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claudekennilol wrote: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 omitted **Lab_Rat wrote:Gloves of recon 2000gp. 10rnds of whats behind door number 1.And behind door number 2, and 3, and 4, and ...
Well, it depends on how you entered the location. When you ran it for us, it was a car collision in slow-motion =)
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Cracked =/= broken. I know of a number of "broken" items that aren't really broken, and can be purchased. The rule for no buying a broken weapon is meant to prevent people from buying discount items then fixing them. You can't fix a cracked or flawed ioun stone back into a full ioun stone though, they're just poorly crafted, and as a result don't have as strong of an effect, or possible downsides.
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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.
And while you have the vial, top it up with some Clear Ear. Now you have a total of +6 to Perception and Knowledge skills.
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remember that we are looking for items that are both efficacious and moderately priced.
Rather than a general gear list, let's keep it focused on real "game changers" and things that will keep you up in a scenario, and under $5000(GP).
format - item name, price($ or GP), "("slot")", source, description(short).
what's the encumbrance of Travelling Garden? ... you might need Muleback Cords for your Porters... so, yes... it's good if you are travelling with a heavy wagon but otherwise you'll have to leave the +1 bonus behind after 24 hrs. FYI about 50% of the time I get flak (from GM or other PCs) about taking my heavy war horse on an adventure...
The Vial of Efficacious Medicine is a great item previously listed.
Wands are always at minimal level - so Wizard's Wand of Heightened Awareness 1@1 dur:10min.
Vial of Efficacious Medicine and Blood Boiling Pill puts you in the GMs gray area as while the pill is an alchemical remedy, it is NOT a liquid. Will GMs get picky if they believe the Vial is overpowered? You betcha. So I'm going to say this is questionable.
IMO the Vial will not work on Clear Ear... why? Antiplague, Antitoxin, and Clear Ear are listed in the Adventurer's Armory in two distinctly different places. Clear Ear is treated as a poison/black Market item and not an alchemical power agent, remedy, or tool. So history does not favor Clear Ear just as it does not favor belladonna or all-night for usage in the Vial.
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FLite wrote:I am tempted to add blood boiling pills to my ifrit gunslinger / swashbuckler.
But at some point the initiative bonus is just silly.
At +16?
Without improved init, or the reactive trait, or any items that boost my initiative, I should hit +14 at level 9. Then go up +1 more every 2 levels. I will also start combat with a wakazashi and double pistol drawn, and always act in the surprise round, and (possibly) get a move and a standard in the surprise round.
Should be fun.
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Clear Ear is a "black market" substance, not an alchemical remedy, so it doesn't work with the Vial.
Pills in the vial is a bit iffy but might be legal. It reads a lot like the vial assumes liquids.
Insert pill, add water. I was thinking it as like an Alka-Seltzer or something.
For something new, how about a Vigil Cap?
You get 3 options:
- +2 to Reactionary Sight-based Perception checks.
- 75% to not have to make a Save on Gaze Attacks. Downside is every enemy gets Partial Concealment (10% miss chance). If you are a blaster caster, why the need to see them when you can blow the whole area up. =)
- +2 Saves against Blind/Dazzle. Plus, Shades.
A Marlinspike can help out as well. For 8 Silver Pieces, it can reduce a Knotted Rope climb check to 3 instead of 5. People in Full Plate can thank you for every little bit of help on their climb checks.
Smoke Cover can help out against enemies attacking from a higher altitude than your party. And if a creature tries to swoop in for the kill, they have to make a save or become sickened (nauseated if they were already sickened)
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Yeah, I know, I know. Here's to hoping it gets reprinted in a hardcover like Ultimate Equipment 2: Electric Boogaloo.
Strangely, Herolab has it listed as the much more realistically priced 9K
Edit, and the alchemy manual has the construction cost as 4500, so it does need to be banned/fixed.
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so far I like Blood-boiling Pill: +2 alch INIT, +1 save vs Cld efcts, RndUp(1.5*dmg from bleed efcts) for 8hrs $75 AlchMan. I'd assume that it doesn't work with the VialoEffMag but ask, you might get lucky.
My mid level characters get a cracked Pearly White Spindle: regen 1/hr $3400 SoS. Paint it gray. As a by product the ioun stone makes you immune to bleed damage.
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Boots of the Earth render wands of CLW obsolete. Heck, they render all out of combat healing obsolete. Drop 5,000 gold and pretty much noone has to buy any healing resources again.
Only if you have the book. Also..
These effects end if the wearer moves or is moved, knocked prone, or rendered unconscious.
Hmm, wont help unless you are conscious, able to stand on your own (so no broken leg) and you have to stand still to use them. Nice item, but I can see groups not wanting to stand around for a while.
And useless in combat since you will have to move about. Even a 5 foot step stops the healing.
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I am compelled to jump in here...
You can't "Take 20 to search entire rooms" - as there is no such skill as search. You CAN Take 20 on a Perception check - which takes 1 minute (20 times as long as one Perception check, which is a move action).
Doing so will net you what you can perceive from your current location (ie: most likely NOT such things as the contents of a book on the shelf, the items in a drawer, what's written on the back of the note on the table 10 feet away....).
A search is NOT a Perception check - to treat it as such (which many authors and judges and even players do) leads to many mis-understands and some bad feelings.while a good search of something (a room or even my pocket) might take one or more...
Ever search your house for something you misplaced? I have to do it periodically. You're moving around. You shift things about, picking them up and putting them down. Can't find the object? Check next room. Still can't find the object? Dang it, you give up for now. Then later you randomly spot the object you were searching for... in plain sight. In an area where you'd searched earlier.
How does this happen in-game? Failed perception checks while searching. Then you get asked by the GM for a d20 roll, (s)he adds your perception modifier, and tells you "you found the object you were looking for".
If the party doesn't even mention searching the body or room, tough. But if they do and the scenario/module gives a perception DC... That's how difficult it is to find the object(s) when searching. Almost had the group I ran through We Be Goblins Too miss out on half the treasure, cause they almost left without searching the BBEG's body or room. And that's where some of the best stuff was.
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I'd add the new talismans from Occult adventures. Multiple one use or 1/day items in a neck slot? Yes please
as stated upthread
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 neck slot is prime real estate for some great items. The contenders are;
Aegis of Recovery(who doesn't need healing when you're down) $1500.Amulet of Natural Armour(who doesn't love some AC bonus) $2000+.
Amulet of Mighty Fists(monks, brawlers!) $4000.
Amulet of Spell Cunning $10000 / Amulet of Spell Mastery(Wizards bonded item!) $22000.
I'll note that crafty people realize that the Aegis will work sequentially with another amulet (after you go below 0 HPs) which works well with a healing/life breath talisman.
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@Stephen Ross: you forgot the Swarmbane Clasp as a contended for neck slot.
everyone has their personal favorites... and you should do what fits your specific character concept and design.
for me, my answer to being in a swarm is {Monty Python voice} runaway! runaway! lol... it's effective and costs nothing and allows you to pull out some alchemists fire or vermin repellent at a minimum.
Objectively the Swarmbane Clasp is a situational fix with a reasonable price (similar to a Golembane Scarab). It's nice that you are immune to the swarms distraction (but not poison or damage) which is usually an easy to moderately difficult save. The buff is tactically questionable as most will have to move adjacent to the swarm (range weapons are better here). Contrast 3000 gp to 4 flasks of alchemist fire attacking as a range touch doing 8d6 of >area< fire damage for 80gp. IMO this is something you pull out of your handy haversack and swap out your neck slot item when the situation calls for it.
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Ascalaphus wrote:@Stephen Ross: you forgot the Swarmbane Clasp as a contended for neck slot.everyone has their personal favorites... and you should do what fits your specific character concept and design.
for me, my answer to being in a swarm is {Monty Python voice} runaway! runaway! lol... it's effective and costs nothing and allows you to pull out some alchemists fire or vermin repellent at a minimum.
Objectively the Swarmbane Clasp is a situational fix with a reasonable price (similar to a Golembane Scarab). It's nice that you are immune to the swarms distraction (but not poison or damage) which is usually an easy to moderately difficult save. The buff is tactically questionable as most will have to move adjacent to the swarm (range weapons are better here). Contrast 3000 gp to 4 flasks of alchemist fire attacking as a range touch doing 8d6 of >area< fire damage for 80gp. IMO this is something you pull out of your handy haversack and swap out your neck slot item when the situation calls for it.
A swarmbane clasp is incredibly valuable past about level five, where most mid-to-high level swarms tend to laugh off alchemists fire. I know of a couple of season five scenarios where if your only swarm protection is alc. fire you'll be spending a lot more than 3K on a body retrieval, raise, and restos. The clasp is a bargain, especially when 3K is a drop in the bucket at mid to high levels.
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Even if your neck slot is taken by an amulet of natural armor, you should still grab a golembane scarab and swarmbane clasp at some point. Put them in your pocket and change it out when you need them.
that's what I said... lol... but the Swarmbane Clasp's usefulness is dependent on your class and character design and the frequency of swarms as challenges. Swarms resistant to fire damage are very very rare as where golems are generally resistant to energy attacks.
It seemed natural to draw the analogy to the Golembane Scarab (same body slot, similar function for an infrequent situation).I also wanted to point out a some simple strategies of dealing with swarms. 4 characters via alchemists fire can do 150%*32d6 (avg=168pts) of fire damage over 5 rounds for a prorated cost of 80 gp each. That is a powerful argument.
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A golembane scarab is most useful for an unarmed or natural attack build, and then primarily when keeping their amulet of mighty fists doesn't help them power through the DR. If someone uses a weapon, an adamantine weapon is only about 500 gold more than the scarab, and it accomplishes much the same thing. Sure, you lose the ability to detect golems, but if you aren't wearing the scarab until you are attacked by a golem, that ability loses some of its usefulness. Also, PFS does tricky things like make you really assume you're going to fight a golem, then have the creatures not actually be golems.
A swarmbane clasp is more useful, because while the melee character could throw an alchemist fire every round, and collectively the group could as well, the Melee character might do 100+ points of damage on their own in a single round full attacking the swarm. Plus, I've been in several scenarios at high and low tiers where characters missed with their alchemist's fires and only did 1 point of splash. Swarms tend to have good touch ACs. There's at least 1 scenario with a swarm with a touch AC in the 20s and close to 40 hitpoints in the low tier of a mid-level scenario. Of course, to be fair, that's well before you'd likely have the money to spend on a swarmbane clasp anyway. I think they give you a few items that can help, but if you go into that scenario without an area effect blaster, it can be extremely deadly. It's no cakewalk at the higher tier, either.
I'd say buy the swarmbane clasp for a melee character. You can power attack your way through a golem if you have to.
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A swarmbane clasp is more useful, because while the melee character could throw an alchemist fire every round, and collectively the group could as well, the Melee character might do 100+ points of damage on their own in a single round full attacking the swarm. Plus, I've been in several scenarios at high and low tiers where characters missed with their alchemist's fires and only did 1 point of splash. Swarms tend to have good touch ACs. There's at least 1 scenario with a swarm with a touch AC in the 20s and close to 40 hitpoints in the low tier of a mid-level scenario. Of course, to be fair, that's well before you'd likely have the money to spend on a swarmbane clasp anyway. I think they give you a few items that can help, but if you go into that scenario without an area effect blaster, it can be extremely deadly. It's no cakewalk at the higher tier, either.
I'd say buy the swarmbane clasp for a melee character. You can power attack your way through a golem if you have to.
This right here.
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I usually buy adamantine weapons so I'm not that worried about the golem. But the swarmbane clasp's big virtue is indeed "unchaining" the martial PCs.
Swarms tend to provoke a lot of AoOs from moving through your square, and then you're in a position to full-attack. Meanwhile, at higher levels they start to carry fairly vicious rider effects on their swarm damage.
Swarms' touch AC tends to be 17 and up. Getting in that alchemist's fire hit isn't a sure thing for half the party. But if the barbarian can full-attack the swarm it'll be dead in 1-2 rounds.
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There's only 3 swarms that need the clasp: tick(automatic Con damage), leech(too much hp) and hellwasp(resist fire, intelligent), but oh boy do they need it.
I'd say vescavor too but the GM thread for that scenario told me that you can easily outrun them and who am I to argue against internet people.
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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).
THIS!!!
Every one of my characters has a single durable adamantine arrow. For 61gp you have an improvised weapon that ignores hardness.My archers carry a quiver of them for 1220gp. At the end of combat just walk around and collect them all up again.
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don't forget the mighty tangleshot arrow (20 GP)
After playing a ranged hunter up to level 11, I can testify that they are incredibly, however since they allow archers to sacrifice one one of their many attacks to inflict a rather nasty condition on the enemy (with little to no chance for them to remove it), they seem a bit uderpriced/lack a real downside like a reduced duration.
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Ascalaphus wrote:Also, empowered cyberplasms.Both times I ran that scenario the party Diplomanced it. tongues is a hell of a drug.
I was hoping to get the chance to try that during my second playthrough, but it didn't work out that way. Instead I used a longspear and a swarmbane clasp to "investigate" its HP.
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Matthew Morris wrote:don't forget the mighty tangleshot arrow (20 GP)After playing a ranged hunter up to level 11, I can testify that they are incredibly, however since they allow archers to sacrifice one one of their many attacks to inflict a rather nasty condition on the enemy (with little to no chance for them to remove it), they seem a bit uderpriced/lack a real downside like a reduced duration.
Well they get really silly in that RAW an imp with a tangleshot arrow can entangle an ogre...
besides that, the biggest advantage they have over tanglefoot bags is weight.
Tanglefoot bag is 25 GP the DC is 15, and weighs 4 lbs.
Tangleshot arrow is 20 GO, the dc is 1o, and weigh 'normal' ammo weight.
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Sebastian Hirsch wrote:Matthew Morris wrote:don't forget the mighty tangleshot arrow (20 GP)After playing a ranged hunter up to level 11, I can testify that they are incredibly, however since they allow archers to sacrifice one one of their many attacks to inflict a rather nasty condition on the enemy (with little to no chance for them to remove it), they seem a bit uderpriced/lack a real downside like a reduced duration.Well they get really silly in that RAW an imp with a tangleshot arrow can entangle an ogre...
besides that, the biggest advantage they have over tanglefoot bags is weight.
Tanglefoot bag is 25 GP the DC is 15, and weighs 4 lbs.
Tangleshot arrow is 20 GO, the dc is 1o, and weigh 'normal' ammo weight.
You can also shoot several arrows in the same round without quick draw, attack at a far greater range, the attack roll benefits from any enhancement bonus on your weapon, as well as weapon focus and similar effects.
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We all know death is an expensive and unfortunate experience, but there are some items you can buy that can help keep you alive and survive a scenario...
Rather than a general gear list, let's keep it focused on real "game changers" and things that will keep you up in a scenario, and under $5000(GP).
format - item name, price($ or GP), "("slot")", source, description(short).
=== staying alive & active ===
Potion Sponge $2 (none) ARG container that works underwater but Full r actn to drink [1 use]. Suitable for potions of Monkey Fish 1 ACG, Touch of the Sea 1 APG, Air Bubble 1 UC {lets you drink other potions and cast}, Cure Lgt Wnd 1 CRB (or you could use a waterskin(sm)[/b] $1 and argue about it).
Hex Nail $20 (none) ReignWinterPlyrGuide +2 rst all sv hexs, spels, SLA, SU of fey, hags, witches [1 use]. Circumstantial before you get a Cloak +2[/b] $3000 (shoulders) CRB.
Smelling Salts $25 (none) APG [dozens uses as Full actn (stoppered)] low level compromise to consciousness and for a save vs staggered or unconsciousness. Useful to question people who are below 0 Hps. It's better to cure your friends, but consciousness is better than unconsciousness...
Potion of Cure Light Wounds 1@1 $50 (none) CRB heal 1d8+1 HPs. Always have one on your person as sometimes the person giving it to you cannot use a wand or read a scroll. Usually a move actn to get out and a standard to drink, or a Full actn to give to someone else.
Wand of Cure Light Wounds/Infernal Healing 1@1 $750 or 2 Prestige (none) CRB heal 1d8+1/10(over 10r) HPs. Don't be a mooch, buy one and get cured.
Vial of Efficacious Medicine $700 (none) AlchMan holds single dose of alch remedy. When used gains +2 enhc to alch bonus to saves, Chks, to AC or CMD … AND heal 1d8+5! Uses 3/d. A nice bump.
Potion of Remove Blindness 3@5 $750 (none) CRB std to drink and remove condition. Expensive but can beat waiting for the cure.
Tourmaline Sphere Ioun stone $1000 (none) PS Primer +2 CON for HP limit on dying. So 2 extra rounds and a nice buffer. Wayfinder: +1 Con chks to stabilize SoS. The cracked is okay but overly specific.
Scroll: Breath of Life 5@9 $1125 (none) CRB cures 5d8+9 HPs & brings back from dead within 1r with 1 neg lvl (see spell). Need some action economy with this to make it work effectively. Cheaper than a Raise Dead and keeps you in play. A Scroll of Restoration might be handy.
Ageis of Recovery $1500 (neck) Ult Equip +2 rst bonus on "second" saves, if less than 0HP heal 2d8+3 HPs [1 use {then expended}]. Action ecenomy as it auto activates. This will save your butt if you are not killed outright by a critical or awesome damage! Combine with Talismans for A(disintegrates) then T action.
First Aid Gloves $4500[/b] (hands) PFS Primer {Breath of Life [5 of 10 chgs] so $2250 per}. For 5+ level characters. Handles that action economy but the owner of the gloves bears the cost of your Breath of Life, buy a set and give one to your healer.
cracked Pearly White Spindle Ioun stone $3400 (none) PS Primer Regenerate (as spell) 1 HP/hour, immune to bleed damage, regrow body parts (slowly). Long term survivability and beauty maintainer(lol).
Talisimans(various) Occlt Adv. May wear up to 3. Activation condition is listed after the benefit. I'd suggest the last 3 after your Ageis as if your aegis crumbles to dust you must be in deep doo-doo. The permanent ones exceed the cost ceiling.
. . 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.
Clear Spindle Ioun stone $4000 (none) PS Primer sustains crtr w/o food or water. Wayfinder: Protection from possession and mental control (as Protection from Evil). Anti-Dominate Person for low Will PCs.
Boots of the Earth $5000 (feet) InrSeaGods "As a move action, the wearer can plant her feet and draw strength from the earth, gaining fast healing 1 and a +4 bonus to CMD to resist bull rush, reposition, and trip combat maneuver attempts. These effects end if the wearer moves or is moved, knocked prone, or rendered unconscious." {my conservative reading: on earth or unworked stone permanently affixed to the ground, see Soften Earth}. Not bad, but not cheap either, best for a fighter/barbarian type on guard duty on land. See Rules thread for more chat on this item.
=== Helpful ===
Unseen Servant/Familiar/etc to hand it to you for Action Economy.
Spring loaded wrist sheath $5 pop wands, potions, and usually scrolls as a swift action (Action Economy), double check with your GM.
Bandolier $5 UltEquip. Holds 8 items with mov actn to recover, same as backpack. If your hands are free (with GM agreement) you could pull 2 as a mov actn for a little action economy, if GM says no then don't buy it. Replaced by Handy Haversack at higher character level.
Alchemist's Fire $20. buy 4 and 6 $0.1 plain lamp oils, throw when it looks dead or if you just want to burn it. Throw in order; AF(ignites)(1d6 then 1d6), oil(1d3 then 1d3), oil, oil... catching on fire Reflex DC15 to avoid otherwise 1d6(fire)/r, success puts fire out.
Continual Flame w/Heighten $50 + your ioun torch or dull gray ioun stone($25) {note that you can only have ONE such item}. You'll need a party caster of 7+ CL with the spell to do it for you.
the usual potion assortment, Antiplague, Antitoxin, Twitch Tonic.
Blood boiling pill $75 +2 alch INIT, +2 save vs cold efcts, RndUp(1.5*dmg from bleed efcts) for 8hrs.
cracked Vibrant Purple Prism Ioun stone $2000 (none) PS Primer stores 1 spell level as Ring of Spell Storing minor(Std actn, Spl @ minimum level) (so you can cast it)! Rcc'd; Cure Light Wnd, Air Bubble, Expd Rtrt, Grease, Ill Calm, Obs Mist, Phan Blood, Prot Evil, Shield, True Strike, Vanish.
Caster's Shield (to 3rd level) $3153 UltEquip.
Mnemonic Vestment $5000 UltEquip (spontaneous caster-Oracle) use your slot to cast item's spell.
Vanishing Sheath $5000 AdvClsGd (again, some GM leeway required but more likely than mundane item).
Sipping Jacket $5000 (chest) UltEquip - use Dur:(Inst or N*r) potions round by round as swift actn.
Rod Metamagic Reach $11000 (range Close means you don't have to move and spell must be cast (not on a scroll), but above the[/b] $5000 limit).
=== Combat ===
Smoke Stick $20 or Wand Obscuring Mist 2PP CRB. The wand is more effective and usually can hinder ranged attacks, usefull in Darkness to balance out advantages.
Jingasa of the Fortunate Soldier $5000 (head) UltEquip +1 luck AC; negate critical or sneak Atk extra damage as immd actn [1/d]. Good for most martial types. Circlets are in this same slot (but not Headbands).
Swarmbane Clasp $3000 (neck) Ult Equip - Deal full weapon damage to swarms, automatically succeed on saves vs. swarms distraction. A backup item to wear (as non-active) and swap your neck slot items around if you need it.
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The Pathfinder Tales Chronicle for owning the book Queen of Thorns- cost $9.99 + taxes, 0 gp,
From the Desperate Bargain Boon on that Chronicle "...As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds...."As it is a (older) Book Chronicle you can add it to all your PCs - helps them get past those dangerous levels (2-5)...
trying to fit this one into the above template...
format - item name,
price($ or GP),
"("slot")",
source,
description(short).
The Pathfinder Tales Chronicle (Boon) for owning the book Queen of Thorns-
Price $9.99 + taxes, 0 gp,
Slot? none.
Source - Boon? it's a Pathfinders Tales Chronicle boon
Description: as an immediate action, gain temporary HP and the Confused Condition for 3 rounds...
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as I am not a sticky post I repost the summary from time to time with new interesting stuff that has accrued.
I didn't repost the durable ammo - although that is important, just not something that's gonna save your posterior, more $ saving over time.
The desperate bargain boon is good, I have it and never used it... trick is you have to be in that sweet spot between 0 and -Con... the confused condition might just get you killed some more...
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Lau Bannenberg wrote:
Actually, starting a fresh 2016 topic with a good summary of the most important findings might not be a terrible idea :)You should title it "Things that can save you in 4716" since who knows how many of these things were available 2700 years ago.
You do know we can time travel now, right?