
SlimGauge |

Why wouldn't it work?
From the Adventurer's Armory
A Spring Loaded Wrist Sheath says "This item works like a standard wrist sheath, but releasing an item from it is an immediate action."
The standard Wrist Sheath says "The sheath can hold one light weapon, ranged weapon, or wand that weighs less than 1 pound. Alternatively, you may store up to 1 pound of ammunition in a wrist sheath."
A potion is not any of those things listed. It's only by the logic of comparison of a potion with things that CAN be used in a wrist sheath that leads to the conclusion that it might work.
So ask your GM.

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That's not what it says.
It says:
"The sheath can hold one forearm-length item such as a dagger, dart, or wand, or up to five arrows or crossbow bolts."Those are examples, and not a be all, end all list, of the only items you can put in there.
Right, and that's why it's up to the GM (not the player) to determine what else can be stored.
Gloves of Storing would work as a free action, but limited to only one potion.Versatile Vest would let you retrieve potions as a move action.
Very good choices. Gloves of storing seems like an excellent choice for what I have in mind. Would Versatile Vest provoke an AoO?
(I'm trying to figure out the best way to use the feat Potion Glutton)

Melvin the Mediocre |
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An intelligent handy haversack that can cast unseen servant 3 times per day. Unseen servant should always be active, so you just say backpack, hand me my potion! You should probably play a character named Dora and take leadership. Obviously your follower will be an anthropomorphic monkey named Boots.

ClownWolf |
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I am playing a barbarian who has the superstition rage power. Healing me was a problem cause I have to roll every time to see if it worked or not.
I use potions in combat. I found a potion belt in the 3rd edition (3.5) Forgotten Realms Campaign Setting on page 96 and my DM has let me get one to use.
POTION BELT (1GP) 1lb.
This sturdy leather belt similar to a bandoleer has pockets shaped to hold potion vials and is fitted with ties or flaps to keep the potions from falling out. It holds six potions. Retrieving a potion from a potion belt is a free action once per round.
MASTERWORK POTION BELT (60GP) 1lb.
This extremely well-made potion belt holds ten potions
So with one of these belts and the accelerated-drinker combat trait I can draw a potion as a free action and drink it as a move action!
You could also be a drunken brute barbarian and get a potion belt or have a prehensile tail.
I did not cause I did not wanna give up the fast movement as my barbarian is a charge build.

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I am playing a barbarian who has the superstition rage power. Healing me was a problem cause I have to roll every time to see if it worked or not.
I use potions in combat. I found a potion belt in the 3rd edition (3.5) Forgotten Realms Campaign Setting on page 96 and my DM has let me get one to use.POTION BELT (1GP) 1lb.
This sturdy leather belt similar to a bandoleer has pockets shaped to hold potion vials and is fitted with ties or flaps to keep the potions from falling out. It holds six potions. Retrieving a potion from a potion belt is a free action once per round.MASTERWORK POTION BELT (60GP) 1lb.
This extremely well-made potion belt holds ten potionsSo with one of these belts and the accelerated-drinker combat trait I can draw a potion as a free action and drink it as a move action!
You could also be a drunken brute barbarian and get a potion belt or have a prehensile tail.
I did not cause I did not wanna give up the fast movement as my barbarian is a charge build.
That totally doesn't work RAW as you still have to try and resist the potion, you're the caster receiving the effect. Also, the accelerated drinker trait only lets you drink it as a move action if you started the turn with the potion in your hand. So it only works if you took out the potion on your previous turn. (free actions have to be done on your turn, only* immediate actions can be done outside your turn (*there are exceptions, but this wouldn't be one of them).
Also, this wouldn't work for PFS as potion belts aren't in any of the pathfinder sources. Prehensile tail also isn't an option (I think I put that in the first post). Thanks though.
Also, I just found a great option. I was pessimistic about all this technology stuff but I just found a medlance. It's a "wand-like" object that can be loaded with a potion. So it can go into a spring loaded wrist sheath (because wands can go into wrist sheaths). And then injected as a move action.
So until I can get 10k gold for a Glove of Storing + Potion Glutton (free to retrieve then swift to drink) the medlance is a really good option for a swift + move, leaving me with a standard action.
So in combat I can 5' step back, swift + move to quaff an enlarge potion, then standard action to hit.

Rerednaw |
Medlance? If it's from the tech guide I think you'll need a cert?
Archetypes: all archetypes on pages 12–13 are legal for play, except Cyber-Soldier and Techslinger;
Feats: all feats on pages 6–7 are legal for play, except craft cybernetics, craft pharmaceutical, craft technological arms and armor, and craft technological item;
Misc.: Androffan may not be chosen as a known language. It may only be acquired through a Chronicle sheet;
Prestige Class: the Technomancer prestige class is not legal for play; Skills: all skills on page 5 are legal for play, except linguistics (Androffan);
Spells: all spells on pages 8–11 are legal for play, except irradiate, memory of function, and recharge.
Still pretty nifty.

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Medlance? If it's from the tech guide I think you'll need a cert?
AddRes 2014-08-11 wrote:
Archetypes: all archetypes on pages 12–13 are legal for play, except Cyber-Soldier and Techslinger;
Feats: all feats on pages 6–7 are legal for play, except craft cybernetics, craft pharmaceutical, craft technological arms and armor, and craft technological item;
Misc.: Androffan may not be chosen as a known language. It may only be acquired through a Chronicle sheet;
Prestige Class: the Technomancer prestige class is not legal for play; Skills: all skills on page 5 are legal for play, except linguistics (Androffan);
Spells: all spells on pages 8–11 are legal for play, except irradiate, memory of function, and recharge.
Still pretty nifty.
Yeah, I got one from one of the new scenarios.
I use a bandolier with iron vials so they don't break when I get hit or fall down. Maybe not THE fastest (not sure how long it takes really, I always fall back to use them) but you can hold like 5 or 6 of them that way.
Bandoliers don't have any mechanical benefit in pathfinder, it's still a move action that provokes an AoO. That being said, I do plan on having a lot of potions so it'd probably be better for flavor to have one for my character.

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Accelerated drinker trait (cheliax companion) if you can pick up that's trait, it's pretty awesome. Not sure if it is allowed in PFS haven't read that book in awhile.
Alternate racial trait: Prehensile Tail (have your tail hold your potion for when you need it). It replaces fiendish sorcery but well unless you planning to play a sorcerer, safe to drop.