Best Early Purchases?


Pathfinder Society

Grand Lodge 1/5

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I'm new to PFS, having just played two scenarios with my cleric. So now I have a few Prestige Points and a pouch full of gold. What are the best purchases to be thinking about?

Browsing the forums, it seems a Wand of CLW is highly recommended. Do I need to wait for that to show up in a scenario or or wands okay to purchase without them being on a scenario sheet? Reading page 19 of the PFS guide, wands are not listed as "Always Available Items" so I'm guessing I need to wait until it shows up in a scenario, but from the talk here I'm not sure.

Any other must-have items?

Liberty's Edge 3/5

You did not mention your class.

If you are a melee character, the Potion of Enlarge Person continues to be the best bang for 50 GP in the game. Six in an Adventurer's Sash (from Seeker of Secrets) keeps 'em ready and handy.

.Steel_Wind

The Exchange 2/5 Contributor, RPG Superstar 2010 Top 16

Masterwork weapon and masterwork or mithral armor.

I like having a few flasks of alchemical fire/ holy water at all times. Also, if you have Adventurers Armory, vermin repellant is pretty decent for keeping swarms at bay.

5/5

The want you can get with 2 prestige points ... best purchase ever

For caster classes -- I like ranged items like alchemists fire or flasks of acid, for a cleric a healer's kit is always good, as well as surgeon's tools ... save up for a phylactory of channeling...

For melee classes -- go with things that are going to be beneficial in your role .. oils of blessed weapon, the potion of enlarge person -- or go for a wand of enlarge person and have someone whack you with it now and again

Silver Crusade 2/5

It entirely depends on your class. PA should go towards a wand or two, regardless of your class (such as Cure Light Wounds). Then, potions and oils. Cure serious wounds, enlarge person, shield, bless weapon, lead blades (huge boost for melee!), gravity bow, perhaps a potion of true strike. Also, most importantly, always have a means of doing damage despite resistances. Silvered morningstar is cheap, and covers bludgeoning, piercing, and silvered. Snag a bow for ranged. Even if you suck with it, a maybe shot from a bow beats standing around with a sword in hand.

Silver Crusade 2/5

Also, read, enjoy!

http://paizo.com/forums/dmtz31ii?Painlords-What-to-Expect-at-a-PFS-Table#29

http://paizo.com/forums/dmtz31fm?Painlord-has-a-Thought-on-how-to-become-a- better#0

http://paizo.com/forums/dmtz47j7?Painlords-What-We-Teach-New-PFS-Players#1

They cover quite a few of the basics and how to be a stellar and well prepared player.

Liberty's Edge 4/5

Potion of True Strike is not a valid item, unfortunately. True Strike is a personal spell, and those cannot be made into potions.

Initially, it depends on class & focus.

2 PP for a Wand of Cure Light Wounds (or Inflict, if the situation warrants)
2 PP for a masterwork Composite Longbow with a Strength rating of up to +3 if you are an archer-type

Always: 50 gp for a Potion of Cure Light Wounds (sucks if there is no generally usable way to heal the only Cleric in the party...)

Depending on weight & desire:
Potion of Mage Armor (or more)
Oil of Bless Weapon
Oil of Magic Weapon
Alchemist's Fire (ani-swarm)

Later:
Potion of Invisibility
Potion of Gaseous Form - both are good get-out-of-jail/avoic TPK items.
Potion of Fly (unless you are a ranged user)

Silver Crusade 2/5

Huh. I didn't know that. I swear I've seen a potion of true strike in a module. Ahh well, learn something new every day on these boards!

The Exchange 2/5 Contributor, RPG Superstar 2010 Top 16

Alexander_Damocles wrote:
Huh. I didn't know that. I swear I've seen a potion of true strike in a module. Ahh well, learn something new every day on these boards!

There may very well be a potion of true strike in a module, there are at least a few places where I've seen potions of shield which are equally illegal. Sometimes designers goof and developers miss it. I treat illegal items as a sort of boon. Sure you can't make it normally but this is a special one off item.

Grand Lodge 5/5

Ok Im confused. Why are so many people insisting a potion of Enlarge Person is the way to go for melee?

-1 AC, -1 Ref save exchanged for +1 damage, +2 CMB and +1 CMD doesnt really seem worth it to me, unless your thing is combat maneuvers.

5/5

godsDMit wrote:

Ok Im confused. Why are so many people insisting a potion of Enlarge Person is the way to go for melee?

-1 AC, -1 Ref save exchanged for +1 damage, +2 CMB and +1 CMD doesnt really seem worth it to me, unless your thing is combat maneuvers.

Since you are larger, your damage dice change to deal more damage (from my understanding and use of the spell/wand)

Grand Lodge 5/5

Forgot about the die damage. That does make it a bit better.

Ok, objection withdrawn. :P

5/5

godsDMit wrote:

Forgot about the die damage. That does make it a bit better.

Ok, objection withdrawn. :P

*sprinkles you with catbunnygnome dust* all is forgiven

*giggles as godsDMit now is sparkly purple*

Grand Lodge 5/5

Purple Fluffy CatBunnyGnome wrote:

*sprinkles you with catbunnygnome dust* all is forgiven

*giggles as godsDMit now is sparkly purple*

A sparkly purple bear trap? Now no one is gonna fail their Perception checks. :P

5/5

godsDMit wrote:
Purple Fluffy CatBunnyGnome wrote:

*sprinkles you with catbunnygnome dust* all is forgiven

*giggles as godsDMit now is sparkly purple*

A sparkly purple bear trap? Now no one is gonna fail their Perception checks. :P

I belive you're stealth check is at a -40 now ... as you've been Gnomedusted hehehehehehe

5/5

yes I'm at work and bored ... I'm working but I'm bored *sigh*

Grand Lodge 5/5

Im in the same boat, lol.

Ok, so to get this back on track, sorta:
~ROPE
~Reach weapon
~Piercing Weapon
~Slashing weapon
~Bludgeoning weapon
~Ranged weapon
~A one-handed weapon (in case you get grappled or swallowed whole)
~Alchemist Fire or Acid Flasks to deal with swarms
~Holy Water, if you don't already have the appropriate weapon to deal with whatever undead your fighting.
~ROPE
~A weapon made of silver (the morningstar suggestion above was good).
~A weapon made of cold iron
~Cold weather gear (I can think of at least 4 scenarios in which it's useful)
~Swarm suit
~Earplugs (2cp, -5 on hearing based Perception checks, but gives +2 on saves vs stuff that affects you by hearing, which I would think would be most mind-controlling spells)
~ROPE
~A 'masterwork tool' gives a +2 bonus on a skill, but you pick the skill, though the item you say it is has to be appropriate.
~If you wear madium or heavy armor and you are paranoid: a light armor to sleep in.
~ROPE!

4/5

Also, to answer your specific question:

Narl wrote:
Browsing the forums, it seems a Wand of CLW is highly recommended. Do I need to wait for that to show up in a scenario or or wands okay to purchase without them being on a scenario sheet? Reading page 19 of the PFS guide, wands are not listed as "Always Available Items" so I'm guessing I need to wait until it shows up in a scenario, but from the talk here I'm not sure.

A first-level wand is not an always-available item, so there are two ways to get hold of one.

1) You can spend 2 Prestige to purchase one.
Spending 2 prestige allows you to obtain any item worth up to 750gp (coincidentally, this is exactly the price of a Wand of CLW) regardless of how much money you've got or the fame that you have.

2) You can wait and buy it once you have Fame 9
Once your fame score is 9, you can purchase things that have a value of up to 1500 gp.

Option 1 allows you to get your hands on a wand quickly - 2 prestige is likely after 1 scenario, and effectively guaranteed after 2. Having a fame of 9 needs at least 5 scenarios, which means you're almost to level 3 before it's even possible. If you miss a faction mission or two, then you will be level 3.

As to advice...

I may be in the minority here, but as a Cleric (presuming you have channel positive energy and the ability to spontaneously cast cure spells) I wouldn't bother with a wand of CLW. I carry a couple of potions to allow the party to get me up if I go down, and rely on my channels and spells to take care of the curing. It may be a little riskier, but if others have wands themselves, you can use them. I believe it was Painlord who posted about people bringing items intended for healing them.

Shadow Lodge 4/5 **** Venture-Captain, Michigan—Mt. Pleasant

godsDMit wrote:

Ok Im confused. Why are so many people insisting a potion of Enlarge Person is the way to go for melee?

-1 AC, -1 Ref save exchanged for +1 damage, +2 CMB and +1 CMD doesnt really seem worth it to me, unless your thing is combat maneuvers.

And actually, its -2 AC (-1 size, -1 dex) Increased damage die is nice (depending on the weapon might only be 1 or 2 damage on average) but if you're medium, I like the reach...

You might also look at scrolls. As a cleric (come on people it was in his first sentence!) you have a huge spell list. Take a look at what spells would be awesome in uncommon situations (endure elements, comprehend languages, delay poison, lesser restoration). These are spells that you wouldn't see yourself using every day, but when the situation arises that you need them, having them on a scroll can save the day.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Air crystals. They're from the PFS Field Guide. 50gp a pop, you put them in your mouth and chew them. When you do, they release 1 minute's worth of breatheable air. Good way to not drown/suffocate.

Potion of Darkvision. 300gp, but when you need it (when some monster casts darkness to overpower whatever light source you were using), you'll want to kiss me.

Eventually, an oil of Daylight. Dump it on your shield/armor/whatever when some jerk uses DEEPER Darkness.

Silver Crusade 2/5

Eric Clingenpeel wrote:
godsDMit wrote:

Ok Im confused. Why are so many people insisting a potion of Enlarge Person is the way to go for melee?

-1 AC, -1 Ref save exchanged for +1 damage, +2 CMB and +1 CMD doesnt really seem worth it to me, unless your thing is combat maneuvers.

And actually, its -2 AC (-1 size, -1 dex) Increased damage die is nice (depending on the weapon might only be 1 or 2 damage on average) but if you're medium, I like the reach...

Except when you are an Oracle of Lore or Nature, and use Charisma for AC...like me.

Scarab Sages

Callarek wrote:
Potion of True Strike is not a valid item, unfortunately. True Strike is a personal spell, and those cannot be made into potions.
Alexander_Damocles wrote:
Huh. I didn't know that. I swear I've seen a potion of true strike in a module. Ahh well, learn something new every day on these boards!

The reason that you've seen them in the modules, is that they used to be legal for play. About three years ago, for a year or so that I can count, the wording in the Core Rulebook was different.

Core Rulebook, 1st printing wrote:

Brew Potion (Item Creation)

Benefit: You can create a potion of any 3rd-level or lower
spell that you know and that targets one or more creatures.

The difference is the fact that the target now has to be "personal", not just targeting a creature. So ... it's more accurate to say, "They're not a valid item anymore."

ALRIGHT!! SO ... I seem to have gotten my reasoning COMPLETELY wrong ... I just checked the fifth printing, and it has the same wording!! I really don't know how or why they used to be legal! WTF? I remember when I was first told by a GM that my Living Monolith/Fighter couldn't have one ... I'd bought them legally, and he told me that I couldn't use them anymore and needed to use them in that scenario or sell them back at the end. ... NOW, I am TOTALLY confused.

Dark Archive 5/5 5/55/5 *

Alexander_Damocles wrote:
...Then, potions and oils. Cure serious wounds, enlarge person, shield, bless weapon, lead blades (huge boost for melee!), gravity bow, perhaps a potion of true strike.

I know that someone pointed out that True Strike isn't a valid choice for a potion earlier, due to it being a Personal spell. Someone else chimed in with Shield. Both Lead Blades & Gravity Bow are Personal spells, so they're not really valid for potions either.

On the plus side, the spells that take longer that a standard action to cast [Enlarge/Reduce Person, Lesser Restoration, etc] are sweet in potion form - drink it [Standard Action] & BOOM!! there you are - all amped up & ready to rock.

Scarab Sages

Joe Jungers wrote:
Alexander_Damocles wrote:
On the plus side, the spells that take longer that a standard action to cast [Enlarge/Reduce Person, Lesser Restoration, etc] are sweet in potion form - drink it [Standard Action] & BOOM!! there you are - all amped up & ready to rock.

That's one of the reasons that I love my Living Monolith. With his Ka Stone, he can use Enlarge Person (and later Righteous Might) as a swift action. Now *that* is the way to get big!

The Exchange 2/5 Contributor, RPG Superstar 2010 Top 16

Purple Fluffy CatBunnyGnome wrote:
godsDMit wrote:

Ok Im confused. Why are so many people insisting a potion of Enlarge Person is the way to go for melee?

-1 AC, -1 Ref save exchanged for +1 damage, +2 CMB and +1 CMD doesnt really seem worth it to me, unless your thing is combat maneuvers.

Since you are larger, your damage dice change to deal more damage (from my understanding and use of the spell/wand)

Don't forget reach and space, a large biped occupies 4 times the space and threatens something like ~6-7 the area. This means you are much harder to bypass and flank without provoking.

The Exchange 2/5 Contributor, RPG Superstar 2010 Top 16

W. Kristoph Nolen wrote:

ALRIGHT!! SO ... I seem to have gotten my reasoning COMPLETELY wrong ... I just checked the fifth printing, and it has the same wording!! I really don't know how or why they used to be legal! WTF? I remember when I was first told by a GM that my Living Monolith/Fighter couldn't have one ... I'd bought them legally, and he told me that I couldn't use them anymore and needed to use them in that scenario or sell them back at the end. ... NOW, I am TOTALLY confused.

They were never legal, the ones people saw in modules (and the GMG) were mistakes.

Scarab Sages

Dennis Baker wrote:


They were never legal, the ones people saw in modules (and the GMG) were mistakes.

Well, It's certainly good to hear that there are people with firm opinions. I can't seem to find a single reason why in the rules anymore. SO ... suggestions?

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Ah, the potions thing.

In the Potions section of the Magic Items chapter, it just says that potions (and oils) must replicate spells of 3rd level or lower which target one or more creatures or objects. Finish reading that, and you'd think you were set.

But wait!

Over here in the Magic Item Creation section of that chapter, you get a reiteration of those same rules plus an additional restriction against spells with a range of "personal".

So yeah, people get potions wrong all the time because the rules are in two places, and one of those two is incomplete. I argued with a lot of people before someone finally showed me the right spot to look in the rules. :P

Scarab Sages

Jiggy wrote:
Ah, the potions thing....So yeah, people get potions wrong all the time because the rules are in two places, and one of those two is incomplete. I argued with a lot of people before someone finally showed me the right spot to look in the rules. :P

Aha!! Jiggy, with the shot from Center Court! Out of nowhere, he shoot! He SCORES!!

Well ... that puts it pretty solidly. I was about to start a new thread asking the question, but, Jiggy jumped in and answered it. Clearly, it was a mistake that many people (including PFS adventure authors) missed for precisely that reason (the two locations thing). It's one sentence, though, you'd think that with 5 printings, they'd add that sentence in the Brew Potions section as well.

Thanks, Jiggy ... you da' man.

Grand Lodge 1/5

Thanks for all the helpful advice! I have a long shopping list now.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Think nothing of it, Mr. Nolen. :)

Silver Crusade 2/5

Why the blazes can't we make potions or oils of a personal spell? It makes no sense. We can take a spell that normally requires a touch to take effect and magically make it work without it, and quicker to boot. But heaven forbid a spell that targets a person and doesn't require touching the target become a potion. I just don't get it.

5/5 5/55/55/5

Alexander_Damocles wrote:
Why the blazes can't we make potions or oils of a personal spell? It makes no sense. We can take a spell that normally requires a touch to take effect and magically make it work without it, and quicker to boot. But heaven forbid a spell that targets a person and doesn't require touching the target become a potion. I just don't get it.

Because they're usually more powerful. True strike and expeditious retreat for example are FAR more powerful on a melee fighter than on a caster.

Liberty's Edge

Robert Trifts wrote:
If you are a melee character, the Potion of Enlarge Person continues to be the best bang for 50 GP in the game. Six in an Adventurer's Sash (from Seeker of Secrets) keeps 'em ready and handy.
That item is a trap for unwary players, and here's why:
Seeker of Secrets wrote:

Adventurer's Sash: This bandoleer holds six pouches along

its length and a satchel at the hip. Each pouch has a stiff
leather flap that can be secured against jostling with a clasp
(requiring a move action to open or close) or left unfastened
for easier access. The pouches and satchel each contain a
number of loops and ties for further securing equipment. The
sash buckles at the shoulder, and can be freed with a sharp tug
in an emergency as a move action.

So, it takes....

1 move action to open a clasp
1 move action to retrieve the pouch contents (a potion)

-- If you leave all the clasps unfastened (or hang your potions on the "loops and ties" so you look like that goofball Paizo iconoc alchemist who'd go up like a mushroom cloud if he ever tripped), everything is vulnerable to spilling and/or breaking whenever you're knocked prone, fall, or fail a reflex save or Acrobatics or Climb check, or... [insert potentially endlessly expanding list of excuses to wreck your crap]).

At 3 lbs, it's also very heavy for the amount of junk you can stick in it. Not at good choice for the weight-conscious strength-dumper.

....at least it's a cheap trap (you lose 10gp selling it back half-price to buy an item that doesn't suck, such as a haversack or efficient quiver.

Liberty's Edge 4/5 5/55/5 **

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Mike Schneider wrote:
So, it takes....

Yeah, It was cut, but the intent of the Adventure's Sash from the developer of the item as hinted by the line "left unfastened for easier access" was that you could pull items out of the sash when it is unfastened in concurrence with a move action *Similar to drawing a weapon*. But that was cut for unknown reasons. Which makes the item really not that useful and too expensive.

Scarab Sages

So ... Why wouldn't one just keep their potions in a belt pouch or backpack?

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

W. Kristoph Nolen wrote:
So ... Why wouldn't one just keep their potions in a belt pouch or backpack?

Or maybe in some of the myriad pockets included in the free-at-character-creation Explorer's Outfit?

Liberty's Edge 4/5 5/55/5 **

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
W. Kristoph Nolen wrote:
So ... Why wouldn't one just keep their potions in a belt pouch or backpack?

Exactly...

Here is the post about it from the developer..

Liberty's Edge 1/5

One the OP topic, I would agree Masterwork armor and/or shield and masterwork weapons.

Swarms are a big hit with the writers of the scenarios, to several alchemist's fire would be handy.

Keeping a few scrolls of Endure Elements handy can help, even if you are not a caster, just hand them to a friend to cast on you.

Handy Haversack is a good purchase to hold your goods and limit encumbrance.

Wands of Cure Light Wounds are always a hit

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