Essential PFS Preparations by Tier


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Shadow Lodge 4/5

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So many times, I see new players (and experienced players!) sitting down at a table completely devoid of preparations, equipment, and gear that would make the scenario they're about to play much, much easier. I've begun a short list below of some items I consider completely essential on my characters at various levels.

Tier 1-5:


  • Wand of Cure Light Wounds or Wand of Infernal Healing for 2 PP. First purchase for most characters.
  • Alchemist's Fire - SWARMS. If you can't cast burning hands at least twice per day, get an Alchemist's Fire or six. Actually, get them anyway, they're cheap.
  • Rope and Grappling Hook - So many low-level scenarios have things you need to climb. Get this, it will save you a lot of hassle (and potentially a lot of falling damage).
  • Ranged Weapon - Not a hard one to figure out. Especially at lower tiers, PFS loves putting enemies in hard-to-reach places. At least bring something with range.

Tier 3-7:

  • Magic. Weapons. You're gonna start seeing incorporeal stuff around here. You will be very sad if your contribution to the fight is "Total defense, for the sixth round in a row."
  • Silver and Cold Iron. Stuff will have DR. Unless you've got a +3 sword at this tier somehow, you're going to have a very bad time without a special material.

Tier 5-9:

  • Something that lets you see invisible targets. It'll come in handy, I promise.
  • Flight will start to be useful, but you might be able to make it without at this tier. Maybe.

Tier 7-11:

  • If you can't fly by now, you might as well just take a nap during some very important fights at this tier. You're going to need aerial capabilities at some point - count on it.
  • If you're not immune to mind control at this point, you'd better have a damned good reason why. Beware - there's a lot of it and it's not fun when it happens to you. Clear Spindle Ioun Stones are cheap, people! Get it, slot it, love it!

That's what I could come up with off the top of my head. What other items do you consider essential or recommended?

Liberty's Edge 4/5 5/5

The Morphling wrote:
Tier 1-5:
  • Alchemist's Fire - SWARMS. If you can't cast burning hands at least twice per day, get an Alchemist's Fire or six. Actually, get them anyway, they're cheap.

And if alchemist's fire is still too expensive, then lamp oil is less efficient, but a mere 1 sp per flask.

4/5 ****

Meh I disagree about the clear spindle and own 0 of them.

The immunity is very limited, not even applying to casters with multiple copies of a reasonably high DC dominate person (at tier 5-9 even) who "carry out horrific experiments, using the still-warm organs of kidnapped."

I also disagree that there's a lot of it. When it used to work against confusion, sure. The number of times evil creatures attempt to "possess or exercise mental control" is actually not that large.

Shadow Lodge 4/5

Pirate Rob wrote:

Meh I disagree about the clear spindle and own 0 of them.

The immunity is very limited, not even applying to casters with multiple copies of a reasonably high DC dominate person (at tier 5-9 even) who "carry out horrific experiments, using the still-warm organs of kidnapped."

I also disagree that there's a lot of it. When it used to work against confusion, sure. The number of times evil creatures attempt to "possess or exercise mental control" is actually not that large.

Yeah, but when they do... ouch! I definitely love to have that protection covered. It's like an insurance policy - hope you never need it, but love it when you do.

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

Painlord did a good post on this exact issue a while back. But the message bears repeating.

I also second Rob's comments regarding clear spindles.

I like building solid characters as much as the next guy, but having a decent Will save precludes the need for a clear spindle for me. There's other, less janky ways to protect yourself against mind control. The clear spindle for me is like enabling mods when playing a game... achievements get disabled ;)

Grand Lodge 2/5 RPG Superstar 2012 Top 32

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Never consider "essential" that which requires an Additional Resource. How does someone deal with mind control if they only have the CRB and Guide? That is essential, and anything that gives you an alternative option is bonus. :)

4/5

I am still trying to figure out the best counter to confusion. I mean other than being a seventeenth level Paladin. Then again I am a fan of just shutting down the other side's abilities. I also think you should put in "Some Way to counter darkness" also when it does come up "Some way to counter extreme enviroments".

Grand Lodge 4/5

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Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

Calm Emotions spell is a great way to counter confusion, make sure someone is around who can cast, wand or something.

Darkness can be a problem, deeper darkness can be a real problem, deeper darkness at will can be a TPK. Just make sure if you have an ability to negate it you time it right and try to partner with someone else who can so that your group can launch a full round of attacks before it drops again.

4/5 *

Vision is key. If you can't see in the dark on your first adventure, you'd better have a free arm to carry a torch, or a shield sconce, or something. Sure, someone else in the party might be able to cast light for you, but it's not their job to spend actions to make sure you can see.

4/5 *

I don't sweat confusion that much. It's usually a nuisance, not a killer. And if you can bait or compel an enemy to attacking a confused character, problem solved (at least until one of them dies). Some issues are not worth the cost of insurance against, for the number of times they occur.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

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Taenia wrote:
Darkness can be a problem, deeper darkness can be a real problem, deeper darkness at will can be a TPK. Just make sure if you have an ability to negate it you time it right and try to partner with someone else who can so that your group can launch a full round of attacks before it drops again.

Based on this post, I'd say a more important issue is making sure the GM understands how dark/light spells interact. :/

Sczarni

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A few additions I would add;

Tier 1-5:

Spring Loaded Wrist Sheath to complement your 2PA healing wand. Few things suck as hard as the first time you're gently (or not so gently) informed that it will take you two rounds to retrieve and use your wand of CLW while at 0 hit points. And frankly, an additional resource or not, I've seen more PC lives saved thanks to this 5gp item. A $7.99 pdf ($3 for the print right now) is not a gross investment.

(Sorcerers & Wizards specifically) Wand of Magic Missle Frankly, I feel if you're playing a Sorcerer or Wizard this should be your first 2 PA purchase and your healing wand should be your second. Every time I see a new player bring their brand new 0xp Wizard to the table, burn through their wopping 2 1st Level spells in the first encounter then look on disheartened for the remainder of the adventure as they try their damnedest to contribute to the fights with Acid Splash and no Precise Shot I just want to cry. Then when I hear the majority of the table eagerly suggest (occasionally demand) they burn their first 2PA on a wand of CLW I just want to do a 3 Stooges style multi-face slap across the table.

Let the new player feel like they've contributed and they'll come back to play. Make them feel like they're dead weight and that is a bit less likely.

Vermin Repellent A must have for every PC to keep in their backpack at any given time. Alchemist's Fires are great to have but rely on someone actually being able to hit the swarm. Vermin Repellent lasts 4 hours and helps prevent the swarm from even entering your square.

Antiplague, Antivenom, Soothe Syrup, usually purchased in that order. By the time you can routinely keep about 1-200 gp floating for random purchases, always keep at least one set of these items. They last an hour and each one gives a +5 alchemical bonus to your saves vs some of the more common debilitating conditions.

Liberty's Edge 2/5

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I would also highly recommend, but not have it essential is that you put 1 or two ranks in diplomacy. Having the option to either do a diplo check or at least aid is extremely useful.

Potions/oils of most any kind are important to have on hand. My usual list to have on hand is:

Remove Curse x2: 1500
Comprehend Languages x2: 100
Fly x2: 1500
Align Weapon(Good)x2: 600
Daylight x2: 1500
Bull's Strength x2: 600
Resist Energy (Fire) x2: 600

Total: 6400

Expensive up front, but easier to maintain, and helps free up your casters to utilize different spells.

Sczarni

Zach Williams wrote:

I would also highly recommend, but not have it essential is that you put 1 or two ranks in diplomacy. Having the option to either do a diplo check or at least aid is extremely useful.

Potions/oils of most any kind are important to have on hand. My usual list to have on hand is:

Remove Curse x2: 1500
Comprehend Languages x2: 100
Fly x2: 1500
Align Weapon(Good)x2: 600
Daylight x2: 1500
Bull's Strength x2: 600
Resist Energy (Fire) x2: 600

Total: 6400

Expensive up front, but easier to maintain, and helps free up your casters to utilize different spells.

Bolded by me; Actually, you want oils of Bless Weapon. Same benefit and MUCH cheaper.

Liberty's Edge 2/5

MrRetsej wrote:
Zach Williams wrote:

I would also highly recommend, but not have it essential is that you put 1 or two ranks in diplomacy. Having the option to either do a diplo check or at least aid is extremely useful.

Potions/oils of most any kind are important to have on hand. My usual list to have on hand is:

Remove Curse x2: 1500
Comprehend Languages x2: 100
Fly x2: 1500
Align Weapon(Good)x2: 600
Daylight x2: 1500
Bull's Strength x2: 600
Resist Energy (Fire) x2: 600

Total: 6400

Expensive up front, but easier to maintain, and helps free up your casters to utilize different spells.

Bolded by me; Actually, you want oils of Bless Weapon. Same benefit and MUCH cheaper.

Oh good call! I will need to update my usual shopping list!

Sczarni

Yeah, Align Weapon only becomes important when you encounter rarer foes with DR Chaos or DR Lawful at higher tiers.

Shadow Lodge 4/5

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Good suggestions! I can't believe I forgot all about darkness (oh wait, I've never played a PC without darkvision - silly me).

Here's some more, including some suggested above:

Tier 3-7:


  • Vision: If you don't have darkvision, get yourself something to counteract darkness (and deeper darkness if you can manage it).
  • Escaping a Grapple: Even if you don't have an item or spell for this, at least have a plan in mind, and know the mechanics for how you can escape. One well-placed black tentacles can cause a group incredible problems if most of the group can't get free. The gold standard here is a teleportation effect with no somatic components - but a still grease spell works wonders if not.
  • Look Out Below: Falling damage is killer at around this level. Ring of Featherfalling, Snapleaf, or Boots of the Cat really help out when "You do not see any traps" turns into "Make a reflex save."

Tier 5-9:

  • Alignment DR: Oil of Align Weapon really starts to shine around here, though I vastly prefer Oil of Bless Weapon!

Jiggy wrote:
Never consider "essential" that which requires an Additional Resource. How does someone deal with mind control if they only have the CRB and Guide? That is essential, and anything that gives you an alternative option is bonus. :)

At the very least then, good will saves. Don't dump a save stat!

As far as additional resources goes, I do as much as I can to encourage people to support Paizo (and local gaming shops which let us play there) and buy as much as they can! I've bought many more books than I strictly need, since I love having access to all the material available. I do recognize this isn't an option for everyone, but if you have the means, it's definitely worthwhile.

Jiggy wrote:
Taenia wrote:
Darkness can be a problem, deeper darkness can be a real problem, deeper darkness at will can be a TPK. Just make sure if you have an ability to negate it you time it right and try to partner with someone else who can so that your group can launch a full round of attacks before it drops again.
Based on this post, I'd say a more important issue is making sure the GM understands how dark/light spells interact. :/

Good luck! I have seen more confusion on this issue than on any other (in fact, I'm not even sure I have it right, on account of 9 different GMs running it 9 different ways). I think I'm going to go make a rules thread and bone up on it!

5/5

Zach Williams wrote:

I would also highly recommend, but not have it essential is that you put 1 or two ranks in diplomacy. Having the option to either do a diplo check or at least aid is extremely useful.

Potions/oils of most any kind are important to have on hand. My usual list to have on hand is:

Remove Curse x2: 1500
Comprehend Languages x2: 100
Fly x2: 1500
Align Weapon(Good)x2: 600
Daylight x2: 1500
Bull's Strength x2: 600
Resist Energy (Fire) x2: 600

Total: 6400

Expensive up front, but easier to maintain, and helps free up your casters to utilize different spells.

Comprehend Languages is Personal only. No go for a potion =/.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

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The Morphling wrote:
Escaping a Grapple: Even if you don't have an item or spell for this, at least have a plan in mind, and know the mechanics for how you can escape. One well-placed black tentacles can cause a group incredible problems if most of the group can't get free. The gold standard here is a teleportation effect with no somatic components - but a still grease spell works wonders if not.

Couple of things:

First, if you think grease will be more useful with Still Spell, you need to read up on grapple rules (especially post-6th-printing CRB). You can cast spells with somatic components while grappled (I think this is a change from D&D?) and removing somatic components doesn't make the concentration check any easier. In short, the only difference between grease and stilled grease while grappled is the spell level—which in turn means you'll actually have a harder Concentration check with Still Spell!

Second, oil of grease. Anyone can use it, no concentration, +10 vs grapples, and it's Always Available. :)

Shadow Lodge 4/5

The Morphling wrote:

Couple of things:

First, if you think grease will be more useful with Still Spell, you need to read up on grapple rules (especially post-6th-printing CRB). You can cast spells with somatic components while grappled (I think this is a change from D&D?) and removing somatic components doesn't make the concentration check any easier. In short, the only difference between grease and stilled grease while grappled is the spell level—which in turn means you'll actually have a harder Concentration check with Still Spell!

Being pinned sucks.

Jiggy wrote:
Second, oil of grease. Anyone can use it, no concentration, +10 vs grapples, and it's Always Available. :)

Nice. Never thought of that.

Shadow Lodge

Longspear. Pretty much every character can use it, and I have played in way too many encounters where reach is essential to getting to the BBEG.

Armor Spikes or other Light Weapon [Martials only]:Spellcasters will be able to make the checks to cast when you get up to where you should worry about grapple, but a martial with a 2h weapon will be completely out of the fight unless he can beat CMD, which can be hard. They help you do something.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

The Morphling wrote:
The Morphling wrote:

Couple of things:

First, if you think grease will be more useful with Still Spell, you need to read up on grapple rules (especially post-6th-printing CRB). You can cast spells with somatic components while grappled (I think this is a change from D&D?) and removing somatic components doesn't make the concentration check any easier. In short, the only difference between grease and stilled grease while grappled is the spell level—which in turn means you'll actually have a harder Concentration check with Still Spell!
Being pinned sucks.

In that case, Still Spell won't enable your grease unless you also have Eschew Materials.

And really, by the time you're pinned you should have already applied your oil of grease, making the above a moot point.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
Sniggevert wrote:
Comprehend Languages is Personal only. No go for a potion =/.

I keep hearing you can't get a spell that is Personal only as a potion but, can't find the rule that says that. Where is it?

5/5

Azouth wrote:
Sniggevert wrote:
Comprehend Languages is Personal only. No go for a potion =/.
I keep hearing you can't get a spell that is Personal only as a potion but, can't find the rule that says that. Where is it?

Magic Item Creation section on potions:

PRD wrote:
The imbiber of the potion is both the caster and the target. Spells with a range of personal cannot be made into potions.

Shadow Lodge 4/5

Jiggy wrote:
And really, by the time you're pinned you should have already applied your oil of grease, making the above a moot point.

Yeah, the oil is really a good tactic. Nice one.

Azouth wrote:
Sniggevert wrote:
Comprehend Languages is Personal only. No go for a potion =/.
I keep hearing you can't get a spell that is Personal only as a potion but, can't find the rule that says that. Where is it?

Not sure on the book/page number itself, but here's it on the d20pfsrd:

http://www.d20pfsrd.com/magic-items

Quote:
The imbiber of the potion is both the caster and the target. Spells with a range of personal cannot be made into potions.

Edit: Gah, ninja'd.

4/5

I disagree on the confusion thing, just for those few critters that can just toss it out like crazy. Also I was udner the impression you lost the will to fight under calm emotion.

4/5

A potion of fly can turn the tide in a 3-7 scenario. Easily worth 2 prestige.

Sczarni

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Oooooo, Wizardly Grapple-Fu!

Okay, the spell Grease is fine and dandy but why not start with Alchemical Grease, instead? First, it's only 5gp. Second, it lasts 4 hours and provides a +5 alchemical bonus to CMD vs Grapples (escaping and avoiding), Escape Artist checks and best of all stacks with the Grease spell. What's more, you don't need to be a caster to use it. If you're feeling even saucier, use Alchemical Grease as an Alchemical Power Component (requires Adventurer's Armory for PFS legality) when casting the Grease spell to increase the Escape Artist bonus vs grapples by +1.

And if you absolutely, positively, irrevocably MUST escape that damn grapple, keep Liberating Command memorized. It's a purely Verbal spell, it takes only an Immediate Action and it provides a competence bonus to your Escape Artist check equal to twice your caster level.

So yes, you can in fact stack Liberating Command, Alchemical Grease & Grease when you need to get out of a jam.

4/5

David Neilson wrote:
I disagree on the confusion thing, just for those few critters that can just toss it out like crazy. Also I was udner the impression you lost the will to fight under calm emotion.

This is true.

For confusion, unbreakable heart or suppress charms and compulsions are the best options.

There's also some weird item in Demonslayer's Handbook that makes each of the 4 possibilities of the spell less of a problem (for instance, your incoherent babbling counts as a +2 inspire courage).

Sczarni

Azouth wrote:
Sniggevert wrote:
Comprehend Languages is Personal only. No go for a potion =/.
I keep hearing you can't get a spell that is Personal only as a potion but, can't find the rule that says that. Where is it?

You may be confusing potions with Alchemist Extracts. They have a limited number of Personal only spells on their Formula List.

4/5

MrRetsej wrote:


And if you absolutely, positively, irrevocably MUST escape that damn grapple, keep Liberating Command memorized. It's a purely Verbal spell, it takes only an Immediate Action and it provides a competence bonus to your Escape Artist check equal to twice your caster level.

Bolding mine--it can't be used on yourself. Anyone else but you. Why, you ask? Because the opportunity to escape the grapple is an immediate action and so is the spell, and you can't use both. A wand of it could be used on yourself but would be a much worse bonus.

Silver Crusade 5/5 5/5 **

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MrRetsej wrote:

And if you absolutely, positively, irrevocably MUST escape that damn grapple

A potion of gaseous form is on my "get out of death free" list. Mostly for grapples but it also works in various other circumstances.

I also really like obscuring must on a scroll in a spring loaded wrist sheathe. Shutting down ranged attackers for at least a round can be very effective at saving your butt.

Shadow Lodge 4/5

Mark Seifter wrote:
MrRetsej wrote:


And if you absolutely, positively, irrevocably MUST escape that damn grapple, keep Liberating Command memorized. It's a purely Verbal spell, it takes only an Immediate Action and it provides a competence bonus to your Escape Artist check equal to twice your caster level.
Bolding mine--it can't be used on yourself. Anyone else but you. Why, you ask? Because the opportunity to escape the grapple is an immediate action and so is the spell, and you can't use both. A wand of it could be used on yourself but would be a much worse bonus.

Man, that is terrible, haha. I know! Be a spontaneous caster, apply a metamagic feat to it, and spend a full round on it! Then you do still have an immediate left!

*rolls eyes* They seriously need to allow you to burn a standard to take a swift.

Scarab Sages 5/5

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pauljathome wrote:


I also really like obscuring must on a scroll in a spring loaded wrist sheathe. Shutting down ranged attackers for at least a round can be very effective at saving your butt.

Most GMs in my experience do not allow scrolls in spring loaded wrist sheathes.

but scrolls of obscuring mist are a good choice - because it also takes care of getting sneak attacked (with a few exceptions). I can remember being trapped in a deeper darkness at 1st level and using an obscuring mist to prevent the sneak attacker from ganking the party)

I would add a potion of remove blindness to the list of expensive potions to add. Blindness spell is permanent - it makes an unfortunate rest of the game if not possessed.

Also, a wand of grease is helpful for helping fellow party members grappled, even if you are grappled, because there is no concentration check.

And having a way out of grapple at 7-11 level is imperative - boots of escape is an example - also remember that combat casting gives the bonus for casting on the defensive or in grapple. I have experienced two games combining cloudkill and black tentacles - just because you can channel don't figure that you can just stay in the tentacles.

5/5 *

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Dhjika wrote:
but scrolls of obscuring mist are a good choice - because it also takes care of getting sneak attacked (with a few exceptions). I can remember being trapped in a deeper darkness at 1st level and using an obscuring mist to prevent the sneak attacker from ganking the party)

Wait, how did you read a scroll in deeper darkness? :P

4/5

Mark Seifter wrote:


For confusion, unbreakable heart or suppress charms and compulsions are the best options.

Quoted and bolded for emphasis. Most of my high-DPR character carry scrolls of one or more of those spells to hand out to any casters in the group. It's a nice contingency plan should the thinkable happen.

And a big second on the Potion of Remove Blindness as well.

Scarab Sages 5/5

Carlos Robledo wrote:
Dhjika wrote:
but scrolls of obscuring mist are a good choice - because it also takes care of getting sneak attacked (with a few exceptions). I can remember being trapped in a deeper darkness at 1st level and using an obscuring mist to prevent the sneak attacker from ganking the party)
Wait, how did you read a scroll in deeper darkness? :P

I used obscuring mist - my spell - but in other characters I have used obsuring mists from edges or before the reapplication of the spell.

I am sorry I was not clear

5/5 *****

pauljathome wrote:
A potion of gaseous form is on my "get out of death free" list. Mostly for grapples but it also works in various other circumstances.

Pretty much this for anyone who isn't a teleportation subschool Wizard or Druid capable of wild shaping into something huge. Grapples suck for any caster and the potion is only 750gp. Well worth spending 2PP on during the mid levels.

5/5 *****

The Morphling wrote:
Mark Seifter wrote:
MrRetsej wrote:


And if you absolutely, positively, irrevocably MUST escape that damn grapple, keep Liberating Command memorized. It's a purely Verbal spell, it takes only an Immediate Action and it provides a competence bonus to your Escape Artist check equal to twice your caster level.
Bolding mine--it can't be used on yourself. Anyone else but you. Why, you ask? Because the opportunity to escape the grapple is an immediate action and so is the spell, and you can't use both. A wand of it could be used on yourself but would be a much worse bonus.

Man, that is terrible, haha. I know! Be a spontaneous caster, apply a metamagic feat to it, and spend a full round on it! Then you do still have an immediate left!

*rolls eyes* They seriously need to allow you to burn a standard to take a swift.

For extra silliness you could quicken it to turn it into a swift action, take your immediate to try and escape (takes up your next turns swift) and still do stuff with your actions. It will cost you a level 5 spell slot but that is better than being grappled as a caster.

4/5

The Morphling wrote:
Mark Seifter wrote:
MrRetsej wrote:


And if you absolutely, positively, irrevocably MUST escape that damn grapple, keep Liberating Command memorized. It's a purely Verbal spell, it takes only an Immediate Action and it provides a competence bonus to your Escape Artist check equal to twice your caster level.
Bolding mine--it can't be used on yourself. Anyone else but you. Why, you ask? Because the opportunity to escape the grapple is an immediate action and so is the spell, and you can't use both. A wand of it could be used on yourself but would be a much worse bonus.

Man, that is terrible, haha. I know! Be a spontaneous caster, apply a metamagic feat to it, and spend a full round on it! Then you do still have an immediate left!

*rolls eyes* They seriously need to allow you to burn a standard to take a swift.

Well, I mean, it's a command. Flavorwise it makes sense that you use it to help someone else. I seem to remember hearing that it was the original author's intent (waaaaay back when it was in the Andoran book before the reprint).

4/5

andreww wrote:
The Morphling wrote:
Mark Seifter wrote:
MrRetsej wrote:


And if you absolutely, positively, irrevocably MUST escape that damn grapple, keep Liberating Command memorized. It's a purely Verbal spell, it takes only an Immediate Action and it provides a competence bonus to your Escape Artist check equal to twice your caster level.
Bolding mine--it can't be used on yourself. Anyone else but you. Why, you ask? Because the opportunity to escape the grapple is an immediate action and so is the spell, and you can't use both. A wand of it could be used on yourself but would be a much worse bonus.

Man, that is terrible, haha. I know! Be a spontaneous caster, apply a metamagic feat to it, and spend a full round on it! Then you do still have an immediate left!

*rolls eyes* They seriously need to allow you to burn a standard to take a swift.

For extra silliness you could quicken it to turn it into a swift action, take your immediate to try and escape (takes up your next turns swift) and still do stuff with your actions. It will cost you a level 5 spell slot but that is better than being grappled as a caster.

Not quite. If you use an immediate on-turn, it uses the current turn's swift:

PRD wrote:
Using an immediate action on your turn is the same as using a swift action and counts as your swift action for that turn.

Sczarni 5/5 5/55/5 ***

Jiggy wrote:
Taenia wrote:
Darkness can be a problem, deeper darkness can be a real problem, deeper darkness at will can be a TPK. Just make sure if you have an ability to negate it you time it right and try to partner with someone else who can so that your group can launch a full round of attacks before it drops again.
Based on this post, I'd say a more important issue is making sure the GM understands how dark/light spells interact. :/

Or at least ask him/her how they run darkness/light interactions when you sit down at a table, since this is one of the many things left up to "table variation".

Liberty's Edge

Guys I appreciate what you're trying to do here, prepare new players for the challenges of the game but I would like to point out that following this line of reasoning can very easily cross into the bounds of meta gaming.

After all how does your character know he/she needs all this stuff? Do you have the appropriate knowledge skills? Has your character encountered the problem that requires the solution before?

You could be thinking 'I'm a Pathfinder I've been taught and trained about this stuff.' But have you? Isn't that what the Knowledge skills represent? what you've learned?

You might also be thinking 'what about the Pathfinder Society Field Guide?, there's hints in there.' And you'd be right, there are hints. But its not always clear, for example it doesn't clearly say you need cold iron or silver to defeat demons or devils. It simply says to try Dismissal spells or Banishment. Then of course there's this: a player needs to own the Pathfinder Society Field Guide to use any of the info within. It's not part of the Core Assumption, so you cant simply assume your character knows that info.

Personally I think a character must wait until they are more experienced before they start stocking up on this sort of gear, a little bit here and there is fine but buying it all or buying gear your character has no knowledge of is clearly meta-gaming.

5/5

The Morphling wrote:


Tier 7-11:

  • If you're not immune to mind control at this point, you'd better have a damned good reason why. Beware - there's a lot of it and it's not fun when it happens to you. Clear Spindle Ioun Stones are cheap, people! Get it, slot
...

This kind of reasoning is why we have so many "neutral" enemies dominating, and so many evil ones simply using confusion.

This clear spindle abuse should not be encouraged.

Shadow Lodge

The Morphling wrote:
Clear Spindle Ioun Stones are cheap, people! Get it, slot

I perfer the Cap of the Free Thinker, but then again, I often have a good will save if I am a worth target of dominate person.

Silver Crusade 2/5

Damalon01 wrote:


After all how does your character know he/she needs all this stuff? Do you have the appropriate knowledge skills? Has your character encountered the problem that requires the solution before?

I've always seen it as the grapevine. Team of rookies come back, all covered in spider bites and nearly dead. They'll surely talk about needing something to deal with swarms. Further, I usually have my characters give advice (in character) to newer characters, verbally passing on some ideas and warnings.

That said, my Int 5 Paladin might carry some of the above mentioned stuff, but would wait to be told what to use or to try and figure it out.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
The Morphling wrote:


Tier 3-7:

  • Magic. Weapons. You're gonna start seeing incorporeal stuff around here. You will be very sad if your contribution to the fight is "Total defense, for the sixth round in a row."
  • Silver and Cold Iron. Stuff will have DR. Unless you've got a +3 sword at this tier somehow, you're going to have a very bad time without a special material.

[

Doesn't really apply if you're a primary caster. Your job is in other areas. Wizard types should not be stepping into melee.


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Damalon01 wrote:

Guys I appreciate what you're trying to do here, prepare new players for the challenges of the game but I would like to point out that following this line of reasoning can very easily cross into the bounds of meta gaming.

After all how does your character know he/she needs all this stuff? Do you have the appropriate knowledge skills? Has your character encountered the problem that requires the solution before?

You could be thinking 'I'm a Pathfinder I've been taught and trained about this stuff.' But have you? Isn't that what the Knowledge skills represent? what you've learned?

Sorry, but this is ridiculous.

OK, Knowledge skills: Last time I checked it doesn't tell you what spells/items to use at certain levels. Not really helpful, hm?

I don't see how this information is any different than what you would get from talking to other Pathfinders (in game). Tricks of the trade. Same as soldiers discussing weaponry choices. There is no mechanic to deal with this stuff, so what is wrong with people discussing it?
It's implausible that every character simply has NO idea of what spells are generally useful at the levels you can get them, and what things are important when you seem to be encountering certain power tiers of monsters alot.

Quote:
Personally I think a character must wait until they are more experienced before they start stocking up on this sort of gear, a little bit here and there is fine but buying it all or buying gear your character has no knowledge of is clearly meta-gaming.

Uh... what dictates your character's knowledge of the Core Rule Book gear? Absolutely nothing, mechanically.

Are you metagaming if you use a more powerful weapon than a Club?
What rationale is there to spend money on weapons when you can use your non-Improved Unarmed Strikes?

You missed that this discussion is framed in different tiers, and nobody is expecting anybody else to pick up advanced gear before that tier, because 1) it is less useful/necessary 2) you can't afford it. I'm sure people could break down recommendation in more precise Tier chunks, but for the sake of discussion it's broader than that. Which is plausibly corresponding to in-game hearsay that isn't PRECISE but still works.

Quote:
You might also be thinking 'what about the Pathfinder Society Field Guide?, there's hints in there.' And you'd be right, there are hints. But its not always clear, for example it doesn't clearly say you need cold iron or silver to defeat demons or devils. It simply says to try Dismissal spells or Banishment. Then of course there's this: a player needs to own the Pathfinder Society Field Guide to use any of the info within. It's not part of the Core Assumption, so you cant simply assume your character knows that info.

Uh... Really, so "always available" now mean that you need to make a Knowledge Check to buy Cold Iron/Silver?

How do you think vendors of Cold Iron/Silver Weapons sell their product?
"You should really buy this sword from me for 50x the normal price. I won't tell you why though, if you don't know why you don't deserve to buy this.".
Knowledge Checks to ID a creature don't mean you've never heard that info before, it's just to ID a specific creature in the moment.
Purchasing gear in PFS is all abstracted and not happening in any specific time/moment,
so even if you wanted to make a Knowledge check, you actually can't.

Rather than see this as 'metagaming', see this as something that actually helps newby players better play the character of their heroic adventurer PC who is in a big club of other heroic adventurers. Their character would know stuff that the player may not, and this thread is to help them with that basic knowledge.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
The Morphling wrote:

Tier 7-11:

If you can't fly by now, you might as well just take a nap during some very important fights at this tier. You're going to need aerial capabilities at some point - count on it.
If you're not immune to mind control at this point, you'd better have a damned good reason why. Beware - there's a lot of it and it's not fun when it happens to you. Clear Spindle Ioun Stones are cheap, people! Get it, slot it, love it!
That's what I could come up with off the top of my head. What other items do you consider essential or recommended?

Everyone should have a ranged option. Ranged spells, missile weapons. Flying enemies! Those are targets I can hit freely without Precise Shot!


Indeed. And ranged/archery while riding on horseback is a very convenient tactic as well vs. enemies you don't want to engage toe-to-toe.

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