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David, Actually it just needs a few 20gp alchemical tools
Especially if you have at least one part member with dark vision.
Marker dye: 15gp splash weapon hits and marks target and 8 adjacent squares.
Glow Ink: 5gp glows in darkness, even in a darkness spell, but not in deeper darkness. May be combined with marker dye.
Give it to the guy with darkvision, and ask him to paint the targets for you.
Or hold it your self, and if you get attacked in melee in the darkness, smash it over your own head.
if you have an alchemist coming to the table, he can fit out everyone for about 40 gp total. (And since they are DC 15 to craft, it is almost inconcievable that any alchemist would be unable to put them together.)
As a bonus, they also mark invisible targets at the same time, so they can double as a potion of see invisible.ETA: But only in dim light or darkness.

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Except:
Often extracted from phosphorescent insects, tiny marine
plants, or subterranean fungi, glowing ink emits a faint but
steady light (typically red or green) that allows you to read it
in normal darkness—this includes darkness created by spells
like darkness, but not the supernatural darkness created by
deeper darkness.
it is explicitly stated to work in magical darkness.
[ETA] Deeper darkness you are still on your own, but by that point you should have some other way to deal with it.

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Cold Napalm wrote:redward wrote:So...your solution to the play up and use more consumable solution is to cheat?!? I mean honestly I do wish you COULD do such things...but as it stands...yeah not so much.
My level 5 Paladin chipped in 1000gp for a Wand of Lesser Restoration after the party suffered massive ability damage to nearly everyone. It's not my wand. I may never even get another charge from it. But helping pay for it allowed us to continue and succeed.
As Snigglevert pointed out, you're not allowed to pool resources to buy an item. It was a mistake that frankly should have been caught. I was playing and should have known better, our GM was experienced and should have known better, and at least two of the other players were regular GMs who should have known better. Mistakes happen.
But thanks for accusing me of outright cheating.
No...the cheating isn't that you made a mistake...those happen. The cheating is that your solution to a problem at hand was to do something not allowed to do currently. Now like I said, I WISH you could pool resources for consumables...and that would solve some of the issues at hand...but ya can't.

Hobbun |
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No...the cheating isn't that you made a mistake...those happen. The cheating is that your solution to a problem at hand was to do something not allowed to do currently. Now like I said, I WISH you could pool resources for consumables...and that would solve some of the issues at hand...but ya can't.
Not sure why you continue to say he cheated, you even acknowledged he made a mistake.
Cheating is when you do something anyways even though you know it is against the rules. Redward said he made a mistake and did not realize what he did was wrong at the time, therefore he did not cheat.

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Powder, which costs 1 cp, can be used to reveal invisible opponents.
75 gp (at 5+ Fame) for an Ioun torch will negate darkness, since it already has a 2nd level Continual Flame on it.
3rd level Wizards, among others, have access to Continual Flame themselves.
110 gp (and 0 Fame) covers an Everburning Torch, which, again, has a 2nd level Continual Flame on it...
On Invisibility, 3rd level Wizards have Glitterdust, 3rd level Clerics have Invisibility Purge (as a GM, I find that spell is a real encounter breaker).

Hobbun |

David, Actually it just needs a few 20gp alchemical tools
Especially if you have at least one part member with dark vision.
Marker dye: 15gp splash weapon hits and marks target and 8 adjacent squares.
Glow Ink: 5gp glows in darkness, even in a darkness spell, but not in deeper darkness. May be combined with marker dye.Give it to the guy with darkvision, and ask him to paint the targets for you.
Or hold it your self, and if you get attacked in melee in the darkness, smash it over your own head.if you have an alchemist coming to the table, he can fit out everyone for about 40 gp total. (And since they are DC 15 to craft, it is almost inconcievable that any alchemist would be unable to put them together.)
As a bonus, they also mark invisible targets at the same time, so they can double as a potion of see invisible.ETA: But only in dim light or darkness.
I was curious on this combination as I am an Alchemist and looked into it. The only mechanical benefits the Marker Dye (combined with Glowing Ink) gives you is a +2 to your Perception check.
So if I understand that correctly, if I have the means to See Invisibility (like through one of my extracts), I could throw the combined Marker Dye and Glowing Ink as a splash weapon, coating the invisible creature and making him visible normally?
Since it only says you receive a +2 to your Perception, I don't think it works like that (in seeing him normally). With the invisibility rules, you get a -20 to your Perception check in finding invisible creatures, I believe people only get a +2, but still have the -20, if you go RAW. Which really isn't that much of a benefit.

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On Invisibility, 3rd level Wizards have Glitterdust, 3rd level Clerics have Invisibility Purge (as a GM, I find that spell is a real encounter breaker).
FYI, invisibility purge is a 3rd-level spell, not 2nd. Both of my divine casters carry a scroll around (which came in handy for a certain boss fight), but the cost isn't trivial.

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Undone wrote:What about the consumable for an invisible monster? What about the consumable for deeper darkness? What about the consumable for flying? If you bother preping for things that magic and bless weapon fight why not prep something for spells which might TPK you. Special prep for 1 situation is pointless if situation 3 comes up and you die to it because you neither had better gear or "Just the right consumable.redward wrote:That takes care of most of your DR needs through level 5.See how I was specifically addressing low levels?
At higher levels, yes, the consumables will be more expensive, but they will also be a smaller percentage of your wealth. Deeper darkness? An Oil of Daylight (750gp/2PP) and Potion of Darkvision (300gp) should take care of you. Potion of Fly (750gp/2PP). But you know all that. And you also know that those aren't really necessary till level 7 and beyond.
In a recent module, my Oracle used an Elixir of Spirit Sight (1000gp) to do 4hp of damage to a wraith (or spectre? I forget). Do I regret using it? No, because it was the last 4hp needed to stop it from piling negative levels on the party, and we didn't know what it had left at the time.
Undone wrote:As to carrying players. "Empowering" Them to contribute is often impossible. How do you "Empower" The fighter with 15 str and 16 AC? Or the barely better than elite array rogue?How do you empower a fighter? Enlarge him. Bless. Inspire Courage. Potion of Bull's Strength. Haste. Blessing of Fervor. Blur. Displacement. Trip or Blind the target. Or trade him your amazing +3 Keen Greatsword that you got from min-maxing your wealth for his Mwk Greatsword. Now you're almost equals! (trading back at the end, of course, lest you be accused of cheating)
Undone wrote:The last ninja I played with I attempted to give him some better tactics but he instead spent turns invisible doing nothing (effectively the same as sitting unconscious.) I don't know what to say about it because...
1) You need those consumables by level 3-4. I know for a fact that there is Deeper darkness in a few 4-5's and at least 1 3-4.
2) 5th level is the fly level. If you can fight 5th level monsters (3-4, 4-5) you need that potion.3) Instead of spending your 1,000 gold you could have A) Wanded it for 4 points. B) Cast a cure spell to do damage. This is why especially for casters, I feel consumables are largely wasteful. You've got enough options that you don't need them if you're smart about it.
4) In combat buffs for a mathmatical bonus (+1-2 to hit exct) isn't worth the action. It needs to do something powerful like FOM or haste to be worth it. The most guilty spell is enlarge which is just not good enough for a round cast time.
5) All of my gear is usually caster gear. On my druid I can't give him my AoMF or the druid's vestment's.
I don't mind being the hero but I don't play for it. I enjoy playing. I have no contempt for the players many of them are funny and fun to play with but like the comic relief in every horror movie they need saving or they'll end up as a smear on the ground.

thejeff |
Powder, which costs 1 cp, can be used to reveal invisible opponents.
75 gp (at 5+ Fame) for an Ioun torch will negate darkness, since it already has a 2nd level Continual Flame on it.
3rd level Wizards, among others, have access to Continual Flame themselves.
110 gp (and 0 Fame) covers an Everburning Torch, which, again, has a 2nd level Continual Flame on it...
On Invisibility, 3rd level Wizards have Glitterdust, 3rd level Clerics have Invisibility Purge (as a GM, I find that spell is a real encounter breaker).
2nd level Continual Flame does not help against 2nd level Darkness.
Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.
You need Daylight or a heightened Continual Flame.

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kinevon wrote:Powder, which costs 1 cp, can be used to reveal invisible opponents.
75 gp (at 5+ Fame) for an Ioun torch will negate darkness, since it already has a 2nd level Continual Flame on it.
3rd level Wizards, among others, have access to Continual Flame themselves.
110 gp (and 0 Fame) covers an Everburning Torch, which, again, has a 2nd level Continual Flame on it...
On Invisibility, 3rd level Wizards have Glitterdust, 3rd level Clerics have Invisibility Purge (as a GM, I find that spell is a real encounter breaker).
2nd level Continual Flame does not help against 2nd level Darkness.
Quote:Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.You need Daylight or a heightened Continual Flame.
I was going to edit in an ADDENDUM to my post but this is the perfect point to bounce off of. Casters, especially full casters don't need consumables because spells replace 90% of them.
The best consumable in the game is, without a doubt, a scroll of breath of life (preferably stored in a spring loaded wrist sheath if allowed). Why? Because death happens at high levels. Crit happens. This prevents it. It's the only true consumable (Besides the egregiously under costed cure light wounds wand and infernal healing wands) I'd recommend.
Minor rant incoming
As for why CLW/Infernal healing is under costed (especially IH) let me demonstrate something to everyone here.
Ring of regeneration is 90,000 gold. For that gold you could have 120 wands of infernal healing. While not identical out of combat they accomplish the same thing. So the question is. Over 12 levels will you need 60,000 points of healing over 12 levels? To put this in perspective that would have ~500 points a level or 167 points an adventure.
They are more under costed than bracers of falcon's aim are and a perfect example of "Adding a spell effect to an item" Which shouldn't conform to the cost curve.
By the same token if you had a consumable potion of GMW at 1,000 gold CL 20 then it would be worth buying it every time because it would cost you less.
Caster's don't need consumables nearly as much as the classes with less/no magic. Which is unfortunate because casters are already incredibly powerful.

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1) You need those consumables by level 3-4. I know for a fact that there is Deeper darkness in a few 4-5's and at least 1 3-4.
I only know of one, and it's with a BBEG you're not expected to defeat (he just leaves eventually).
Or you can just cast Obscuring Mist or use a Smokestick to level the playing field.
2) 5th level is the fly level. If you can fight 5th level monsters (3-4, 4-5) you need that potion
And it costs 2PP. Or you can use a bow. If they're melee fighters, you can ready an action to attack when they get in range. If they're casters, you can ready an attack for when they're casting and force concentration checks in addition to the damage, hopefully wasting their action.
3) Instead of spending your 1,000 gold you could have A) Wanded it for 4 points. B) Cast a cure spell to do damage. This is why especially for casters, I feel consumables are largely wasteful. You've got enough options that you don't need them if you're smart about it.
4) In combat buffs for a mathmatical bonus (+1-2 to hit exct) isn't worth the action. It needs to do something powerful like FOM or haste to be worth it. The most guilty spell is enlarge which is just not good enough for a round cast time.
An Enlarge Person potion costs 50gp and works immediately. I have found it worth it for Reach alone, especially in indoor environments where creatures can fly or have spider climb.
5) All of my gear is usually caster gear. On my druid I can't give him my AoMF or the druid's vestment's.
I don't mind being the hero but I don't play for it. I enjoy playing. I have no contempt for the players many of them are funny and fun to play with but like the comic relief in every horror movie they need saving or they'll end up as a smear on the ground.
But we're quibbling over minutiae at this point. Bottom line, I don't mind spending a relatively small amount of my WBL on consumables to improve the capabilities of me and my party. You want to spend all of your gold on items for yourself and forgo the need for consumables. That's a difference in philosophies and playstyle and I'm not going to say one's right and one's wrong.
I will point out that the situation you're preparing for, where one character is significantly over-geared and outshines the rest of the party, is specifically what this change was meant to fix.

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So if I understand that correctly, if I have the means to See Invisibility (like through one of my extracts), I could throw the combined Marker Dye and Glowing Ink as a splash weapon, coating the invisible creature and making him visible normally?Since it only says you receive a +2 to your Perception, I don't think it works like that (in seeing him normally). With the invisibility rules, you get a -20 to your Perception check in finding invisible creatures, I believe people only get a +2, but still have the -20, if you go RAW. Which really isn't that much of a benefit.
It won't, as I understand it, cover him totally, but it would give you a lot of splotches of glowing ink to aim at.
the +2 bonus is if someone is trying to hide while carrying an item that has glowing ink on it. (For example the scroll they described written in glow ink.) Not for someone covered in it.
the glowing ink acts as a light source, the light of which is not covered by invisibility. So he still has -20 stealth, but the torch he is carrying does not, nor do all the glowing goop hanging off of him.
I suppose, if the GM told me that they interpreted it as moving it from 50% miss chance to 20% concealment, I would go with that. but definitely, unless the invisible person is moving into cover to hide the glow, there are going to be glowing splotches in the air, which will be pretty hard to conceal.
I'd also be fine if a GM said that people hit by the splash weapon were fully visible, and those in the splash zone still had 20% miss chance. I think it comes down to they said you can combine marker dye with glow ink, but never really gave good details on what the combination would do in strict mechanical terms.
(I suppose they could defeat the glow by striping out of the marked clothes...)

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The best consumable in the game is, without a doubt, a scroll of breath of life (preferably stored in a spring loaded wrist sheath if allowed). Why? Because death happens at high levels. Crit happens. This prevents it. It's the only true consumable (Besides the egregiously under costed cure light wounds wand and infernal healing wands) I'd recommend.I would add a Heal scroll in the other spring-loaded wrist sheath for exactly the same reasons. The point of these scrolls is not that I don't prepare these spells, it's that sometimes I need them a second time, and the PC just saved with the former is not very useful until I can cast the latter.

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Cold Napalm wrote:
No...the cheating isn't that you made a mistake...those happen. The cheating is that your solution to a problem at hand was to do something not allowed to do currently. Now like I said, I WISH you could pool resources for consumables...and that would solve some of the issues at hand...but ya can't.
Not sure why you continue to say he cheated, you even acknowledged he made a mistake.
Cheating is when you do something anyways even though you know it is against the rules. Redward said he made a mistake and did not realize what he did was wrong at the time, therefore he did not cheat.
Because him making a mistake isn't the point...he was saying you could do that as a solution to an issue at hand...when you really can't. So basically his solution is invalid as it involves the players to cheat to do it. Seriously folks?!?
Now if his post was it SHOULD be that way...yeah support all the way.

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Powder, which costs 1 cp, can be used to reveal invisible opponents.
75 gp (at 5+ Fame) for an Ioun torch will negate darkness, since it already has a 2nd level Continual Flame on it.
3rd level Wizards, among others, have access to Continual Flame themselves.
110 gp (and 0 Fame) covers an Everburning Torch, which, again, has a 2nd level Continual Flame on it...
On Invisibility, 3rd level Wizards have Glitterdust, 3rd level Clerics have Invisibility Purge (as a GM, I find that spell is a real encounter breaker).
Ummm...WHAT clerics get 3rd level spells at level 3?!?
Glitterdust, unless combined with a super high perception wizards requires you to cast see invis first...or you meta game.
And your solution is have well played casters...in a PUG setting that is PFS...your just too funny.

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Hobbun wrote:
So if I understand that correctly, if I have the means to See Invisibility (like through one of my extracts), I could throw the combined Marker Dye and Glowing Ink as a splash weapon, coating the invisible creature and making him visible normally?Since it only says you receive a +2 to your Perception, I don't think it works like that (in seeing him normally). With the invisibility rules, you get a -20 to your Perception check in finding invisible creatures, I believe people only get a +2, but still have the -20, if you go RAW. Which really isn't that much of a benefit.
It won't, as I understand it, cover him totally, but it would give you a lot of splotches of glowing ink to aim at.
the +2 bonus is if someone is trying to hide while carrying an item that has glowing ink on it. (For example the scroll they described written in glow ink.) Not for someone covered in it.
the glowing ink acts as a light source, the light of which is not covered by invisibility. So he still has -20 stealth, but the torch he is carrying does not, nor do all the glowing goop hanging off of him.
I suppose, if the GM told me that they interpreted it as moving it from 50% miss chance to 20% concealment, I would go with that. but definitely, unless the invisible person is moving into cover to hide the glow, there are going to be glowing splotches in the air, which will be pretty hard to conceal.
I'd also be fine if a GM said that people hit by the splash weapon were fully visible, and those in the splash zone still had 20% miss chance. I think it comes down to they said you can combine marker dye with glow ink, but never really gave good details on what the combination would do in strict mechanical terms.
(I suppose they could defeat the glow by striping out of the marked clothes...)
All that glow in does against invis targets is let you target which square they are in. It does not negate invis or reduce it in any manner. So 50% miss chance still.

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Most of the on topic discussion has stopped.
I think the end take of the new WBL change is this:
It doesn't prevent obnoxiously high wealth (46,000 gp above expected) but it does nearly prevent crippling low wealth.
Since most players don't know someone with obnoxiously high wealth, they don't have someone to witness they new system doesn't really do much to them. So they see the new system as a perfect system.
I was nervous about it at first. But the more I think about it and understand it, then less I worry about the fact it doesn't fix the problem it intended to fix but does fix an even worse problem (low wealth due to too many play downs.)
So I have to admit I like the new system, and I didn't think I would.