talismans with a Breath of Life talisman somewhat dangerous: For example, if your 'Protection from Energy (Fire)' talisman is activated because a mob rolled well on his flaming weapon damage and you get killed by the physical damage from his next attack, your 'Breath of Life' talisman will not activate...

Beyond that detail, the talismans look pretty sweet...assuming the guy that put you down doesn't have any additional attacks left to make against a prone conscious target...

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

The Talismans do require some cunning to use to best effect, true. And it won't always work out well.

4/5

there's an alchemical arm... now we need an alchemical head...

5/5 5/55/55/5

Stephen Ross wrote:
there's an alchemical arm... now we need an alchemical head...

The head of Vecna?

4/5

BigNorseWolf wrote:
Stephen Ross wrote:
there's an alchemical arm... now we need an alchemical head...
The head of Vecna?

lol... well I was gonna wonder if the tumor head counts as an additional neck slot... lol... (it seems the tumor familiar would do so, but I don't think it can share with the master (it goes the other way))...

4/5

Taja the Barbarian wrote:
Ascalaphus wrote:

Occult Adventures has a new type of magic item called Talismans. These can really save you.

<list>

If you can spare the precious, precious neck slot, these are awesome.

It is important to note the 'only one talisman buff at a time' rule...

You can wear up to 3 talismans at once, though interaction of benefits simultaneously is an issue.

Each also has a unique activation requirement, generally triggering off a suitably dangerous condition before the buff kicks in (so you might take some damage at first).

The lessers are one shots (one use). Of note;
Beneficial Winds: fall 5'+ -> Feather Fall 1@1 $50.
Freedom: grppld, entngld, paralyzd -> 3r Freedom of Movement 4@7 $900.
Healing: less than 50%HP-> Cure Crit 4@7 4d8+7 $2400.
Life's Breath: dead -> Breath of Life 5@9 $3500.

The greater are pricey but would be amusing;
Healing: less than 50%HP-> Cure Crit 4@7 4d8+7 1/d $24000.
Life's Breath: dead -> Breath of Life 5@9 1/d $35000.

A grappler with a Ring of Regeneration and Life's Breath greater... hmmm.... I like a Decoy Ring with that combo....

1/5 5/5

Pathfinder Starfinder Roleplaying Game Subscriber

Scroll of Remove Curse -- 375 gp (Or cast by someone for 1PP)

Scroll of Remove Disease -- 375 gp (Or cast by someone for 1PP)

Not dying from Mummy Rot -- Priceless

Shadow Lodge 4/5

Those CL checks vs DC 16 are going to be b$#%%es though. With mummies in town, bring fire!

Scarab Sages 2/5

Wei Ji the Learner wrote:

Scroll of Remove Curse -- 375 gp (Or cast by someone for 1PP)

Scroll of Remove Disease -- 375 gp (Or cast by someone for 1PP)

Not dying from Mummy Rot -- Priceless

Remember that Remove Curse, Remove Disease, and Neutralize Poison do not automatically removes the condition. Using the scroll (or spellcasting service with Prestige) are at minimum caster level.

Sidenote:
- A potion of Gaseous Form makes you immune to Poison. Emergency "Drink if Poisoned" action.
- A potion of Remove Sickness makes you ignore the effects of any Disease you are currently afflicted with for the duration of the spell (10 min).

Shadow Lodge 4/5

An antitoxin.

"But poisons are so weak!"

Here's a list of spells with the [poison] descriptor or including a poison effect.
Accelerate Poison, Blood Mist, Cloud of Seasickness, Cloudkill, Euphoric Cloud, Film of Filth, Ghoul Touch, Hallucinogenic Smoke, Illusory Poison, Lissalan Snake Sigil, Miasmatic Form, Nauseating Dart, Nauseating Trail, Pernicious Poison, Poison(le gasp), Poisoned Egg, Prismatic Spray, Prismatic Wall, Spit Venom, Stinking Cloud, Thorn Javelin, Transmute Potion to Poison, Vengeful Stinger, Venomous Bolt and corresponding swarm and whip spells.

That one tiny vial is giving you the equivalent of a 25k gp saving throw item vs those spells. And stench effects, many monster abilities, etc.

Now go buy the darn thing.

Scarab Sages 2/5

Spend 1 Prestiege to get a Doctor's Outfit, and use 400g to buy a Traveling Garden.

With those two, you gain +3 Saves against Disease.

Another nice combination of goods are Vial of Efficacious Medicine with a Blood-Boiling Pill. This will give you +4 Initiative (Alchemical) for 8 hours. 2 Prestige to purchase the vial, then 75g for each pill. To those who can use this spell, combine it with a Wand of Heightened Awareness. I you prepare correctly, this can result in a total of +8 Initiative overall.

Shadow Lodge 4/5

Vial of Efficacious Medicine is gonna get errata'ed hard at some point. The price is obviously wrong. Just FYI.

Grand Lodge 5/5

Muser wrote:
Vial of Efficacious Medicine is gonna get errata'ed hard at some point. The price is obviously wrong. Just FYI.

Not likely, it's in a softcover.

Shadow Lodge 4/5

Yeah, I know, I know. Here's to hoping it gets reprinted in a hardcover like Ultimate Equipment 2: Electric Boogaloo.

5/5 5/55/55/5

The lucky clover from occult, +2 luck bonus 3x per day 3,750.

Scarab Sages 2/5

BigNorseWolf wrote:

The lucky clover from occult, +2 luck bonus 3x per day 3,750.

Bah, be a team player with the Lucky Horseshoe. Post it up at the Grand Lodge, and your party are good to go!

Grand Lodge 4/5

My low level fighter hands out a scroll of PF Evil and remove fear to the spell casters at the beginning of a scenario.

1/5

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Gloves of recon 2000gp. 10rnds of whats behind door number 1.

Grand Lodge 2/5

Lab_Rat wrote:
Gloves of recon 2000gp. 10rnds of whats behind door number 1.

And behind door number 2, and 3, and 4, and ...

5/5 *****

claudekennilol wrote:
Lab_Rat wrote:
Gloves of recon 2000gp. 10rnds of whats behind door number 1.
And behind door number 2, and 3, and 4, and ...

1 round of use will generally get you the box test and a chance at a knowledge check for any enemies there. It is an incredibly useful item. It was an exceptional purchase for

Spoiler:
Bronze House Reprisal.
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