Necessary for PFS


Pathfinder Society

3/5

I want this topic to be about all things in game and out of game necessary for PFS.

Out of Game Necessities:
Core Rule book is a must, as well as any extension material that your character uses, such as Player Companions and Campaign Settings, and any of the Ultimate series of books.

A filled out character sheet as well as pen/pencil and paper, to make notes on what your in-game goals are for each session, such as capture the villain, or find the mystic diamond.

A computer or smartphone by at least one person to access the d20pfsrd, to determine rules questions.

In-game:
A dagger, because you never know when you will have to melee or might lose your main weapon.
Rope, for climbing, tying up enemies, and securing items, and so much more.
Torches, whether it be for light or fighting off swarms especially for characters without darkvision.
Oil, because 1d3 for 2 rounds is better than 1 point from a torch.
Wand of cure light wounds by one person in the party, for all your healing needs.

This is just a start, what does everyone out there think is necessary for a PFS game.

Silver Crusade 5/5

Out of Game:
People of the North (if you play any kind of arcane caster this book as the snowball spell which is hands down one of the best damage dealing 1st level spells in the game..the book is literally an $8 spell if PDF but is so amazingly worth it I consider it a must lol) all kidging a side though

A guide to organized play is super helpful

In game:
scrub the tourches and go with sunrods because they can work underwater.
alchemist fire is a must for low level(swarms)

Scarab Sages 5/5

zauriel56 wrote:


In-game:
A dagger, because you never know when you will have to melee or might lose your main weapon.
Rope, for climbing, tying up enemies, and securing items, and so much more.
Torches, whether it be for light or fighting off swarms especially for characters without darkvision.
Oil, because 1d3 for 2 rounds is better than 1 point from a torch.
Wand of cure light wounds by one person in the party, for all your healing needs.

This is just a start, what does everyone out there think is necessary for a PFS game.

I go with spiked gauntlet over dagger, because that way you don't have to draw something out, and almost everyone is proficient with it. Not so much for meleeing but to always provide flanks - I think druids and wizards are the two that don't get it.

You will find some GMs do not allow torches to do damage to swarms - invest in some vials of acid -at 10GP each - or if you are an alchemist, make a little extra and "lend" at your games.

At low levels I heartily recommend Vermin Repellent (5gp), Alchemical Grease (5gp), earplugs (a few copper I think), and obscuring mist scrolls [many sneak attackers are thwarted by a 20% miss chance - and many archer encounters are thwarted by not being able to see]

Infernal healing wands have more classes, I think, that can use them and are more efficient for afterbattle healing - although cure light wounds wands make effective weapons against incorporeal enemies (which even appear in low tier level games)

extra rope - because when you have tied folks up, you may not have enough left to climb.

And then a bit later - but as soon as you can afford it.
As soon as you can, get a dull grey ioun stone for 25GP and either pay an NPC cleric or find a PC cleric who can cast Continual Flame on it (200GP for an NPC, 50GP for PC). Then you have a hands free light source, a magic 3rd level light spell, and the darkness spell you likely won't have to worry about any more, as most GMs in my experience let a higher level light spell overwhelm a lower level darkness spell. note that this is different than an ioun torch in that it has a 2nd level light spell. I agree a sunrod or two is a good thing to have with you. And I do this for characters with darkvision as well, as it is helpful in parties without it.

If you play with one of those silly clerics that have heightened spell (I have three now), and they offer to put a heightened continual flame spell on some item of yours, take it - it will cost 50GP - but it is worth it. I have heard of 5th level light spells ruining some deeper darkness situations before.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

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I've said it before, and I'll say it again: never consider essential/necessary that which requires an extra book.

So, here are some nice options straight from the CRB, available to every character:

• For swarms: alchemist's fire or acid. Alchemist's fire is the same price and damage as two flasks of acid, but is only the weight of one flask; relevant for low-STR types.

• For darkness: potion of darkvision. Remember, Pathfinder's version of darkness doesn't hinder darkvision in any way, so for 300gp you're "immune" to it for 3 hours.

• For deeper darkness: oil of daylight. Daylight has a unique ability to negate any darkness effects overlapping its radius (though its own light is negated at the same time). Note that some GMs will rule that other light sources are still suppressed in the area, so it's a good idea to also have a darkvision option to combo with this oil.

• For grapples: oil of grease. For a mere 50gp, it's +10 vs grapples.

• For DR: cold iron morningstar covers bludgeoning, piercing and cold iron. A silver light mace covers silver without taking a damage penalty. A dagger covers slashing and piercing, plus you never know when you might need to cut something for which a greatsword is a bit too imprecise/indiscreet.

• For verticalness: rope against a wall is a DC 5 climb check, which nearly everyone can make with a Take 10. A scroll/potion of spider climb is 150gp/300gp and is faster and automatic (as long as you don't need your hands while climbing). A potion of fly is 750gp and fast, but be aware of the necessary Fly checks and the fact that you can't take ranks unless you can fly every day (i.e., have wings or a flight spell in your book/spells known). Of course, a headband of vast intelligence will max your ranks in one skill for 4,000gp...

• For flying/distant enemies: A sling is free, sling bullets are cheap, and you get to add your STR bonus. A crossbow is cheap, and you don't have to apply your STR penalty. A wand of magic missile is reliable, and will outlive your need for it. A potion of fly will let you do your melee schtick after all (usually).


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There are a few threads about surviving PFS, I had tried to condense them a while back. This WHOLE comment is a LINK to said thread.

Silver Crusade 4/5 5/55/55/5 RPG Superstar 2013 Top 8

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zauriel56 wrote:
A computer or smartphone by at least one person to access the d20pfsrd, to determine rules questions.

I highly discourage people from using d20pfsrd. The names of many rules items are changed and the site is not very reliable. If you must refer to something then you should have it at the table (per the rules for additional resources). If you must refer to an online source for some reason, use the PRD first, followed by Archives of Nethys.

Grand Lodge 5/5

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zauriel56 wrote:
... A computer or smartphone by at least one person to access the d20pfsrd, to determine rules questions. ...

d20pfsrd is not a legal rules source. It may not legally be used to cite rules to settle an argument in PFS.

The source you are looking for is the Paizo PRD.

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

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I strongly second both of the opinions above me. In addition, having a smartphone or something to access the FAQ and forums here can be incredibly helpful (though printing out the section of the FAQ that pertains to your character even more so!).

Silver Crusade 3/5

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Nefreet wrote:
I strongly second both of the opinions above me. In addition, having a smartphone or something to access the FAQ and forums here can be incredibly helpful (though printing out the section of the FAQ that pertains to your character even more so!).

Yes, one thing that irks me:

Player: I use Awesome Super Power of Divine Righteousness.
GM: Okay, how does Awesome Super Power of Divine Righteousness work, exactly?
Player: I dunno...

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

Totally.

This is why my Druid, for example, brings a printed chart of creatures that he summons most often (or Wildshapes into), so that I can quickly reference their statistics in a hurry.

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

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So, here is what d20pfsrd *is* useful for.

"Huh, I thought there was an errata on that, but I can't remember where I saw it" Looks on d20pfsrd, sees the FAQ / Errata box, clicks "Source" link, has the errata.

Neither the prd nor archives of nethys has the errata linked in the articles.

Aside from that, both are preferable to d20pfsrd from a rules accuracy stand point.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
zauriel56 wrote:
Wand of cure light wounds by one person in the party, for all your healing needs.

Every party member should be carrying one, whether they can trigger the wand or not after a certain point. That much healing will be needed.

Sovereign Court 4/5

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LazarX wrote:
zauriel56 wrote:
Wand of cure light wounds by one person in the party, for all your healing needs.
Every party member should be carrying one, whether they can trigger the wand or not after a certain point. That much healing will be needed.

This. I can't stand it when the front line fighter goes charging in, takes 20 points of damage, and has no way to heal himself. He expects everyone else to use their wand rather than offer his own. "Well, I can't use it, why should I have it?" I have at least once refused to use my wand or anything other than potions we found to heal a character like that. I'm sorry, but you need to have a means to heal yourself, ESPECIALLY if your character build is meant to take damage.

Liberty's Edge 5/5 5/5 *** Venture-Lieutenant, Indiana—Martinsville

Remember... Mithril counts as silver and doesn't have the penalty.

Out of game.

Have your purchases tallies up for the next (upcoming) Chronicle sheet that you can tallie up before putting the sheet away at end of game. You can also show the gm, and add to it if you make purchases in game.

Have your spells/abilities effects and durations list out and available. (I print them out from Herolab in booklet form, having to print it to PDF form to do it)

In Game.

A. Ranged. Weapon.

Scarab Sages 2/5

Sior wrote:
LazarX wrote:
zauriel56 wrote:
Wand of cure light wounds by one person in the party, for all your healing needs.
Every party member should be carrying one, whether they can trigger the wand or not after a certain point. That much healing will be needed.
This. I can't stand it when the front line fighter goes charging in, takes 20 points of damage, and has no way to heal himself. He expects everyone else to use their wand rather than offer his own. "Well, I can't use it, why should I have it?" I have at least once refused to use my wand or anything other than potions we found to heal a character like that. I'm sorry, but you need to have a means to heal yourself, ESPECIALLY if your character build is meant to take damage.

What should be said is to spend 4 prestige. 2 for CLW wand, 2 for Infernal Healing. This is just in case your party does not comprise of a class that can use CLW but still have an arcane class like wizard or magus.

Sovereign Court 4/5

Cao Phen wrote:
What should be said is to spend 4 prestige. 2 for CLW wand, 2 for Infernal Healing. This is just in case your party does not comprise of a class that can use CLW but still have an arcane class like wizard or magus.

This was nowhere near my mind. In damn near every table I've played or run, there has been a character capable of using a CLW wand. Cleric, bard, ranger, druid, etc. There's always at least one. For arcane casters, I've seen plenty of tables have someone whip out an Infernal Healing wand and no one is able to use it. Obviously, this varies from region to region, so either wand works, really.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

There are more classes that can activate the CLW wand than the IH, so if you're relying on partymates, CLW is the way to go.


That, and not everyone has the Inner Sea World Guide to make sure it's legal if there's an audit.

Scarab Sages 2/5

Since I have the ISWG, I tend to be ok, since my area usually have more wizards that clerics...

Sovereign Court 4/5

Like I said, it depends on what region you're in. YMMV. And I only just got a copy of the ISWG two weeks ago. Wasn't high on my 'need' list though it was up there on my 'want' list.

Silver Crusade 3/5

It isn't the number of wizards vs clerics; it is the number of {wizards and sorcerers} vs the number of {clerics, druids, oracles, bards, paladins, rangers, witches, inquisitors, and alchemists}.

Remember, even 1st-level rangers and paladins can use a wand of CLW.

Edit to add: I love the ISWG. It is the best fluffy book out there!

Sovereign Court 4/5

It did come in handy for my game this morning... even if I looked up the Land of the Linnorm Kings and we were going to the Realm of the Mammoth Lords. Dammit! I always get those two mixed up! Must study more to get it straight.
It also helped me a little with my first Chelaxian character!

Grand Lodge 4/5

The Fox wrote:

It isn't the number of wizards vs clerics; it is the number of {wizards and sorcerers} vs the number of {clerics, druids, oracles, bards, paladins, rangers, witches, inquisitors, and alchemists}.

Remember, even 1st-level rangers and paladins can use a wand of CLW.

Edit to add: I love the ISWG. It is the best fluffy book out there!

{wizards, sorcerers, and maguses}, actually.

Andf I would actually have to double-check, since there might be other arcane casters with it on their lists.

Also note, on both sides, you should add UMDers who do not have the spell on their list (if any).

Silver Crusade 5/5

Also, don't forget oracles, summoners, clerics, and witches. They all can cast infernal healing also. There are a bunch of classes that get the spell.

Scarab Sages 5/5

Jiggy wrote:
There are more classes that can activate the CLW wand than the IH, so if you're relying on partymates, CLW is the way to go.

Plus the CLW wand can be used against incorporeal undead - in the low level parties without a magic weapon.

4/5

Kalvit wrote:
That, and not everyone has the Inner Sea World Guide to make sure it's legal if there's an audit.

This is a big thing. Infernal Healing is one of those spells that _always_ triggers a "show me your source" when I see it at the table. (Dervish Dance is another.) They are too popular, and from too relatively obscure a book to pass over. Because of that they shouldn't be put under the "need" heading but the "would be nice to have" heading when talking about preparations.

Sior, regarding bringing your own healing wrote:


This. I can't stand it when the front line fighter goes charging in, takes 20 points of damage, and has no way to heal himself. He expects everyone else to use their wand rather than offer his own. "Well, I can't use it, why should I have it?" I have at least once refused to use my wand or anything other than potions we found to heal a character like that. I'm sorry, but you need to have a means to heal yourself, ESPECIALLY if your character build is meant to take damage.

This is another of my pet peeves. Every PFS character should be responsible for their own healing, for two reasons:

1.) There are no party or shared resources in PFS: Every wand charge is coming out of someone's pocket. It's really unfair, selfish and short sighted to assume the Cleric is going to pass up on nice things in order to buy more healing stuff just so you can get an extra shiny.

2.) It's incredibly ignorant and condescending to presume that any cleric at the table is "the healer" and will spend their game fixing you up. Just because it says Cleric on the record sheet doesn't mean the character is a healer: My Evangelist cannot spontaneously cast heals and is definitely going to be more valuable to the party memorizing Persistant Commands and Blessing of Fervor and spontaneously casting Suggestion than memorizing heals. My Chivalry Inquisition cleric could heal you, but you wouldn't need healing if you hadn't stood in the charge lane and allowed him to one shot the bad guy in the first place. And if you think every Oracle is a Life Oracle, you're going to make life miserable for those Heavens Oracles who are trying to get a clear shot, and the Battle Oracles will make you feel inadequate.

Dark Archive 4/5 *

Pathfinder Rulebook Subscriber

Inner Sea World Guide is such a great book both for fluff and for crunch. So looking forward to Inner Sea Gods...

Silver Crusade 5/5

Infernal Healing is also in the Cheliax book (I think).

The Exchange 5/5

Whetstone (AA Pg9), gives a +1 damage for a normal weapons for the first time it hits after you sharpen it. Cost? 2 cp. Yeap, 2 COPPER PIECES! What 1st level PC (or 2nd for that matter) Can't afford this? And the Role Play of sitting around, sharpening a blade while the "Face" PC is doing an Intimidate roll...

Dark Archive 4/5 *

Pathfinder Rulebook Subscriber
Percy Footman wrote:
Infernal Healing is also in the Cheliax book (I think).

If you are speaking of Cheliax, Empire of Devils, I don't see it in there. It does have Emergency Force Sphere which is an amazing spell in it's own right.

Scarab Sages 2/5

Percy Footman wrote:
Infernal Healing is also in the Cheliax book (I think).

Gods and Magic

Silver Crusade 5/5

CigarPete wrote:
Percy Footman wrote:
Infernal Healing is also in the Cheliax book (I think).
If you are speaking of Cheliax, Empire of Devils, I don't see it in there. It does have Emergency Force Sphere which is an amazing spell in it's own right.

arrrrgh! your right.

It's also in:
Pathfinder Adventure Path #29: "Mother of Flies"
Pathfinder Campaign Setting: Gods and Magic

and I keep my Gods and Magic and the Chel book both in the same binder (I printed the PDFs a long time ago...)

edit: Ninja'd by Cao Phen! I just type to slow...

Silver Crusade 5/5

Not that it comes up much, but the Infernal Healing spell doesn't work on damage taken from Good or Silver...

Scarab Sages 2/5

A really nice spell from Gods and Magic is the Nethys-only Channel the Gift spell. Makes 3rd level or lower spells free. Buy a wand of it, and that is 50 charges of any spell. This is for you, or any prep-caster you touch.

Silver Crusade 3/5

kinevon wrote:
The Fox wrote:

It isn't the number of wizards vs clerics; it is the number of {wizards and sorcerers} vs the number of {clerics, druids, oracles, bards, paladins, rangers, witches, inquisitors, and alchemists}.

Remember, even 1st-level rangers and paladins can use a wand of CLW.

Edit to add: I love the ISWG. It is the best fluffy book out there!

{wizards, sorcerers, and maguses}, actually.

Andf I would actually have to double-check, since there might be other arcane casters with it on their lists.

Also note, on both sides, you should add UMDers who do not have the spell on their list (if any).

Double-checks ISWG

You're right!

Sometimes it is so awesome to be wrong. :)


I just got Inner Sea World Guide, and wow. THis is probably the best buy for any money you're going to spend. Just to give you an idea, the file is about 4x larger than the core book file. Its got LOTS of good information in it. The PDF is 9.99, thats a steal.

Liberty's Edge 2/5

ISWG also has Harmonic Spell for those Bards out there. Feat available at first level, lets you cast while performing AND grants a free round of performance if you cast that round.

It is an AMAZING feat with no pre reqs.

Shadow Lodge 3/5

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It's worth mentioning - some newer players just won't think about how buying their own healing or why that makes sense to do so in an organised play environment.

Show some patience and tolerance while they come to grips with your explanation.

4/5

Avatar-1, I was told at my first table that it was pretty much the standard for your first 2 points. Since then, my wife and I have alternated who spent the first 2 on the wand and we essentially share.

Grand Lodge 4/5

GM Hills wrote:
Avatar-1, I was told at my first table that it was pretty much the standard for your first 2 points. Since then, my wife and I have alternated who spent the first 2 on the wand and we essentially share.

In our area it is strongly recommended for the CLW or IH, but we also understand that some builds require a different purchase first, for the sake of the build.

C.F darkwood composite longbow (Str +3), wand of magic missile, dragonhide breastplate, etc.

4/5

Avatar-1 wrote:

It's worth mentioning - some newer players just won't think about how buying their own healing or why that makes sense to do so in an organised play environment.

Show some patience and tolerance while they come to grips with your explanation.

We have a little "How PFS works" teachable moment at the end of new players first few scenarios that covers things like _why_ everyone should provide their own healing. I personally try to nip talk of characters as "the healer" in the bud (outside of the theoretical player who actually wants to be a healer, which we haven't had yet,) but don't really get annoyed about a character not having their own healing until the player has been around long enough to know better. We're a small enough area that I know all the players and have a feel for who's still learning the ropes and who is just mooching.

If I run across someone at a con that I don't know who is bringing an entitled attitude about healing, my reaction is going to depend on a lot of things. Are they below third level or so? Are they acting smugly entitled or just asking for healing? Are they bugging me about playing a healer but not healing on the third day of a con after I've gotten 8 hours of sleep in the last 72? I try not to jump down anyone's throat just because I'm having a bad hair day. But some people will really trigger my pet peeves, and I might be tempted to do something like drop a channel to heal then ask if they have negative energy affinity (but hey, since it was a channel to heal at least you don't have to save or be confused!) if they push it too far.

2/5

A little real world must have for me is a bottle of Ibuprofen and some sort of caffeinated beverage. This keeps me awake and alert despite the nausea effect from the stink cloud formed as everyone gathers. I have also thought of incorporating a gas mask into some kind of medieval style helmet but it is kind of hard to hear what I am saying through those.

The Exchange 5/5

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allenacity wrote:
A little real world must have for me is a bottle of Ibuprofen and some sort of caffeinated beverage. This keeps me awake and alert despite the nausea effect from the stink cloud formed as everyone gathers. I have also thought of incorporating a gas mask into some kind of medieval style helmet but it is kind of hard to hear what I am saying through those.

I get an image of Lord Vader running a game...

wait, is that Kyle?

Dark Archive 4/5 5/5

Akerlof wrote:
Avatar-1 wrote:

It's worth mentioning - some newer players just won't think about how buying their own healing or why that makes sense to do so in an organised play environment.

Show some patience and tolerance while they come to grips with your explanation.

We have a little "How PFS works" teachable moment at the end of new players first few scenarios that covers things like _why_ everyone should provide their own healing. I personally try to nip talk of characters as "the healer" in the bud (outside of the theoretical player who actually wants to be a healer, which we haven't had yet,) but don't really get annoyed about a character not having their own healing until the player has been around long enough to know better. We're a small enough area that I know all the players and have a feel for who's still learning the ropes and who is just mooching.

If I run across someone at a con that I don't know who is bringing an entitled attitude about healing, my reaction is going to depend on a lot of things. Are they below third level or so? Are they acting smugly entitled or just asking for healing? Are they bugging me about playing a healer but not healing on the third day of a con after I've gotten 8 hours of sleep in the last 72? I try not to jump down anyone's throat just because I'm having a bad hair day. But some people will really trigger my pet peeves, and I might be tempted to do something like drop a channel to heal then ask if they have negative energy affinity (but hey, since it was a channel to heal at least you don't have to save or be confused!) if they push it too far.

At Con-Nooga I ran Confimnation 5 times, almost everyone had at least 3 of the 6 players buying clw wands at the end of it. I Like Akerlof said I spend a few minutes making sure the NEW players understand that Clerics will help keep you alive, as long as you are trying to do so as well. Buying your own wand is a good way to show that you want to live. I also explain that the rules do not say that anyone has to heal you, so ask nice. It is all part of the co-operate portion of the 3 rules of PFS.

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