HowFortuitous |
I was working on building a moderate level fighter who, like many fighters, suffers in the will save department. I got to thinking about what items would be the best to invest in as sort of "Oh shit" emergency items. Not just for fighters, but those items that are reasonable purchases for people to have around "Just in case". Scrolls, wands, potions, wondrous items, the whole works.
Cranky Dog |
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One item I've used in the past to get off the ground fast was with a "Feather Token : Tree". And for only 400gp.
A massive oak tree suddenly appearing can modify the battlefield. Either as instant perfect cover (5ft thick trunk), a source of lumber, a way to go up 60 feet, a surprise for any unfortunate creature who happens to be under it as it springs into existence and propels it away.
Used underground, or if swallowed whole, can lead to interesting (and highly debatable) consequences.
Paulicus |
Potion of gaseous form. So useful. And one for remove fear (to drink once you're out of sight of the source of fear).
Potions of lesser restoration for fatigue/minor ability drain.
Oil of Bless Weapon/Align Weapon/Versatile Weapon to deal with DR.
Scroll of Breath of Life in easy reach so the cleric can save you.
Feather Tokens are amazing. Tar & Feather simulates glitterdust, and Whip is amazing.
Sunstone simulates faerie fire (negates some things glitterdust doesn't).
Elixir of Spirit Sight (pricey) for See Invisibility/ghost touch items.
Dream Journal of the Pallid Seer could save your life, once.
Universal Solvent comes in handy rather often.
There's an item (black-something paste) that protects armor/weapons from rusting attacks for a day.
Multiple potions of fly and enlarge, if you want it.
Can't think of anything else at the moment.
Edit- Damn, I've furthered a necromancer.
Mr. Microscope |
lol! Yeah, there are some pretty grim roads alchemists can travel. I know that tumor familliar is popular, but I just can't get over the gross-factor of that one. I played a pregen game the other day and one of the pick-ups on the chronicle sheet was a Grim Lantern. I about flipped in my chair upon reading the description out loud to the table. WTH!? Are neutral or good aligned characters even allowed to handle such a thing?
Mr. Microscope |
Any of my characters who can use one keep a CL 7 wand of magic missile with a dozen or so charges on hand for incorporeal creatures
Ooh. Sounds handy. How much is one of those wands at CL7? (forgive me, I'm still a PFS noob). My Alchemist would just have to roll for UMD to use it right?
Gisher |
oldsaxhleel wrote:Ooh. Sounds handy. How much is one of those wands at CL7? (forgive me, I'm still a PFS noob). My Alchemist would just have to roll for UMD to use it right?Any of my characters who can use one keep a CL 7 wand of magic missile with a dozen or so charges on hand for incorporeal creatures
Yes, use UMD.
Mr. Microscope |
I'm playing in a mummies mask game and after a room filling with water but not all the way because it was in very first tomb (we were lvl 1) I've had a scroll of control water ready because I'm sure there will be a very real version of that trap in the future
Interesting spell. Could make for some comical events.
Covert Operator |
oldsaxhleel wrote:Ooh. Sounds handy. How much is one of those wands at CL7? (forgive me, I'm still a PFS noob). My Alchemist would just have to roll for UMD to use it right?Any of my characters who can use one keep a CL 7 wand of magic missile with a dozen or so charges on hand for incorporeal creatures
750 gp * 1 spell level * 7 caster level = 5250 gp with 50 charges
I don't consider it worth it at all unless your GM will give you partially charged wands. That costs more than Nethys's Great, Mighty and Overpowered +1 Quarterstaff that can cast CL3 magic missiles at will.
Mr. Microscope |
Mr. Microscope wrote:oldsaxhleel wrote:Ooh. Sounds handy. How much is one of those wands at CL7? (forgive me, I'm still a PFS noob). My Alchemist would just have to roll for UMD to use it right?Any of my characters who can use one keep a CL 7 wand of magic missile with a dozen or so charges on hand for incorporeal creatures
750 gp * 1 spell level * 7 caster level = 5250 gp with 50 charges
I don't consider it worth it at all unless your GM will give you partially charged wands. That staff costs as much as Nethys's Great, Mighty and Overpowered +1 Quarterstaff that can cast CL3 magic missiles at will.
Hmm..interesting. Thanks for the cost and alternative heads-up! ;)
Covert Operator |
I'm playing in a mummies mask game and after a room filling with water but not all the way because it was in very first tomb (we were lvl 1) I've had a scroll of control water ready because I'm sure there will be a very real version of that trap in the future
Wait... if you're underwater, how would you be able to use your soaking wet scroll worthless piece of papyrus?
Paulicus |
Probably using it before the room is full. :P
There have been discussions about using scrolls underwater. An important point is that they are typically made of vellum (leather), much more durable than paper. The consensus seemed to be that since you usually need a magic spell (Erase) to run a scroll, mundane water probably wouldn't wash off the expensive, highly magical inks you use on a scroll.
Bigger problem is speaking the verbal components without drowning after. (Potion of air bubble/water breathing)