What all these missions mean to you: Upgrades! (a.k.a. Late Game Gear)


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2/5 ****

Nefreet:

Blur specifically grants concealment, which allows stealth.

SRD wrote:
The subject's outline appears blurred, shifting, and wavering. This distortion grants the subject concealment (20% miss chance).

Displacement, oddly enough, does not.

SRD wrote:
The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. Unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. True seeing reveals its true location and negates the miss chance.

There may be a FAQ entry on Blur that I'm missing that clarifies this; I feel that having it grant HiPS is a rules-lawyery way to go against the fictional intent of the spell.

Interesting exception on the Ring of Regeneration only working when the wearer is alive; I'd just checked back to the general monster rules. However, the Ioun Stone prevents bleed effects, which my interpretation didn't do.

Not being a "OK, it'll take most of a day to recover, but I can get over this" save does make it less appealing.

Shadow Lodge 4/5

Cao Phen wrote:

I don't think that would be something a person who would min-max would take. Seeing that it takes a 1/4 of their overall income, one would have considered obtaining the Jingasa of the Fortunate Soldier and the Headband of Fortune's Favor, rather that press the luck on dice roll. The two items total would be half the price (12,700g) and it would go for things that people would usually need (AC/Saves). Another would be what I had suggested before, the Silver Spindle Ioun Stone with Divine Favor. That would be, based upon level, +3/+3 or +4/+4 on Attack/Damage, 3/day.

I would think that the Crown of Conquest would be more of a support role, like you had suggested, rather than something to squeeze out overall statistical Defense or Offense.

No, not the combo, the trait. It's completely overpowered.

Liberty's Edge 2/5

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Vrog Skyreaver wrote:

Scroll of breath of life (1125 gp) Core: I'm of the opinion that every 10+ character should have one. It's a lot cheaper than the alternative, and it can help anyone in the party.

Be warned on this one. You can only draw as a move action, and use as a standard, so, unless your standing directly next to the person who needs it, you will not get this in time. You can only draw a WEAPON as part of a move action, and I have yet to sit at a table that allows scrolls into spring mounted wrist sheaths.

Grand Lodge 4/5 5/5 *

Zach Williams wrote:
Vrog Skyreaver wrote:

Scroll of breath of life (1125 gp) Core: I'm of the opinion that every 10+ character should have one. It's a lot cheaper than the alternative, and it can help anyone in the party.

Be warned on this one. You can only draw as a move action, and use as a standard, so, unless your standing directly next to the person who needs it, you will not get this in time. You can only draw a WEAPON as part of a move action, and I have yet to sit at a table that allows scrolls into spring mounted wrist sheaths.

Which is why First Aid gloves (Pathfinder Society Primer) rock out loud. 4,500 gp or so and you can get TWO of these.

3/5

Zach Williams wrote:
Vrog Skyreaver wrote:

Scroll of breath of life (1125 gp) Core: I'm of the opinion that every 10+ character should have one. It's a lot cheaper than the alternative, and it can help anyone in the party.

Be warned on this one. You can only draw as a move action, and use as a standard, so, unless your standing directly next to the person who needs it, you will not get this in time. You can only draw a WEAPON as part of a move action, and I have yet to sit at a table that allows scrolls into spring mounted wrist sheaths.

true, but if you can cast this spell normally, you have access to blessing of fervor, making it less of an issue. As a quick aside, channeling to heal makes healers lazy. they get to heal people from a safe distance.

I was about to start a rant, but I realized it would just make me feel old, so I'll just say "back in my day, you had to walk uphill to the dungeon! barefoot! with only a 10' pole as a weapon! through the snow (or harpy crap, but that's another story)" instead.

5/5 *****

Vrog Skyreaver wrote:
true, but if you can cast this spell normally, you have access to blessing of fervor, making it less of an issue. As a quick aside, channeling to heal makes healers lazy. they get to heal people from a safe distance.

Why would Blessing of Fervor make it less of an issue? The problem with BoL scrolls is that you cannot reach your target and use the scroll unless you already have it in hand.

I suppose you could choose the increased speed option to be able to move further but you still run out of actions.

Silver Crusade 2/5

Zach Williams wrote:
Vrog Skyreaver wrote:

Scroll of breath of life (1125 gp) Core: I'm of the opinion that every 10+ character should have one. It's a lot cheaper than the alternative, and it can help anyone in the party.

Be warned on this one. You can only draw as a move action, and use as a standard, so, unless your standing directly next to the person who needs it, you will not get this in time. You can only draw a WEAPON as part of a move action, and I have yet to sit at a table that allows scrolls into spring mounted wrist sheaths.

Regional/table variation. Speaking for myself, I've never seen a GM reject breath of life scroll in spring-loaded wrist sheath. :-)

But I always check at the start of the game, just in case.

3/5

or you could just be in/near melee to begin with.

2/5

Vrog Skyreaver wrote:
or you could just be in/near melee to begin with.

You mean be within 5' of every character at all times? I'll keep that in mind. :)

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

Joe M. wrote:
Zach Williams wrote:
Vrog Skyreaver wrote:

Scroll of breath of life (1125 gp) Core: I'm of the opinion that every 10+ character should have one. It's a lot cheaper than the alternative, and it can help anyone in the party.

Be warned on this one. You can only draw as a move action, and use as a standard, so, unless your standing directly next to the person who needs it, you will not get this in time. You can only draw a WEAPON as part of a move action, and I have yet to sit at a table that allows scrolls into spring mounted wrist sheaths.

Regional/table variation. Speaking for myself, I've never seen a GM reject breath of life scroll in spring-loaded wrist sheath. :-)

But I always check at the start of the game, just in case.

In the Twin Cities, there are some GMs that don't allow it... but most do. Which is why I always ask at the beginning of the game. The characters that have scrolls of Breath of Life also carry extra Spring Loaded Wrist Sheaths in case we do have a cleric or oracle.

Scarab Sages 2/5

Hey now, it is not Channeled Revival...

Silver Crusade 4/5 5/5 ****

Cao Phen wrote:
Hey now, it is not Channeled Revival...

That gives me an idea for my 11th level feat, as a Paladin... I'll have 6d6 Channel at that time, and by then will have at least 12 uses of Lay on Hands (thanks to Extra LOH, and a Charisma of 20+). Better than using 10 LOH to raise dead (with the typical penalties, plus my 1 level of drain).

Both are fine, since they cover different situations. Maybe then Aroden will accept me!?

Scarab Sages 2/5

Remember the specifics for that feat. Full round action to use Breath of Life.

2/5

Zach Williams wrote:
You can only draw a WEAPON as part of a move action, and I have yet to sit at a table that allows scrolls into spring mounted wrist sheaths.

Er... mine? I don't see the hullabuloo about Spring Loaded Wrist Sheaths. I'd have no problem with it.

I wasn't even aware that we had GMs in our area who do, though that would probably be because I only have one character with a sheath/scroll combo and it hasn't come up yet.

EDIT: *Reads the first 50 posts of the thread where this became an issue with a growing look of gobsmacked horror.* This... is a sad, sad day. But yes. Unless there is a FAQ/Errata/PFS ruling that I am unaware of, I will continue to have no problem with this at my table.


Jason Hanlon wrote:
Zach Williams wrote:
You can only draw a WEAPON as part of a move action, and I have yet to sit at a table that allows scrolls into spring mounted wrist sheaths.

Er... mine? I don't see the hullabuloo about Spring Loaded Wrist Sheaths. I'd have no problem with it.

I wasn't even aware that we had GMs in our area who do, though that would probably be because I only have one character with a sheath/scroll combo and it hasn't come up yet.

EDIT: *Reads the first 50 posts of the thread where this became an issue with a growing look of gobsmacked horror.* This... is a sad, sad day. But yes. Unless there is a FAQ/Errata/PFS ruling that I am unaware of, I will continue to have no problem with this at my table.

I know my local VC and game store rules that any "Weapon-like" item can be drawn as part of a move action. This includes scrolls, rods, and staffs, wands. But not potions. This is assuming the items are belted or holstered and not in a backpack.

As far as late game gear goes. I prefer:

Juggernaut’s Pauldrons 40,000 gp:
+4 bonus on CMD, and grant the wearer the ferocity ability. On command, enlarge person spell. Three times per day, as an immediate action after the pauldrons’ wearer kills an opponent, the wearer gains the benefit of the deadly juggernaut spell for 1 minute.

Celestial Plate Armor 25,000 gp:
+3 full plate; treated as Medium Armor. Max Dexterity of +6, ACP of –3, and ASF at 20%. Bonus: It allows the wearer to use fly on command once per day.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

broxolm wrote:
I know my local VC and game store rules that any "Weapon-like" item can be drawn as part of a move action.

This is actually straight from the Core Rulebook.

broxolm wrote:
This includes scrolls, rods, and staffs, wands.

Wands are the example in the CRB. The others... I would call that rather generous. :)

2/5

Mmmm. Scroll as a weapon.

+0 Paper of Bad-Dog Smiting?

Scarab Sages 2/5

Jason Hanlon wrote:

Mmmm. Scroll as a weapon.

+0 Paper of Bad-Dog Smiting?

Scrollmaster Wizard. You can use a scroll as a shield as well!

Silver Crusade 1/5 *

I don't allow scrolls in spring-loaded wrist sheaths. Had somebody in my group once say they had a potion in there. I've never had that come up in a game I was GMing, but I wouldn't allow that either.

Shadow Lodge 3/5

Bigdaddyjug wrote:
I don't allow scrolls in spring-loaded wrist sheaths. Had somebody in my group once say they had a potion in there. I've never had that come up in a game I was GMing, but I wouldn't allow that either.

This is a bit bizarre - almost every table I've been at has allowed both scrolls and potions in spring loaded wrist sheathes.

I expected table variation, but not this significantly.

3/5

Jiggy wrote:
broxolm wrote:
I know my local VC and game store rules that any "Weapon-like" item can be drawn as part of a move action.

This is actually straight from the Core Rulebook.

broxolm wrote:
This includes scrolls, rods, and staffs, wands.

Wands are the example in the CRB. The others... I would call that rather generous. :)

I would allow rods to be pulled, since there are rods that are weapons. I would also allow staffs since they are weapon like. Scrolls no.

4/5 ****

Things that can be used with a wrist sheath:

dagger
dart
wand
up to 5 arrows or bolts
1 pound of ammunition
"one forearm-length item"*

This last item is a bit vague. Ask your GM (preferably at the beginning of the session).


AdAstraGames wrote:
If you've got a Shadowdancer in the party, run, do not walk, to your nearest magic item shop and buy the Amulet of Ghosttouch Fists (4K) for your Shadow Pet. This lets your Shadow float through doors and open them from the other side, pick up weapons that have been disarmed, or fly past Rune Lords and grab their spell component pouches.

A tangental question that's been bugging me about shadows.

What gear, if any, can they actually use?

Ostensibly they could equip ghost touch gear, but they have no strength score. How would they handle encumbrance?

The books are less than clear.

-j

Sovereign Court 5/5 5/55/5

Jiggy wrote:
broxolm wrote:
I know my local VC and game store rules that any "Weapon-like" item can be drawn as part of a move action.
This is actually straight from the Core Rulebook.

It's actually not. Here's the relevant quote:

CRB, page 187 wrote:
If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move.

Just weapons. You can't draw a weapon-like object during a move.

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West

Illeist wrote:
Jiggy wrote:
broxolm wrote:
I know my local VC and game store rules that any "Weapon-like" item can be drawn as part of a move action.
This is actually straight from the Core Rulebook.

It's actually not. Here's the relevant quote:

CRB, page 187 wrote:
If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move.
Just weapons. You can't draw a weapon-like object during a move.

See, however, the immediately-preceding paragraph in the description of "Draw or Sheathe a weapon, (on page 186), where it says that the action cost of drawing a weapon also applies to drawing a weapon-like object (with a wand being the example given). So if that paragraph explicitly says that "drawing a weapon" includes "drawing a weapon-like object", it's hard to argue that the use of "drawing a weapon" in the very next paragraph does not also apply to "drawing a weapon-like object".

3/5

1 person marked this as FAQ candidate.
Illeist wrote:
Jiggy wrote:
broxolm wrote:
I know my local VC and game store rules that any "Weapon-like" item can be drawn as part of a move action.
This is actually straight from the Core Rulebook.

It's actually not. Here's the relevant quote:

CRB, page 187 wrote:
If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move.
Just weapons. You can't draw a weapon-like object during a move.

Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action. This action also applies to weapon-like objects carried in easy reach, such as wands. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a stored item.

If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.

From the core above it says the act of drawing a weapon includes weapon-like items. So the next paragra[h using that action would be assumed to include instructions from the previous paragraph.

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

John Francis wrote:
See, however, the immediately-preceding paragraph in the description of "Draw or Sheathe a weapon, (on page 186), where it says that the action cost of drawing a weapon also applies to drawing a weapon-like object (with a wand being the example given). So if that paragraph explicitly says that "drawing a weapon" includes "drawing a weapon-like object", it's hard to argue that the use of "drawing a weapon" in the very next paragraph does not also apply to "drawing a weapon-like object".

This is my position as well.

5/5

1 person marked this as a favorite.
Finlanderboy wrote:
Jiggy wrote:
broxolm wrote:
I know my local VC and game store rules that any "Weapon-like" item can be drawn as part of a move action.

This is actually straight from the Core Rulebook.

broxolm wrote:
This includes scrolls, rods, and staffs, wands.

Wands are the example in the CRB. The others... I would call that rather generous. :)

I would allow rods to be pulled, since there are rods that are weapons. I would also allow staffs since they are weapon like. Scrolls no.

Y'know for a second I thought this was in relation to spring loaded wrist sheaths, and the thought of someone trying to stick a staff in one was a little too much for me.

2/5 ****

Jason Wu wrote:
AdAstraGames wrote:
If you've got a Shadowdancer in the party, run, do not walk, to your nearest magic item shop and buy the Amulet of Ghosttouch Fists (4K) for your Shadow Pet. This lets your Shadow float through doors and open them from the other side, pick up weapons that have been disarmed, or fly past Rune Lords and grab their spell component pouches.

A tangental question that's been bugging me about shadows.

What gear, if any, can they actually use?

Ostensibly they could equip ghost touch gear, but they have no strength score. How would they handle encumbrance?

The books are less than clear.

-j

Ghost-touch AoMF. Later on, adding Menacing is handy.

+1 Ghost-touch gauntlet/other weapon
+1 Ghost-touch armor (which is horribly overpriced).
Ioun stone (but it won't follow them through a wall).

Once they have the Ghost-touch AoMF, they can pick up and use other items - but their weapon proficiencies suck, so -2 or -4 to hit and only base weapon damage. My shadow usually carried my backup mace for when she faced undead, or hid in the floor until I dealt with it.

Having a Shadow able to pour a healing potion down a party member's throat while they're unconscious is handy...

Scarab Sages 5/5

Avatar-1 wrote:
Bigdaddyjug wrote:
I don't allow scrolls in spring-loaded wrist sheaths. Had somebody in my group once say they had a potion in there. I've never had that come up in a game I was GMing, but I wouldn't allow that either.

This is a bit bizarre - almost every table I've been at has allowed both scrolls and potions in spring loaded wrist sheathes.

I expected table variation, but not this significantly.

I have not seen any GMs that allow a potion or scroll in the spring loaded wrist sheath (SLWR) - or at least no one has ever put one in their SLWR for the GM to object to - most I know where the topic has come up have limited it to just the listed items.

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

broxolm wrote:

As far as late game gear goes. I prefer:

Celestial Plate Armor 25,000 gp:
+3 full plate; treated as Medium Armor. Max Dexterity of +6, ACP of –3, and ASF at 20%. Bonus: It allows the wearer to use fly on command once per day.

Hope I'm not ruining your day, but Celestial Plate Armor is not legal in Society. It's from Pathfinder #11, which isn't on the Additional Resources page (probably because it uses 3.5 rules).


AdAstraGames wrote:
Jason Wu wrote:
AdAstraGames wrote:
If you've got a Shadowdancer in the party, run, do not walk, to your nearest magic item shop and buy the Amulet of Ghosttouch Fists (4K) for your Shadow Pet. This lets your Shadow float through doors and open them from the other side, pick up weapons that have been disarmed, or fly past Rune Lords and grab their spell component pouches.

A tangental question that's been bugging me about shadows.

What gear, if any, can they actually use?

Ostensibly they could equip ghost touch gear, but they have no strength score. How would they handle encumbrance?

The books are less than clear.

-j

Ghost-touch AoMF. Later on, adding Menacing is handy.

+1 Ghost-touch gauntlet/other weapon
+1 Ghost-touch armor (which is horribly overpriced).
Ioun stone (but it won't follow them through a wall).

Once they have the Ghost-touch AoMF, they can pick up and use other items - but their weapon proficiencies suck, so -2 or -4 to hit and only base weapon damage. My shadow usually carried my backup mace for when she faced undead, or hid in the floor until I dealt with it.

Having a Shadow able to pour a healing potion down a party member's throat while they're unconscious is handy...

Thanks, to not derail, moved conversation to a thread on the subject I found in the Advice forum that you apparently made before.

-j

Scarab Sages 2/5

Though people might think that Staves are not that great, if you consider using them in PFS, they are pretty awesome. It is like a variable spell/day for each scenario. Take for example a Staff of Fire (18,950g). It is 10/scenario - Burning Hands, 5/scenario - Fireball, 3/scenario - Wall of Fire, or any combination of those. Damage and Difficulty Check are based off your Caster Level (min 8). So a 7th level Enchantment Wizard can cast 8d6 Fireballs all around. There are other staves that can be a bit useful as well:

Staff of Healing (29,600g) is 10/scenario - Cure Serious Wounds/Lesser Restoration.

Staff of Minor Arcana (8,000g) is 5/scenario - Magic Missile.

Staff of Radiance (23,200g) is 10/scenario - Glitterdust, 5/scenario - Daylight/Searing Light

Staff of Cackling Wrath (47,200g) is - 10/scenario - Blindness/Deafness, 5/scenario - Baleful Polymorph/Vampiric Touch, as well as a whole slew of other spells.

These are a few examples.

5/5 *****

There is only one staff worth really salivating over for an arcane caster, glory in the Staff of the Master Necromancer. Ignore the rubbish spells and instead behold the awesome power of its special ability. It is the ultimately flexible metamagic rod.

Scarab Sages 2/5

Yeah, I had given that example in my first post. The drawback is that you actually have to have the Metamagic feat in order to use that Metamagic via the staff.

5/5 *****

You do but you wont be buying it until around level 10 by which time I would expect many arcane casters to have Quicken and Persistent at a minimum. Quickened or Persistent level 5 spells are a huge advantage. A level 11 Wizard with Chain Lightning and Dazing Spell may as well say goodbye to three encounters per session.

3/5

my wizard at 15 has neither quicken, persistant, nor dazing spell, and I do alright. As an air elementalist, I have a staff of electricity, which with spell perfection makes my chain lightnings (I get 3 free/scenario, which are maximized even!) beastly, to say the least.

I'll second the staff of healing suggestion, if you have a bit more money that you want to throw at "consumables" than what you want to spend on a wand of lesser resto.

I actually also like the staff of minor arcana, but mostly for the shield spell.

so, ya, staves are rocking....

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