Favorite Obscure Items in PFS


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Liberty's Edge

Weapon cords (works for wands too).

Spring-loaded wrist sheaths (works for wands too).

2PA wands (too many to list. Search the threads)

Feather Token (Whip) : makes the BBEG grappled :-))

Scarab Sages 4/5

1 person marked this as a favorite.

One more... Cloak of the Hedge Wizard It's a shame it takes the same slot as the cloak of resistance, or I'd have this on every character. 2,500gp for pretty close to the spell casting ability of a first level Wizard. 2 cantrips at will and 2 spells a day, granted with limited selection. Abjuration is particularly good for two handed or two weapon types. Shield once a day, plus, essentially a permanent Endure Elements (since it's a 24 hour duration). Transmutation is also good. Enlarge Person and Expeditious Retreat. With my ninja I just UMD a wand of shield into a spell cracked vibrant purple ioun stone, because she casts it most combats, and her non-reflex saves are awful, so she needed the cloak of resistance. My 8 cha monk will definitely pick one of these up, though, since UMD is not an option and his saves are good, letting him get his AC to around 33 at 6th level when he needs it. He doesn't need the save boost, so his shoulder slot is open. My reach weapon, combat reflexes Paladin will likely go for the Transmutation cloak when he can afford it, since he should be ok without the save boost, too.

Silver Crusade 1/5 *

I like those Sandals of Quick Reaction. May be worth looking into for my inquisitor that has the Lookout teamwork feat.

Lantern Lodge 3/5

As a primary melee combatant, Elixir of Spirit Sight (1,000 gp) is a MUST at any middle to higher tier. This item single-handedly prevented a TPK at high tier in a recently released scenario. Gives see invisibility, as well as ghost touch on both your weapons and armor vs. incorporeal. At that moment, was worth 10 times the price.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

twells wrote:
As a primary melee combatant, Elixir of Spirit Sight (1,000 gp) is a MUST at any middle to higher tier. This item single-handedly prevented a TPK at high tier in a recently released scenario. Gives see invisibility, as well as ghost touch on both your weapons and armor vs. incorporeal. At that moment, was worth 10 times the price.

Sounds like a fantastic item; if only it didn't require ownership of such an obscure Additional Resource to get it. :/

Perhaps those who have the Additional Resource can keep a couple elixirs handy and loan them to others at the table as needed. Or you could go all Santa Claus and start gifting PDFs to people. My birthday is this Sunday... ;)

Silver Crusade 2/5

twells wrote:
As a primary melee combatant, Elixir of Spirit Sight (1,000 gp) is a MUST at any middle to higher tier. This item single-handedly prevented a TPK at high tier in a recently released scenario. Gives see invisibility, as well as ghost touch on both your weapons and armor vs. incorporeal. At that moment, was worth 10 times the price.

Where can we find this? It's not coming up in my searches.

Sovereign Court 4/5 5/5 ***

1 person marked this as a favorite.
Pathfinder Starfinder Adventure Path Subscriber

Bottled Yeti Fur - 800 gp for +2 natural armor, resist cold 5 and a bonus to stealth in cold environments for 24 hours. My entire table picked these up before we played in Bonekeep and it certainly helped us out. The 24 hours means that unlike potions of barkskin, we don't need to worry about trying to run through with all our buffs up. Best part - bottled yeti fur is from Ultimate Equipment.

Grand Lodge 4/5

DesolateHarmony wrote:
twells wrote:
As a primary melee combatant, Elixir of Spirit Sight (1,000 gp)...
Where can we find this? It's not coming up in my searches.

http://paizo.com/paizo/blog/v5748dyo5ldyp?Pathfinder-Society-Survival-101

Scarab Sages 4/5

twells wrote:
As a primary melee combatant, Elixir of Spirit Sight (1,000 gp) is a MUST at any middle to higher tier. This item single-handedly prevented a TPK at high tier in a recently released scenario. Gives see invisibility, as well as ghost touch on both your weapons and armor vs. incorporeal. At that moment, was worth 10 times the price.

Yet another Adventure Path item, and a good one, too. It's always bugged me a little that there's no way to buy a potion of See Invisibility or something similar. There it is. It's not that much more than the 750gp I routinely drop on potions of Darkvision or Fly, and it defeats one of the party killer abilities (two, really, with Ghost Touch). It is a shame it's in an AP and not a more common book.

Anyone know of anything else that will let a non-caster see invisibility without having to guess the square something is in? If you get caught without Invisibility Purge or Glitterdust in the party, Improved Invisibility can be brutal.

EDIT - anything else

Dark Archive

Ferious Thune wrote:
twells wrote:
As a primary melee combatant, Elixir of Spirit Sight (1,000 gp) is a MUST at any middle to higher tier. This item single-handedly prevented a TPK at high tier in a recently released scenario. Gives see invisibility, as well as ghost touch on both your weapons and armor vs. incorporeal. At that moment, was worth 10 times the price.

Yet another Adventure Path item, and a good one, too. It's always bugged me a little that there's no way to buy a potion of See Invisibility or something similar. There it is. It's not that much more than the 750gp I routinely drop on potions of Darkvision or Fly, and it defeats one of the party killer abilities (two, really, with Ghost Touch). It is a shame it's in an AP and not a more common book.

Anyone know of anything else that will let a non-caster see invisibility without having to guess the square something is in? If you get caught without Invisibility Purge or Glitterdust in the party, Improved Invisibility can be brutal.

EDIT - anything else

From the APG: Powder which is 1 copper per bag

Dark Archive 5/5 *

1 person marked this as a favorite.

scent feat might be the easier best way for a non caster to combat invis., dust of appearance as well.
you could always try the random way of yelling out "marco".

Scarab Sages 4/5

Blargh Blark wrote:
Ferious Thune wrote:
twells wrote:
As a primary melee combatant, Elixir of Spirit Sight (1,000 gp) is a MUST at any middle to higher tier. This item single-handedly prevented a TPK at high tier in a recently released scenario. Gives see invisibility, as well as ghost touch on both your weapons and armor vs. incorporeal. At that moment, was worth 10 times the price.

Yet another Adventure Path item, and a good one, too. It's always bugged me a little that there's no way to buy a potion of See Invisibility or something similar. There it is. It's not that much more than the 750gp I routinely drop on potions of Darkvision or Fly, and it defeats one of the party killer abilities (two, really, with Ghost Touch). It is a shame it's in an AP and not a more common book.

Anyone know of anything else that will let a non-caster see invisibility without having to guess the square something is in? If you get caught without Invisibility Purge or Glitterdust in the party, Improved Invisibility can be brutal.

EDIT - anything else

From the APG: Powder which is 1 copper per bag

Well, yeah. That's what I carry now. But it doesn't do much good against flying invisible things that you don't know where are.

Re: Dust of Appearance - Yeah. I guess I may have to start resorting to that. See Invisibility is so much more efficient, though, since it'll see creatures wherever they are. My ninja is getting to a point where she'll have a decent chance to UMD a scroll of it, so I might start carrying a couple of those.

Liberty's Edge 1/5

twells wrote:
As a primary melee combatant, Elixir of Spirit Sight (1,000 gp) is a MUST at any middle to higher tier. This item single-handedly prevented a TPK at high tier in a recently released scenario. Gives see invisibility, as well as ghost touch on both your weapons and armor vs. incorporeal. At that moment, was worth 10 times the price.

While very nice, it seems awfully expensive for a one-time use item. It starts to run up against actual items which can give unlimited / daily use of See Invisibility.

Grand Lodge 1/5

What about a Lantern of Revealing?


Noble's Vigilant Pillbox is a more expensive single use see invis at 3600gp but has a few other uses.

Scarab Sages 4/5

Aeshuura wrote:
What about a Lantern of Revealing?

I started seeing creatures with Improved Invisibility at 5th level. My 10th level character has never had 30,000gp at one time to spend. It's a great item, but it would be a significant portion of any PFS character's wealth.

All good suggestions. I'll probably start carrying a Dust of Appearance and hope I can get within 10 feet of the invisible creature at the right time to use it. Until I start picking up Adventure Path books, that seems like the most economical way, though very expensive for a consumable on a 5th-6th level character. It's not as bad on my 8th level ninja, and my 10th level sorcerer can cast See Invisibility anyway, and he should probably have a scroll of Invisibility Purge as a potential Mnemonic Vestment spell.

4/5 *

Pathfinder Adventure Path Subscriber
Skaffen spellscar wrote:
twells wrote:
As a primary melee combatant, Elixir of Spirit Sight (1,000 gp) is a MUST at any middle to higher tier. This item single-handedly prevented a TPK at high tier in a recently released scenario. Gives see invisibility, as well as ghost touch on both your weapons and armor vs. incorporeal. At that moment, was worth 10 times the price.
While very nice, it seems awfully expensive for a one-time use item. It starts to run up against actual items which can give unlimited / daily use of See Invisibility.

It does seem so, until you use it and then you're totally addicted.

Grand Lodge 4/5

Well, if you have your neck slot open, a Hand of Glory gives you the ability to cast See Invisibility and Daylight once a day, and gives a third ring slot in exchange to 8,000 gp and your neck slot.

Another item that is a bit obscure, from Seekers of Secrets, is the cracked version of the vibrant purple prism Ioun stone. 2,000 gp for a spell storing item that can hold a single level of spell. 10 gp to get it filled with the first level spell of your choice, and it can be refilled during the adventure if things work out correctly.

Get a wand to go with it with your spell of choice, and there is a good chance that it can be refilled between almost every encounter.

Spoiler:
Note: The cost, while at first glance seems unreasonably low compared to a Ring of Spell Storing at 18,000 gp, actually makes some sense, as both items have costs similar to a weapon enhancement of the same bonus as the total levels of spells they can hold.


Chernobyl wrote:

Iron Rope...very useful for all sorts of things...try and break out of that...

Uh, looking at the dc to bend iron bars, which is 24, it doesn't seem any better than spider silk rope?


Walter Sheppard wrote:
Tree feather token -- makes a permanent, rooted tree for 400 gold. Perfect for climbing out of pits or (ab)using your level 9 druid ability.

I have wanted to trigger one after getting swallowed whole by a beastie for like forever.

-k

1/5

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Skeleton key. Let's any player pick a standard door lock. 85gp gives you a one shot try at a +10 disable device check. No actual ranks in the skill required.

Scarab Sages 4/5

kinevon wrote:

Well, if you have your neck slot open, a Hand of Glory gives you the ability to cast See Invisibility and Daylight once a day, and gives a third ring slot in exchange to 8,000 gp and your neck slot.

Another item that is a bit obscure, from Seekers of Secrets, is the cracked version of the vibrant purple prism Ioun stone. 2,000 gp for a spell storing item that can hold a single level of spell. 10 gp to get it filled with the first level spell of your choice, and it can be refilled during the adventure if things work out correctly.

Get a wand to go with it with your spell of choice, and there is a good chance that it can be refilled between almost every encounter.

** spoiler omitted **

A Hand of Glory is an option for my ninja. She doesn't have a neck slot item yet (was planning on the Amulet of Strength to essentially add 2 Ki). Most of the rest of my characters end up with an Amulet of Natural Armor, though, and my Monk is using the Braid of a Hundred Masters. But it wouldn't take long at 1,000gp each for an Elixir of Spirit Sight and 750gp each for an Oil of Daylight to break even. I'll give that one some thought.

I'm also a fan of the Cracked Vibrant Purple Ioun Stone. I use it and a wand to get Shield for the Ninja. I may get one on other characters. My Oracle would be able to UMD an arcane wand to get access to an extra arcane spell. I plan to take Shield through Ancient Lorekeeper, but having Enlarge Person available without rolling UMD in combat would help. Or True Strike or several others. Lead Blades would actually be fantastic for him and his Elven Curved Blade without hurting his already poor AC.

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

thunderspirit wrote:
Skaffen spellscar wrote:
twells wrote:
As a primary melee combatant, Elixir of Spirit Sight (1,000 gp) is a MUST at any middle to higher tier. This item single-handedly prevented a TPK at high tier in a recently released scenario. Gives see invisibility, as well as ghost touch on both your weapons and armor vs. incorporeal. At that moment, was worth 10 times the price.
While very nice, it seems awfully expensive for a one-time use item. It starts to run up against actual items which can give unlimited / daily use of See Invisibility.
It does seem so, until you use it and then you're totally addicted.

A more expensive but re-usable option: Get a blunderbuss. Enchant it with Limning. Load a dragon-breath round. Fire in the general direction of where you think the invisible thing is. What you get is a 15' cone of fire, and anybody that it hits gets faery-fired for one round, and I think an AC penalty. Lights up the invisible guy for the rest of the party to put a more permanent hurt on.

5/5

The black raven wrote:
Weapon cords (works for wands too).

Be very careful with them. If you've weapon corded your wand, you CANNOT use that hand to hold any weapon at all.

The Exchange 5/5

Mekkis wrote:
The black raven wrote:
Weapon cords (works for wands too).

Be very careful with them. If you've weapon corded your wand, you CANNOT use that hand to hold any weapon at all.

Spiked Gauntlet

Shadow Lodge

thistledown wrote:
A more expensive but re-usable option: Get a blunderbuss. Enchant it with Limning. Load a dragon-breath round. Fire in the general direction of where you think the invisible thing is. What you get is a 15' cone of fire, and anybody that it hits gets faery-fired for one round, and I think an AC penalty. Lights up the invisible guy for the rest of the party to put a more permanent hurt on.

You can't buy a blunderbuss without the Gunsmithing feat in PFS; pretty big thing to be leaving out of your suggestion.

Sovereign Court 4/5 5/55/5 **

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

I don't have my stuff with me,but I have found the Bane Baldric to be great for anyone not using a two handed weapon.

Sovereign Court 5/5

Tim Statler wrote:

I don't have my stuff with me,but I have found the Bane Baldric to be great for anyone not using a two handed weapon.

I didn't see any restriction on weapon type when I read the Bane Baldric's description.

Sovereign Court 4/5 5/55/5 **

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber
Todd Lower wrote:
Tim Statler wrote:

I don't have my stuff with me,but I have found the Bane Baldric to be great for anyone not using a two handed weapon.

I didn't see any restriction on weapon type when I read the Bane Baldric's description.

IIRC it has to be a light or one handed weapon.


Tim Statler wrote:
Todd Lower wrote:
Tim Statler wrote:

I don't have my stuff with me,but I have found the Bane Baldric to be great for anyone not using a two handed weapon.

I didn't see any restriction on weapon type when I read the Bane Baldric's description.
IIRC it has to be a light or one handed weapon.

Correctamundo!

"If the wearer is not an inquisitor, she gains the bane ability of a 5th-level inquisitor, but must first attune a light or one-handed melee weapon to the baldric by hanging it from the cloth for 24 hours, and can only use the bane ability with the attuned weapon."

Sovereign Court 5/5

Experiment 626 wrote:
Tim Statler wrote:
Todd Lower wrote:
Tim Statler wrote:

I don't have my stuff with me,but I have found the Bane Baldric to be great for anyone not using a two handed weapon.

I didn't see any restriction on weapon type when I read the Bane Baldric's description.
IIRC it has to be a light or one handed weapon.

Correctamundo!

"If the wearer is not an inquisitor, she gains the bane ability of a 5th-level inquisitor, but must first attune a light or one-handed melee weapon to the baldric by hanging it from the cloth for 24 hours, and can only use the bane ability with the attuned weapon."

My bad, I guess my reading comprehension is not so good on the 4th of July. :-(

4/5

2 people marked this as a favorite.

The original poster also asked about obscure feats, and I have got to say that the “Taunt” feat from APG is a lot of fun, if not really optimized. It allows your Halfling/Gnome bard to use his superhuman Bluff skill to demoralize opponents with no saving throw. It is also just a lot of fun to role-play when your GM demands to hear the insults your character is hurling.

Example, to a vain succubus: “Hey lady, you look like a bat had sex with my mother-in-law!” -She was Shaken for 4 rounds.

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

SCPRedMage wrote:
thistledown wrote:
A more expensive but re-usable option: Get a blunderbuss. Enchant it with Limning. Load a dragon-breath round. Fire in the general direction of where you think the invisible thing is. What you get is a 15' cone of fire, and anybody that it hits gets faery-fired for one round, and I think an AC penalty. Lights up the invisible guy for the rest of the party to put a more permanent hurt on.
You can't buy a blunderbuss without the Gunsmithing feat in PFS; pretty big thing to be leaving out of your suggestion.

You are correct. I was thinking with my gunslinger, and forgot to generalize.

5/5

Iammars wrote:
Bottled Yeti Fur - 800 gp for +2 natural armor, resist cold 5 and a bonus to stealth in cold environments for 24 hours. My entire table picked these up before we played in Bonekeep and it certainly helped us out. The 24 hours means that unlike potions of barkskin, we don't need to worry about trying to run through with all our buffs up. Best part - bottled yeti fur is from Ultimate Equipment.

It was altogether too much fun to be a Tengu with yeti fur. Thanks for that.

The Exchange 5/5

Mike Lindner wrote:
Iammars wrote:
Bottled Yeti Fur - 800 gp for +2 natural armor, resist cold 5 and a bonus to stealth in cold environments for 24 hours. My entire table picked these up before we played in Bonekeep and it certainly helped us out. The 24 hours means that unlike potions of barkskin, we don't need to worry about trying to run through with all our buffs up. Best part - bottled yeti fur is from Ultimate Equipment.
It was altogether too much fun to be a Tengu with yeti fur. Thanks for that.

Gah! I can't get the image of a baby Penguin with swords out of my head!! Baby Penguin Ninja Pirates! AHHHHH!!!! (runs screaming from room)

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