How fast can you earn gold in PFS


Pathfinder Society

Liberty's Edge 2/5

So I am still a PFS noob, and my first character, a ranger, just hit 3rd level. I've been reading about what my character should be "expected" to do by level 4-5, and I wanted some other opinions.

Without my chronicle sheet in front of me, I'm currently sitting on 12 Fame and 8 Prestige (2 for CLW wand, 2 for Composite Longbow).

I'm not sure, but after completing my most recent scenario and upgrading equipment, I have about 800-1,000 GP at most.

Let's say I continue to play Tier 1-2 scenarios until I hit level 4 (which given character variation locally is quite likely). That gets me another 1,500 GP, which let me magic my bow by level 4. That seems about right, since I just did a +1 to my armor 2 scenarios ago.

Nevertheless, at Tier 1-2, scenarios award about 500 GP each. So my total avaiable wealth by lvl 4 includes about 4,650 GP and 18 Presitge (our GM always makes sure we finish our faction missions).

So, sorry for the wall of text, and for any redundancy with other posters, but by level 4 my ranger will have:

A +1 weapon (bow) and +1 armor
A masterwork backup weapon (melee)
Silver and cold iron arrows and melee weapons
Alchemists fire/Acid

I can probably buy a potion of Fly or two if I want to burn Prestige, right? How much are they?

I also need a way to counter deeper darkness - how do I do this "cheaply"?

What about dealing with invisible foes? Do I have the resources to manage this?

Thanks for your help!

Silver Crusade 4/5

Playing sub-tier 1-2 with a level 3 PC will leave you behind in cash. Sub-tier 3-4 adventures give 1200-1300 gp each, so 3 of them would be 3600 gp, compare to 1500 for playing at 1-2 continuously.

The other thing to bear in mind is that you don't necessarily have to be able to handle every single thing recommended in the threads around here at those exact levels. It's not a bad idea, but you can expect your allies to handle some of these things some of the time. Or you can have alternate methods of dealing with things. For instance, you said you're an archer, so a potion of Fly isn't as important for you as it would be for a melee focused build who doesn't do much damage at range. Also, if there's an aasimar in your group, they can cast Daylight once per day as a racial spell-like ability, so you already have a way to counter darkness.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Derek Weil wrote:
I can probably buy a potion of Fly or two if I want to burn Prestige, right? How much are they?

A potion of fly is 750gp (or 2PP). However, it's less of a priority for an archer, since you don't need to chase flying enemies around when they try to get out of range of your sword.

Quote:
I also need a way to counter deeper darkness - how do I do this "cheaply"?

The guaranteed total answer to deeper darkness is daylight+darkvision. (Depending on your GM's interpretation of daylight's mutual negation clause, you might only need daylight plus another light source, but that can be GM-dependent.) An oil of daylight is 750gp (or 2PP). A potion of darkvision (if you don't have it naturally) is 300gp.

Alternatively, you can let the DD stand and use something like smokesticks to "even the odds".

Quote:
What about dealing with invisible foes? Do I have the resources to manage this?

Casters of course have multiple options (via spell slots or scrolls). For non-casters, the APG has bags of powder for 1cp (yes, copper piece). You throw one at a square (attack against AC 5) and get a yes/no on whether or not there's an invisible creature in that square. If you have the Dungeoneer's Handbook, there's also some kind of variant smoke bomb that coats an invisible creature with soot which (if memory serves) temporarily negates their invisibility. Fairly cheap, too, if I recall.

Liberty's Edge 2/5

Thanks for the input! I've seen some of these suggested, but I can never seem to track down actual costs.

Part of the problem is that we had some players dowing two games/week at full advancement. They got to level 3 or 4 and then generated new characters to stay on par with the rest of us. I'm thinking that once we have a couple more level 3's we may start playing up, which should help out wealth significantly.

Silver Crusade 5/5

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Jiggy pretty much has it covered. I'll only add that being prepared is usually cheaper than dying. I've seen parties TPK or near TPK in combats that would have otherwise been cakewalks because they couldn't handle regular darkness, much less deeper darkness.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Yeah, darkness effects are one of those "cakewalk if you're ready, brutal if you're not", all-or-nothing type of challenges.

Liberty's Edge 2/5 *

2 people marked this as a favorite.

twitch Deeper Darkness twitch

Grand Lodge 1/5

I have a related question having been on a same boat of playing down due to generally lower level at the table.

How does everyone deal with a situation where you would have to end up playing down? are you just not playing even if it means there are no other games you could play?

Liberty's Edge 4/5 5/5

In many cases you could use a tier-appropriate pregen and assign the credit to a new/lower level PC.

Grand Lodge 1/5

Paz wrote:
In many cases you could use a tier-appropriate pregen and assign the credit to a new/lower level PC.

I have been thinking of that, better yet, will make 2 more chars that I will try to maintain within 2 levels of each other so I would have level appropiate character available. I usually dislike playing pregens. I have done it few times, but sometimes I really wonder the choices pregens have. See Harsk at level 12 for example.

Right now I'm trying to level up in order to play hard mode Waking rune at level 10. Character has been already badly screwed by playing down, about 6-7k below expected gold at level 7.2

Liberty's Edge 4/5 5/5

Yes, I have PCs of levels 7, 6, 5, 4, 3, 2, 1, 1, and 1 so I can generally pick an appropriate one. The only time I can remember having to play a pregen was when one of the slots I was GMing fell through and I got an unexpected chance to play instead.

Also, be aware that the level 12 pregens (in the NPC Codex, I assume?) are not legal for PFS play.

Silver Crusade 4/5

Like Paz, I try to maintain lots of characters, so I've got something to play in every sub-tier except 10-11 or 12. Actually, I don't currently have something to play in a tier 1 adventure, either, but I'm more likely to be GMing if we're doing First Steps.

5/5 *

Thirded. Although I find myself with no characters in the 6-7 subtier currently (due to my level 7 being "shelved" for Bonekeep purposes.)

Dark Archive 4/5 5/5 ****

Derek Weil wrote:


I'm not sure, but after completing my most recent scenario and upgrading equipment, I have about 800-1,000 GP at most.

A +1 weapon (bow) and +1 armor
A masterwork backup weapon (melee)
Silver and cold iron arrows and melee weapons
Alchemists fire/Acid

All these are really good ideas. As a suggestion, you could combine a few. So, for example, you could have a backup melee weapon which is a Masterword Cold Iron Longsword for 330gp (you only double the non-masterwork portion).

Then, if you don't already have one, go ahead and get a Silver Light Mace for 25gp (you could add 300gp for masterwork).

As for arrows, never buy "regular" arrows again. Use cold iron arrows as your default, silver or blunt arrows as needed. It only costs 2gp to get 20 cold iron arrows (as opposed to 1gp for 20 regular), so it is well worth it to ignore the "normal" arrows.

Don't forget a couple of vials of Holy Water. It works against undead, and also works against evil outsiders.

Though many characters will look towards getting a Handy Haversack as a given... you'll want to look at getting an Efficient Quiver for 1800gp. Will let you have 60 arrows at the ready, plus storage for other things like bows and javelins.

For invisible foes, you could always carry (and hand to the wizard or druid) a scroll of Glitterdust or even Faerie Fire. I probably wouldn't go so far as to buy wands of this, but they are both very effective (the former costing 150gp, the latter 25gp - but druids are relatively rare comparatively).

Liberty's Edge 2/5

Thanks for the ideas! Silbeg, I was going to do someting like this, but your post clinches it. I've got a Mwk Cold Iron Greataxe and a Silver Light Mace.

As far as arrows go, I agree there too. What about silver arrows? I've heard of silver weapon blanch - not sure of the cost. Also, how much is it for 20 silver arrows? My best guess there is 41 GP.

As for playing up/down I have a few questions there. I currently have four PFS characters (3 level 1's) that represent the full spectrum of classes I'm interested in playing right now. (Yes, I'm boring). Two fo the three, and soon maybe the third will be involved in PbP games.

You can't use the same character in two scenarios at once, so am I stuck creating a new level one that I'm not excited about if I don't want to play down with my level 3?

Silver Crusade 4/5

Silver arrows are cheap enough to use for backup, but remember that they do -1 damage, and cold iron is cheaper, so I agree with making cold iron your default ammo.

4/5

Using weapon blanch for silver arrows is cheaper and better as far as I can tell. It's 21g to get 20 normal arrows and coat them with silver weapon blanch. You don't take the -1 damage penalty and arrows are destroyed if they actually hit anything so only bypassing DR for one attack with the blanch has no impact.

It'll take 1 minute to apply it to 10 arrows, but you can apply it between scenarios and just have it ready.

You will also need to own the Advanced Player's Guide.

If you wanted to you could put silver blanch on cold iron arrows and bypass both with the same arrows.


All of the advice from Silbeg is solid, I’ve actually done it all for my Ranger with the exception of the Efficient Quiver, but that’s just because I haven’t plunked the money down for it yet.

As for your Mwk cold iron Greataxe, just keep in mind if you want to get it enchanted, since it is cold iron, it costs an additional 2,000 GP on top of the normal book price. The first +1 gets the additional +2,000 GP, but after that the pricing is normal.

I’m in the same boat right now. I have a cold iron Bastard Sword, but haven’t enchanted it yet.

Shadow Lodge 2/5

Blunt Arrows! (assuming you have the APG)


Blunt arrows was mentioned above, but I agree.

Derek, just keep in mind you still take the -4 to hit when trying to shoot them for non-lethal damage.

Dark Archive 4/5 5/5 ****

Oh, another thought about blanches... make sure that you have it noted on your chronicles how many you have left... since these are using an alchemical item, some GMs will want to know where you got 'em that way.

Also, when you have the cash, get yourself a Ghost Salt blanch, and use it on 10 of your cold iron arrows (I believe this costs 300gp, and is in the Field Guide (and thus part of the Core Assumption, so you should have it). Make sure these are noted on your chronicle, but this will be invaluable for when you face incorporeal undead!

FYI - these ideas are ones that I have learned while playing my Gunslinger... same basic concepts, right?

Also, an idea for your cold iron Greataxe (or bastard sword)... oil of Magic weapon (or even oil of Greater Magic Weapon?). That way, you can have your weapon "enchanted" for the short term, while not having to pay the "Cold Iron Tax".

I think, generally speaking, you won't need both cold iron and magic, so this will probably typically be a moot point. :P


The cost on the Ghost Salt weapon blanch is actually 200 GP. And I agree, definitely worthwhile. I have 20 arrows (for my Ranger) that have been ghost salted.

Silbeg, or anyone for that matter, do you recommend getting a standard (steel) weapon and enchanting that instead of the cold iron? And just bring out the cold iron weapon when going against the specific creatures weak to it (i.e. Fey, Devils, etc.)?

Dark Archive 3/5

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Hobbun wrote:

The cost on the Ghost Salt weapon blanch is actually 200 GP. And I agree, definitely worthwhile. I have 20 arrows (for my Ranger) that have been ghost salted.

Silbeg, or anyone for that matter, do you recommend getting a standard (steel) weapon and enchanting that instead of the cold iron? And just bring out the cold iron weapon when going against the specific creatures weak to it (i.e. Fey, Devils, etc.)?

For enchanted light and one-handed weapons, I prefer bronze over steel:

* Same cost, damage, hardness and hit points.
* No "fragile" quality when enchanted or made masterwork.
* Rust proof.


Reading it over, it does sound like bronze is better than steel (for light or one-handed weapons) once it's been enchanted.

But are there any creatures that have DR/bronze? I have never heard of any. The benefit of cold iron is it can bypass the DR as well.

And I guess my question still stands, whether it be bronze or steel, is it better to get one of those and have them enchanted or spend the extra for the cold iron, knowing you could need it for bypassing DR against DR/cold iron creatures.

4/5

Hobbun wrote:

The cost on the Ghost Salt weapon blanch is actually 200 GP. And I agree, definitely worthwhile. I have 20 arrows (for my Ranger) that have been ghost salted.

Silbeg, or anyone for that matter, do you recommend getting a standard (steel) weapon and enchanting that instead of the cold iron? And just bring out the cold iron weapon when going against the specific creatures weak to it (i.e. Fey, Devils, etc.)?

If it's just a backup weapon, like for an archer, I wouldn't enchant it. I'd just get the oil of magic weapon (or Bless Weapon.) You really won't be needing your backup weapon that much so the oil is cheaper and more flexible. Most of the time you run into DR, you're going to be doing your archer schtick anyway.

Also, archers have a problem with overcoming slashing, so grab some chakrams from the APG while you're picking up weapon blanches. You can use rapid shot, many shot, deadly shot, get your dex bonus to attack and your str bonus to damage with them. They're a much better alternative for overcoming DR/Slashing than an axe most of the time. Having the melee weapon is still handy because you can't always 5' away and avoid AOOs, though.

(Completely different story for a switch hitter, or if you want something for RP. My archer is saving up his pennies for a silversheen katana because SHINY!)


Actually, I went down the TWF route for my Ranger. His primary weapon is a cold iron Bastard sword and his light (off-hand) weapon is a Wakizashi, which is made of steel.

I am pretty proficient with a bow too, however. I have both Point Blank Shot and Precise Shot. And I have all the weapon blanches (except cold iron, which I bought outright).

I guess my question is I was thinking of purchasing a steel Bastard Sword to enchant it since it's cheaper than cold iron, and keep my cold iron as a back up.

Or do you think it would be better to just pay the extra 2,000 GP and get my cold iron enchanted instead?

Grand Lodge 4/5 **

Matthew Pittard wrote:
twitch Deeper Darkness twitch

Deeper darkness has nothing on ice storm + blindsight...why yes I am mean :P .

4/5

Hobbun wrote:

Actually, I went down the TWF route for my Ranger. His primary weapon is a cold iron Bastard sword and his light (off-hand) weapon is a Wakizashi, which is made of steel.

I am pretty proficient with a bow too, however. I have both Point Blank Shot and Precise Shot. And I have all the weapon blanches (except cold iron, which I bought outright).

I guess my question is I was thinking of purchasing a steel Bastard Sword to enchant it since it's cheaper than cold iron, and keep my cold iron as a back up.

Or do you think it would be better to just pay the extra 2,000 GP and get my cold iron enchanted instead?

Ahh, I misunderstood.

Well, the metagamey answer is that Season 5 takes place in the Worldwound which is subject to a demon infestation. Quite a few demons have DR/Cold Iron (and/or Good.) (Although there have been hints that lower level scenarios will not be there but doing things to support the higher level characters who will be facing the demons.)

I know a lot of people just enchant a normal steel weapon, and then get a couple +1 weapons in different materials at high level to help bypass DRs. Normally the extra 2,000 gold can be spent on something better at the levels when you're getting your first weapon enchanted. Enchanting your offhand, for example.

I would generally suggest going with normal steel or a cheaper special material (not sure what bronze costs off the top of my head, but if it's cheap, well, rust monsters do exist.) Especially for a dual wielding switch hitter: That's three weapons you have to think about magic-ing. Even with thinking about season 5, I'd say you're likely going to get more mileage out of +1 for main hand and off hand than a +1 cold iron main hand.

5/5 *****

Cold Napalm wrote:
Matthew Pittard wrote:
twitch Deeper Darkness twitch
Deeper darkness has nothing on ice storm + blindsight...why yes I am mean :P .

Ash Storm is better. Blinded and difficult terrain so you are moving at one quarter speed or risk falling over.


Akerlof wrote:

Ahh, I misunderstood.

Well, the metagamey answer is that Season 5 takes place in the Worldwound which is subject to a demon infestation. Quite a few demons have DR/Cold Iron (and/or Good.) (Although there have been hints that lower level scenarios will not be there but doing things to support the higher level characters who will be facing the demons.)

I know a lot of people just enchant a normal steel weapon, and then get a couple +1 weapons in different materials at high level to help bypass DRs. Normally the extra 2,000 gold can be spent on something better at the levels when you're getting your first weapon enchanted. Enchanting your offhand, for example.

I would generally suggest going with normal steel or a cheaper special material (not sure what bronze costs off the top of my head, but if it's cheap, well, rust monsters do exist.) Especially for a dual wielding switch hitter: That's three weapons you have to think about magic-ing. Even with thinking about season 5, I'd say you're likely going to get more mileage out of +1 for main hand and off hand than a +1 cold iron main hand.

Yes, that’s what I had come to the decision as well, in going with two +1 magical weapons instead of one cold iron +1.

I will still keep the cold iron, but will probably go with bronze Bastard sword and Wakizashi, both at +1.

And what I was thinking for higher levels is going adamantium for what I use most of the time and have cold iron and bronze as a back-up. I also have a silver mace, as well. Although I most likely will not enchant that.

Dark Archive 4/5 5/5 ****

Yes, for sure, I would agree with what has been stated here... just leave the Cold Iron weapon as masterwork, and use it when needed. Keep some oils of Magic Weapon and/or Bless Weapon around, and use when needed.

That's what I have done with my characters (well, at least my melee characters).

My rogue now has 2 +1 Gladii, and a MW cold iron gladius.

FYI - when going a TWF route, I think it is FAR more efficient to use a pair of the same weapons (and if possible, light ones at that). Allows you to double-dip on your feats, because the weapon focus that works on the weapon in your right hand also works on the one in your left!

4/5

Silbeg wrote:


FYI - when going a TWF route, I think it is FAR more efficient to use a pair of the same weapons (and if possible, light ones at that). Allows you to double-dip on your feats, because the weapon focus that works on the weapon in your right hand also works on the one in your left!

It's a tradeoff: If you've got decent strength and power attack, you get a lot more out of a one handed weapon because you can two hand it for the extra damage bonuses on any round you don't full attack. (Remember that light weapons don't get the 1.5x STR and Power Attack when two handed.) In trade, non-fighters pretty much only lose +1 attack from Weapon Focus. I discount Improved Critical a lot since it comes into play so late in a PFS career.

Rangers are more likely to be able to take advantage of this since they get the TWF feats without prerequisites, so they can run a str-based TWF build. Rogues and fighters need to keep their DEX high enough to pick up the feats, so it limits their strength. That also encourages them to take Weapon Finesse so they get less out of what STR they have. Fighters also have the feats higher in the Weapon Focus tree which further pushes them towards two of the same weapon.

It's a valid style and gives you some flexibility that two of the same weapons doesn't. On the other hand, you're squishier because you don't invest as much in DEX.


I have two Oil of Magic Weapons already, do you think I still need Oils of Bless Weapon as well?

I actually prefer the larger damage with the Bastard Sword than going with another D6. I understand your reasoning, but I am more of a balanced sword and bow Ranger than totally focused melee with my TWF. I will be taking Double Slice and eventually Two-Weapon Rend, but I also have Point Blank Shot and Precise Shot. So therefore, I prefer the extra damage of the Bastard Sword than over another light weapon.

Besides, I've also used the Exotic Weapon Proficiency for my Bastard Sword, so it would be a waste of a feat to switch to a light weapon for my primary.

4/5

Hobbun wrote:

I have two Oil of Magic Weapons already, do you think I still need Oils of Bless Weapon as well?

I like oil of Bless Weapon better than oil of Magic Weapon because it does more things against evil critters, and most things I've run into so far with DR/Magic are also evil.

Since you already have oils of Magic Weapon, I don't see any reason to replace them, but I would consider getting Bless Weapon if you end up using your Magic Weapon oils and need to re-stock.

Grand Lodge 4/5

Also, something to remember: When you have a weapon enhanced to +3, it counts as silver and cold iron against DR, IIRC.


Yes, that is true.

Although the question now would be is should I give my weapon an enhancement bonus of +3 or also give it an ability (or abilities) of some sort. I probably won't get much past a +3 with my weapon, a +4 if I'm lucky.

Grand Lodge 4/5

And that, my friend, is where a Bladebound Magus shines. Around 5th level, he (she?) gets the ability to make their weapon +2 with one or two special abilities, or +3 with one, or +4 (adamantine, IIRC, yummy).

Of course, this comes with drawbacks, like no real two-weapon fighting, lousy AC and HP, and a weapon that talks back at you.


That certainly sounds like a nice ability, I have thought about playing a Magus for a future character.

Unfortunately my Ranger does not have that ability, however, so I am still wondering if I would be better off with higher enhancement bonuses than ability bonuses.

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