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If you want really useful discussion on this, but don't want to read all four threads across 3 forums, there is a brief moment of clarity, starting here with Drake Roberts interpretation where in he notes that under a strict reading, it only lets you substitute bluff for an int check once per performance,
I actually used his model to reframe my take on it, which I think is the clearest I have been able to make my views on it.
(I actually at this point haven't decided if I like my version or his version better at this point.)

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Sammy T wrote:Prepare to die!redward wrote:Far too often I see players present these things like they're getting one over on the GM. Remember, the GM is not your enemy. They're there to run the adventure as written. They want you to succeedI will always be your sworn enemy.
you forgot the first two lines....
"I am Kyle Baird - "
"you killed my monster - "
"Prepare to die!"

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Charon's Little Helper wrote:A designer even stepped inWait, what? I must have missed that; have a link?
The designer in question is Rogue Eidolon/Mark Seifter. I wouldn't have characterized his posting as "a designer weighing in" -- the weighing in happened before he was a developer.
He has more posts later in the thread, but they all really boil down to talking about the difficulties involved in getting an official FAQ.
EDIT: And...Ninja'd

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I just ran across the Ring of Tactical Precision.
So, for 11,000 GP the wearer gets +1 to any Aid Another they grant to or get from another character. Handy for those Aid Another builds.
But that's the icing, the cake is: By wearing it for 24 hours, you can attune it with one of your own teamwork feats. If you give it to another character, they can use that teamwork feat for the next 24 hours.
So, here's the answer to "How do I do teamwork feats if I don't have a consistent party?" Precise Strike? Outflank? Broken Wing Gambit? Escape Route + Bodyguarding Helpful Halfling (with Benevolent armor!)? By the time you can get this, you're getting pretty close to Coordinated Charge as well.
Kind of niche, but really cool for that niche.

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Huh. Okay, so when Charon's Little Helper said that a designer "seemed to weigh in on the narrow view of the ability", he really meant that a then-fellow-forumite at some point in the past said he thought the ability was overpowered.
That's... pretty different.
Hence the "seemed to"; with his talk about trying to get a FAQ together, it seemed an implication that he'd prefer the narrow view, but that he'd be speaking out of turn to come out and say it.

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Oil of Residual Tracking. 50 gp for an oil which, when applied to a footprint, will give you a perfect image of whoever left it, including gear they're carrying and even the look on their face. They don't even get a save or spell resistance.
I'm afraid I must retract this. Residual tracking has a 1 minute casting time, so it can't be made into an oil. But it still makes a great scroll!

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RainyDayNinja wrote:Oil of Residual Tracking. 50 gp for an oil which, when applied to a footprint, will give you a perfect image of whoever left it, including gear they're carrying and even the look on their face. They don't even get a save or spell resistance.I'm afraid I must retract this. Residual tracking has a 1 minute casting time, so it can't be made into an oil. But it still makes a great scroll!
ok, sorry - what am I missing?
Brew Potion (Item Creation)
You can create magic potions.
Prerequisite: Caster level 3rd.
Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Magic Items for more information.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
why does the 1 minute casting time, mean it can't be made into an oil/potion?
edit: I could see dis-allowing it because it's "Target footprint touched" and maybe a footprint isn't "one or more creatures or objects" - in other words a footprint isn't an object - it's sort of a NON-object, being the lack of something (dirt)...kind of like a hole isn't an object...

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why does the 1 minute casting time, mean it can't be made into an oil/potion?
Yeah, that was something I wasn't aware of, so I had to look it up. Keep in mind that you need to look in two places when it comes to rules for magic items: the feats needed to make them, and the relevant section of the Magic Items chapter; in this case, the rule in question is from the later.
A potion is a magic liquid that produces its effect when imbibed. Potions vary incredibly in appearance. Magic oils are similar to potions, except that oils are applied externally rather than imbibed. A potion or oil can be used only once. It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute and targets one or more creatures or objects.

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A potion is a magic liquid that produces its effect when imbibed. Potions vary incredibly in appearance. Magic oils are similar to potions, except that oils are applied externally rather than imbibed. A potion or oil can be used only once. It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute and targets one or more creatures or objects.
Edit: I didn't know this either, which is why I was ninja'd. :)

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nosig wrote:why does the 1 minute casting time, mean it can't be made into an oil/potion?Yeah, that was something I wasn't aware of, so I had to look it up. Keep in mind that you need to look in two places when it comes to rules for magic items: the feats needed to make them, and the relevant section of the Magic Items chapter; in this case, the rule in question is from the later.
Potions wrote:A potion is a magic liquid that produces its effect when imbibed. Potions vary incredibly in appearance. Magic oils are similar to potions, except that oils are applied externally rather than imbibed. A potion or oil can be used only once. It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute and targets one or more creatures or objects.
thanks!
darn it - I bought two of these... how do I remove the one that I still have? refund the total (50gp) or just sell it to some less informed NPC for half (25gp)?

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SCPRedMage wrote:nosig wrote:why does the 1 minute casting time, mean it can't be made into an oil/potion?Yeah, that was something I wasn't aware of, so I had to look it up. Keep in mind that you need to look in two places when it comes to rules for magic items: the feats needed to make them, and the relevant section of the Magic Items chapter; in this case, the rule in question is from the later.
Potions wrote:A potion is a magic liquid that produces its effect when imbibed. Potions vary incredibly in appearance. Magic oils are similar to potions, except that oils are applied externally rather than imbibed. A potion or oil can be used only once. It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute and targets one or more creatures or objects.thanks!
darn it - I bought two of these... how do I remove the one that I still have? refund the total (50gp) or just sell it to some less informed NPC for half (25gp)?
Since it's a correction due to legality, rather than a normal sell back, you should just be able to notate with a blurb on the ITS and get the full cash back for the remaining one.

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Here's one. Get rid of cloud spells or destroy Diminutive and Fine swarms with a second-level spell.
Summon monster II gets you a Small air elemental, which can whirlwind. Strong winds like those produced by whirlwind can blow away many cloud spells and swarms composed of Diminutive or Fine creatures with ease.

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Oh yeah, earth elementals are great for that kind of thing. Earth glide can get them into otherwise inaccessible places: the other side of barred doors, past walls of force, etc.
I have seen some pretty amazing shenanigans with an earth gliding earth elemental and a portable hole. Whole parties past insurmountable barriers. It's like a 2nd level dimension door that can also be used to do other things.

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I just ran across the Ring of Tactical Precision.
So, for 11,000 GP the wearer gets +1 to any Aid Another they grant to or get from another character. Handy for those Aid Another builds.
But that's the icing, the cake is: By wearing it for 24 hours, you can attune it with one of your own teamwork feats. If you give it to another character, they can use that teamwork feat for the next 24 hours.
So, here's the answer to "How do I do teamwork feats if I don't have a consistent party?" Precise Strike? Outflank? Broken Wing Gambit? Escape Route + Bodyguarding Helpful Halfling (with Benevolent armor!)? By the time you can get this, you're getting pretty close to Coordinated Charge as well.
Kind of niche, but really cool for that niche.
Wow, this ring is pure awesome. My Helpful Halfling Cavalier will be picking one of these up as soon as he has the gold.

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BigNorseWolf wrote:And for the charisma based casters who think they don't need this, because their social skills are already through the roof, just remember that your concentration checks are charisma based, so this gives +3 on those, too.Circlet of persuasion
Its a bit pricey at 4,500 but its +3 to all your charisma based skills and checks. ALL of them. The year of the diplomat may be coming to a close, but not ticking people off is usually good for that second PP.
It also has some minor benefits like being a +3 to push a charmed critter and wild empathy checks.
I think people still think this is a headband slot item, not a head slot item, so they think its a choice between this and the charisma boosting item.
But monks are proficient in Short Swords?

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Fromper wrote:BigNorseWolf wrote:And for the charisma based casters who think they don't need this, because their social skills are already through the roof, just remember that your concentration checks are charisma based, so this gives +3 on those, too.Circlet of persuasion
Its a bit pricey at 4,500 but its +3 to all your charisma based skills and checks. ALL of them. The year of the diplomat may be coming to a close, but not ticking people off is usually good for that second PP.
It also has some minor benefits like being a +3 to push a charmed critter and wild empathy checks.
I think people still think this is a headband slot item, not a head slot item, so they think its a choice between this and the charisma boosting item.
But monks are proficient in Short Swords?
???
What does the Circlet of Persuasion have to do with monks and short swords? If you want to know what weapons they're proficient in, check the Core Rulebook. I don't know monks well enough to answer off the top of my head.
Back on topic, I just had another item pointed out to me that's actually quite cool:
Assisting Glove
The wearer of this simple glove can speak a command word to transform it into a glowing disembodied hand. As a swift action, the wearer can have the glove assist him with a task as if using the aid another action; the glove uses the wearer's base attack bonus or skill ranks when making the check to see if aid another is successful (it does not gain the benefit of the wearer's ability scores or other bonuses). The hand remains until it has attempted one action or until 1 minute passes, whichever comes first, at which time it becomes a nonmagical lambskin glove.
So it's 180 gp for a one time use item that will aid another on you as a swift action. I wouldn't want to go through these constantly, since the cost could add up, but if you're in a really tough fight and think an extra +2 AC or to hit will help, or if you just want help with a skill check some time, it could be worth it.
Or if you're in the Halfling Opportunist prestige class (pretty rare, but I have one in PFS), you'll get even more than the normal +2 out of it. I'm not sure of any other way to get a higher bonus than +2 when receiving aid - most bonuses for aid another have to do with giving aid, not receiving it.
My only question is since it's a single glove, can you wear two of them at once, or only one at a time, since they take up the hands slot? I know you can only activate one at a time, but being able to wear two and activate them in two consecutive rounds of a fight could be helpful.

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Huh. When did monks get short sword proficiency? I knew they had Club, Spear, and Handaxe, but I could have sworn they didn't have short sword. But I just rechecked the PRD and there is Short Sword just staring at me.
Well, they didn't in 3.5, but my 4th printing core rule book from 2010 lists it.

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FLite wrote:most judges would not let you start a scenario with this "charged"Blood Reservoir of Physical Prowess
Charge it between adventures. 4 points of emergency healing for physical stat damage. Or pop it off for +8 to a physical stat for one round. Pretty nice for 2K
Why not? It is, in many ways, functionally identical to other items that the rules say can start charged, like a ring of spell storing.

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FLite wrote:most judges would not let you start a scenario with this "charged"Blood Reservoir of Physical Prowess
Charge it between adventures. 4 points of emergency healing for physical stat damage. Or pop it off for +8 to a physical stat for one round. Pretty nice for 2K
I can't find the post at the moment, but Mike Brock *did* make a post stating that any item with "charges" carried those charges from scenario to scenario - wands, staves, and other items like this one.

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Actually, there is a FAQ
Do items like staves carry charges to the next scenario played?
Drat Ninjaed.
It looks like to be safe I should have the GM put "4 Con Damage - refill Blood Reservoir" on my chronicle each time.

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New goodie from the ACG is the holy weapon balm. Is not only about 1/10th the cost of ghost blanch salt it also adds extra damage.
The difference is that while ghost salt takes a minute to apply and lasts until you hit, holy weapon balm takes a standard to apply and lasts a minute or until you hit, whichever comes first.
So I'd say ghost salt is still better for ranged characters, who can keep ammo coated in it until its needed, while holy weapon balm is better for melee characters, who can coat their primary weapon with it in the midst of combat.
[pedantic]Also, the price is 30gp vs 200gp, so it's 15% the price of ghost salt.[/pedantic]

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I like the Ring of the Sublime - constant remove fear for 2,000gp.

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This could be useful.
Drinking horn of the pancea is pricy at 12k , but gives you 1 cure serious , neut poison, remove disease or restoration per day. More importantly it gives it to you at speeds relevant for combat, so you might be able to get that con drain off NOW.
Might pay for itself on a slow crawl if you're doing some nasty scenarios...

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I like the Ring of the Sublime - constant remove fear for 2,000gp.
I am not a fan of this. while wearing the ring you just get a +4 vs fear effects.
REMOVE FEAR
School abjuration; Level bard 1, cleric 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets one creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart
Duration 10 minutes; see text
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.
Remove fear counters and dispels cause fear.

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Russ Brown wrote:I like the Ring of the Sublime - constant remove fear for 2,000gp.I am not a fan of this. while wearing the ring you just get a +4 vs fear effects.
** spoiler omitted **
Depending on circumstances you may be able to take the ring off and put it back on. The character should be able to get back to action sooner this way.

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Perhaps the player will chime in here, but I've run and played with a character who has a Wand of Obscuring Mist and he wears a Goz mask (allowing him to freely see through any such obscurity) and uses the combination quite liberally causing all sorts of grief for the bad guys. It's a very clever combination and very powerful in certain situations.
Also, I'd have to put my vote in for Gloves of Reconnaissance as incredibly useful (and possibly what some might call "scenario breaking").

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Perhaps the player will chime in here, but I've run and played with a character who has a Wand of Obscuring Mist and he wears a Goz mask (allowing him to freely see through any such obscurity) and uses the combination quite liberally causing all sorts of grief for the bad guys. It's a very clever combination and very powerful in certain situations.
Also, I'd have to put my vote in for Gloves of Reconnaissance as incredibly useful (and possibly what some might call "scenario breaking").
I play with a high level group (played most of EotT with this) that used to use the Goz mask (we all had one) with an Eversmoking Bottle... until the Judge asked us to quit using it as we were breaking the game to much (and it was less fun for him). So we put it away, and promptly had our first KIA in the next meeting...

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Bottle of Shadows is hilarious if used properly.
The Tankard of the Drunken Hero is practically required for any Cleric/Inquisitor of Cayden.
Any character with a good perception score should have Gloves of Recon.
I'm sure most of you know this, but I'll mention it for any new people:
Clear Spindle Ioun Stone + Wayfinder = Permanent protection from control spells (that originate from evil targets).