PFS Items that can save you in 2015


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4/5

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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).
=====

Potion of Cure Light Wounds $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.

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 Spring loaded wrist sheath $5 to use 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}]. This will save your butt if you are not killed outright by a critical or awesome damage!

cracked Vibrant Purple Prism Ioun stone $2000 (none) PS Primer stores 1 spell level as Ring of Spell Storing minor (so you can cast it)! Rcc'd Librtn Cmmd, Cure Light Wnd, Vanish...

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).

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.

Scarab Sages 2/5

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Here and here are also helpful in finding some nice items.

1/5

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Elixir of Spirit Sight
Snapleaf
Haunt Siphon
Boots of the Cat
Smoke Pellet (Smog)
Scroll: Discovery Torch
Bladeguard
Pathfinder Pouch
POTION of Remove Blindness/Deafness (not a scroll)
Scroll: Sanctify Corpse
Swarmbane Clasp
Dweomer's Essence
Scroll: Comprehend Languages
Oil of Daylight & Potion of Darkvision, together

4/5

Much less expensive than oil of daylight:

Potion of Unwelcome Halo for 50 gp - you emit light that negates magical darkness like daylight. Combine that with darkvision or (table variation), another light source.

4/5

Nicholas Milasich wrote:

Much less expensive than oil of daylight:

Potion of Unwelcome Halo for 50 gp - you emit light that negates magical darkness like daylight. Combine that with darkvision or (table variation), another light source.

Not legal for play so far as I can tell. Unless it is listed somewhere other then Inner Sea Gods.

Shadow Lodge 2/5

Ian Foster wrote:
Nicholas Milasich wrote:

Much less expensive than oil of daylight:

Potion of Unwelcome Halo for 50 gp - you emit light that negates magical darkness like daylight. Combine that with darkvision or (table variation), another light source.

Not legal for play so far as I can tell. Unless it is listed somewhere other then Inner Sea Gods.

Inner Sea Gods: Spells: all spells on pages 228-245 are legal except ghoul hunger, spawn calling, and transplant visage. It's on 244.

Silver Crusade

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.

Shadow Lodge *

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

We're talking about Season 6 and no one has yet mentioned an Adamantium Dagger?

Dark Archive 5/5 *

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First aid gloves (4500 gp)

Silver Crusade 2/5

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pH unbalanced wrote:
We're talking about Season 6 and no one has yet mentioned an Adamantium Dagger?

Since the costs of basic weapons don't really differ by much, might as well go for the biggest adamantine weapon you can use well. Maybe limit it to a one-handed weapon (for when you are grappled), or a light slashing weapon if you are swallowed whole. Daggers are good, and anyone can use them, but martials can often find better weapons.

Liberty's Edge 2/5

Ring of Countespells 4000gp + 450gp to have a Wizard put Dominate Person on it.

Liberty's Edge 2/5

pH unbalanced wrote:
We're talking about Season 6 and no one has yet mentioned an Adamantium Dagger?

Yes, no-one has. Because at low level, you'll never succeed on the knowledge check to know that you need it, and at higher level, the hardness just doesn't matter that much any more.

Grand Lodge 5/5

3 people marked this as a favorite.

Bead of Newt Protection 1000 gold, fail the fort save on Baleful Polymorph and the bead disintegrates, but you don't morph.

Vial of Efficacious Medicine, 700 gold, a bunch of effects from healing to powering up Alchemical benefits.

Air Crystals, 50 gp for 1 minute of air you chew.

Shadow Lodge *

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Ron Feldman wrote:
pH unbalanced wrote:
We're talking about Season 6 and no one has yet mentioned an Adamantium Dagger?
Yes, no-one has. Because at low level, you'll never succeed on the knowledge check to know that you need it, and at higher level, the hardness just doesn't matter that much any more.

You don't need the knowledge check once you've engaged, experienced the defense, retreated, and realized that you're in a city where you can purchase adamantium weapons.

Shadow Lodge 5/5

1 person marked this as a favorite.

the scroll in a spring loaded sheath is very much a YMMV as has been covered extensively elsewhere

I know of a table at paizocon that it came up at and the GM Ruled against it ... cost a PC the res / resto costs

4/5

Conman the Bardbarian wrote:
Ian Foster wrote:
Nicholas Milasich wrote:

Much less expensive than oil of daylight:

Potion of Unwelcome Halo for 50 gp - you emit light that negates magical darkness like daylight. Combine that with darkvision or (table variation), another light source.

Not legal for play so far as I can tell. Unless it is listed somewhere other then Inner Sea Gods.
Inner Sea Gods: Spells: all spells on pages 228-245 are legal except ghoul hunger, spawn calling, and transplant visage. It's on 244.

Ah, was looking at gods and magic. Very good.

4/5

1 person marked this as a favorite.
Wraith235 wrote:

the scroll in a spring loaded sheath is very much a YMMV as has been covered extensively elsewhere

I know of a table at paizocon that it came up at and the GM Ruled against it ... cost a PC the res / resto costs

That can happen and the GM should bring it up if he's aware before you use it. That way the players can adjust before there are any surprises.

With Breath of Life you need a Draw, a Move to target, and then cast spell (touch). So the item must be out or you need a way to Draw it as a Free or Swift actn.
Usual methods are;
Handy Haversack $2000 UltEquip with an Unseen Servant is a Wizard's(arcanist/bard/magus/sor/summoner/witch) option for a free draw (Servant carries or gets the item and hands it to you).
Familiars perform same grab and drop.
Mnemonic Vestment (spontaneous caster-Oracle) $5000 UltEquip use your slot to cast item's spell.
Vanishing Sheath $5000 AdvClsGd (again, some leeway required).
Rod Metamagic Reach $11000 (range Close means you don't have to move and spell must be cast (not on a scroll), but above $5000 limit above).

Caster's Shield (to 3rd level) $3153 UltEquip.

Sipping Jacket $5000 (chest) UltEquip - use Dur:(Inst or N*r) potions round by round as swift actn.

The Exchange 5/5

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The Pathfinder Tales Chronicle for owning the book Queen of Thorns (which is a great read too!).

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 + you character level tat last for 3 rounds...." There's some other bad points, (confusion) but it has saved two of my (low level) PCs when hit for more than thier HP...

It is only a one use boon though...

As it is a (older) Book Chronicle you can add it to all your PCs - helps them get past those dangerous levels (2-5)...

4/5

Joe Kirner mentioned:
First Aid Gloves $4500 (hands) PFS Primer Breath of Life [5 of 10 chgs] so $2250 per.

some items require action economy, and saving actions is always good in an emergency.

on some others, I don't see how some of the items are game changers or that would keep you up in a battle... some are rather situational.

I didn't mention Smelling Salts $25 APG as honestly you could have been given a cure potion or wand-ed that would bring you up to positive HPs in the same action, but they are an acceptable backup.

Shadow Lodge 4/5

1 person marked this as a favorite.
pH unbalanced wrote:
We're talking about Season 6 and no one has yet mentioned an Adamantium Dagger?

The difference in price between an adamantine dagger and an adamantine greatsword is negligible. If you're going to spend 3,000 to make a weapon adamantine it should be your main one.

4/5

2 people marked this as a favorite.

Smelling salts are perhaps the most useful nonmagical item in the rules. It's saved my groups dozens of times. The only healer in the group is unconscious? Wake 'em up with the smelling salts, have 'em channel. Also useful for interrogating a prisoner without wasting healing magic - and if they turn on you, they just pass out again.

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

Stephen Ross wrote:

Joe Kirner mentioned:

First Aid Gloves $4500 (hands) PFS Primer Breath of Life [5 of 10 chgs] so $2250 per.

some items require action economy, and saving actions is always good in an emergency.

on some others, I don't see how some of the items are game changers or that would keep you up in a battle... some are rather situational.

I didn't mention Smelling Salts $25 APG as honestly you could have been given a cure potion or wand-ed that would bring you up to positive HPs in the same action, but they are an acceptable backup.

Smelling salts are useful for captured/unconscious bad guys though.

Lantern Lodge 5/5

I don't have my books nearby- -can smelling salts wake up someone unconscious do to color spray and if so, what happens when they act?

Scarab Sages 2/5

3 people marked this as a favorite.
Jayson MF Kip wrote:
I don't have my books nearby- -can smelling salts wake up someone unconscious do to color spray and if so, what happens when they act?

They actually get a new save.

Smelling Salts wrote:
These sharply scented gray crystals cause people inhaling them to regain consciousness. Smelling salts grant you a new saving throw to resist any spell or effect that has already rendered you unconscious or staggered. If exposed to smelling salts while dying, you immediately become conscious and staggered, but must still make stabilization checks each round; if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act and fall unconscious again. A container of smelling salts has dozens of uses if stoppered after each use, but depletes in a matter of hours if left opened.

Emphasis mine.

Got hit by Slow? Use Smelling Salts to get another save.

The Exchange 5/5

gnoams wrote:
pH unbalanced wrote:
We're talking about Season 6 and no one has yet mentioned an Adamantium Dagger?
The difference in price between an adamantine dagger and an adamantine greatsword is negligible. If you're going to spend 3,000 to make a weapon adamantine it should be your main one.

a dagger (or two) IS my main weapon...

and it just happens to be an adamantine one.

:-)

4/5

1 person marked this as a favorite.
Stephen Ross wrote:
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}]. This will save your butt if you are not killed outright by a critical or awesome damage!

This has become a staple for any character with rage in our area. The text of Aegis of Recovery is "Should the wearer ever drop below 0 hit points, the aegis heals the wearer for 2d8+3 points of damage..." but it does not contain the qualification that "this can't prevent you from dying when you drop out of rage" that some other items and abilities do (can't think of the names at the moment). Because of this, most GMs in our area accept that when a raging barbarian goes below 0, the aegis can actually kick in before he drops out of rage and dies, even before the barbarian gets Raging Vitality.

Quote:
cracked Vibrant Purple Prism Ioun stone $2000 (none) PS Primer stores 1 spell level as Ring of Spell Storing minor (so you can cast it)! Rcc'd Librtn Cmmd, Cure Light Wnd, Vanish...

We usually put the spells that target "you" in these: Expeditious Retreat, Shield, etc.

Liberating Command is tricky: since this is cast at minimum level, the bonus to Escape Artist is only +1, which probably won't help much. On the other hand, you can't cast Liberating Command on yourself, so I could see a bard handing this off to a friend as a proxy caster in case he gets caught.

Grand Lodge 4/5

Dorothy Lindman wrote:
Stephen Ross wrote:
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}]. This will save your butt if you are not killed outright by a critical or awesome damage!

This has become a staple for any character with rage in our area. The text of Aegis of Recovery is "Should the wearer ever drop below 0 hit points, the aegis heals the wearer for 2d8+3 points of damage..." but it does not contain the qualification that "this can't prevent you from dying when you drop out of rage" that some other items and abilities do (can't think of the names at the moment). Because of this, most GMs in our area accept that when a raging barbarian goes below 0, the aegis can actually kick in before he drops out of rage and dies, even before the barbarian gets Raging Vitality.

Quote:
cracked Vibrant Purple Prism Ioun stone $2000 (none) PS Primer stores 1 spell level as Ring of Spell Storing minor (so you can cast it)! Rcc'd Librtn Cmmd, Cure Light Wnd, Vanish...

We usually put the spells that target "you" in these: Expeditious Retreat, Shield, etc.

Liberating Command is tricky: since this is cast at minimum level, the bonus to Escape Artist is only +1, which probably won't help much. On the other hand, you can't cast Liberating Command on yourself, so I could see a bard handing this off to a friend as a proxy caster in case he gets caught.

Actually, the bonus is double the caster level., so +2, not +1.

And, as mentioned, they can be useful for those go-to You spells. Don't forget to include True Strike in the list...

Or for the utility spells, so you burn your own turn on them, instead of the real caster's turn. Enlarge Person, Prot Evil, Bless, Remove Fear, etc.

4/5

Dorothy Lindman wrote:
Stephen Ross wrote:
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}]. This will save your butt if you are not killed outright by a critical or awesome damage!
This has become a staple for any character with rage in our area. The text of Aegis of Recovery is "Should the wearer ever drop below 0 hit points, the aegis heals the wearer for 2d8+3 points of damage..."

well - that's why I put that waiver as you have to resolve the first action that takes you to or below 0, then the Ageis acts, then you resolve the rest. If that first one takes you below your Con in HPs...

you might need that Tourmaline Sphere...

Quote:
Quote:
cracked Vibrant Purple Prism Ioun stone $2000 (none) PS Primer stores 1 spell level as Ring of Spell Storing minor (so you can cast it)! Rcc'd Librtn Cmmd, Cure Light Wnd, Vanish...

We usually put the spells that target "you" in these: Expeditious Retreat, Shield, etc.

Liberating Command is tricky: since this is cast at minimum level, the bonus to Escape Artist is only +1, which probably won't help much. On the other hand, you can't cast Liberating Command on yourself, so I could see a bard handing this off to a friend as a proxy caster in case he gets caught.

why is Liberating Command cast at minimum level??? As it is a $2000 item I'd expect it to come into play at 3rd level or better (when you have some spare cash) for +2*CstrLvl. Put it in the stone and have your GM sign off on it on your chronicle. Use it or loan it out. The beauty is that it is a stored spell that the user can cast as a Standard Action (see Ring of Spell Storing).

Why can you not cast this on yourself? You ARE close AND one creature.

4/5 ****

Ring of Spell Storing wrote:
Each spell has a caster level equal to the minimum level needed to cast that spell.

4/5

1 person marked this as a favorite.

How has nobody mentioned the Jingasa of the Fortunate Soldier? Everybody in my region eventually is wearing an asian hat once they hit level 5 or 6.

Scarab Sages 4/5

Normally Liberating Command has a casting time of immediate action. Using the effect of it is also an immediate action. So, while you can cast it on yourself, you only have 1 immediate action, and you therefore can't use it.

Placing it in the ioun stone should fix that, though, as spells in a ring of spell storing have a minimum casting time of 1 standard action. Assuming that means that you take a standard to cast an immediate spell and not that you can't put an immediate spell into the stone at all, then on your turn, you could cast Liberating Command as a standard, then use your immediate to try to escape.

I normally use the Ioun Stone for Shield on a martial character. Or Divine Favor.

4/5

Robert Hetherington wrote:
Ring of Spell Storing wrote:
Each spell has a caster level equal to the minimum level needed to cast that spell.

I agree with the quote, but I assumed that was for the spells originally found in the ring. hmmm... my years of home gaming may be the issue. lol...

4/5

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Serisan wrote:
How has nobody mentioned the Jingasa of the Fortunate Soldier? ...

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).

Scarab Sages 5/5

Hex Nail are cheap ways to increase you save versus witches - only wear one - keep the others in your pathfinder pouch.

An Oil of Cure Light Wounds to more easily use it on others.

Potion (or Oil) of Infernal Healing - gets around the slow casting time, and if you drink it before battle, you are constantly healing 1 magically -for a number of rounds.

Potion Sponge (for things like Monkey Fish, or Touch of the Sea) as many GMs say you cannot drink potions underwater.

Liberty's Edge 1/5

Dhjika wrote:

Hex Nail are cheap ways to increase you save versus witches - only wear one - keep the others in your pathfinder pouch.

An Oil of Cure Light Wounds to more easily use it on others.

Potion (or Oil) of Infernal Healing - gets around the slow casting time, and if you drink it before battle, you are constantly healing 1 magically -for a number of rounds.

Potion Sponge (for things like Monkey Fish, or Touch of the Sea) as many GMs say you cannot drink potions underwater.

Oddly, it still takes a full round action to apply an oil of cure light wounds to an unconscious ally. Don't know why it all of a sudden becomes so much harder than if they were just laying down instead.

Sovereign Court 5/5

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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.

Grand Lodge 2/5 *

Pathfinder Adventure Path Subscriber

Between combats sure...

Sovereign Court 5/5

Darrell Impey UK wrote:
Between combats sure...

That's when out of combat healing happens :)

Dhjika wrote:
Potion Sponge (for things like Monkey Fish, or Touch of the Sea) as many GMs say you cannot drink potions underwater.

I can't imagine many GMs would say you CAN drink a potion underwater. Makes no sense in a real life way of looking at things.. and if you don't subscribe to that paradigm it makes no sense from a rules sense if the entire point of potion sponges is that they CAN be consumed underwater.

4/5

Ferious Thune wrote:
I normally use the Ioun Stone for Shield on a martial character. Or Divine Favor.

Or long arm.

Silver Crusade 2/5

deusvult wrote:
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.

What about the timer on 1-minute per level buffs?

Liberty's Edge 3/5

deusvult wrote:
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.

... Huh. I could have sworn those weren't legal, but a quick check of AR shows I was wrong. Time to purchase those on every character I have...

4/5 ****

Interesting, to me those boots look overpriced. I'm surprised that people think they are that awesome.

Grand Lodge 4/5

DesolateHarmony wrote:
deusvult wrote:
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.
What about the timer on 1-minute per level buffs?

Always something to consider. But, sometimes, not relevant.

Grand Lodge 5/5

Robert Hetherington wrote:

Interesting, to me those boots look overpriced. I'm surprised that people think they are that awesome.

They are situationally awesome IMO, on a character who doesn't move much in combat (like a life oracle with life link) they can be pretty nice. (Also if you don't have a lot of timed buffs in party) But honestly there are better feet slot items for most characters.

Sovereign Court 5/5

BartonOliver wrote:
Robert Hetherington wrote:

Interesting, to me those boots look overpriced. I'm surprised that people think they are that awesome.

They are situationally awesome IMO, on a character who doesn't move much in combat (like a life oracle with life link) they can be pretty nice. (Also if you don't have a lot of timed buffs in party) But honestly there are better feet slot items for most characters.

That's fine if there's other, better boots. Just put on the Boots of the Earth between combats to heal up. Pass them around the whole party and avoid having to use wands.

DesolateHarmony wrote:
What about the timer on 1-minute per level bufs?

I'm intrigued by what you're getting at and wish to know more. If there IS indeed a factor that limits the boots from keeping everyone topped off between each fight I'd love to know it.


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Butterfly Net -- Ultimate Equipment Page 60
This allows you to entangle a swarm. For 5 gold pieces.
"You can also use a butterfly net to capture Fine or Diminutive creatures as if it were a net (weapon), though you don’t need to re-fold the butterfly net if you miss, and you use the handle of the butterfly net like you would the rope of a net weapon."

Grand Lodge 5/5

deusvult wrote:
BartonOliver wrote:
Robert Hetherington wrote:

Interesting, to me those boots look overpriced. I'm surprised that people think they are that awesome.

They are situationally awesome IMO, on a character who doesn't move much in combat (like a life oracle with life link) they can be pretty nice. (Also if you don't have a lot of timed buffs in party) But honestly there are better feet slot items for most characters.

That's fine if there's other, better boots. Just put on the Boots of the Earth between combats to heal up. Pass them around the whole party and avoid having to use wands.

DesolateHarmony wrote:
What about the timer on 1-minute per level bufs?
I'm intrigued by what you're getting at and wish to know more. If there IS indeed a factor that limits the boots from keeping everyone topped off between each fight I'd love to know it.

They only work while you stand still, this is their major limiting factor. People only have a certain number of spells per day, they generally want to get the most out of their buffs with limited castings. So standing still (not including the time to take them on and off) to heal between combat, can severely limit this usefulness. (Even more if you are using 1 pair to heal the whole party, can easily, at high level, take 30-60 minutes for a whole party let alone minutes). Unlike, infernal healing which gives the same fast healing but works while you move, or a cure wand/potion that does it in one go.

Also, notice I said standing, prone - nope doesn't work. Sitting, resting, sleeping, moving - nope.

Finally, you have to be on actual ground (earth) (and here's the most likely place to get variation). On a boat - nope, airship - no, how about the second story of a building, does it work now?

Yeah, they are good, but are they better than shield of faith running out on all your buffed characters, haste, or any number of other buffs? Would you rather spend 5k on them and need to heal more than 3000 health to break even versus Infernal Healing (or probably a couple thousand versus cure light (I haven't checked that math)).

How about other boots: slippers of spider climb, boots of striding and springing, jaunt boots, boots of the cat, boots of speed, or others. Sure you can take them off and switch, but you still have the time issue.

All for fast heal 1 and cmd +4 on a set of combat manuevers.

Grand Lodge 5/5

BTW, putting together the downsides of the Boots of the Earth for a devil's advocate point of view, I think I just talked myself out of buying them for my Oradin (Life Oracle/Paladin)

Scarab Sages 2/5

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Staff of Entwined Serpents

Scarab Sages

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Carry a pot of dirt, and stand in that. You are standing on earth, even if it's on a boat. Put it on the wizards floating disk, and you can heal while they play taxi service.

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