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


Pathfinder Society

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Sovereign Court

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I've gotten more than a few people saying "really? that exists?" when I describe the Determination armor upgrade that I was wondering what other things are out there that folks just don't seem to know about but should?


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In the time it would take to be able to afford that I would hope someone would have the time to look through some magic items.

Anyway I play in a pretty high optimization area so it seems like most people know all the tricks. A good starter list is the survival 101 blogpost. I consider a jingasa of the fortunate soldier almost mandatory. For forced social situations a mask of stony demeanor can give you a decent bluff bonus. If you have the AP the dream journal of the pallid seer is pretty alright. Weapon blanches and potion sponges with touch of the sea in them are nice and cheap. The first time someone encounters a clear spindle ioun resonant effect they normally make the I don't believe it face. Boots of the cat are pretty common. It's 10k but an unfettered shirt can save your life. At some point a martial should get a swarmbane clasp. People forget the small stuff like a crowbar or portable ram to knock down doors. Enemies don't sunder a lot but a fortifying stone on an expensive brittle weapon like a bow is good.

Silver Crusade

What's the name of the bow type that lets you adjust the strength rating of a composite bow?

I actually need to buy one of those for my level 5 battle oracle. He has a non-composite bow now, so he should upgrade to get the +5 strength added to damage when he has to fight at range (which I don't think has ever actually happened yet). But I'm also saving up for the +2 strength belt, so I'll need a different strength rating on the bow by the time I hit level 6, at the latest.

Scarab Sages

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Boots of Striding and Springing.

Cheap magic item, at PFS levels, that allows you to move 30' in heavy armor. I see people complain about being slow all the time, but nobody ever buys a pair.

Spoiler:
Or 50' in medium mithral if you happen to be a battle oracle with a 1 level barbarian dip.

50' surprising charge tends to take GM's by surprise, not just NPC's.


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Fromper wrote:
What's the name of the bow type that lets you adjust the strength rating of a composite bow?

Adaptive

Scarab Sages

Artanthos wrote:

Boots of Striding and Springing.

Cheap magic item, at PFS levels, that allows you to move 30' in heavy armor. I see people complain about being slow all the time, but nobody ever buys a pair.

** spoiler omitted **

eh, it's an enhancement bonus, so it doesn't stack with expeditous retreat or haste. Besides, I'd rather spend 5000 on a boot slot for fast healing 1.


Boots of Striding and Springing used to be really really good. Now they are not but it has to do with the rule of cool. They can't be cool again until they do what they used to do, but because of how edition nerfing works, things that are OP in one edition become useless in the next. Look up what the boots did back in second edition if you don't already know, they used to be amazing, like pre-nerf crane wing amazing.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

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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.

Sovereign Court 5/5 Venture-Lieutenant, Missouri—Cape Girardeau

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Another good set of boots. Boots of the Cat. Only 1000gp. And negates most falling damage and is much cheaper than a ring of feather fall.


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Boots of the Cat just have so much rule-of-cool it hurts.

Player: I throw alchemical fire at the fueltank and jump off the airship
GM: Are you sure you want to do that?
Player: We're about 1000 feet up and over solid rock?
GM: Yes. Yes you are.
Player: It looks kind of flat though, right?
GM: *slightly worried* Uh, sure.
Player: Yeah, I do it. *succeeds acrobatics check*
GM: Let me check the falling rules.
Player: I take 18 damage and 2 nonlethal damage, land of my feet and start walking back toward civilization.

All that for 1000GP, plus arch support. Bargain.

Scarab Sages

Imbicatus wrote:
Artanthos wrote:

Boots of Striding and Springing.

Cheap magic item, at PFS levels, that allows you to move 30' in heavy armor. I see people complain about being slow all the time, but nobody ever buys a pair.

** spoiler omitted **

eh, it's an enhancement bonus, so it doesn't stack with expeditous retreat or haste. Besides, I'd rather spend 5000 on a boot slot for fast healing 1.

Haste and Expeditious Retreat are not always active. They are also not guaranteed available unless you are an arcane caster and giving up a spell slot.

Scarab Sages

Corvino wrote:

Boots of the Cat just have so much rule-of-cool it hurts.

Player: I throw alchemical fire at the fueltank and jump off the airship
GM: Are you sure you want to do that?
Player: We're about 1000 feet up and over solid rock?
GM: Yes. Yes you are.
Player: It looks kind of flat though, right?
GM: *slightly worried* Uh, sure.
Player: Yeah, I do it. *succeeds acrobatics check*
GM: Let me check the falling rules.
Player: I take 18 damage and 2 nonlethal damage, land of my feet and start walking back toward civilization.

All that for 1000GP, plus arch support. Bargain.

My PFS wizard has a pair.

Liberty's Edge

My PFS Brawler also has a pair. He uses them for HALO-style insertions.

Scarab Sages

There's a module where you can pick up The Pnakotic Manuscripts...as well as a more recent Scenario that offers a jar of eyeballs - trust me, it's the best jar of eyeballs ever.


Smoke Pellet: Smog

Hosteling Armor Enchant


Emergency force dome

Immediate action to srround you in a wall of force:

Casting Time 1 immediate action
Components V
Effect
Range 5 ft.
Effect 5-ft.-radius hemisphere of force centered on you
Duration 1 round/level (D)
Saving Throw None; Spell Resistance No
Desc riptio n
As wall of force, except you create a hemispherical dome of force
with hardness 20 and a number
of hit points equal to 10 per
caster level. The bottom edge
of the dome forms a relatively
watertight space if you are
standing on a reasonably
flat surface. The dome shape
means that falling debris (such
as rocks from a collapsing
ceiling) tend to tumble to
the side and pile up around
the base of the dome. If
you make a DC 20 Craft
(stonemasonry), Knowledge
(engineering), or Profession
(architect or engineer) check,
the debris is stable enough that
it retains its dome-like configuration
when the spell ends, otherwise it collapses.
Normally this spell is used to buy time for
dealing with avalanches, floods, and
rockslides, though it is also handy in
dealing with ambushes.

Shadow Lodge

Gregory Connolly wrote:
Boots of Striding and Springing used to be really really good. Now they are not but it has to do with the rule of cool. They can't be cool again until they do what they used to do, but because of how edition nerfing works, things that are OP in one edition become useless in the next. Look up what the boots did back in second edition if you don't already know, they used to be amazing, like pre-nerf crane wing amazing.

Or Monk Speed

Shadow Lodge

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Tim Statler wrote:
Another good set of boots. Boots of the Cat. Only 1000gp. And negates most falling damage and is much cheaper than a ring of feather fall.

My alchemist picked up a pair as soon as he took the wings discovery.

For paladins with the hospitaler archetype, but the meditation crystal channel focus from the Adventurer's Armory is pretty awesome. You activate it by expending a use of channel energy, and it remains active for 24 hours or until you use it. You use it by focusing on it for one minute, at which point you regain a use of lay on hands. This will let you convert your weaker channels into your more powerful lay on hands, or let you refill your lay on hands so you can activate something like Ultimate Mercy (which requires ten uses).

Bonus points: buy a bunch of them for 100gp each, then right before you rest for the night, activate as many of them as you can with your unused channels; the crystals will remain active for most of the following day, allowing you to carry your unused channels from yesterday over into bonus lay on hands today.

5/5 ⦵⦵⦵

1 person marked this as a favorite.

Pheremone arrow from the alchemy guide. +2 to hit and damage to any creature with scent, including critters and probably the druid. Also comes in dart and shiruken forms.

Silver Crusade 5/5 ⦵⦵⦵⦵

2 people marked this as a favorite.

It's been said many other places, but a Snapleaf can be a life saver at lower levels, and is still useful later on down the road too (and at 750gp, can be bought with 2pp).

For times when you have no rogue:
- Adamantine Wire Saw (UE) - "give me a few minutes and I'll cut us through this lock"
- Skeleton Key (UE) - "let me try to see if I can't get this lock on my own"
- "Trust Buddy" (adamantine crowbar, from a season 4 scenario)

Shadow Lodge 5/5

1 person marked this as a favorite.
Corvino wrote:

Boots of the Cat just have so much rule-of-cool it hurts.

Player: I throw alchemical fire at the fueltank and jump off the airship
GM: Are you sure you want to do that?
Player: We're about 1000 feet up and over solid rock?
GM: Yes. Yes you are.
Player: It looks kind of flat though, right?
GM: *slightly worried* Uh, sure.
Player: Yeah, I do it. *succeeds acrobatics check*
GM: Let me check the falling rules.
Player: I take 18 damage and 2 nonlethal damage, land of my feet and start walking back toward civilization.

All that for 1000GP, plus arch support. Bargain.

My barbarian dragon disciple has a pair. She likes them for the arch support. For her hooves.

Grand Lodge 4/5

6 people marked this as a favorite.

I'm a fan of the Stunstone (350gp, Faerie Fire in a can, plus a very small chance to stun), Litheria Blossom (1400 gp, Death Ward and Death Watch as a potion-like item), and Elixir of Spirit Sight (1000 gp, see invisible AND ghost touch for your gear for a minute). All three of these are from Book 3 of the Serpent's Skull AP, which is probably why most people don't seem to have heard of them.

And yes I bought that book just for the items.

Also there's the Cracked Dusty Rose Prism Ioun Stone from Seekers of Secrets. 500 gp gives you a +1 to initiative.

The Exchange 5/5

4 people marked this as a favorite.

I like the cheap things.

Like sunrods. It's always amazing how many people don't have a sunrod. Lasts for 6 hours. AOE is 30' (bigger than the 20' for light or for a torch). and it only costs 2 gp. Area is larger than a light spelll/torch/everburning torch/Ioun Torch etc.

but the best is the Whetstone (AA Pg9), gives a +1 damage for a normal weapons for the first time it hits after you sharpen it. Cost? 2 cp. Yeap, 2 COPPER PIECES! What 1st level PC (or 2nd for that matter) Can't afford this? And the RP of sitting around, sharpening a blade while the "Face" PC is doing an Intimidate roll...

The Exchange 5/5

4 people marked this as a favorite.

"Take 10"

ok, I'll go back to my cage now... but it's true. I'm often amazed at how many people DON'T KNOW when you can take ten....

Silver Crusade

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Jane "The Knife" wrote:

I like the cheap things.

Like sunrods. It's always amazing how many people don't have a sunrod. Lasts for 6 hours. AOE is 30' (bigger than the 20' for light or for a torch). and it only costs 2 gp. Area is larger than a light spelll/torch/everburning torch/Ioun Torch etc.

but the best is the Whetstone (AA Pg9), gives a +1 damage for a normal weapons for the first time it hits after you sharpen it. Cost? 2 cp. Yeap, 2 COPPER PIECES! What 1st level PC (or 2nd for that matter) Can't afford this? And the RP of sitting around, sharpening a blade while the "Face" PC is doing an Intimidate roll...

Well, as long as we're on basic equipment - acid flasks! When I first started playing and hadn't read the Core Rulebook, people kept saying to get alchemist's fire in case of swarms. The acid costs half as much (10 gp) and if everyone has one, even a group of level 1s should be able to finish a swarm in a single round.

Also, everyone constantly talks about wands of Cure Light Wounds, but I like to have a CLW potion on every character, too, just in case the casters who can use the wands are all down/inaccessible. So my fighters can heal themselves, and my clerics can get a potion poured down their throat even when unconscious. If you've got 1 xp, then you must have earned enough to be able to afford the 50 gp for this.

Sovereign Court

Looks like the most mod destructive item I've ever found isn't banned yet in the Serial Killer Hobo Society and a quick search doesn't come up any forum hits. Soooooo...not going to mention it's name and potentially get it removed.

Bwahhaaha.

The Exchange

Morgen wrote:

Looks like the most mod destructive item I've ever found isn't banned yet in the Serial Killer Hobo Society and a quick search doesn't come up any forum hits. Soooooo...not going to mention it's name and potentially get it removed.

Bwahhaaha.

But I need it. I need to prove to the murderhobo union I deserve to be with them!

The Exchange 5/5

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Pathfinder Roleplaying Game Superscriber

Gloves of Reconnaissance

Shadow Lodge 5/5 ⦵⦵⦵⦵ Venture-Captain, Indiana—Southern aka CanisDirus

Morgen wrote:

Looks like the most mod destructive item I've ever found isn't banned yet in the Serial Killer Hobo Society and a quick search doesn't come up any forum hits. Soooooo...not going to mention it's name and potentially get it removed.

Bwahhaaha.

Would it happen to be a thin pointy object with a misprinted price?

Shadow Lodge

Quote:

Boots of Striding and Springing.

Cheap magic item, ...

Whoa, nelly. 5500gp isn't "cheap".

1-250gp is "cheap" - something that's more along the lines of "less than 20% of the income you get from a scenario".


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Bear traps :)

The heartseeker enchantment for melee weapons I've seen used to very good effect recently; it's certainly a "must have" for characters reliant on precision damage which is negated by concealment; it's even better on a throwable weapon, in conjunction with the returning enchantment.


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Spring load wrist sheaths to draw potions as swift actions and Accelerated Drinker to drink them as move actions. Also very useful in using Breath of Life scrolls in a timely manner.

Shadow Lodge

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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.


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Ring_of_Gyges wrote:
Spring load wrist sheaths to draw potions as swift actions and Accelerated Drinker to drink them as move actions. Also very useful in using Breath of Life scrolls in a timely manner.

I'd say spring-loaded wrist sheathes are very, very common in PFS - I hardly know anyone who DOESN'T wear them (although I actually don't... the item just bugs me!)

That said, I don't think they can be used with potions or scrolls:

"The sheath can hold one forearm-length item, such as a dagger, dart, or wand, or up to five arrows or crossbow bolts"

Until potions are available in Pixy Stix form (a cool idea!), I don't see them fitting in a wrist sheath. As for scrolls, a scroll tube might fit in a wrist sheath, but a scroll itself hardly matches the kinds of items (thin, rigid) mentioned as loadable in a wrist sheath.

Considering the possibility of table variation, a handy haversack is probably a safer place to store a scroll of breath of life.

Silver Crusade 5/5 ⦵⦵⦵⦵

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David Haller wrote:
Ring_of_Gyges wrote:
Spring load wrist sheaths to draw potions as swift actions and Accelerated Drinker to drink them as move actions. Also very useful in using Breath of Life scrolls in a timely manner.

I'd say spring-loaded wrist sheathes are very, very common in PFS - I hardly know anyone who DOESN'T wear them (although I actually don't... the item just bugs me!)

That said, I don't think they can be used with potions or scrolls:

"The sheath can hold one forearm-length item, such as a dagger, dart, or wand, or up to five arrows or crossbow bolts"

Until potions are available in Pixy Stix form (a cool idea!), I don't see them fitting in a wrist sheath. As for scrolls, a scroll tube might fit in a wrist sheath, but a scroll itself hardly matches the kinds of items (thin, rigid) mentioned as loadable in a wrist sheath.

Considering the possibility of table variation, a handy haversack is probably a safer place to store a scroll of breath of life.

This is definitely a matter of YMMV / expect table variation. Any time I have a character who brings Breath of Life scrolls to the table, I ask the GM in advance if they allow scrolls in spring-loaded wrist sheathes, to be safe. As a GM, I allow them because, frankly, there aren't many ways to get a scroll of that spell out in time to make it useful, and on the fence of issues like that, I tend to err on the side of the PCs.

4/5

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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.

I'd be careful with this one. This is about as far from official as you can get, but SKR posted on the Hero Lab forums that Courageous is only intended to function for Morale bonuses to saves against Fear.

Again, not legal, not binding, but also not a good sign in terms of developer intent should a FAQ/errata ever be published.

(link)

Grand Lodge

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Personal favorite cheap items (generally I see very few of any of these)

Earplugs (3cp) oh so you saw a harpy feather, for 3 cp they can't captivate - worth the investment even if you never use them

Masterwork Backpack (50 gp) same interior capacity as a normal backpack, however comes with hooks for attaching items on the outside and a +1 to your strength for calculating carrying capacity

Mirror/Periscope (10/20 gp) look around corners stealthily (mirror may have other uses as well)

Skeleton Key (85gp) I know it's been said before, but it is just worth it,

Grand Lodge

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A rope

Not joking - I participated in two games now were the (lack of) a rope

1) nearly ended a whole game after encounter 1 as the group was unable to progress
2) should have ended in a TPK as the group maneuverec themselves into a position they couldn't get out of (physically) - it was a new group - so I was very lenient with improvisation

Alchemist Fire

Surprising how often this is lacking if the group encounters a swarm

Grand Lodge 5/5

4 people marked this as a favorite.
Pathfinder Starfinder Adventure Path Subscriber
Ring_of_Gyges wrote:
Spring load wrist sheaths to draw potions as swift actions and Accelerated Drinker to drink them as move actions. Also very useful in using Breath of Life scrolls in a timely manner.

Forget scrolls, wear First Aid Gloves. 4500GP buys you two castings of Breath of Life anyone can use. And most importantly, they're always at hand.

5/5 ⦵⦵⦵

Kelly Youngblood wrote:
Ring_of_Gyges wrote:
Spring load wrist sheaths to draw potions as swift actions and Accelerated Drinker to drink them as move actions. Also very useful in using Breath of Life scrolls in a timely manner.

Forget scrolls, wear First Aid Gloves. 4500GP buys you two castings of Breath of Life anyone can use. And most importantly,

they're always at hand.

Required by law :)

Shadow Lodge

Paizo Superscriber; Pathfinder Companion Subscriber; Starfinder Superscriber
Fromper wrote:
Well, as long as we're on basic equipment - acid flasks! When I first started playing and hadn't read the Core Rulebook, people kept saying to get alchemist's fire in case of swarms. The acid costs half as much (10 gp) and if everyone has one, even a group of level 1s should be able to finish a swarm in a single round.

Also, if you have Adventurer's Armory, you can use an acid flask as a focus item to give +1 damage on acid splash. (Or Alchemical Ice as a focus to gain +1 damage on Ray of Frost).

Doesn't sound like a lot, but it adds up. I've also been in scenarios where Acid Splash is the only reliable damage that gets done. (Thanks to DR 10 in Tier 1-2 scenarios.)

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

1 person marked this as a favorite.
Kelly Youngblood wrote:
Ring_of_Gyges wrote:
Spring load wrist sheaths to draw potions as swift actions and Accelerated Drinker to drink them as move actions. Also very useful in using Breath of Life scrolls in a timely manner.
Forget scrolls, wear First Aid Gloves. 4500GP buys you two castings of Breath of Life anyone can use. And most importantly, they're always at hand.

And since your gloves slot is taken up, consider spellguard bracers instead of gloves of elvenkind. +2 to concentration, and 3/day roll twice and take the better, for those times when you absolutely, positively, have to cast that spell successfully!

Scarab Sages 2/5

Pathfinder's Adventurer Chronicle book...
+2 to a specific knowledge check when you have time for only 50 gp. Once you can afford a haversack, I buy a bunch of these...

[i]Adventurer's Chronicle Numerous volumes and editions of the Adventurer's Chronicles exist. When used as a reference (an action that typically takes 1d4 full rounds of searching the text), an Adventurer's Chronicle grants a +2 circumstance bonus on a specific Knowledge check. Each Adventurer's Chronicle grants this bonus to a different type of Knowledge, but regardless of which type that particular chronicle is focused on, the overall cost of the book remains the same. [/]

Inner sea World Guide pg 293.

Grand Lodge RPG Superstar 2012 Top 32

David Haller wrote:
Ring_of_Gyges wrote:
Spring load wrist sheaths to draw potions as swift actions and Accelerated Drinker to drink them as move actions. Also very useful in using Breath of Life scrolls in a timely manner.
Considering the possibility of table variation, a handy haversack is probably a safer place to store a scroll of breath of life.

Except that it's no more helpful there than in your pocket or wherever you normally carry it. The point of putting it in the sheath was so that you could save the move action so you can get to the dead guy in the same round. The haversack doesn't help with that.

Silver Crusade

1 person marked this as a favorite.
Jiggy wrote:
David Haller wrote:
Ring_of_Gyges wrote:
Spring load wrist sheaths to draw potions as swift actions and Accelerated Drinker to drink them as move actions. Also very useful in using Breath of Life scrolls in a timely manner.
Considering the possibility of table variation, a handy haversack is probably a safer place to store a scroll of breath of life.
Except that it's no more helpful there than in your pocket or wherever you normally carry it. The point of putting it in the sheath was so that you could save the move action so you can get to the dead guy in the same round. The haversack doesn't help with that.

Or you could be like me and be a Tiefling with a Prehensile Tail and be able to draw several "light objects" such as that scroll of Breath of Life (probably accepting DM interpretation) as a swift action ;)

(Granted, this character isn't a cleric or oracle, but being able for her to draw her sling as a swift, load as a move, and then throw as her standard has been cool thus far).

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.

Shadow Lodge

Paizo Superscriber; Pathfinder Companion Subscriber; Starfinder Superscriber
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.

Grand Lodge 5/5 Venture-Agent, Florida—Melbourne aka trollbill

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Ring_of_Gyges wrote:
Spring load wrist sheaths to draw potions as swift actions and Accelerated Drinker to drink them as move actions.

Spring loaded wrist sheath + Accelerated Drinker doesn't work. Accelerated Drinker only allows you to drink a potion as a Move Action if you start the turn with the potion in your hand. Putting it in your hand as a Swift Action doesn't change that.

The Exchange

I'm not finding them in the PRD.
Where are Spring Loaded Wrist Sheath, First Aid Gloves, Oil of Residual Tracking, and the rule of using a vial of acid for +1 damage to acid splash?

Grand Lodge RPG Superstar 2012 Top 32

Selter Sago de'Morcaine PFS wrote:

I'm not finding them in the PRD.

Where are Spring Loaded Wrist Sheath, First Aid Gloves, Oil of Residual Tracking, and the rule of using a vial of acid for +1 damage to acid splash?

The SLWS is in the old Adventurer's Armory. Same for alchemical power components (such as the acid thing). Lots of weird and fiddly stuff in that book.

The first aid gloves are in (I think) the PFS Primer.

The oil of residual tracking is not listed by that name, because it's just an oil of the spell residual tracking. Said spell is on the PRD. I forget which book.

5/5

Spring Loaded Wrist Sheath is Adventurer's Armory (also the bit about vial of acid is in there too).

First Aid Gloves are from the Pathfinder Society Primer.

Oil of Residual Tracking is just made from a 1st level ranger only spell from the APG.

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