Essential PFS Preparations by Tier


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Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

EndlessForms wrote:
The Morphling wrote:


  • Something that lets you see invisible targets. It'll come in handy, I promise.
  • Has anyone come up with a good solution for this for non-magic-users? A fighter can't buy a potion of see invisibility or potion of invisibility purge because they are personal spells and personal spells can not be made into potions or oils. The best thing I can think of for a fighter is to hope the caster has those spells available or put a lot of money into a magic item that grants see invisibility (the cheapest is probably 100 000+ gp). I guess there's good ol' chalk but your time is probably better spent just hacking at the air.

    Glowing ink + Marker Dye.

    Every thing in the splash area is splashed with glowing dye. No Reflex save. Glowing Dye is a light source. Light sources do not become invisible.

    If anyone can see invisible, have them paint the target for you. If no one can see invisible, you can hit a 2x2 area and try to get lucky. If you get hit by a melee attack, break it over your own head, anyone in the surrounding squares will get splashed.

    May only work in dim or dark areas. (depends how your Gm reads the rule.) However, does work in darkness as well. (But not deeper darkness.)

    20 gp. (5 gp glowing ink + 15 gp marker dye.)

    Fire.

    Again, it is a light source. Anything you can use to light the target on fire makes it impossible to go fully invisible. (This is why my alchemist uses explosive grenades on casters as soon as I can.) Alchemist fire will burn them for one round. Tangleburn bags are better, but expensive, especially if you are throwing them blind.

    In either case, at best it is probably going to reduce the 50% miss chance to 20%. But if you add Blind fight to that, you should be doing pretty good.

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

    andreww wrote:
    Walter Sheppard wrote:
    Also let's not forget that as a move action, you can always make a Perception check and try and locate the enemy's location via sound. Chances are they didn't make a Stealth check and you'll easily be able to hear where they went. The listed DC to hear a creature walking is 10, which invisibility expressly does not help with.

    Hear the sound of a creature walking might tell you there is something there but that sounds a long way off from pinpoint which square they are in.

    Also if you are invisible and benefitting from the +20 stealth bonus while moving why wouldn't you make a stealth check? It is only a -5 penalty if you are moving above half speed which is more than offset by the huge bonus from being invisible.

    As we all know being invisible makes you quiet, its one of those interesting quirks of combining the old spot and listen skills.

    Direct text from the spell.

    Quote:
    Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle).

    I always rule that invisibility has no impact on sound-based Perception checks, like hearing a creature's movement.

    If that creature wants to make a Stealth check while they move with invisibility, that is one thing. If they don't, then determining their general orientation isn't that difficult with a decent Perception check, as per the rules of the skill.

    1/5

    FLite - I like the idea, but I think I would rule against it in most cases (even dim light). The descirption says: "If there is glowing ink on an object, you have a +2 bonus on Perception checks to locate it." ...so I think I would just give you +2 to that perception check to locate the invisible creature.

    Silver Crusade 1/5 *

    I always explained it away as being invisible makes it easier to concentrate on being quiet since you don't have to worry about being seen. Invisibility says you get +20 on stealth checks, not sight based stealth checks.

    Scarab Sages 5/5

    grandpoobah wrote:


    Unbreakable Heart is fantastic for this, as it is a harmless spell from Inner Sea World Guide and it is on a lot of spell lists. However, all it does is suppress the effect for its duration (a rounds per level spell), so scrolls are a bad idea. Spending a turn to make an ally not-confused for one round isn't worth the action (in most cases).
    .

    For many friends, 1 round of not confused is enough time to make their character not so deadly.

    The wizard can take off and throw his component pouch - the barbarian can drop or throw his/her main weapon and possibly rid herself/himself their backup weapon or missile weapon. The zen archer can drop or toss their bow, etc. I round of sanity knowing they are about to once more be insane can make all the difference in enhancing the survival of the party members.

    Or anyone can blindfold themselves (some GMs won't let this work, YRMV)

    Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

    Bigdaddyjug wrote:
    I always explained it away as being invisible makes it easier to concentrate on being quiet since you don't have to worry about being seen. Invisibility says you get +20 on stealth checks, not sight based stealth checks.

    Does it make them harder to smell too? (perception based on scent)

    Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

    Derwalt, The glowing ink gives you +2 to locate a visible object.

    On an invisible object, it is a glowing splotch hanging in mid air. At very least it is going to tell you what square they are in.

    Would you rule against the lighting them on fire? lighting an object on fire gives no bonus to locating it as far as I can tell.

    The relevant rule is under invisibility: Light sources carried by invisible opponents are visible.

    Now, they could make a stealth check to hide the glowing splotch. But since the glowing splotch is not invisible, it would not benefit from the +20 stealth from invisibility.

    1/5

    I just think one should expect table variation. I would generally reward player ingenuity.

    The Exchange 5/5

    FLite wrote:

    Derwalt, The glowing ink gives you +2 to locate a visible object.

    On an invisible object, it is a glowing splotch hanging in mid air. At very least it is going to tell you what square they are in.

    Would you rule against the lighting them on fire? lighting an object on fire gives no bonus to locating it as far as I can tell.

    The relevant rule is under invisibility: Light sources carried by invisible opponents are visible.

    Now, they could make a stealth check to hide the glowing splotch. But since the glowing splotch is not invisible, it would not benefit from the +20 stealth from invisibility.

    minor correction in the bolded section above...

    from the spell Invisibility
    "...Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source)...."

    so, actually, light sources carried by invisible opponents (or anyone) are invisible.

    hope that helps!

    Grand Lodge 2/5 RPG Superstar 2012 Top 32

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    More jaded commentary:
    There are a great many GMs for whom any given obstacle has specific, specially-made solutions; if you encounter invisible enemies, you use see invisibility or glitterdust; if you encounter flying enemies, you use ranged attacks or a potion of fly; if you encounter mirror image, you hack your way through or use true seeing; if you encounter X, you use mordenkainan's anti-X, and that's that.

    Do anything that isn't the standard/classic/"intended" solution—like using create water to make puddles for invisible enemies to step in, or using a lasso to pull a flying enemy to the ground, or closing your eyes to bypass mirror image, or doing anything that has a smaller cost than mordenkainan's anti-X—and you're treated like you're trying to get away with something.

    Of course, the obvious solution is to simply conform to that expectation: for each obstacle, acquire the spell (whether known, scroll'd or potion'd) whose sole purpose is to entirely negate that obstacle.

    And then, once you've assembled enough solutions that you never have to rely on creativity and can instead always pull out your scroll of bypassing obstacle #37c, you get to hear about how you're "trivializing encounters".

    Grand Lodge 2/5 RPG Superstar 2012 Top 32

    nosig wrote:
    FLite wrote:

    Derwalt, The glowing ink gives you +2 to locate a visible object.

    On an invisible object, it is a glowing splotch hanging in mid air. At very least it is going to tell you what square they are in.

    Would you rule against the lighting them on fire? lighting an object on fire gives no bonus to locating it as far as I can tell.

    The relevant rule is under invisibility: Light sources carried by invisible opponents are visible.

    Now, they could make a stealth check to hide the glowing splotch. But since the glowing splotch is not invisible, it would not benefit from the +20 stealth from invisibility.

    minor correction in the bolded section above...

    from the spell Invisibility
    "...Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source)...."

    so, actually, light sources carried by invisible opponents (or anyone) are invisible.

    hope that helps!

    Light can never be invisible.

    Light sources can.

    Pretend to be a troop of lantern archons! :D

    Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

    nosig wrote:
    FLite wrote:

    Derwalt, The glowing ink gives you +2 to locate a visible object.

    On an invisible object, it is a glowing splotch hanging in mid air. At very least it is going to tell you what square they are in.

    Would you rule against the lighting them on fire? lighting an object on fire gives no bonus to locating it as far as I can tell.

    The relevant rule is under invisibility: Light sources carried by invisible opponents are visible.

    Now, they could make a stealth check to hide the glowing splotch. But since the glowing splotch is not invisible, it would not benefit from the +20 stealth from invisibility.

    minor correction in the bolded section above...

    from the spell Invisibility
    "...Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source)...."

    so, actually, light sources carried by invisible opponents (or anyone) are invisible.

    hope that helps!

    Huh. I seem to have misread that. Thanks. I guess that does open it up to a wider interpretation.

    I'm still going to argue that it is going to be pretty obvious to spot the multiple glows spots, at least in dim light.

    That said, I can see the argument for it only allowing you to identify the square, but leaving the enemy their total concealment.

    Also, remember that a simple prestidigitation cantrip can remove the ink. :)

    1/5

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    Jiggy wrote:
    ** spoiler omitted **

    jiggy you need 30 cc's of Night March of Kalkamedes STAT

    Silver Crusade 5/5 5/5 **

    1 person marked this as a favorite.
    Jiggy wrote:
    ** spoiler omitted **

    I love creative solutions. But there are sometimes issues:

    1) sometimes the creative solution abuses the RAW sufficiently that I can't in good conscience allow it in PFS (I'm significantly more lenient in home games)

    2) sometimes a creative solution really isn't. The first time one sees a character throwing sand in an opponents eyes its cool. The thousandth time its hackneyed and boring.

    Grand Lodge 2/5 RPG Superstar 2012 Top 32

    pauljathome wrote:
    Jiggy wrote:
    ** spoiler omitted **

    I love creative solutions. But there are sometimes issues:

    1) sometimes the creative solution abuses the RAW sufficiently that I can't in good conscience allow it in PFS (I'm significantly more lenient in home games)

    All the "detect magic detecting an aura of illusion would invalidate see invisibility" GMs just nodded their heads in agreement as you recited their mantra.

    Why did I get so jaded all of a sudden? Maybe because I didn't actually play this week?

    1/5

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    withdrawals, quick someone find that guy a game!


    Honestly, I'd use Reverse Gravity against flying opponents. Make them fly with a resounding thud. Only if it's inside an enclosed area though.

    3/5

    I forgot about this for invisibility stopping. In Andoran, Sons of Liberty there's a lot of useful feather tokens, but for this instance the Tar and Feather Feather Token works.

    Grand Lodge 2/5 RPG Superstar 2012 Top 32

    If memory serves, the Dungeoneer's Handbook has some sort of smoke pellet with icky stuff that sticks to critters and temporarily negates invisibility.

    Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

    Jiggy wrote:
    If memory serves, the Dungeoneer's Handbook has some sort of smoke pellet with icky stuff that sticks to critters and temporarily negates invisibility.

    Smog pellet.

    Samiel actually carries a smog pellet, a stunstone (thanks to this thread) and has his 1/day glitterdust.

    Yes, he's an archaeological Batman.

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

    Jiggy wrote:
    pauljathome wrote:
    Jiggy wrote:
    ** spoiler omitted **

    I love creative solutions. But there are sometimes issues:

    1) sometimes the creative solution abuses the RAW sufficiently that I can't in good conscience allow it in PFS (I'm significantly more lenient in home games)

    All the "detect magic detecting an aura of illusion would invalidate see invisibility" GMs just nodded their heads in agreement as you recited their mantra.

    Why did I get so jaded all of a sudden? Maybe because I didn't actually play this week?

    Good thing Con of the North is about 24 hours away!

    Grand Lodge 2/5 RPG Superstar 2012 Top 32

    Silbeg wrote:
    Jiggy wrote:
    pauljathome wrote:
    Jiggy wrote:
    ** spoiler omitted **

    I love creative solutions. But there are sometimes issues:

    1) sometimes the creative solution abuses the RAW sufficiently that I can't in good conscience allow it in PFS (I'm significantly more lenient in home games)

    All the "detect magic detecting an aura of illusion would invalidate see invisibility" GMs just nodded their heads in agreement as you recited their mantra.

    Why did I get so jaded all of a sudden? Maybe because I didn't actually play this week?

    Good thing Con of the North is about 24 hours away!

    Speaking of which, have a look at my post in the Boon Trading Thread; I've gotten myself into a pickle.


    If you're playing a wizard/sorcerer, spell selection's also very important. The last thing you want to do is choose yourself into being a one-trick pony. Yeah, that great bloodline attribute that gives you extra damage on spells of that element may seem like something to take advantage of early on, but when you start coming into DR and immunities later in your character's lifespan, you don't want to be stuck with most of your offensive arsenal being less than effective or unusable. For example, while Alec may be a hot hand with the fire spells, he's also packing things like Acid Arrow, Ice Storm and Lightning Bolt just in case he finds something that he can't roast. Some other advice for wizard/sorcerers...

    As someone else said, take utility spells! Stuff like Fly, Haste, Animate Rope and the like can make things easier on the rest of the party members, and being that they'll likely have more HP than you- and that they'll be holding the enemies back so you aren't turned into a big fleshy wad of goo on the floor.

    -Max out your ranks in Use Magic Device, every level. This skill is a godsend if you find yourself shy any healing classes- it allows you at least a chance to use a healing wand to fix some of the damage. I've honestly never been asked to roll a check for it outside of combat- is that wrong? Spellcraft is another one to keep maxed- it's going to be your identify workhorse, and usually a good Spellcraft rank +10 from an identify spell is going to knock just about anything loose.

    -Spells like Identify and Detect Secret Doors are only 1st level and 25 gp a scroll, but are REALLY handy to help make sure you didn't miss anything. Not to mention you can buy them right off because they're first level. Knowing what to expect can be a big help.

    -Detect Magic is your best friend.

    Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

    metagamewise?

    Portfolio/T-shirt/Goblin. You can always use that die role. (for day job if nothing else at the end of the scenario)

    3/5

    Matthew Morris wrote:

    metagamewise?

    Portfolio/T-shirt/Goblin. You can always use that die role. (for day job if nothing else at the end of the scenario)

    Thats my favorite time to use it!!!

    2/5

    Detect Magic does work to eventually detect invisible creatures that are using magic, but it doesn't work against natural invisibility (AFAIK) and only works in a cone that the opponent can move out of.
    Making you restart, hoping your new cone has them in it.
    So, yes, it can work, but you're likely wasting your time.
    Cheers.


    Exactly, if they are aware that you are Concentrating with a spell in their area, they are likely to move, and you will never pinpoint their square. And of course you cannot do that while casting other spells or taking other Standard Actions, and you are unlikely to even be able to accurately target a Glitterdust unless you can do as a Swift Action immediately upon pinging the cone they are in. Of course, Arcane Sight allows you gain all that info instantaneously, but they still have Total Concealment and you cannot target them with Creature-Targetting spells. And Nondetection and Mindblank should still protect completely against both of those (including cone ping, as it explicitly mentions Detect spells that work that way).

    Disappearing Dust is immune to See Invisible and Invis Purge, which is crazy considering it's cheapness (even with short/unreliable duration, which isn't a problem if you have a familiar re-applying it every 2-3 rounds), but interestingly I don't think that immunity extends to Detect Magic, which isn't detetecting the invisible creature directly, but is just detecting the magic aura. That makes sense because the item doesn't use Nondetection in it's creation, so shouldn't gain immunities ala that spell.

    Besides, it's funner to have this situation so that Detect Magic users' expectations can be preyed upon: if you can create some mobile, non-visible Illusion effect, they will automatically assume it's an Invisible creature, and don't get to make a Save since there is no Illusion they are actually interacting with, only detecting the REAL Illusion magic aura. :-)

    Silver Crusade 4/5

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    Here's an updated version of a possible Pathfinder's Adventure Kit (albeit it would be an expensive one!):

    Potion of Remove Paralysis
    Potion of Remove Blindness
    Potion of Fly
    Potion/Wand of Lesser Restoration
    Potion of Gaseous Form
    Potion of Darkvision
    Potion of Haste
    Oil of Bless Weapon
    Oil of Grease

    Scroll of Invisibility Purge
    Scroll of Breath of Life
    Scroll of Endure Elements

    Air Crystals and/or Potion of Water Breathing
    Alchemist's Fire
    Smoke Pellet
    Mirror (or smoked goggles)
    Metagmagic Rod of Reach (for Breath of Life at a distance)
    Clasp of Swarmbane
    Dust of Appearance
    Wrist Sheath

    Silver Crusade 4/5

    BTW, someone told me about "Air Crystals" for water breathing but I cannot find any such beast. Anyone know about that stuff or an alternative to the potion?

    Grand Lodge 2/5 RPG Superstar 2012 Top 32

    Air crystals are in the Pathfinder Society Field Guide.

    Dark Archive 4/5

    Metagmagic Rod of Extend (for Breath of Life at a distance)

    You mean Reach Spell? not Extend Spell

    Silver Crusade 4/5

    Caderyn wrote:

    Metagmagic Rod of Extend (for Breath of Life at a distance)

    You mean Reach Spell? not Extend Spell

    Thanks...fixed that.

    5/5 *****

    Water Breathing is expensive. Air Bubble will do the same thing as a level 1 effect but you want it in a potion sponge as apparently after the release of ARG suddenly you can't drink potions underwater.

    Grand Lodge 2/5 RPG Superstar 2012 Top 32

    andreww wrote:
    Water Breathing is expensive. Air Bubble will do the same thing as a level 1 effect but you want it in a potion sponge as apparently after the release of ARG suddenly you can't drink potions underwater.

    If it makes you feel any better, I already wasn't letting people drink potions underwater (or at least not easily).

    5/5 5/55/55/5

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    Jiggy wrote:
    andreww wrote:
    Water Breathing is expensive. Air Bubble will do the same thing as a level 1 effect but you want it in a potion sponge as apparently after the release of ARG suddenly you can't drink potions underwater.
    If it makes you feel any better, I already wasn't letting people drink potions underwater (or at least not easily).

    Ain't no rule against it.

    *comes back wet and shake shake shakes*

    You can drink underwater

    Shadow Lodge 4/5

    I'm trying to think of scenarios where underwater potion drinking would be an asset and can only come up with 3. And two of them have a pretty infamous reputation for being darn deadly, so chances are a player never has to worry about underwater drinking.

    4/5 ****

    BigNorseWolf wrote:
    Jiggy wrote:
    andreww wrote:
    Water Breathing is expensive. Air Bubble will do the same thing as a level 1 effect but you want it in a potion sponge as apparently after the release of ARG suddenly you can't drink potions underwater.
    If it makes you feel any better, I already wasn't letting people drink potions underwater (or at least not easily).

    Ain't no rule against it.

    *comes back wet and shake shake shakes*

    You can drink underwater

    This is a weird one. There is a rule that says you can't drink potions underwater, but it's in the Sylph section of the ARG under Potion Sponges.

    4/5

    Well I guess you could test the real world feasibility of it with a five hour energy and a bath tub.

    The Exchange 5/5

    can you apply an oil underwater? Oil of airbubble...

    Grand Lodge 2/5 RPG Superstar 2012 Top 32

    nosig wrote:
    can you apply an oil underwater? Oil of airbubble...

    Uhh... Not so sure about that one...

    The Exchange 5/5

    Jiggy wrote:
    nosig wrote:
    can you apply an oil underwater? Oil of airbubble...
    Uhh... Not so sure about that one...

    guess you'd have to apply it with a sponge... or maybe a luffa?

    5/5 5/55/55/5

    1 person marked this as a favorite.
    nosig wrote:
    Jiggy wrote:
    nosig wrote:
    can you apply an oil underwater? Oil of airbubble...
    Uhh... Not so sure about that one...
    guess you'd have to apply it with a sponge... or maybe a luffa?

    I am the luffa!

    Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

    andreww wrote:
    Water Breathing is expensive. Air Bubble will do the same thing as a level 1 effect but you want it in a potion sponge as apparently after the release of ARG suddenly you can't drink potions underwater.

    I'd say more along the lines of "Expect table variation" was replaced with "No" Kind of like everyone's favourite headach of Outsiders and weapon proficiencies.

    The Exchange 5/5

    Matthew Morris wrote:
    andreww wrote:
    Water Breathing is expensive. Air Bubble will do the same thing as a level 1 effect but you want it in a potion sponge as apparently after the release of ARG suddenly you can't drink potions underwater.
    I'd say more along the lines of "Expect table variation" was replaced with "No" Kind of like everyone's favourite headach of Outsiders and weapon proficiencies.

    I do not understand this post... please expand on what you are saying?

    thanks!

    Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

    nosig wrote:
    Matthew Morris wrote:
    andreww wrote:
    Water Breathing is expensive. Air Bubble will do the same thing as a level 1 effect but you want it in a potion sponge as apparently after the release of ARG suddenly you can't drink potions underwater.
    I'd say more along the lines of "Expect table variation" was replaced with "No" Kind of like everyone's favourite headach of Outsiders and weapon proficiencies.

    I do not understand this post... please expand on what you are saying?

    thanks!

    Every few months (but not enough for Frequently) it pops up on if native outsides (tieflings/aasimars/fetchlings, etc) with 0 HD get the MWP in the outsider type. it is the RAI of Paizo they don't, but the frequent nature of the question shows it isn't clear...

    ... unless you use the ARG, and read that they don't. (And the section of the ARG that says it clearly, isn't authorized for PFS play).

    Because it's unclear, outside PFS the answer would be "expect table variation" from everyone who hasn't read that section of the ARG. If you have the ARG it's "no"

    Kind of like "Can you drink a potion under water?" In this thread we've seen 'table variation' but apparently in the ARG (again, in the section you'd only expect to be relevant if you have the boon) it says "No"

    The Exchange 5/5

    thanks for the explanation!

    Dark Archive

    1 person marked this as a favorite.

    I want to emphasize you can buy so much with prestige points. Who cares if you can afford a 30 point island? How much use will that actually be to you? Why should.you care so much about your retirement home when your pc is leveled.out if the campaign?

    Don't save pp for raise dead. Spend it to avoid getting killed in the first place!

    With 2 pp you can buy:
    3rd level potions
    A scroll with 2 copies of the same 3rd level spell
    A scroll with 5 copies of the same 2nd level spell
    4th level scroll(watch out for the.ones with costly material components)
    Masterwork darkwood bow with up to +3 str bonus

    I suspect it is better to spend $ on a masterwork melee weapon but a 400 ci great sword or 530 alchemical silver great sword might be worth saving the money to full plate one adventure sooner. The bow was lusted higher because the str bonus really amps up the price.

    Again, spend your prestige to avoid the costly raise dead.

    Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

    1 person marked this as a favorite.
    Raymond Lambert wrote:

    I want to emphasize you can buy so much with prestige points. Who cares if you can afford a 30 point island? How much use will that actually be to you? Why should.you care so much about your retirement home when your pc is leveled.out if the campaign?

    Just to comment... because it's cool.

    Ksenia has the Taldor Noble title boon... because it's cool. She has the Eagle Knight vanity... to bug the hell out of Andorans. :-)

    And the keep boon from <redacted> pays for itself.

    2/5

    Raymond Lambert wrote:
    Masterwork darkwood bow with up to +3 str bonus

    Darkwood Composite Longbow (+3), or Masterwork Composite Shortbow (+4). It matters if you're a ninja. ;)

    Also, Dayfinders can Daylight for 1 minute per day, and they cost 10 PP. Only thing better would be if you could divide the minute into rounds.

    2/5

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    Also to that 2 PP list, other 1st level wands than Magic Missile/CLW.
    Feather Step has saved my party a couple times, or even just made a tough terrain battle much simpler to navigate.
    Remove Sickness, Remove Fear, Endure Elements (used a bunch), namely any condition a 1st level spell covers that's unusual but debilitating should be bought in a wand for 2 PP, especially if it's 10 min/level or not based on casting level.

    Oh, and I have to trumpet the ranged weapon, especially after traveling with a 6th level Barb without one and nearly getting TPKed because of it.
    Also for the 2 PP bow, trading the +1 mw bonus on attack for 3 extra damage can be worth it if you're strong enough(but you're unable to enchant it later, so get some magic arrows).
    Cheers.

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