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here's another cheap one....
1sp (yeah, one Silver Piece). Whet Bone from Animal Archive.
Animal chews it for 15 minutes and it's next bite (non-magical) attack does +1 damage.
Some judges might rule it is a consumable (I don't think so - but whatever... it's 1 SP!)
Pick one up and give it to the next AC you play with....
Does it only work for animals? I could totally see getting this for my tiefling fighter with a bite attack.

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nosig wrote:Does it only work for animals? I could totally see getting this for my tiefling fighter with a bite attack.here's another cheap one....
1sp (yeah, one Silver Piece). Whet Bone from Animal Archive.
Animal chews it for 15 minutes and it's next bite (non-magical) attack does +1 damage.
Some judges might rule it is a consumable (I don't think so - but whatever... it's 1 SP!)
Pick one up and give it to the next AC you play with....
heck, even if it doesn't work for him, I was already getting one for my Tiefling! (I might even cost it as a MW Tool for Intimidate).

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James Krolak wrote:Sure, this might seem great but there's nothing like a story of being turned into a squirrel.
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.
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!

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Unlike anticipate peril, the initiative bonus isn't CL-based. So for 2 PA, you can get a wand that will give you +2 to Perception and Knowledge and +4 on your next initiative check within 10 minutes. On most spell lists. So good.
Thanks for pointing this out. I have a couple of PCs that could use a wand of this.
One of these days, I'll actually buy the Advanced Class Guide and notice these things for myself.

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Sure, this might seem great but there's nothing like a story of being turned into a squirrel.
I once played an LG adventure where in the first combat one of the PCs failed a Baleful Polymorph initial save but made the second save. He spent the rest of the play slot as my wizard's "other familiar" since none of us had anything to remove that condition and the adventure took place over just a few hours.

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Charlie Bell wrote:Unlike anticipate peril, the initiative bonus isn't CL-based. So for 2 PA, you can get a wand that will give you +2 to Perception and Knowledge and +4 on your next initiative check within 10 minutes. On most spell lists. So good.
Thanks for pointing this out. I have a couple of PCs that could use a wand of this.
One of these days, I'll actually buy the Advanced Class Guide and notice these things for myself.
ah.... you can't actually use it unless you buy the book right?

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I'll throw this in here since I haven't seen it mentioned:
You can buy Hit Points with Prestige through the retraining rules (up to the max for your hit die.)
Yup! My Barbarian has already retrained 4 HP. Still, 54 HP before raging at 4th level still seems a little low, so I will probably take Toughness at 5th.

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Markov Spiked Chain wrote:Yup! My Barbarian has already retrained 4 HP. Still, 54 HP before raging at 4th level still seems a little low, so I will probably take Toughness at 5th.I'll throw this in here since I haven't seen it mentioned:
You can buy Hit Points with Prestige through the retraining rules (up to the max for your hit die.)
I um.. WHAT? How much PP/Gp does that take?

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They each cost 3PP, and 30xYour Level gp. You can't buy higher than the max for your hit die (not that you'd have enough PP to do so.)
Buying two when you get to second level (and a thrid during second level) is a pretty good survivability boost. I like swapping feats and levels, so I really haven't spent much more than that. I'm surprised it's not a common way to dump PP.

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Markov Spiked Chain wrote:Yup! My Barbarian has already retrained 4 HP. Still, 54 HP before raging at 4th level still seems a little low, so I will probably take Toughness at 5th.I'll throw this in here since I haven't seen it mentioned:
You can buy Hit Points with Prestige through the retraining rules (up to the max for your hit die.)
Oops! Sorry. I have 58 HP. I forgot I bumped my Con up at 4th.

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Fromper wrote:ah.... you can't actually use it unless you buy the book right?Charlie Bell wrote:Unlike anticipate peril, the initiative bonus isn't CL-based. So for 2 PA, you can get a wand that will give you +2 to Perception and Knowledge and +4 on your next initiative check within 10 minutes. On most spell lists. So good.
Thanks for pointing this out. I have a couple of PCs that could use a wand of this.
One of these days, I'll actually buy the Advanced Class Guide and notice these things for myself.
Yeah, like I said, I'll have to buy the book one of these days. Then I can start using stuff that people point out like this, as well as looking through it for other stuff.
My problem is I never have time to read my Pathfinder books. I've never even finished reading the Core Rulebook, let alone read stuff like the Advanced Players Guide or Ultimate Magic from cover to cover. I'm usually too busy reading adventures that I'm going to GM (both for PFS and the home Rise of the Runelords campaign I'm running) to do much other reading.
That's why I like threads like this one.

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Well X happened to you , you should have had Y item on hand...
If you add all of these up, its 10 times your wealth by level. The bead is just too expensive for something that someone can dispel magic off of you.
Okay, by the time they know they need to do a dispel magic to get rid of a bead of newt prevention, the bead is already gone.
The bead is an unslotted item, so it does not need to be any place visible, it can be in your belt pouch or any other non-extra dimensional container to work.
Sure, it has a magic aura, but the potential dispeller has to spend three rounds, probably in combat, concentrating on a detect magic in order to have a chance to figure out his potential target for baleful polymorph, or similar spell, has said bead. And deal with all the other items that said target probably also has, like a headband, a belt, a necklace, a ring or two, a magic weapon, magic armor, a wand or two, and who knows what other magical items, scrolls, wands, potions, equipment, yeesh. Three rounds per item, IIRC. Even with identify, it isn't either quick or easy.
It may be expensive to get at low levels, but you won't, usually, need it at low levels. By the time the spells and/or effects it would work against appear, it is a fairly insignificant expense.

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Nisha the Merchant wrote:But I digress. One item a lot of people here didn't know about were Air Crystals. For 50 gp, get air in a can. I once prevented a TPK by having one of these on my person when we were caught in a burning building.If we're talking about emergency items that aren't common knowledge, I'll throw out the Buoyant Balloon (25gp I think). It will pull you to the surface and keep you floating if you fall into the water. If you're someone who can't make a Swim check to save your life, its a cheap insurance policy.
I've also become known locally as the gal who always has impact foam. It's ridiculous how often that has come in handy. Basically, if you know a fall is coming, it will take one die off the fall damage and convert another to nonlethal.
What a cool alchemical item. Looking at the description, this covers a 10 foot radius area. Could you use this to help a whole party fall?
Hmm

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Recentering drone Wow. It almost fixes everything by eliminating annoying conditions (dazzled, fatigued, shaken, or sickened) and dropping conditions that take you out of the fight (Blinded,Exhausted
,Frightened, Nauseated) into conditions that are minor annoyances. Works for 1 caster per 2 levels and has a duration of concentration, so if you're a buff heavy druid or cleric you can throw down all your buffs and turn it on to walk through the dungeon.
"I learned this song from a carnivorous crystal..."

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Something we discovered while playing a season 6 scenario, a very useful spell versus Hardness
Scroll would cost you 475 gp
Potion would cost you 850 gp
You can go wand but it will cost a lot, 16250 gp

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Grace. Situational, but you can't beat a swift-action cast.
Bladed Dash. Fantastic mobility spell for Bards and Magi. Get grappled? Bladed Dash. Need to get up to that window? Bladed Dash. Want to add your int/cha to an attack roll? Bladed Dash.

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Bladed Dash. Fantastic mobility spell for Bards and Magi. Get grappled? Bladed Dash.
How does it get you out of a grapple?
Need to get up to that window? Bladed Dash.
How does it let you move vertically?

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Disk Elemental wrote:Bladed Dash. Fantastic mobility spell for Bards and Magi. Get grappled? Bladed Dash.How does it get you out of a grapple?
Quote:Need to get up to that window? Bladed Dash.How does it let you move vertically?
you immediately move up to 30 feet in a straight line any direction
Up is a direction. ;-)
As far as the grapple goes, I'd say if you can make the concentration check to cast while grapped AND the one to cast defensively (or for taking damage), then you've probably earned it.

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How does it get you out of a grapple?
It doesn't say you bring creatures with you, so after the spell completes, you're 30 feet away from the grappler.
How does it let you move vertically?
When you cast this spell, you immediately move up to 30 feet in a straight line any direction
"Up" is a direction.
Edit: Ninja'd by Tony

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trollbill wrote:How does it get you out of a grapple?It doesn't say you bring creatures with you, so after the spell completes, you're 30 feet away from the grappler.
It doesn't need to say it because the rules form being grappled prevent it you from moving: "Grappled creatures cannot move and take a –4 penalty to Dexterity."
If you cannot move, then casting a spell that moves you has no effect unless the spell specifically states otherwise. You cannot move means you cannot move.
trollbill wrote:How does it let you move vertically?Spell Text wrote:When you cast this spell, you immediately move up to 30 feet in a straight line any direction"Up" is a direction.
Generally when the rules refer to movement they are either specifically referring to ground movement or generally referring to all types of movement legally allowed by the creature. While I suppose you could interpret any direction in a more literal sense, I have my doubts that is RAI.

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Well the thing that makes it questionable it is that it is a spell. So having an effect where you basically move in any direction in a straight line is not that crazy. However if that is the interpetation you would go with I would also point out you have to move *exactly* thirty feet, and you must have a surface to land on.

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Well the thing that makes it questionable it is that it is a spell. So having an effect where you basically move in any direction in a straight line is not that crazy. However if that is the interpetation you would go with I would also point out you have to move *exactly* thirty feet, and you must have a surface to land on.
Why exactly? It says "up to 30 feet."

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Well the thing that makes it questionable it is that it is a spell. So having an effect where you basically move in any direction in a straight line is not that crazy. However if that is the interpetation you would go with I would also point out you have to move *exactly* thirty feet, and you must have a surface to land on.
Firstly, nothing in the spell says it supersedes the normal rules for movement.
Second, if you are claiming that the fact the spell says you can move even when the rules say you can't allows you to move in an unrestricted manner, then you should also be able to ignore other restrictions to movement such as solid walls, magical barriers and even dimensional barriers.
Congratulations, you just found a 2nd level Plane Shift.

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Second, if you are claiming that the fact the spell says you can move even when the rules say you can't allows you to move in an unrestricted manner, then you should also be able to ignore other restrictions to movement such as solid walls, magical barriers...
A stretch, but okay.
...and even dimensional barriers.
Well, that escalated quickly.
My take: It's transmutation, not conjuration (teleportation). So it's not getting out of a grapple or letting you move through walls/people at my table. It's still really strong, don't get me wrong. Hell, it's pounce for Magi. But it's not Dimension Door.

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trollbill wrote:Second, if you are claiming that the fact the spell says you can move even when the rules say you can't allows you to move in an unrestricted manner, then you should also be able to ignore other restrictions to movement such as solid walls, magical barriers...A stretch, but okay.
trollbill wrote:...and even dimensional barriers.Well, that escalated quickly.
It's actually not a stretch at all. Specific overrides general. The general rules are that grapple prevents movement. Ergo, the only way for Bladed Dash to override the grapple rules is if we assume that the statement, "When you cast this spell, you immediately move up to 30 feet in a straight line any direction," is a specific statement that overrides the rules for movement rather than a general rule that is subsumed under the rules for movement. Note that since there are no riders on this specific statement such as, "cannot move through walls" or "cannot move through dimensions," then you cannot assume those riders exist, no matter how much you think they should because those are riders on the general rules and this interpretation of the spell means it does not follow the general rules.
Thus, as written, the rule either doesn't trump the normal movement rules or it trumps ALL normal movement rules. It does not "trump movement rules except where I think it would be too silly to trump them."

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Just like other specific rules that trump general rules, it trumps the part of the normal movement rules that it specifically contradicts: the part that restricts you to only certain directions. Other movement effects (like, say, Suprising Charge) say things like "you can move" without specifying direction, leaving you to only be able to move in directions you could normally move (and since you're walking, that means "where there's ground"). But since it says "in any direction", specific trumps general for the aspect of the spell that's written specifically. It doesn't have to trump either all or none of the normal movement rules; it trumps the part(s) it contradicts.

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Just like other specific rules that trump general rules, it trumps the part of the normal movement rules that it specifically contradicts: the part that restricts you to only certain directions. Other movement effects (like, say, Suprising Charge) say things like "you can move" without specifying direction, leaving you to only be able to move in directions you could normally move (and since you're walking, that means "where there's ground"). But since it says "in any direction", specific trumps general for the aspect of the spell that's written specifically. It doesn't have to trump either all or none of the normal movement rules; it trumps the part(s) it contradicts.
If "in any direction" removes the normal restrictions for movement in 3 dimensions, why doesn't it do it for more than 3?

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@trollbill - Are you making an honest effort to understand the spell or not?
Yes. I don't see how "in any direction" would trump normal movement rules. And if it does allow you to "fly" 30 feet, why wouldn't it allow you to "swim" 30 feet, "climb" 30 feet or "burrow" 30 feet? Your interpretation of the spell removes normal restrictions that are not specifically removed and then puts arbitrary restrictions on that movement that are not specifically stated.

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While I suppose you could interpret any direction in a more literal sense, I have my doubts that is RAI.
A good friend of mine played a PFS scenario GMed by the author of this particular spell who confirmed to my buddy that this indeed is the rule as originally intended.
Of course, developers can certainly change that. But until then, I will continue to rule that "any direction" means any direction.

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trollbill wrote:While I suppose you could interpret any direction in a more literal sense, I have my doubts that is RAI.A good friend of mine played a PFS scenario GMed by the author of this particular spell who confirmed to my buddy that this indeed is the rule as originally intended.
Of course, developers can certainly change that. But until then, I will continue to rule that "any direction" means any direction.
I would love to know if the author thought that should include moving through solid walls.

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Your interpretation of the spell removes normal restrictions that are not specifically removed...
No, it doesn't. I'm saying you need to make a common-sense reading of "move up to 30 feet in any direction". It doesn't say "move up to your speed" or "move up to 30 feet", which would carry ALL restrictions of whatever movement form it was referring to. It adds extra word-count to specify the extra condition of "in any direction" above and beyond what it would have meant if it had only said "move up to 30 feet". It could have just said "move up to 30 feet", but it spent extra words to specify "in any direction". Why, trollbill? What were they trying to communicate that they couldn't if they'd left out that phrase?

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I would love to know if the author thought that should include moving through solid walls.
No you wouldn't. You're just making a sarcastic attack against anyone who doesn't agree with you.
Originally, I wasn't sure whether your comments/questions about the spell were petty jabs or genuine seeking of understanding, so I asked. You said you were being genuine, but since you're saying things like the above, it's now clear that you've already made up your mind and your only goal in discussing it further is to try to hurt people until they either go away or submit to your beliefs.
I guess, on the bright side, I don't need to spend any more time trying to come up with new ways to explain.