PFS Items that can save you in 2017


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4/5

Creative Solutions

Every GM has come across this and player creativity is a great thing and what all GMs want to see. In PFS we have to follow the rules and a lot of these ideas rely on the GM's gray area and understanding of the rules. There is going to be significant "table variance" in how GM discretion is applied. It's really a freebie for the players so don't blame your conservative GM who says no a lot, he's just trying to stick to the rules as he sees them, besides, creative GMs get in trouble more than BTB GMs.

I've avoided bags of flour, marbles, string, and other tricks in this thread as they are rather iffy solutions to circumstantial problems. You don't want to give people advice on what works and then have their GM say NO. It's like giving kids ZotZ candy 8^0:. or Horehound drops...
... So we've stuck to the standard items that we know work BTB...

Scarab Sages 4/5

2 people marked this as a favorite.

More and more I find myself purchasing:

Wand of Heightened Awareness 1@1 750gp

Definitely on any class that has it on their class list, and usually on anyone with a decent UMD.

It's a 10 min/level duration for +2 competence to Perception and all Knowledge Skills. That alone is worth it on a dungeon crawl. But you can also end the effect to receive a +4 untyped bonus to an initiative check. I just run through charges in a dungeon, and expend it every time a fight starts. You're generally going to be in a fight within 10 minutes in a dungeon, so a first level wand is fine, and if the skill bonuses don't save your life, the extra initiative bonus certainly can.

5/5 *****

Ferious Thune wrote:

More and more I find myself purchasing:

Wand of Heightened Awareness 1@1 750gp

Definitely on any class that has it on their class list, and usually on anyone with a decent UMD.

It's a 10 min/level duration for +2 competence to Perception and all Knowledge Skills. That alone is worth it on a dungeon crawl. But you can also end the effect to receive a +4 untyped bonus to an initiative check. I just run through charges in a dungeon, and expend it every time a fight starts. You're generally going to be in a fight within 10 minutes in a dungeon, so a first level wand is fine, and if the skill bonuses don't save your life, the extra initiative bonus certainly can.

Nowadays this is often my second prestige purchase.

Dark Archive

Adamantine wire saw - for all those things "nailed down" you have ever wanted.

Alchemists glue & accelerant - stick small or medium creatures to walls, doors, ceilings - before you wake them up for a talk.

Drill & silence - hey what's in here?

Periscope - looking around the corner for the truly paranoid.

Block and tackle - how do you move this treasure/cleric/etc. Up or down hill

4/5

don't forget

format - item name, price($ or GP), "("slot")", source, description(short).
price should be 5000gp or less.

4/5

don't for get to review the season 9 PFSRPG Guide(the Guide).

PFSRPG Guide p22 wrote:

If you don’t have sufficient gold, the other players around the table can chip in, but they cannot be compelled to do so.

{and later...}
You can buy raise dead using 16 PP, 5,450 gp, or 8 PP and 2,450 gp

A 2450gp purchase requires having 13 Fame (total of Prestige earned){see pg 20} or having played at least 7 scenarios (usually 7 XP or 3rd level).

Liberty's Edge 5/5

Stephen Ross wrote:
A 2450gp purchase requires having 13 Fame (total of Prestige earned){see pg 20} or having played at least 7 scenarios (usually 7 XP or 3rd level).
Organized Play Guide 9.0, pg. 23 wrote:
A character’s Fame score determines the maximum gp value of any items she can purchase

(emphasis mine)

Not seeing any indication that fame limits apply to spellcasting services.

4/5

Stephen Ross wrote:

don't for get to review the season 9 PFSRPG Guide(the Guide).

PFSRPG Guide p22 wrote:

If you don’t have sufficient gold, the other players around the table can chip in, but they cannot be compelled to do so.

{and later...}
You can buy raise dead using 16 PP, 5,450 gp, or 8 PP and 2,450 gp

after some careful reading I agree, the placement of the table got me in editing my comment when I added that text.

Shadow Lodge

David Setty wrote:
Stephen Ross wrote:
A 2450gp purchase requires having 13 Fame (total of Prestige earned){see pg 20} or having played at least 7 scenarios (usually 7 XP or 3rd level).
Organized Play Guide 9.0, pg. 23 wrote:
A character’s Fame score determines the maximum gp value of any items she can purchase

(emphasis mine)

Not seeing any indication that fame limits apply to spellcasting services.

Indeed, spellcasting services is actually explicitly covered separately in the Guide, with no mention of Fame.


Stephen Ross wrote:
Been awhile... I like the Snapleaf but honestly I haven't seen anyone die from a 'surprise' 2d6 or 3d6 falling damage, in fact serious trap/surprise falling damage is very rare. The non-lethality of falling damage as level rises is part of the d&d model.

Snapleaf has been updated; you can activate it any time you want (still as an immediate action).


A lot of this stuff also sounds useful outside of PFS, although depending upon the campaign (which might venture away from Pathfinder Society Lodges and cities for long periods of time), you might have to make do with a subset due to limited availability.

3/5

Slim Jim wrote:
Stephen Ross wrote:
Been awhile... I like the Snapleaf but honestly I haven't seen anyone die from a 'surprise' 2d6 or 3d6 falling damage, in fact serious trap/surprise falling damage is very rare. The non-lethality of falling damage as level rises is part of the d&d model.
Snapleaf has been updated; you can activate it any time you want (still as an immediate action).

Well, I think that is my replacement for the clear spindle ioun stone.


Swift Girding: put your armor on as a standard-action.

4/5

reading Blood of the Coven... I expect good things in Potions & Poisons on Dec 13. Notation: not PFS legal.

Collar, Bloodstone $900 (neck) BotCoven. Worn by a Familiar or Spirit Animal. If wearer damaged to below HP:0 stabilizes at HP:-1 and master takes damage beyond that, refusing to take damage kills collar wearer, uses:[3].

Collar of Sacrifice $2000 (neck) BotCoven. Worn by a living Familiar or Spirit Animal. If master dies wearer is slain instead and master has HP:1. Familiars/Spirit Animals become paranoid, despondent, and sulk; master must make CHA DC15 check to compel obedience. By RAW this item is reuseable!... not a nice item. Bleed for Your Master 3rd, and Die for Your Master 5th are PFS legal.

as this is Familiar centric, see also;
Callback 2nd, limit damage to familiar (I'd say a must cast if you use your familiar in active combat).
Familiar Figment 2nd, 50%miss chance.
Merge with Familiar 2nd, absorb/hide familiar.
Polymorph Familiar 3rd, buff familiar.
Shield Companion 3rd, shield other with buff.
Familiar Melding 4th, magic jar your familiar.
Raise Animal Companion 4/5th, Raise dead on familiar/companion.
Share Shape 4th, a decent duration polymorph for the master.

4/5

link forward to 2019 thread

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