Best PFS-legal items / spells / feats / tidbits that no one else seems to know about


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Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

Jiggy wrote:
trollbill wrote:
I would love to know if the author thought that should include moving through solid walls.
No you wouldn't, you're just trying to make fun of people for having a different opinion of you. It's a thinly-veiled "you're stupid". This is what I was talking about when I asked whether you were honestly trying to come to an understanding. Apparently the real answer is "No, I've already settled on my opinion and just want to mock everyone who disagrees with me". You should know better.

Honestly, based on The Fox's comments, I would guess that what the author meant to say was that "When you cast this spell, you immediately move up to 30 feet in a straight line any direction, including vertically, unless impeded by physical objects," but that is just a guess. I really have no way of knowing if the author thought you could move through walls with it. My earlier comments were based on what the spell actually says, and if it doesn't say you can ignore the normal rules for fly, and yet you can, then how can you not ignore the normal rules for burrowing? It may make "sense" to you that you could do one but not the other, but that is simply an arbitrary restriction that is not in evidence. I don't think that it makes 'sense' you can do either.

Also, I am not sure if your arguments include having bladed dash get you out of a grapple.

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

Jiggy wrote:
I guess, on the bright side, I don't need to spend any more time trying to come up with new ways to explain.

Well, since you abandoned attacking my arguments with logic and reason in order to attack my character with spurious accusations, I suppose I should conclude that you are simply trying to obfuscate the fact that you have been unable to counter my arguments with logic and reason.

Or we could stop trying to puff ourselves up like sage grouse in a pointless attempt to "win" the internet and go back to discussing things without assuming spurious motives on either of our parts.

5/5 5/55/55/5

2 people marked this as a favorite.

Brace.

Seriously, you've got to try this. Held action, creature charges you. It takes

DOUBLE damage from the weapon + your goodies, probably killing it before it reaches you.

Put it on a reach weapon. Then it gets

Double damage from the weapon + your goodies
Then hit AGAIN when it moves from the square you threaten to right next to you. (Note, only one of them is an AoO)

The Exchange 5/5

glance around

So, what was the outcome of all that for Bladed Dash?

can someone use it to escape a grapple?

Can it be used to jump a pit?

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

nosig wrote:

glance around

So, what was the outcome of all that for Bladed Dash?

can someone use it to escape a grapple?

Can it be used to jump a pit?

I think, honestly, it is a question that needs to be asked on the Rules Forum. Not here.

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

BigNorseWolf wrote:

Brace.

Seriously, you've got to try this. Held action, creature charges you. It takes

DOUBLE damage from the weapon + your goodies, probably killing it before it reaches you.

Put it on a reach weapon. Then it gets

Double damage from the weapon + your goodies
Then hit AGAIN when it moves from the square you threaten to right next to you. (Note, only one of them is an AoO)

I think this is a great tactic if you can get the party to cooperate. Most of the time, however, when I try to set up something that requires the monster to come to me, the rest of the party moves out in front of me before the monster goes.

Shadow Lodge 4/5

Brace is crazy good, and one of the reasons why I don't mind using simple weapons. Those two-handed weapons can pack a whallop.

Scarab Sages

I think what convinces me that bladed dash doesn't allow you to change elevation or jump pits, is the existence of Force Hook Charge, a magus only spell 1 level higher that specifically states that you can jump pits and reach higher elevations, which would be a significantly weaker spell if bladed dash already did all of that.

The Exchange 1/5

Dylos wrote:
Furious Courageous weapons, both Furious and Courageous are +1 enhancements, but when raging they make the weapon more powerful then a straight +X. First of all, Furious increases the Enchantment value of the weapon by +2 when raging, then Courageous increases any morale bonus hint, rage gives morale to Strength and Constitution by half the Enchantment of the weapon. This means that if you have a +2 Furious Courageous weapon that the weapon is +4 when raging and gives an additional +2 Str/Con when raging all for the cost of a normal +4 weapon.

and it won't get through material DR all the time.

it was REALLY +4, it would count as silver, cold iron, and adamantine, ALL THE TIME...
In my opinion, the most effective weapon you can use is a +3 adamantine Holy weapon...gets through most every DR, and ignores hardness of 20 or less.

4/5

BigNorseWolf wrote:

Brace.

Seriously, you've got to try this. Held action, creature charges you. It takes

DOUBLE damage from the weapon + your goodies, probably killing it before it reaches you.

Put it on a reach weapon. Then it gets

Double damage from the weapon + your goodies
Then hit AGAIN when it moves from the square you threaten to right next to you. (Note, only one of them is an AoO)

The biggest problem I've encountered with this is the GM not metagaming your readied action:

"The monster walks up to you and attacks rather than charging."
or
"The monster charges your friend instead."

As a GM I find myself bending over backwards to avoid that, to the point where if someone declares a readied action I almost feel that I have to trigger it if the action is the least bit reasonable. I've toyed with the idea have having players write readied actions on notecards but I'm not sure it's worth the extra time it would take.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

I think allowing intelligent monsters to recognize tactics is perfectly fine. It is still an advantage for the polearm user, so long as charging him is what the enemy wanted to do. Denying actions is a strong strategy, and you can bet that mounted combat specialists want to use their charges. Brace makes them choose to take the risk or not. Unintelligent enemies should not be able to recognize the danger, of course.

Scarab Sages

Also remember that nothing in the brace states that the enemy has to be charging you. If the charging enemy charges the guy next to you, it would still set off your ready and deal double damage.

Silver Crusade 4/5 5/55/55/55/5 ****

PRD wrote:
Brace: If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging character (see Combat).

"GM, I'm going to ready an action to brace *if* the enemy charges in my direction."

As a GM, to me, that means the PC isn't in "brace" position yet, but isn't going to do anything else that round except if the enemy charges. I might give an intelligent enemy a perception check to notice the person moving but not attacking, watching with a polearm in hand, but if that PC is a prime target, I'm still going to have any other enemies continue to charge if that's what they would be doing.

If a character uses their standard action to "ready to receive a charge", to me, that means they're brandishing their weapon and are already point-down before their turn ends, which an intelligent enemy is more likely to avoid, IMHO.

5/5 5/55/55/5

Hmm true. Works good with a party of casters/ranged.

Another trick is to wander off alone with it (like 30 feet away from the rest of the party) So the dm/monsters see a lone sheep and try to kill them. A few ranks in bluff and "Run! Save yourselves!" can play it up.

Silver Crusade 4/5

trollbill wrote:
I think this is a great tactic if you can get the party to cooperate. Most of the time, however, when I try to set up something that requires the monster to come to me, the rest of the party moves out in front of me before the monster goes.

Yeah, I've noticed the same thing. Waiting for monsters to come to you works in home games, because you can coordinate with your team and use it as a regular tactic. In PFS, there's guaranteed to be at least one guy at the table who took Improved Initiative and Reactionary on his fighter just so he could charge in front and get in the way of the rest of the team's tactics.

Back to the original topic, here's a combo suggestion based on two spells that everyone knows about, but rarely uses together: Entangle + Liberating Command. Toss that Entangle spell at the enemies even if one of your friends is in the area of effect, and immediately help the ally get out of it.

Lantern Lodge 5/5

A memo to Clerics: Prepare Remove Fear. Even just one.

Being able to keep the heavily armored meleer in the front despite his/her sub-5 Will Save is worth the price of admission.

Silver Crusade 4/5

2 people marked this as a favorite.
Jayson MF Kip wrote:

A memo to Clerics: Prepare [i]Remove Fear[/]. Even just one.

Being able to keep the heavily armored meleer in the front despite his/her sub-5 Will Save is worth the price of admission.

It doesn't come up often to be a prepared spell, but I'd agree that it's a good scroll to have.

While we're on the subject, all spellcasters should carry scrolls of at least 10 times as many spells as their character level. If you're level 1 and played your first adventure, then you've got at least 400 gp to spend on level 1 scrolls for 25 gp each. By level 5, you can easily have scrolls of 40 or 50 different "utility" type spells that aren't worth having as prepared spells, but could be useful to have around once in a while. Comprehend Languages should be near the top of that list for almost any casting class.

And if any non-caster wants a buff spell cast on them, bring your own scrolls, potions, and/or wands.

Silver Crusade 4/5 5/55/55/55/5 ****

To +1 Fromper - we had (pre-Eyes of the Ten) a transmutation specialist wizard locally who would, at briefing, advise other characters to buy scrolls of things (he even had a handy "checklist" of common requests). He also offered to memorize some things for our use, but only if we bought the spell components (one of my characters has purchased, as a result, "spell components for Stoneskin", in case that ever comes up in the future).

Grand Lodge 1/5

There are Ioun Stones in Seeker of Secrets that grant a +1 Competence bonus to whatever skill you select for a measly 200gp. For example a Cracked Deep Red Sphere gives a +1 Competence Bonus to one Dexterity Based Skill. There are stones for every stat that do this for the same price. There is nothing stopping you from picking one up for each skill... you would have a cloud of Ioun stones circling your head, but you can do it.


Or stones implanted all over your body. Be a bit painful at first.

-j

Dark Archive 5/5 *

Best to have potions and or scrolls of remove this and that.
always do remove blindness in a potion and oil of daylight.
hard to read a scroll if blind or already in the darkness.


I'm surprised I haven't seen this one more: Lizaaaaard You can purchase a combat trained one for 550gp from Animal Archives.

I believe, based on my reading of the purchase guidelines, you can buy this after your first game (most level 1's give about 550). Large mounts are annoying in some scenarios, sure, but even if it has to squeeze all the time it will be fine. Nothing like a CR 5, 7 HD monster as your mount starting with your second game.

Also the: Vulchaaaa is allowed. Though substantially weaker and more expensive, it let's you fly. At 1125gp you can still scrape together the money before level 2.

If you are going for pure output glass cannon cheese: Tiga! Tiga! For only 500gp you can have a moderate example that lovely pounce/rake kitty your druid friend loves so much and that he hast to wait until level 7 for. It's AC is terrible; it will die, but you bought it for the alpha.

When you are done messing around and would like your forever friend you pick up: BFF Hello +16/4d8+18 charge. Hello trample. Hello +15 perception/scent. Hello 79hp/diehard. Goodbye 3000gp.

Note, with all of the above, prepare to have your GM force handle animal checks and/or ride checks. Consider picking up a War Saddle (and saving a bit of money since you don't need to buy combat training). If you are not a melee type and thus have a free belt slot the Equestian belt will serve you even better and is cheaper.

If you are not planing to ride then the Collar of Obedience is likely your goto item instead.

Also an option, if you are using a wayfinder, is the Turquoise Sphere and slot it for +5 ride, +2 handle (stacks with Collar).

Silver Crusade

joe kirner wrote:

Best to have potions and or scrolls of remove this and that.

always do remove blindness in a potion and oil of daylight.
hard to read a scroll if blind or already in the darkness.

If you have the spells on your spell list, riffle scrolls of those costs 50 gold less than oils or potions, and you can still use them while blind or in darkness.

Liberty's Edge 2/5

DirkSJ wrote:
I'm surprised I haven't seen this one more: Lizaaaaard You can purchase a combat trained one for 550gp from Animal Archives.

THANK YOU!

I NOW KNOW JUST HOW I SHALL OVERCOME MY CLIMBING IMPAIRMENT!

5/5 *****

Jayson MF Kip wrote:

A memo to Clerics: Prepare Remove Fear. Even just one.

Being able to keep the heavily armored meleer in the front despite his/her sub-5 Will Save is worth the price of admission.

While it is a useful spell often times it is going to be tricky to use if the now feared character goes before you as they may well be out of range, especially if relying on scrolls.

Also remember that various effects are fear based, in particular the paralysis from Mummy Despair is a mind affecting fear effect.

5/5 *****

One excellent new addition to have a few scrolls of is Monkey Fish. Its a level 1 spell from ACG which provides both a climb and swim speed allowing you to bypass two skills almost entirely with one Level 1 spell.

Liberty's Edge 3/5

1 person marked this as a favorite.

One item I have yet to see mentioned... Sipping Jacket!! Never leave Absalom without it:)

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

Samuel Hutton wrote:
One item I have yet to see mentioned... Sipping Jacket!! Never leave Absalom without it:)

Never saw it as all that useful as it only works with rounds per level potions. About the only one it looks that useful for is haste and since you lose the potion whether you use it or not, that gets expensive.

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

My favourite trick for my melee types...

Short bow and tangleshot arrows.

I've played my melee archeologist and slayer at the table where there were better close combat types than I, but that -4 or -8 for shooting into melee/cover isn't as bad since the tangleshot works on touch.

And while the odds of them failing that reflex save is low, they're still entangled, and your melee types will thank you for the lowering of their AC and to hit.

200 gp gives you 10 arrows. not bad for a back up plan.

Liberty's Edge 3/5

trollbill wrote:
Samuel Hutton wrote:
One item I have yet to see mentioned... Sipping Jacket!! Never leave Absalom without it:)
Never saw it as all that useful as it only works with rounds per level potions. About the only one it looks that useful for is haste and since you lose the potion whether you use it or not, that gets expensive.

Yes but activating as a swift action? How many mêlée fighters or ranged for that matter have that option.

Silver Crusade 4/5

Samuel Hutton wrote:
One item I have yet to see mentioned... Sipping Jacket!! Never leave Absalom without it:)

This seems very cool but also very situational. If you happen to guess the right potion to use for the scenario, great...otherwise you bleed gold for no purpose at all since the potion's effects go away after 24 hours.

The Exchange 5/5

Prethen wrote:
Samuel Hutton wrote:
One item I have yet to see mentioned... Sipping Jacket!! Never leave Absalom without it:)
This seems very cool but also very situational. If you happen to guess the right potion to use for the scenario, great...otherwise you bleed gold for no purpose at all since the potion's effects go away after 24 hours.

I could see using it in PFS for those potions you find along the way... say a Potion of Cure Light Wounds.

Also, I could see using it with a Potion of Vanish.... using it before an attack to get in a Sneak Attack, or using it just after an attack, but before a 5' step. (Full attack, sip, 5' step to a different space to avoid enemy attacks...)

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

Samuel Hutton wrote:
trollbill wrote:
Samuel Hutton wrote:
One item I have yet to see mentioned... Sipping Jacket!! Never leave Absalom without it:)
Never saw it as all that useful as it only works with rounds per level potions. About the only one it looks that useful for is haste and since you lose the potion whether you use it or not, that gets expensive.

Yes but activating as a swift action? How many mêlée fighters or ranged for that matter have that option.

All the ones with Boots of Speed.

1/5

That is a free action.

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

nosig wrote:
Prethen wrote:
Samuel Hutton wrote:
One item I have yet to see mentioned... Sipping Jacket!! Never leave Absalom without it:)
This seems very cool but also very situational. If you happen to guess the right potion to use for the scenario, great...otherwise you bleed gold for no purpose at all since the potion's effects go away after 24 hours.
I could see using it in PFS for those potions you find along the way... say a Potion of Cure Light Wounds.

Wouldn't work. The vest only works on potions with a duration measured in rounds. Cure Light Wounds has a duration of instantaneous.

Quote:
Also, I could see using it with a Potion of Vanish.... using it before an attack to get in a Sneak Attack, or using it just after an attack, but before a 5' step. (Full attack, sip, 5' step to a different space to avoid enemy attacks...)

That is a reasonable use.

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

Undone wrote:
That is a free action.

Not reeeeally hurting my point there.

1/5

trollbill wrote:
Undone wrote:
That is a free action.
Not reeeeally hurting my point there.

Was meant to improve it :D

Boots of speed are awesome.

5/5 5/55/55/5

Speaking of encumberance... Darkleaf cloth. Halves the weight of leather armor much like mithral does (but doesn't make it a lighter catagory, probably because most leather armors are already light) and raises the max dex bonus by two- which you probably coulduse if you dumped strength to pay for all of that dex.

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

BigNorseWolf wrote:

Speaking of encumberance... Darkleaf cloth. Halves the weight of leather armor much like mithral does (but doesn't make it a lighter catagory, probably because most leather armors are already light) and raises the max dex bonus by two- which you probably coulduse if you dumped strength to pay for all of that dex.

I *love* Darkleaf cloth. Amusingly, my slayer's level 4, and I'm going to be running around with non-magical armor (but magical shield and other AC boosting items) until I can afford celestial chain. :-)

The Exchange 5/5

trollbill wrote:
nosig wrote:
Prethen wrote:
Samuel Hutton wrote:
One item I have yet to see mentioned... Sipping Jacket!! Never leave Absalom without it:)
This seems very cool but also very situational. If you happen to guess the right potion to use for the scenario, great...otherwise you bleed gold for no purpose at all since the potion's effects go away after 24 hours.
I could see using it in PFS for those potions you find along the way... say a Potion of Cure Light Wounds.

Wouldn't work. The vest only works on potions with a duration measured in rounds. Cure Light Wounds has a duration of instantaneous.

Quote:
Also, I could see using it with a Potion of Vanish.... using it before an attack to get in a Sneak Attack, or using it just after an attack, but before a 5' step. (Full attack, sip, 5' step to a different space to avoid enemy attacks...)
That is a reasonable use.

was this item errata'd?

from my copy of UE.... (bolding mine)

Absorbent fibers line this heavy canvas coat. Once per day as a standard action, the wearer can pour a potion onto this lining, suffusing it into the coat. If the potion has an instantaneous duration, the wearer can activate the coat as a swift action to consume the potion. If the potion’s duration is measured in rounds, the wearer can activate the coat as a swift action to gain the potion’s benefits for 1 round, repeating as desired each round until the potion’s entire duration has been used. These rounds do not need to be consecutive. The coat absorbs only potions with instantaneous or round-based durations, and only those which affect creatures (for example, it does not work on oils). Once the coat absorbs a potion, the potion cannot be retrieved from it, only used as described above. The absorbed potion loses its powers after 24 hours, even if unused

Scarab Sages 4/5

I don't believe there was an errata. I think people just forget it works on instantaneous potions and only remember that it doesn't work on potions with longer durations. There are a few instantaneous potions it could be good for, though healing is probably one of the few you can almost guarantee to get your money's worth. Lesser Restoration would be an option, but it starts to get expensive if the situation for it doesn't come up.

EDIT: It's only the sipping aspect that is limited to rounds/level potions. Drinking a potion whole is possible, but limited to instantaneous. I don't quite understand the logistics of that. A potion doesn't contain more liquid if it's a minute/level duration, so why couldn't you drink one of those whole? I do understand the game mechanics reasoning, though. I have a few characters who would like to be able to down a potion of Enlarge Person as a swift action.

5/5 5/55/55/5

Ferious Thune wrote:
I don't believe there was an errata. I think people just forget it works on instantaneous potions and only remember that it doesn't work on potions with longer durations.

*backfoot headscratch*

If the potion’s duration is measured in rounds, the wearer can activate the coat as a swift action to gain the potion’s benefits for 1 round, repeating as desired each round until the potion’s entire duration has been used.

Scarab Sages 4/5

Potions with longer than rounds/level durations. Sorry, I wasn't clear. If it's an instantaneous potion, you can drink it whole and get the effect. If it's rounds/level, you can sip it one round at a time. If it's minutes per level or more, you can't use it with the jacket.

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

nosig wrote:
trollbill wrote:
nosig wrote:
Prethen wrote:
Samuel Hutton wrote:
One item I have yet to see mentioned... Sipping Jacket!! Never leave Absalom without it:)
This seems very cool but also very situational. If you happen to guess the right potion to use for the scenario, great...otherwise you bleed gold for no purpose at all since the potion's effects go away after 24 hours.
I could see using it in PFS for those potions you find along the way... say a Potion of Cure Light Wounds.

Wouldn't work. The vest only works on potions with a duration measured in rounds. Cure Light Wounds has a duration of instantaneous.

Quote:
Also, I could see using it with a Potion of Vanish.... using it before an attack to get in a Sneak Attack, or using it just after an attack, but before a 5' step. (Full attack, sip, 5' step to a different space to avoid enemy attacks...)
That is a reasonable use.

was this item errata'd?

from my copy of UE.... (bolding mine)

Absorbent fibers line this heavy canvas coat. Once per day as a standard action, the wearer can pour a potion onto this lining, suffusing it into the coat. If the potion has an instantaneous duration, the wearer can activate the coat as a swift action to consume the potion. If the potion’s duration is measured in rounds, the wearer can activate the coat as a swift action to gain the potion’s benefits for 1 round, repeating as desired each round until the potion’s entire duration has been used. These rounds do not need to be consecutive. The coat absorbs only potions with instantaneous or round-based durations, and only those which affect creatures (for example, it does not work on oils). Once the coat absorbs a potion, the potion cannot be retrieved from it, only used as described above. The absorbed potion loses its powers after 24 hours, even if unused

I stand corrected. Thank you.

At least that makes it a bit more useful, but still not a 'must have' item. Now if you could use it with enlarge person or shield of faith that would be a completely different matter.

1/5 Contributor

Great thread, thanks all for their contributions!

I've just started playing a brawler in PFS and so have been reading up on all the combat feats. One that's prove very useful, at least in these first two levels, is Belier's Bite from Cheliax, Empire of Devils. It lets characters throwing unarmed strikes deal an extra 1d4 bleed damage. Probably not worth burning a feat on, but with the Martial Flexibility class feature it's been an effective first round feat to adopt so far.

Sovereign Court 5/5

Something I didn't know until right before a con I went to a few weeks ago ...

The "Agile" weapon enhancement is from a pretty obscure book, Pathfinder Campaign Setting: Pathfinder Society Field Guide

If you have a character who has that weapon enhancement and don't have that book, don't cry foul when a GM refuses to allow your character to use said weapon. I bought the PDF from Paizo.com and made sure I had it with me.

5/5 5/55/55/5

The Human Diversion wrote:

Something I didn't know until right before a con I went to a few weeks ago ...

The "Agile" weapon enhancement is from a pretty obscure book, Pathfinder Campaign Setting: Pathfinder Society Field Guide

If you have a character who has that weapon enhancement and don't have that book, don't cry foul when a GM refuses to allow your character to use said weapon. I bought the PDF from Paizo.com and made sure I had it with me.

That obscure book used to be part of the core assumption/required for play, so a lot of people have it.


2 people marked this as a favorite.
kinevon wrote:
Mike Lindner wrote:
James Krolak wrote:


Bead of Newt Prevention
1,000gp, UE pg282
Negates failed save vs hostile polymorph effect, consumed when triggered. Useful at higher levels when you might encounter a Baleful Polymorph.
Sure, this might seem great but there's nothing like a story of being turned into a squirrel.
Unless it is the story of how, just when the evile spellcaster thought he had turned you into a squirrel, it turned out you weren't. Ba-da-doom!

Played a game where our raging (barbarian or bloodrager) charged the big boss and missed. Following round was squirreled and made the save, keeping his class buffs. Entered the casters square and proceeded to crit on two of his four attacks and dealt in the area of 60 points of damage. Nothing like a high level caster getting his ass kicked by a squirrel.

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