New must-have gear?


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So....If my scimitar is a full tang blade with a wooden handle does that count?

How much is it?

Grand Lodge

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Wyroot, with the Ironwood spell can create any weapon.


YES!!!


ericthecleric wrote:

Not sure if they are "must-haves", but the adaptive and designating ranged weapon qualities seem nifty!

Adaptative is the new standard for archers, I lost the count of how many times I've been screwed by a ray of enfeeblement.

As for designating... if you want to let the other players have fun why are you playing an archer?

Dark Archive

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Dennis Baker wrote:
Wyroot wrote:
When a weapon constructed of wyroot confirms a critical hit, it absorbs some of the life force of the creature struck.

Wyroot grants a point to the arcane pool when you confirm a crit, not when you finish someone off.

Coup de Grace wrote:
You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + damage dealt) or die. A rogue also gets her extra sneak attack damage against a helpless opponent when delivering a coup de grace.

You never confirm a critical hit in a coup de grace, it's just an auto-crit.

You actually have to use a wyroot weapon in combat to benefit from it.

Well that's not EXACTLY true, you don't need to be in combat you just need to confirm a crit which you can do without being in combat. All you need is a small sized ironwood Kukri and a few rats tied up in a bag.

Keen it and then stab the rats for non lethal damage, you'll hit every time and you'll crit 1 out of 4 times (give or take) and since you are doing non lethal damage the rats don't die.

On average for every arcane point you spend you get 3-ish points back so no matter how many arcane points you have you can refill your pool inside of 5 minutes an unlimited number of times per day.


Doing enough non-lethal damage converts it to lethal, you know.

Dark Archive

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Icyshadow wrote:
Doing enough non-lethal damage converts it to lethal, you know.

Which is why you have more than one rat.


Dot


Dennis Baker wrote:
Wyroot wrote:
When a weapon constructed of wyroot confirms a critical hit, it absorbs some of the life force of the creature struck.

Wyroot grants a point to the arcane pool when you confirm a crit, not when you finish someone off.

Coup de Grace wrote:
You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + damage dealt) or die. A rogue also gets her extra sneak attack damage against a helpless opponent when delivering a coup de grace.

You never confirm a critical hit in a coup de grace, it's just an auto-crit.

You actually have to use a wyroot weapon in combat to benefit from it.

Which is why you get a tiny steak and hit someone with any form of DR ~20 times out of combat. If you can get it on a whip, attacking anyone with armor works too.


deuxhero wrote:
Which is why you get a tiny steak and hit someone with any form of DR ~20 times out of combat. If you can get it on a whip, attacking anyone with armor works too.

I don't think that weapon would be capable of hurting anyone other than herbivores and vegans. Everyone else would probably just try to eat it.

You'd probably need a stake to use against anyone else. :p

The Exchange Contributor, RPG Superstar 2010 Top 16

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Sorry, that won't work. You can only make wyroot out of things that are normally made of wood. Steak is made of beef and thus could not be made of wyroot.

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

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Isn't there a Meatwood spell you can use to make steaks out of wood?


Dennis Baker wrote:
Sorry, that won't work. You can only make wyroot out of things that are normally made of wood. Steak is made of beef and thus could not be made of wyroot.

Damn rules lawyers! Always ruining all the fun.


Benchak the Nightstalker wrote:

Isn't there a Meatwood spell you can use to make steaks out of wood?

I'm reminded of Nethack's allowed usage of the Stone to Flesh spell on boulders to get huge chunks of meat.

If you broke the boulder first, then cast the spell, you got a ton of meatballs.

Really, there needs to be more Not-food -> Food spells in Pathfinder.

Ezren's Eldritch Deliciousifier. Target fails a Will save and suddenly everything with animal intelligence or no intelligence wants to eat the target...


^ I preferred making a weak Golem, binding it to my control and tossing a cockatrice at a for Stone Golem under my command.


D...d...dotted.


Magus + Necromantic Cloak of the Hedge Wizard

You get touch of fatigue at will. Can that be right? It won't work unless you also spell blend touch of fatigue, but could this mean limitless melee attacks in a single round for the magus? I think not, but I want to know what it actually does for a magus.

Also, would a normal character get to touch of fatigue everyone in reach in a single round?

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

I don't know the text of the cloak, but if you think it somehow combos with how magi use touch attacks, you probably just misunderstand how touch spells work in the first place, because the magus actually changes remarkably little about them.


Jiggy wrote:
I don't know the text of the cloak, but if you think it somehow combos with how magi use touch attacks, you probably just misunderstand how touch spells work in the first place, because the magus actually changes remarkably little about them.

Yeah, I have no idea how touch spells work. Thanks for the vote of confidence champ :-P

Cloak of the hedge wizard gives certain spells "at will". One of those spells is light, another is touch of fatigue. If a magus puts that cloak on and casts light at will (range:touch) this would technically trigger spell strike which allows a free attack to deliver the spell.

Having a touch spell at will technically means an at will melee attack for a magus, but I'd be keen on someone who "understands how touch spells work" explaining this situation to me like I'm five.


deuxhero wrote:
^ I preferred making a weak Golem, binding it to my control and tossing a cockatrice at a for Stone Golem under my command.

That doesn't work.

Construct Traits wrote:
Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.

Golems have Construct Traits, and Constructs are immune to both Fortitude saves and Ability Damage, which prevents a Cockatrice from petrifying a Golem. Even if you could petrify a Golem, it wouldn't become a Stone Golem, it'd be a statue that is under your control, but can't move. The magic that animates a Flesh Golem, is different from the magic that animates a Stone Golem.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

@Lastoth: Suggesting the possibility that a frequently-misunderstood rule might be misunderstood by you as well is not an insult. The scores and scores of threads in which people had to have touch spell rules explained to them (because they didn't have cause to look into the finer details of those rules until the magus showed up) were not all written by idiots or five-year-olds, and suggesting you might have the same misconceptions as all those other reasonable people is not condescending.

On the other hand, suggesting that anyone who thinks you might not understand a given rule must necessarily be talking down to you, thereby implying that all the other people who misunderstand that rule are idiots, that is condescending and insulting (to quite a few people).

--------------------

Now that we've got that cleared up, how did you arrive at the idea that the magus might get "limitless melee attacks in a single round"? Your subsequent post just mentions making the spell "at-will" (much like the famous arcane mark/spellstrike/spell combat combo), but doesn't imply getting to make a limitless number of attacks in a single round. Can you explain your reasoning?


Lastoth wrote:
Jiggy wrote:
I don't know the text of the cloak, but if you think it somehow combos with how magi use touch attacks, you probably just misunderstand how touch spells work in the first place, because the magus actually changes remarkably little about them.

Yeah, I have no idea how touch spells work. Thanks for the vote of confidence champ :-P

Cloak of the hedge wizard gives certain spells "at will". One of those spells is light, another is touch of fatigue. If a magus puts that cloak on and casts light at will (range:touch) this would technically trigger spell strike which allows a free attack to deliver the spell.

Having a touch spell at will technically means an at will melee attack for a magus, but I'd be keen on someone who "understands how touch spells work" explaining this situation to me like I'm five.

Cantrips are at will, does that mean a Magus can take Arcane Mark and get at-will attacks in a round? No, no it doesn't. At will means you have an infinite number of uses per day. If you use Spellstrike, it's a standard action to do so, because casting the spell is a Standard action. If you use Spellstrike in conjunction with Spell Combat, you still only get to use it 1 time.

Think about, a Magus could prepare all touch spells, but that doesn't mean he gets to make an infinite number of attacks in a round as long as he has touch spells left. He's limited to one Spellstrike a round.

A lot of monsters, like the Ghaele Azata, have spells 'at will'. The Ghaele Azata has Cure Light Wounds, does that means she is 'at will' healing 1d8 +5 hit points? No, it means she can cast Cure Light Wounds at will, but she's still limited to casting it once per round (from her spell-like abilities) because using Cure Light Wounds is a Standard Action and you only have one Standard Action a round.

It sounds to me like you neither know how touch spells work, or how the action economy works.

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

Lastoth wrote:

Cloak of the hedge wizard gives certain spells "at will". One of those spells is light, another is touch of fatigue. If a magus puts that cloak on and casts light at will (range:touch) this would technically trigger spell strike which allows a free attack to deliver the spell.

Having a touch spell at will technically means an at will melee attack for a magus, but I'd be keen on someone who "understands how touch spells work" explaining this situation to me like I'm five.

Is the confusion over 'At-Will'?

In this case, 'at-will' simply means there's no daily limit on how many times you can use it. Not that the action to use it is somehow reduced from the standard action normally required to cast the spell. You're still limited to one casting of the spell per round.

Edit: Ninja'd by seconds!

RPG Superstar Season 9 Top 16

Dot. I think just the rings are on the SRD so far.

Shadow Lodge

andersen wrote:
Crysknife wrote:


This could be the first trap of the lot.
+4 ac is worth 16k gp.
+2 ac against fire arms is kind of meh, a gunslinger will hit you anyway.
+1 to grit is not bad but not worth me 20k gp more.
also, concerning that grit, it says "this extra point does not increase her maximum grit total" so I am assuming this means, well, I have no idea what it means, except for that you aren't getting any extra grit, except in the case that you go to sleep with less grit then maximum you will get an extra in the morning... which seems utterly pointless...

The Gunslinger items are a pretty mixed bag. Those that stand out as awesome are:

Pistol of the Infinite Sky. A legitimately good item. 73300 for a +5 pistol with infinite ammo that never misfires. So of course they banned it for PFS. I wouldn't be surprised to see it on a chronicle sheet some day though, if they ever put in a gunslinger NPC.

Beneficial Bandolier. 1000g to hold all your ammo, and swift action to reload. Great at low level, so banned.

Far-Reaching Sight - 4000g to be shooting for touch AC at any range increment.

Slate Spider. For that one important fight of the day. 10k to have no misfires for 1 minute per day.

the gunfighter's poncho might be ok. Bonus AC(luck) and 1/d: don't get shot. 14k seems high though.

There's some midling, and some pretty bad too.

endless bandolier isn't bad, but for 500gp more, you can just get a haversack.

deadshot vest makes things at the 3rd+ range increment count as 2nd+ for purposes of hitting touch AC, but does still costs a grit to use. And 1/d you can be Evil and gain 1d8 temp hp, and some things gunslingers don't use.

Amulet of bullet protection. How often are you getting shot at with guns?

Burrowing bullets will leave the mob staggered for a couple rounds, but they're single use at 1722+ each.

Nimble - +4 bonus to not provoke when shooting. By the time you can afford it, you've probably worked out something for provoking.

Firedrake pistol. 20300. An extra 11k to make the dmg all fire or cast burning hands from your gun?

And of course, gunslingers DON'T get the nifty Conserving/endless ammunition/second chance mods.

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

andersen wrote:
also, concerning that grit, it says "this extra point does not increase her maximum grit total" so I am assuming this means, well, I have no idea what it means, except for that you aren't getting any extra grit, except in the case that you go to sleep with less grit then maximum you will get an extra in the morning... which seems utterly pointless...

The idea is, you get an extra grit at the start of the day, but once you spend it, you can't earn it back.

Think temporary hit points.

It could probably be phrased a bit better.


Any new items to buff bard's inspire courage? Higher bonus, count as X levels higher for bonus amount, etc...?


Banner of the Ancient Kings with the Flagbearer feat.
You are treated as if your bard level was four levels higher for the purposes of determining the bonuses granted by your inspire courage.
gain a +2 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects.

This lets you have a long spear for damage well granting this bonus.

Silver Crusade

The Mock Armor is actually pretty awesome to sneak a BBEG spellcaster.


tifton wrote:

Banner of the Ancient Kings with the Flagbearer feat.

You are treated as if your bard level was four levels higher for the purposes of determining the bonuses granted by your inspire courage.
gain a +2 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects.

This lets you have a long spear for damage well granting this bonus.

Not quite what I was looking for, sounds far too easy to get destroyed, is obscenely expensive with a lot of other effects I don't care about, and... requires using 2H, when I was hoping for something to go w/ a 1H scimitar-using Dawnflower Dervish...

*sigh*

Grand Lodge

Big Dot

Grand Lodge

New Sky Metals introduced in the Shattered Star AP.


Alright, I figured I'd go ahead and throw down my two cents...

1) Brawler Armor - +2 to hit and damage for unarmed strikes (but not natural attacks). However, it can only be applied to 'light armor' (and I don't think Bracers of Armor qualify for that). Still, for a +1 enhancement to armor, this is a REALLY good deal for an unarmed alchemist, barbarian, fighter, etc.

2) Spectral Shroud (26,000) - grants constant see invisibility and allows a character to go incorporeal once a day for 10 rounds. Both are very useful for almost any character (and is also great for making a quick getaway as well).

3) Headband of Ninjitsu (15,000) - made for Ninja's mostly, but giving a +2 insight bonus on attack rolls for sneak attacks, and the ability to sneak attack creatures with concealment or total concealment really is useful.

4) Sipping Jacket (5,000) - I feel like this item is just waiting for abuse. I mean, it works pretty well with a 'haste potion', but I'm positive there are other combos that compliment it as well (again, maybe it's just something for the alchemist).

5) Deliquescent Gloves (8,000) - Well, it's great for unarmed fighters, and acid damage is pretty hard to resist. Sadly only limited to hands, but still useful (and funny) when combined with the below item.

6) Forge Fist Amulet (13,000) - I'm not sure if this would even work with the above item, but still, you get the flaming property on ur hands and also treat them as adamntine for the overcoming DR (but not hardness). Pretty neat idea to have hands of flaming acid :P

7) Guardian Gorget (12,000) - Light fortification and +2 AC to armor...without evening being armor (that's pretty decent). In addition, can also blast out a glyph of warding as an immediate action, so not too shabby.

8) Tentacle Cloak (14,000) - Why? Because the ladies will love you ;)

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Duskblade wrote:

Alright, I figured I'd go ahead and throw down my two cents...

1) Brawler Armor - +2 to hit and damage for unarmed strikes (but not natural attacks). However, it can only be applied to 'light armor' (and I don't think Bracers of Armor qualify for that). Still, for a +1 enhancement to armor, this is a REALLY good deal for an unarmed alchemist, barbarian, fighter, etc.

Would also be great for a Maneuver Master monk, if you're okay with losing a couple of abilities, as long as you make sure to specialize in weapon-using maneuvers like disarms and trips.


Belt of Stoneskin (60,000) - While expensive is really good. Stoneskin casted on you every day. Last all day until absorbs 100pts of damage. Great item for that front line guy in your party.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Yeah, 100 extra hit points a day allows the party cleric to breathe easier too.


Why the hell did UE make so many belts? Did they add a MIC style "Adding enchantment bonus to ability scores has no additional cost" or at least readd Gauntlets of Ogre Strength? Because it seems like a terrible option because the game expects you to have those boosts to hit things and damage them well.

Meanwhile the SAD casters have zero items that want to occupy their headband slot (which is entirely new from 3.5 I recall) and don't have to deal with the inability to remove their belts ever.

Tels wrote:
deuxhero wrote:
^ I preferred making a weak Golem, binding it to my control and tossing a cockatrice at a for Stone Golem under my command.

That doesn't work.

Construct Traits wrote:
Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.
Golems have Construct Traits, and Constructs are immune to both Fortitude saves and Ability Damage, which prevents a Cockatrice from petrifying a Golem. Even if you could petrify a Golem, it wouldn't become a Stone Golem, it'd be a statue that is under your control, but can't move. The magic that animates a Flesh Golem, is different from the magic that animates a Stone Golem.

The comment was about the stuff you could do if you got creative in Nethack, not PF. See the post it was directed at


StreamOfTheSky wrote:
tifton wrote:

Banner of the Ancient Kings with the Flagbearer feat.

You are treated as if your bard level was four levels higher for the purposes of determining the bonuses granted by your inspire courage.
gain a +2 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects.

This lets you have a long spear for damage well granting this bonus.

Not quite what I was looking for, sounds far too easy to get destroyed, is obscenely expensive with a lot of other effects I don't care about, and... requires using 2H, when I was hoping for something to go w/ a 1H scimitar-using Dawnflower Dervish...

*sigh*

Don't shrug off the banner + flagbearer combo off too easily.

I have an asimar bard with that combo. Nothing says I am an awesome bard like handing all of your party a +7 to hit, +6 to damage, and an extra attack at lvl 9. Yes...at lvl 9 my bard is considered a lvl 17 bard for the purposes of inspire courage. The biggest problem is that my inspire courage can't get any higher at further lvls.

Shadow Lodge

deuxhero wrote:

And again, it's a situation where no one with moderate system mastery uses Bracers of Armor even in core only games because 1: They cost way to much 2: Mage Armor lasts effectively all day for you by the time you can afford them, especially if extended (even buying the spell for your book, a pearl of power AND lesser extend rod is cheaper for better effect) and their low AC boost won't stop you from being hit (if the enemy is even using something with an attack roll at this point).

Wizards only ever bother with armor for special properties, not the AC bonus.

yep, heavy fortifcation is better then a +8 to ac.


Benchak the Nightstalker wrote:

Isn't there a Meatwood spell you can use to make steaks out of wood?

Nope, that would be the "Whittle" Spell, has a knife as a focus and you whistle while you gesture up and down along the wood with the knife.

Designed for either people who can't spell or don't know what a homonym is... :)


Isn't there a TARDIS item? Can't seem to find it, but it still would be a great item to have I would think.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Maybe they were referring to the Well of Many Worlds?

The traveler's any-tool pretty much functions as the sonic screwdriver.


Anchoring weapon seems an interesting way to ruin something's day. +1 adamantine ...well..anything, hell use a dagger. Stab something...lets say a dragon...and congrats it can't move until it nukes the dagger, what would that particular penalty to hit look like? :) Or DC 30 strength. The strength check is potentially easy...but they still only get to move 10 feet.

I presume freedom of movement would trump this though.

Edit: Also that Mithral Tower shield of FU seems interesting. You can use it to deflect ranged touch, so bullet attacks. And ignore magic missiles and deflect rays.


The TARDIS item is called the Brazen Egg. It's an artifact. Still a nice one though for any and all Doctor characters.

Liberty's Edge

Losobal wrote:

Anchoring weapon seems an interesting way to ruin something's day. +1 adamantine ...well..anything, hell use a dagger. Stab something...lets say a dragon...and congrats it can't move until it nukes the dagger, what would that particular penalty to hit look like? :) Or DC 30 strength. The strength check is potentially easy...but they still only get to move 10 feet.

I presume freedom of movement would trump this though.

Edit: Also that Mithral Tower shield of FU seems interesting. You can use it to deflect ranged touch, so bullet attacks. And ignore magic missiles and deflect rays.

Base AC 10, -5 for dex 0, +2 for tiny size = Total AC 7

Hardness 20 (Adamantine) +2 for the +1 bonus = Hardness 22
2 hp + 10 (for the +1 bonus) = 12 hp

Thanks to power attack most adult dragons will destroy it in one bite.

There is no special penalty to hit a unmoving object beside its size.

Liberty's Edge

1 person marked this as FAQ candidate.
Gauss wrote:

So here is what I am reading from the thread that twells pointed out:

1) Weapon Properties that increase the effective enhancement bonus do not count against the +5 cap (unless the ability says otherwise).

2) Weapon Properties that increase the effective enhancement bonus do not count against the +10 cap.

3) James Jacobs made a statement which is flat out incorrect relative to the current printing of the CRB (note: at the time it may not have been incorrect, I do not have a 2nd printing of the CRB to compare it to):

JJ wrote:
The enhancement bonus from greater magic weapon overlaps. If your 20th level spellcaster casts greater magic weapon on a +1 dancing vorpal sword, it'd act like a +5 dancing vorpal sword as long as the spell persisted. (although it wouldn't gain the DR bypassing quality that a "real" +5 weapon gains, in this case)
CRB p468 wrote:
A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including from character abilities and spells) higher than +10.

Special abilities and spells such as Greater Magic Weapon or Divine Bond still follow the +5 and +10 caps (no exception was made here).

After reading the entire thread I can see how JJ ruled this way since he is basing it off of the pricing bonus of the abilities and not what the effective bonus those abilities grant while in use. I still think that is not stated in the rules but oh well. It is also worth noting that this discussion was 2 years ago and the printing of the CRB may have changed this rule in the interim.

Edit: found an old 2nd printing copy of the CRB. Yes, the wording changed.

Old CRB wording wrote:
A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10.

It is missing the clause against character abilities and spells.

- Gauss

I recall reading somewhere that when your total enhancement bonus bypass +10 thanks to stacking several powers and effects you get to chose what you want to apply.

A magus with a weapon with a +7 enhancement that want to add the vorpal ability using his arcane pool can do it, but he need to chose 2 point of the weapon abilities that are suppressed while he is using the vorpal ability.

I will search for the relevant post.


Stick ghost touch anchoring shuriken in ghosts!


Lab_Rat wrote:

Don't shrug off the banner + flagbearer combo off too easily.

I have an asimar bard with that combo. Nothing says I am an awesome bard like handing all of your party a +7 to hit, +6 to damage, and an extra attack at lvl 9. Yes...at lvl 9 my bard is considered a lvl 17 bard for the purposes of inspire courage. The biggest problem is that my inspire courage can't get any higher at further lvls.

How does this work? The Bonus from Flag-bearer is a morale bonus and it doesn't say that it stacks with inspire courage. The feat plus the magical item says you count as 4 bard levels higher for determining your Inspire Courage. How are you getting to Bard level 17?

Not saying your wrong, I just don't understand the mechanics.


The hit / dmg of a bards inspire courage is a competence bonus not a morale bonus. Only the save vs fear is morale. So the flag-bearer bonus to hit/dmg stacks with inspire courage but not the save vs fear. So there is a +2 hit / +2 dmg morale bonus. This will not stack with good hope but it saves you a spell or more every day.

The aasimar race can take +1/2 lvl for a bard performance instead of a hp or skill point. So when we sink that into inspire courage, the flag bearers +4 lvls and the aasimar bonus(another +4 at 9th lvl) get you to lvl 17. This gives you a +4 hit / +4 dmg competence bonus.

I through in an extra +1 to hit and an extra attack with haste. What bard wouldn't throw that out to the party.

Add it all up and we get a +7 hit, +6 dmg, and another attack at full BAB.


Cool, Thanks Lab_Rat.

Now what can you attach the banner to? Is it only a Longspear? Kind of limited on your attack options if you can only use a longspear. Perhaps do you just put it on a pole and use a whip with improved trip? Trying to think how else to make yourself useful. While the banner sounds cool it would limit your other actions.

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