kaisc006
|
| 1 person marked this as a favorite. |
Hello all I'm looking for some advice on must have single/multi-use items. My PC just hit 8th level and at high tier play I know single/multi-use items are key to success. Here is what I have so far:
-x1 Soothe Syrup
-x1 Soul Stimulant
-x1 Twitch-Tonic
-x1 Anti-Plague
-x2 Anti-Toxin
-x3 Holy Water
-x3 Alchemist Fire
-x1 Potion of Fly
-x1 Potion of Gaseous Form
-x1 Oil of Bless Weapon
-x4 Tracer Bullets
-x1 Wand of Endure Elements
-x1 Wand of Cure Light Wounds
-x1 Wand of Infernal Healing
Damage Reduction is not a problem. Off the table is the Dream Journal of the Pallid Sear because I do not own the book it comes in.
Although I'm looking for any advice, I'd really like items to combat invisibility, darkness, or mind-control/fear. Thanks!
Jiggy
RPG Superstar 2012 Top 32
|
Against invisibility, scrolls of glitterdust are great. You might even consider carrying one if you can't cast it, and offer it to any sorc/wiz you happen to sit with (if they don't use it, they give it back at the end).
Alternatively, flour/chalk powder. Dirt cheap, and determines whether or not there's an invisible creature in a particular square.
For darkness (or the deeper variety), an oil of daylight works wonders. If you have Heighten Spell, learn continual flame and cast it, heightened a couple of levels. (You can have exactly one continual flame carry over between scenarios. Have the GM sign off on it.)
Against mind control, potions/scrolls/wands of protection from evil are great. There's also a particular ioun stone which, if slotted into a wayfinder (if you have Seekers of Secrets, IIRC) gives you a continual version of protection from evil's anti-mind control effect.
| Dominigo |
Invisibility can be defeated with Dust of Appearance or even just coating the invisible target in a fine powder, though that is the tricky part.
Darkness is tough to beat with a single use item, but you could make an oil with a Heightened Light spell or a wand of similar make. Those will get expensive though, so I would recommend investing in an item with a Heightened Continual Flame spell. It works as a torch and lasts forever after you purchase it unless someone quenches it with an even higher level darkness spell.
Mind control and fear can be beaten with potions of Protection from [alignment] and Remove Fear, respectively. Protection from Evil will be your best bet since it is probably the most likely thing to mind control a character, but you should consider carrying one of the other alignments just in case.
kaisc006
|
Against mind control, potions/scrolls/wands of protection from evil are great. There's also a particular ioun stone which, if slotted into a wayfinder (if you have Seekers of Secrets, IIRC) gives you a continual version of protection from evil's anti-mind control effect.
I'm aware of this but many people misunderstand this protection since it only applies to direct control not confusion, sleep, ect. I'll probably burn some PA for a wand of protection from evil. Great suggestion for the Oil of Daylight I'll be grabbing one of those with PA right now.
| STARGAZER_DRAGON |
invisibility can be handles with feats, blind fighting line drops miss chance to 20% and allows 2 rolls but is gold is no problem yea dust of appearance is good, scroll of grease should do the trick but technically is left to GM interpretation, but given it covers everything in the area and leaves the floor covered in grease it should well reveal people attempting to walk in the area, perhaps give a notable perception bonus to locate them at least.
| Peet |
A scroll of alter self can be very useful, since it works as a disguise and also a way of gaining extra senses. It can also help stealth if you choose a small creature, and it gives an attribute bonus based on size.
For the record, if you need the scent ability to detect an invisible creature, Sasquatch or Charau-Ka are options for medium and small creatures.
Since it is a personal spell I don't think it's available as a potion, sadly.
| Mahtobedis |
I usually just kick a sleeping ally.
OOC: "Are you ok taking 1d4 non lethal damage to wake up?"
If they say yes.
IC: "My witch walks up and kicks the fool on the ground"
Edit:
@Peet, You can not buy a lesser restoration wand that was made by a Palidan in PFS.
All spells completion/trigger items are assumed to have been made by a cleric or a wizard, unless a cleric or wizard is unable to make them.
Another PFS specific rule is that all scrolls do not have a caster type. Any caster can cast from any scroll of cure light wounds as long s cure light wounds is on their spell list.
Incidentally scrolls loosing a spell caster type has caused numerous annoyances with multiple items/classes. But that is what it is in PFS.
| Arizhel |
@ Mahtobedis
Yes, you can buy a paladin wand BUT if the spell is also on the Cleric list (or Wizard list), you have to default to the cleric (or wizard) level for the spell. So you can buy, for instance, a level 1 wand of
Honeyed Tongue:
Level --- Bard 2 , Inquisitor 2 , Paladin 1
Classification --- Transmutation
Range --- Personal
Target --- You
Components --- V, M/DF (a drop of honey)
Casting Time --- 1 standard action
Duration --- (Caster Level*10) minutes
Source --- Advanced Player's Guide p.228
Effect --- Roll 2 dice when using Diplomacy, take higher roll.
as a level 1 spell wand because the spell is not available on the cleric spell list.
You cannot buy a level 1 wand of restoration (lesser) because the spell is on the cleric spell list as a level 2 spell. Not because it is on the paladin list..
Same for wands of Haste. You have to buy the level 3 spell version, because it is a level 3 Wizard spell even though it is also available at level 2 from summoner.
| Arizhel |
Oh, and to answer the question:
Wand of Infernal Healing!
You anoint a wounded creature with devil’s blood or unholy water, giving it fast healing 1. This ability cannot repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor. The target detects as an evil creature for the duration of the spell and can sense the evil of the magic, though this has no long-term effect on the target’s alignment.
Nullifies bleeds, Fast Healing 1!
Just make sure to cast before combat.
What? What's that you say? Stops bleed damage? That is not in the spells description!
Bleed (Ex) A creature with this ability causes wounds that continue to bleed, inflicting additional damage each round at the start of the affected creature's turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing. The amount of damage each round is determined in the creature's entry.
Format: bleed (2d6); Location: Special Attacks and individual attacks.
You heal 1 magically each round, thus . . .
Each of these special tapers is dedicated to one of the nine alignments. Simply burning the candle generates a favorable aura for the individual if the candle's alignment matches that of the character. Characters of the same alignment as the burning candle add a +2 morale bonus on attack rolls, saving throws, and skill checks while within 30 feet of the flame.
A cleric whose alignment matches the candle's operates as if two levels higher for purposes of determining spells per day if he burns the candle during or just prior to his spell preparation time. He can even cast spells normally unavailable to him as if he were of that higher level, but only so long as the candle continues to burn. Except in special cases (see below), a candle burns for 4 hours. It is possible to extinguish the candle simply by blowing it out, so users often place it in a lantern to protect it from drafts and the like. Doing this doesn't interfere with its magical properties.
In addition, burning a candle also allows the owner to cast a gate spell, the respondent being of the same alignment as the candle, but the taper is immediately consumed in the process.
Calling Creatures: The second effect of the gate spell is to call an extraplanar creature to your aid (a calling effect). By naming a particular being or kind of being as you cast the spell, you cause the gate to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and unique beings are under no compulsion to come through the gate, although they may choose to do so of their own accord. This use of the spell creates a gate that remains open just long enough to transport the called creatures. This use of the spell has a material cost of 10,000 gp in rare incense and offerings. This cost is in addition to any cost that must be paid to the called creatures.
If you choose to call a kind of creature instead of a known individual, you may call either a single creature or several creatures. In either case, their total HD cannot exceed twice your caster level. In the case of a single creature, you can control it if its HD does not exceed your caster level. A creature with more HD than your caster level can't be controlled. Deities and unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time.
So, at level 12, you are CL 12, 14 for purposes of the candle. This lets you control 28HD of something you call through a gate! Huzzah so far...
Unfortunately, this is where the candle peters out in PFS. In regular pathfinder, you would just call an efreeti, and start making with the wishes three. Unfortunately, you never have access to Wish in PFS. Sigh.
Wish chain is whatever you want. Traditionally the candle is used to get the Efreeti, then you wish for a candle of invocation three times.
You then light all three, and get three efreeti.
Wish for +1 (Pick a stat) five times, for three more candles, and for whatever suits your fancy. Rinse and repeat.