
![]() |
1 person marked this as a favorite. |

I've seen many times on the boards to get a strength 3 dark wood composite long bow, and a wand of cure light wounds. There must be other wands, items, and weapons to spend your pp on, and get maximum savings.
Wouldn't a wand of infernal healing be a better choice?
Please, post what you think are the best uses of pp in pfs.

![]() ![]() ![]() ![]() ![]() |

I've seen many times on the boards to get a strength 3 dark wood composite long bow, and a wand of cure light wounds. There must be other wands, items, and weapons to spend your pp on, and get maximum savings.
The closer the cost of items you choose to 750 gp, the more you maximise your savings. Then when you need your body and equipment recovered for 5 PP, and you have 3, none of it is worth anything any more. You'll need to balance the risk of not having enough to get out of a bad situation against the increased survivability and earning potential of your character with items that are effective with his build and typical tactics.
- Other 1st level wands
- 3rd level potions
- 4th level scrolls (if you think you or a party member can make the caster level check)
- Masterwork half-plate
Wouldn't a wand of infernal healing be a better choice?
For a paladin or most rangers, or if such a character is the healer for your table, no.

![]() |

First, why would people suggest a dark wood composite longbow (3str)?
Second, it totally depends on the character. I buy the inexpensive ioun stones, potions, scrolls, and wands as needed for the character. Beyond that, the purchases are much more specific: wondrous items, various inexpensive magic gear like sleeves of many garments, etc. In fact, due to never having anything to spend my prestige on after 8-9 levels of play on my forcefully retired (erata'd) monk, I have gone out of my way to spend as much prestige as I realistically and feasibly can, as often as I can. Although, today it hurt me since my character died and I lacked the prestige for a resurrection and was forced to spend an entire modules worth of gold instead. That was my mistake- for not knowing I was going into a module beforehand and for not learning what it takes to get raised (I almost never die and am unfamiliar with being at 0 or fewer HP or dead). Alas, lesson learned. Keep 16+ prestige on hand at all times if your character uses/needs money. :)

![]() ![]() ![]() ![]() ![]() |

First, why would people suggest a dark wood composite longbow (3str)?
Beats me. Darkwood reduces the weight of a wooden or mostly wooden item. I'd question whether a composite bow could be described even as mostly wooden. Although in this case darkwood costs no more, it also arguably does nothing.

![]() ![]() ![]() ![]() |

I find that a cracked dusty rose prism ioun stone (if you own Seeker of Secrets) is an excellent item. It only costs 500gp so you'd imagine you "lose" 250 gp of value, but honestly it's worth it if you're trying to raise your initiative high.
Regarding the Darkwood bow, the reasoning is pretty simple: darkwood makes the weapon masterwork and halves the weight, which is a nice "freebie" effect for that price. A mighty +4 bow is out of the 750gp range anyway, so why not make it darkwood instead of regular masterwork? As for the Strength score for the bow, it can be up to +3 but remember that you take a penalty for shooting with a bow with a higher strength than your own. My ranged paladin has only 14 strength, so I took a +2 strength bow for her (I'll take the adaptive quality later on anyway).
Finally, I agree that your picks will vary a lot from one character to another. 3rd-level potions and oils (fly, gaseous form, daylight) are a great bargain because they can save your character and his group depending on the circumstances they're facing. A 2pp potion may well spare you a 16+pp death.

![]() |

If you have the strength you can buy a +5 composite shortbow and deal more damage per shot. But probably not right out of the gates since it might take level 4 to have the requisite strength bonus.
And reading the rules for dark wood, it would appear that you could save the cost of the masterwork (substantially so) buy doing this as the base price for a masterwork composite made from dark wood becomes 95 and 130 gp, respectively. This allows you to acquire up to a +6 composite longbow and up to a +8 for a composite shortbow. It is also a fair deal since nobody is able to use these things right out of the gates and at the point where you could make use of that kind of strength, the few hundred gp should be largely irrelevant anyway but it's nice having the option not to have to pay.

![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
In terms of 750gp potions/oils I recommend the following:
Daylight - PFS loves deeper darkness, if you don't have a heightened continual flame rock grab one of these. It is absolutely worth having on hand even if you never use it.
Remove Blindness - Blindness sucks and the Blindness spell is permanent! It can be dispelled but that is tricky in combat as the caster check for dispel magic may well fail and it is entirely possible you wont have anyone able to cast it or remove blindness. Clerics have a lot of competition for their level 3 spell slots.
Gaseous Form - this one is for casters, specifically anyone who is not a teleportation subschool Wizard. Being grappled is awful, this will get out out of the grapple.
Cure Serious Wounds - I wouldn't bother having more than one, this I really an in case of emergency item. Make sure your teammates know where it is in case you get KO'd.
Fly - flying enemies make melee people sad, having no way to get at the enemy is bad. If you lack effective ranged options this will get you by. Be aware of the standard fly skill DC's (15 to Hover, 20 to fly upwards at more than 45 degrees, the potion gives you a +2 bonus to fly at CL5).
Magic Circle versus X, probably Evil - a handy way to give your allies protection against mind control and will hedge out summoned enemies of the relevant alignment.
Heroism - quite expensive but a +2 bonus on any roll you will make for the next 50 minutes isn't bad
I would generally avoid things like water breathing and water walking. They are better dealt with by Air Bubble and Touch of the Sea, both first level and therefore much cheaper. I would only touch water breathing if I thought there would be an extended underwater component to an adventure. Do make sure to buy some potion sponges.

![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

Presumably, if someone is starting out and needs to ask that question they might not own the inner sea world guide.
You may also have to heal up fresh meat , and infernal healing is a choice often passed up by paladins and other good characters.
There are some situations where you reaaaly don't want to run around detecting as evil.

![]() ![]() ![]() ![]() ![]() |
FLite wrote:And of course the best thing for starting druids: Dragonhide Breastplate. (That whole can't wear metal armor thing)How is a starting character getting dragonhide anything? EDIT: Or buying anything with PP, for that matter.
glass.
Items purchased with PP bypass the fame requirement. So a character with 2pp after a single session can pick up dragonhide breastplate by spending them both.

![]() ![]() ![]() ![]() ![]() ![]() |
If you have the strength you can buy a +5 composite shortbow and deal more damage per shot. But probably not right out of the gates since it might take level 4 to have the requisite strength bonus.
And reading the rules for dark wood, it would appear that you could save the cost of the masterwork (substantially so) buy doing this as the base price for a masterwork composite made from dark wood becomes 95 and 130 gp, respectively. This allows you to acquire up to a +6 composite longbow and up to a +8 for a composite shortbow. It is also a fair deal since nobody is able to use these things right out of the gates and at the point where you could make use of that kind of strength, the few hundred gp should be largely irrelevant anyway but it's nice having the option not to have to pay.
Sorry! the price of a darkwood item is listed like this:
To determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a masterwork version of that itemSo, we would have to pay the Masterwork price, not just the darkwood price. So your statement highlighted above is in error.

![]() ![]() ![]() |
Items purchased with PP bypass the fame requirement. So a character with 2pp after a single session can pick up dragonhide breastplate by spending them both.
Not a starting character, though. I'm not disputing that it is a good use for 2pp, I was just querying how a starting character it.
TBH, I forgot what thread it was in when I first posted (hence my later edit). Also my Druid is not 6th level, so I don't know why I should care.
glass.

![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

After your initial spending spree, you want to save up 5 for a body recovery, and then either an additional 16 for a ressurection unless you want to sit on a LOT of money for the ressurection.(which is far easier for casters than martials) - ESPECIALLY with your first character. One bad thing happens and you're back to pregens in the 3-7s.
For latter characters you can go nuts with it and start wand collecting.

![]() ![]() ![]() ![]() ![]() |

You can go for the +2 St greenwood composite long bow (750gp) if you don't have the 16 St. If you water your bow you can repair your bow from a broken condition. Potion's of gaseous form and daylight are a great "get out of jail free card".
Whoa, I didnt realize greenwood was legal. That's kind of awesome.

Jokon Yew |
1 person marked this as a favorite. |
There's a thousand ways to die, you can't cover all of them.
Retirement.
You can also purchase multi-scrolls with PP. In most cases you'd rather buy a wand, but for level 2/3 spells that you want multiples of you can go with a multi-scroll.
2 PP gets you a 5 charge scroll of invisibility, for example. Or see invisibility.

![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
1 person marked this as a favorite. |

potion of Deafness (Blindness/Deafness) for when you know you're facing harpies -
Duration is Perm. until dismissed, and the drinker is the caster, so ... you can't hear until you want to... it can last days!
So then we went into this bar and the barmaid was like totally into me but she had this ugly sister so I.. hey what are you drinking?

![]() ![]() ![]() ![]() ![]() |

potion of Deafness (Blindness/Deafness) for when you know you're facing harpies -
Duration is Perm. until dismissed, and the drinker is the caster, so ... you can't hear until you want to... it can last days!
That's a decent question, actually - can a potion drinker Dismiss a spell that's on them due to a potion?

![]() ![]() ![]() ![]() ![]() ![]() |
nosig wrote:That's a decent question, actually - can a potion drinker Dismiss a spell that's on them due to a potion?potion of Deafness (Blindness/Deafness) for when you know you're facing harpies -
Duration is Perm. until dismissed, and the drinker is the caster, so ... you can't hear until you want to... it can last days!
From the section on Potions in the CRB:
Potions are like spells cast upon the imbiber. The character taking the potion doesn't get to make any decisions about the effect—the caster who brewed the potion has already done so. The drinker of a potion is both the effective target and the caster of the effect (though the potion indicates the caster level, the drinker still controls the effect).
so, why wouldn't the drinker be able to dismiss the spell?
edit: and from the Magic section on duration:
(D) Dismissible: If the duration line ends with “(D),” you can dismiss the spell at will. You must be within range of the spell's effect and must speak words of dismissal, which are usually a modified form of the spell's verbal component. If the spell has no verbal component, you can dismiss the effect with a gesture. Dismissing a spell is a standard action that does not provoke attacks of opportunity.
A spell that depends on concentration is dismissible by its very nature, and dismissing it does not take an action, since all you have to do to end the spell is to stop concentrating on your turn.

![]() ![]() ![]() ![]() ![]() |

I'm curious to know what you mean "back to pregens"? If the character died, then they would just start all over at level 1. What would the use of 3-7 pregens be for? Sorry, probably a dense question.
After your initial spending spree, you want to save up 5 for a body recovery, and then either an additional 16 for a ressurection unless you want to sit on a LOT of money for the ressurection.(which is far easier for casters than martials) - ESPECIALLY with your first character. One bad thing happens and you're back to pregens in the 3-7s.
For latter characters you can go nuts with it and start wand collecting.

![]() ![]() ![]() ![]() ![]() ![]() |

I'm curious to know what you mean "back to pregens"? If the character died, then they would just start all over at level 1. What would the use of 3-7 pregens be for? Sorry, probably a dense question.
BigNorseWolf wrote:After your initial spending spree, you want to save up 5 for a body recovery, and then either an additional 16 for a ressurection unless you want to sit on a LOT of money for the ressurection.(which is far easier for casters than martials) - ESPECIALLY with your first character. One bad thing happens and you're back to pregens in the 3-7s.
For latter characters you can go nuts with it and start wand collecting.
If your gaming group is small, and everyone else has a character in a level 3-7 range, you're playing a pre-gen or sitting out.

![]() ![]() ![]() ![]() ![]() ![]() |
I'm curious to know what you mean "back to pregens"? If the character died, then they would just start all over at level 1. What would the use of 3-7 pregens be for? Sorry, probably a dense question.
BigNorseWolf wrote:After your initial spending spree, you want to save up 5 for a body recovery, and then either an additional 16 for a ressurection unless you want to sit on a LOT of money for the ressurection.(which is far easier for casters than martials) - ESPECIALLY with your first character. One bad thing happens and you're back to pregens in the 3-7s.
For latter characters you can go nuts with it and start wand collecting.
I am guessing he means when your friends are playing a Tier 3-7 scenario, you would be "back to pre-gens" and playing one of the 4th level pre-gens (Iconic PCs), as you would not have a 3rd level PC to play at the table.

![]() ![]() |

Wands of cure light wounds, Infernal healing, keep watch, bed of iron, I like residual tracking (if you have a ranger, or a good UMD), endure elements, list goes on....
darkwood composite longbow +3 (if you're a high STR PC you can add adaptive later), composite longbow +6 (good backup weapon for melee types)
certain mithral weapons can be made for 750 or less.
dragonhide breastplates

![]() ![]() ![]() ![]() ![]() ![]() |

Presumably, if someone is starting out and needs to ask that question they might not own the inner sea world guide.
You may also have to heal up fresh meat , and infernal healing is a choice often passed up by paladins and other good characters.
There are some situations where you reaaaly don't want to run around detecting as evil.
Plus a cure light wounds wand is a decent weapon against undead - especially incorporeal undead which a party might not be ready to face.
Plus some GMs rule that infernal healing doesn't stop bleed (the reasoning I gather is that the spell gives fast healing, rather than actually heal - I don't agree but I've seen it ruled that way)which the cure light wounds wand always will.

Anonymous Visitor 163 576 |

16 pp for the res and 5 for the body recovery.For everything else there's masterca ...gold.
There's a thousand ways to die, you can't cover all of them.
I'd so much rather have something that would help keep me alive. And much of the time, if one person in the group has the useful item, that's good enough.
If you're thinking about cost effectiveness, then the ten items you could have, for free, with 20 pp is more useful than a horde of pp that doesn't do anything for you.
I know there are a lot of people who agree with you, but I've been successful doing the opposite.
I suspect it comes down to optimism vs. pessimism.

![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

I'd so much rather have something that would help keep me alive. And much of the time, if one person in the group has the useful item, that's good enough.
The thing is that in my experience, most deaths and near deaths happen when its not your turn, and you're effectively "stuck" without being able to take an action. It doesn't matter if you have that scroll of Aram Zay's oozeaway in your backpack because the ooze has moved up to you and attacked you before you can go.
On top of that LOT of Dms seem hell bent on the NPCs getting a surprise round no matter what. Walk in the room? They were waiting for you. Walk down the cooridoor? No perception check! you didn't tell me you were looking. Tell me you were looking? OH! You didn't say you were looking at the ceiling.

![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

Anonymous Visitor 163 576 wrote:I'd so much rather have something that would help keep me alive. And much of the time, if one person in the group has the useful item, that's good enough.
The thing is that in my experience, most deaths and near deaths happen when its not your turn, and you're effectively "stuck" without being able to take an action. It doesn't matter if you have that scroll of Aram Zay's oozeaway in your backpack because the ooze has moved up to you and attacked you before you can go.
On top of that LOT of Dms seem hell bent on the NPCs getting a surprise round no matter what. Walk in the room? They were waiting for you. Walk down the cooridoor? No perception check! you didn't tell me you were looking. Tell me you were looking? OH! You didn't say you were looking at the ceiling.
God... I had a player who came out of that play style. Every time the party went into motion, he would specify that he was looking all around, watching above and checking the ground. I used to picture his head being mounted on an orbitron resting on his neck.

![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

God... I had a player who came out of that play style. Every time the party went into motion, he would specify that he was looking all around, watching above and checking the ground. I used to picture his head being mounted on an orbitron resting on his neck.
There's a reason Doyle here hasn't left batform in 7 levels....

![]() ![]() ![]() ![]() ![]() ![]() |

After your initial spending spree, you want to save up 5 for a body recovery, and then either an additional 16 for a ressurection unless you want to sit on a LOT of money for the ressurection.(which is far easier for casters than martials) - ESPECIALLY with your first character. One bad thing happens and you're back to pregens in the 3-7s.
For latter characters you can go nuts with it and start wand collecting.
I thought it was 32pp for a ressurection and 16pp for a raise dead? Or are you assuming Orsiron faction in those costs (which don't kick in until 20 fame - but an 8pp raise dead is nice).
---
I find the Caravan vanity a good use of pp - if you have a good diplomacy, bluff or intimidate bonus, you can earn quite a bit for consumables that way.

Anonymous Visitor 163 576 |

potion of Deafness (Blindness/Deafness) for when you know you're facing harpies -
Duration is Perm. until dismissed, and the drinker is the caster, so ... you can't hear until you want to... it can last days!
If you're on a budget, a thunderstone works too. Smash it against your helmet, and forego the save...

![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

I thought it was 32pp for a ressurection and 16pp for a raise dead? Or are you assuming Orsiron faction in those costs (which don't kick in until 20 fame - but an 8pp raise dead is nice).
sorry, ressurection in the general sense (in this case a raise dead), not ressurection the spell.
I find the Caravan vanity a good use of pp - if you have a good diplomacy, bluff or intimidate bonus, you can earn quite a bit for consumables that way.
Its a little hard to earn your money back though, unless you're going slow

![]() ![]() ![]() ![]() ![]() ![]() |
1 person marked this as a favorite. |

Across all my characters I have spent prestige on the following things:

![]() ![]() ![]() ![]() ![]() ![]() |
nosig wrote:If you're on a budget, a thunderstone works too. Smash it against your helmet, and forego the save...potion of Deafness (Blindness/Deafness) for when you know you're facing harpies -
Duration is Perm. until dismissed, and the drinker is the caster, so ... you can't hear until you want to... it can last days!
can you forego a Fort save? how?
I mean a will save I can see... or maybe even a reflex save (maybe) but a Fort save?
I think this is going to be YMMV...

![]() ![]() ![]() ![]() ![]() |
Anonymous Visitor 163 576 wrote:nosig wrote:If you're on a budget, a thunderstone works too. Smash it against your helmet, and forego the save...potion of Deafness (Blindness/Deafness) for when you know you're facing harpies -
Duration is Perm. until dismissed, and the drinker is the caster, so ... you can't hear until you want to... it can last days!
can you forego a Fort save? how?
I mean a will save I can see... or maybe even a reflex save (maybe) but a Fort save?
I think this is going to be YMMV...
Against spells you can always forgo your save, regardless of type. Against other things you can expect some table variation, although there's a quote from SKR about voluntarily failing a poison save if you want to.
And if you eat something poisonous with an onset time, you don't make the save until the poison activates, and while you can choose to automatically fail, your mind or your body recognizes it as harmful and tries to reject (save) against it.

![]() ![]() ![]() ![]() ![]() ![]() |
nosig wrote:Anonymous Visitor 163 576 wrote:nosig wrote:If you're on a budget, a thunderstone works too. Smash it against your helmet, and forego the save...potion of Deafness (Blindness/Deafness) for when you know you're facing harpies -
Duration is Perm. until dismissed, and the drinker is the caster, so ... you can't hear until you want to... it can last days!
can you forego a Fort save? how?
I mean a will save I can see... or maybe even a reflex save (maybe) but a Fort save?
I think this is going to be YMMV...
Against spells you can always forgo your save, regardless of type. Against other things you can expect some table variation, although there's a quote from SKR about voluntarily failing a poison save if you want to.
Sean K Reynolds wrote:
And if you eat something poisonous with an onset time, you don't make the save until the poison activates, and while you can choose to automatically fail, your mind or your body recognizes it as harmful and tries to reject (save) against it.
I don't understand your reply. are you saying you can voluntarily fail a Fort save vs. the Thunderstone? or that you can't?
In fact, I do not even understand the quote you included from SKR - which seems to say you can choose to automatically fail a save, but our body will try to save anyway....
huh? can you link to where that quote is from? to get it in context?