PFS game changing items / spells from the ACG


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Just looking over the ACG and putting together a list of items or spells to be on the lookout for from the ACG. Hoping to get a gist of what to expect once these things start showing up in the game.

First thing that I expect to be an issue is the Ring of Elequence.
Giving every caster in the game access to slightly watered down Natural Spell feat for 3500GP is bad enough but giving every Familiar and Animal Companion the ability to speak and understand 4 languages (no matter it's Int) is really going to cause problems.
(Yes I know that most AC's don't have access to the ring slot normally but there are way to many ways to get around that issue long enough to get this item working for them)

Next is the Monstrification Staff is going to be on every melee alchemists list as soon as possible. 12,000GP seems like a lot but having access to a pretty much at-will Monstrous Physique spell at will with all the goodies that brings is pretty brutal. (There are enough forms out there with massive natural attacks and movements to make this an uber item).

As for Spells the Contingent action spells are going to be a problem. I fully expect every party melee'er to run around with half a dozen scrolls of Contingent action of charge X (where x is whatever name/creature type they expect to encounter). Since the target is limited to a standard action that falls under charge exception rule so it should work, otherwise it'll be a simple move.

charge wrote:
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.

Relatively free Pounce for everyone now at 150GP a pop but technically superior then normal pounce since it gives you an extra attack since you charge and attack off turn then full attack when your turn starts.

These are just the ones that jump out at me but I'm sure more of them are out there.
Do you all see any that will cause GM headaches?

Scarab Sages 4/5

Mathwei ap Niall wrote:

Just looking over the ACG and putting together a list of items or spells to be on the lookout for from the ACG. Hoping to get a gist of what to expect once these things start showing up in the game.

First thing that I expect to be an issue is the Ring of Elequence.
Giving every caster in the game access to slightly watered down Natural Spell feat for 3500GP is bad enough but giving every Familiar and Animal Companion the ability to speak and understand 4 languages (no matter it's Int) is really going to cause problems.
(Yes I know that most AC's don't have access to the ring slot normally but there are way to many ways to get around that issue long enough to get this item working for them)

Next is the Monstrification Staff is going to be on every melee alchemists list as soon as possible. 12,000GP seems like a lot but having access to a pretty much at-will Monstrous Physique spell at will with all the goodies that brings is pretty brutal. (There are enough forms out there with massive natural attacks and movements to make this an uber item).

As for Spells the Contingent action spells are going to be a problem. I fully expect every party melee'er to run around with half a dozen scrolls of Contingent action of charge X (where x is whatever name/creature type they expect to encounter). Since the target is limited to a standard action that falls under charge exception rule so it should work, otherwise it'll be a simple move.

charge wrote:
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.

Relatively free Pounce for everyone now at 150GP a pop but technically superior then normal pounce since it gives you an extra attack since you charge and attack off turn then full attack when your turn starts.

These...

I worry about Contingent Action abuse as well, but I don't think Pounce is one of them. The contingent action can only be a standard action, but the target is not limited from taking any of their other actions in the round, so they are not only limited to a standard action. But, yes, you should be able to have it trigger moving up to the enemy, then just full-attack them on your turn. Still, there are plenty of ways to make use of Contingent Action (and later Contingent Scroll) and stretch, if not break, action economy. I can think of one or two I might use myself, within reason.

Grand Lodge RPG Superstar 2012 Top 32

What would be a non-abusive use of contingent action/contingent scroll?

Shadow Lodge

Rod of Grasping Hexes, doubles the range of a hex. Only 3000gp, 3/day.

Huge deal for witches, who are usually stuck to a dangerous 30-foot range.

5/5 5/55/55/5

A shapeshifted non druid still needs

-Some way to manipulate a component
-some means of making the gestures

for the VAST majority of spells. Its really only good for scouting and still talking to your party.

4/5

Mathwei ap Niall wrote:

Just looking over the ACG and putting together a list of items or spells to be on the lookout for from the ACG. Hoping to get a gist of what to expect once these things start showing up in the game.

First thing that I expect to be an issue is the Ring of Elequence.
Giving every caster in the game access to slightly watered down Natural Spell feat for 3500GP is bad enough but giving every Familiar and Animal Companion the ability to speak and understand 4 languages (no matter it's Int) is really going to cause problems.
(Yes I know that most AC's don't have access to the ring slot normally but there are way to many ways to get around that issue long enough to get this item working for them)

Next is the Monstrification Staff is going to be on every melee alchemists list as soon as possible. 12,000GP seems like a lot but having access to a pretty much at-will Monstrous Physique spell at will with all the goodies that brings is pretty brutal. (There are enough forms out there with massive natural attacks and movements to make this an uber item).

As for Spells the Contingent action spells are going to be a problem. I fully expect every party melee'er to run around with half a dozen scrolls of Contingent action of charge X (where x is whatever name/creature type they expect to encounter). Since the target is limited to a standard action that falls under charge exception rule so it should work, otherwise it'll be a simple move.

charge wrote:
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.

Relatively free Pounce for everyone now at 150GP a pop but technically superior then normal pounce since it gives you an extra attack since you charge and attack off turn then full attack when your turn starts.

These...

Monstrification giving Monstrous Physique 3 times a scenario when they can cast the spell themselves isn't a big deal. Likely they could have cast it twice themselves, so I doubt it'll be a huge change from where they were at.

Given you can't ready a charge, you also couldn't use contingent action on this. 150 gold a scroll does seem cheap however for this relatively powerful action economy cheat, although a 3min/level duration means you'd have to have some foresight. You could have a readied action to move to an enemy if it looks hostile, which would get you adjacent to one for your full round.

The ring doesn't state that it gives you the ability to use spell completion/trigger items as natural spell and wild speech do.

Liberty's Edge 3/5

For the contingent charge idea, there's always Rhino Charge from the Sargava book.

Rhino Charge wrote:

Your charges are both violent and unpredictable.

Prerequisites: Power Attack, Improved Bull Rush, base attack bonus +5.

Benefit: You may ready a charge, though you may only move up to your speed on the charge.

Normal: Charging is a full-round action and allows you to move twice your speed.

I still don't think it's that big of a deal/open to abuse.

Dark Archive

David_Bross wrote:

Monstrification giving Monstrous Physique 3 times a scenario when they can cast the spell themselves isn't a big deal. Likely they could have cast it twice themselves, so I doubt it'll be a huge change from where they were at.

Given you can't ready a charge, you also couldn't use contingent action on this. 125 gold a scroll does seem cheap however for this relatively powerful action economy cheat, although a 3min/level duration means you'd have to have some foresight. You could have a readied action to move to an enemy if it looks hostile, which would get you adjacent to one for your full round.

The ring doesn't state that it gives you the ability to use spell completion/trigger items as natural spell and wild speech do.

Don't forget you can recharge the Staff by burning a few extracts of enlarge person. By the time an alchemist can afford this item the will have 1st level slots and Boro Beads to burn to make sure they can always use this power whenever they want.

As for the ring, theres nothing stating you lose the ability to use spell trigger/completion items when polymorphed either. The only restrictions are

polymorph wrote:
While in such a form, you cannot cast any spells that require material components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with somatic or verbal components if the form you choose has the capability to make such movements or speak, such as a dragon.

Being able to speak, move and manipulate items is all that's called for to cast a spell no matter the form. A Sorceror with this ring can cast any spell they want with at most a +1 level adjustment (if the spell had a somatic component) by taking Still spell or using any of the free ways of getting a metamagic feat.

Finally, Contingent Action. Remember all with the rules for charge since the recipient of this spell is restricted to a standard action by the rules of the spell instead of a Full action they CAN charge while under the effects of this spell.
Remember, this Contingent action happens outside of the targets turn so they can only take the readied action the spell provides. And per the rules for charge since they can only take that standard action partial charging is legal here.
And since contingency effects are immediate they can easily occur before initiative is rolled. Every important fight will begin with the melee in melee range with the opponent before initiative is even rolled.

Dark Archive

Mathwei ap Niall wrote:


Don't forget you can recharge the Staff by burning a few extracts of enlarge person. By the time an alchemist can afford this item the will have 1st level slots and Boro Beads to burn to make sure they can always use this power whenever they want.

I dont have the ACG but I am pretty sure it uses normal recharging rules, which requires 1 slot of the HIGHEST level spell in the staff, not the lowest per charge to a maximum of 1 charge per day (which considering it most likely uses 3 charges for that spell would not even give you enough charges to do it a 4th time in a 1 day scenario).

"Staves hold a maximum of 10 charges. Each spell cast from a staff consumes one or more charges. When a staff runs out of charges, it cannot be used until it is recharged. Each morning, when a spellcaster prepares spells or regains spell slots, he can also imbue one staff with a portion of his power so long as one or more of the spells cast by the staff is on his spell list and he is capable of casting at least one of the spells. Imbuing a staff with this power restores one charge to the staff, but the caster must forgo one prepared spell or spell slot of a level equal to the highest-level spell cast by the staff. For example, a 9th-level wizard with a staff of fire could imbue the staff with one charge per day by using up one of his 4th-level spells. A staff cannot gain more than one charge per day and a caster cannot imbue more than one staff per day."

Grand Lodge

Caderyn wrote:


I dont have the ACG but I am pretty sure it uses normal recharging rules, which requires 1 slot of the HIGHEST level spell in the staff, not the lowest per charge to a maximum of 1 charge per day (which considering it most likely uses 3 charges for that spell would not even give you enough charges to do it a 4th time in a 1 day scenario).

Monstrification Staff explicitly calls out that you can use 1 extract of enlarge person to restore a charge or 1 extract of monstrous physique I to restore 3 charges.


Pummeling charge and pummeling style I expect to get errata or become a mandatory feat tree for barbs/fighters/full BAB characters. For PFS less so but still.

Additionally summon evolved monster just does more damage than superior summons until very high levels (9th). It also stacks. Strangely the only one not banned.

Reckless rage is also a straight +1 progression on PA.

As for spells while not game changing greater stunning barrier is INCREDIBLY strong as written. It doesn't force saves/level. It forces STUNS/Level. Meaning it lasts for rounds/level or until it has denied your level of actions. That's VERY strong. Even dragons can roll a 1 on 6 attacks now and then and since the condition is STUNNED it's effectively DEAD since it's stunned adjacent to a character who can coup it.

5/5 5/55/55/5

Stunned

A stunned creature drops everything held, can't take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any).

Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent.

*headscratch* I don't see how you're getting a coup de grace out of that.

Shadow Lodge

A creature must have the helpless condition for you to be able to use a coup de grace on them. As BNW quoted, the stunned condition does not include applying the helpless condition.

Sczarni 5/5 5/55/5

Pathfinder Starfinder Society Subscriber

I'm looking forward to grabbing the feat that lets you apply a 1pt evolution to a summoned monster. I think that'll become a must-have feat for Druids and Summoners.

5/5 5/55/55/5

Doesn't work for druids. The evolution only works on summon monster.

Sczarni 5/5 5/55/5

Pathfinder Starfinder Society Subscriber

Oh. Derp. Indeed.

Well, my Summoner is definitely taking it, at least. Although not until level 9 (and he's only 2 right now).

4/5

Mathwei ap Niall wrote:


Finally, Contingent Action. Remember all with the rules for charge since the recipient of this spell is restricted to a standard action by the rules of the spell instead of a Full action they CAN charge while under the...

Wrong, You can't charge with a readied action, which is what the spell gives you. There is a feat posted earlier that will get you around this.

Otherwise people would ready charges all the time, since its really good!


Evolved summon monster will be game changing to the extent it adds to table time. I also see it as a potential point of contention regarding what evolutions can be added to what summons. I mean, I intend to use it and pre-incorporate the evolutions but you know everyone won't. At least the way it stacks it gives multiple 1 point evolutions and doesn't give access to higher evolutions.


BigNorseWolf wrote:

Stunned

A stunned creature drops everything held, can't take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any).

Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent.

*headscratch* I don't see how you're getting a coup de grace out of that.

I stand corrected I was thinking of sleep (Which does cause helpless).

Quote:
Evolved summon monster will be game changing to the extent it adds to table time. I also see it as a potential point of contention regarding what evolutions can be added to what summons. I mean, I intend to use it and pre-incorporate the evolutions but you know everyone won't. At least the way it stacks it gives multiple 1 point evolutions and doesn't give access to higher evolutions.

It needs to be banned on power level alone. It's comparable to superior summons but you can take multiple instances of the feat and it starts at the level you get the summons. My example is adding claws to elemental or gore to tigers.

The feat needs to be banned for both power and time consumption reasons. Please.

Grand Lodge RPG Superstar 2012 Top 32

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I think it's funny just how often "list of broken things" threads turn out to mostly be "list of things whose mechanics I don't understand" threads. :)

3/5

Undone wrote:


It needs to be banned on power level alone. It's comparable to superior summons but you can take multiple instances of the feat and it starts at the level you get the summons. My example is adding claws to elemental or gore to tigers.

The feat needs to be banned for both power and time consumption reasons. Please.

Really? It needs to be banned because you can give a pouncing summoned creature a single extra attack with it? This seems like a very skewed idea of acceptable power level to me. Sure it can be taken early on, but a) that delays your progression up the other summoning feat tree(s), and b) for most non-summoners summoned monsters are of questionable use at the lowest levels due to short duration (if nothing else). And of course, at low levels you're not summoning pouncing creatures anyhow.

Superior summons seems much more powerful if you're using attacks/round as your measuring stick. Superior summons requires multiple feats to get to. If you want to use Superior summons AND this... well then I'd agree perhaps that there's a balance issue if the evolution was granted to each summoned creature, but of course it's not... just to 1 individual.

Is it a good feat? Yes. But it's good because of it's flexibility, not it's power level.

As for time consumption, this is no more time than using Evolution Surge spells. The same rules apply to any summoner (or polymorpher)... preparation is best, and familiarity with the rules and your options are best. But the extra time is minimal, and likely not much different than that which is already needed in the circumstances I mentioned. I propose that this is a player and moderator responsibility issue, not one to be solved via BanHammer.

Maybe it's because of the success of the Peacock and Feinting Cape threads in getting bans that people are getting Ban-Happy, but there is a time and place for banning, and that is a rarity for the most broken/confusing/problematic elements of the game (such as guaranteed, automatic daze-locks).

Scarab Sages 4/5

Where I see Contingent Action being most useful is for things like casting it at the start of a dungeon crawl with instructions like "When I take out the blue potion, drink it." Now, suddenly, drinking a potion becomes a move action instead of a move plus a standard. Combine it with Accelerated Drinker, and you could have one potion out, drink it as your swift, draw another potion, drink it with the contingent action, then attack or move up or whatever.

Is that broken or abusive? I don't know. I do think it's good they limited the classes with access to it. My reach Cleric would definitely like the ability to get three buff spells off in a round: Swift action drink a potion of Long Arm using Accelerated Drinker (walk around with it in hand), Move to take out Potion of Enlarge Person, Contingent drink it, Standard to cast Divine Favor, 5-foot step forward with 30-40 foot reach with a longspear and wait for the mooks to charge. If the spell were on the Cleric list, that would be a no-brainer. Is it worth a 150gp scroll with only a 3 minute duration and two 50gp potions? Maybe not.

My Warpriest/Oracle actually could get access to it through Ancient Lorekeeper, which would open up three buff spells in a round (using one potion) as well when combined with Fervor.

It's also good they limited the duration, but it's low enough level a Lesser Rod of Extend Spell is an option. By around 5th level, you can generally guess when you're within 10 minutes of an encounter.

I don't think it's ban worthy, but I don't think we've seen the most inventive uses of it yet, either. It's definitely a spell I'll consider picking up with my Bard just for its utility.

If I'm misunderstanding and drinking a potion falls under casting a spell, then of course this doesn't apply. But drinking a potion (and using a wand, for that matter) is specifically not considered casting a spell in other areas.


Jiggy wrote:
I think it's funny just how often "list of broken things" threads turn out to mostly be "list of things whose mechanics I don't understand" threads. :)

Yeah that is quite on track.

Grand Lodge RPG Superstar 2012 Top 32

Ferious Thune wrote:
Is that broken or abusive? I don't know. I do think it's good they limited the classes with access to it. My reach Cleric would definitely like the ability to get three buff spells off in a round: Swift action drink a potion of Long Arm using Accelerated Drinker (walk around with it in hand)

Perhaps I'm misremembering, but I believe AccDr makes drinking a potion of move action, not a swift action.


Accelerated Drinker: You know how to drink a potion
efficiently, such as by not using your hands, tossing it
in the air and catching it in your mouth, or opening it
with your teeth. You may drink a potion as a move action
pinstead of a standard as long as you start your turn with
the potion in your hand.

Grand Lodge RPG Superstar 2012 Top 32

Thanks, that's what I thought.

Scarab Sages 4/5

Jiggy wrote:
Thanks, that's what I thought.

Yeah, sorry, my bad. I knew that and just spaced out for a minute. A Tiefling could pull off what I described using a swift action from his/her tail to retrieve a potion and trigger the contingent action. My cleric is not a Tiefling. That's probably corner enough of a case not to have a big impact, especially since Tieflings are no longer legal to create.

Depending on the interpretation of it, if activating a Wand doesn't qualify as Casting a Spell, then it would also work with a Spring-loaded Wrist Sheath (or a Vanishing sheath or Gloves of Storing). You'd have to have the Potion of Enlarge Person in hand instead of Long Arm. Drink Enlarge Person as a Move using Accelerated Drinker, Swift action to draw a Wand, Contingent to activate the Wand (using UMD for a Cleric), Standard to cast Divine Favor.

Here is the FAQ about "casting a spell" and wands.

EDIT: I went ahead and created THIS THREAD on the Rules Forum to try to clarify whether potions, scrolls, staves, and wands can be part of a contingent action.

4/5

Don't get my earlier posts in this thread wrong, the action economy of this spell is absolutely nuts. As simple a readied action as if there are no enemies within range of me at the start of my turn I move to the nearest enemy gives you a full attack for the price of 150 gold for the next 3 minutes, when instead you would have had to charge. I think it shouldn't be allowed in PFS because it makes that gap between tactical wargammers and casual PFS players grow even wider (not that it was a small gap before the ACG came out).

There is nothing that states you can't use magical items, essentially duplicating a 6th level spell with a 2nd level spell, for the cost of an expendable. I think including the text using a spell trigger item, spell-like ability , or spell completion item should have been included along with spell or supernatural ability, but it was not. I think potions were probably a design choice (hey if I get low on health, my contingent action goes off and I drink this potion of cure moderate wounds.

4/5 5/5 Venture-Agent, Minnesota—St. Louis Park aka BretI

Will contingent action allow a cleric to get out a scroll, move to an ally, and use the Breath of Life scroll on them?

Grand Lodge

Remember: contingent action's casting time is 1 minute. So pulling out a scroll of contingent action would be pretty silly.

Granted, one could do this right before a combat, subject to the spell's relatively short duration, but that only grants a SINGLE additional action -- at which point the spell is discharged. I don't really think it's all that overpowered as such. Many equivalent scrolls, such as a scroll of flaming sphere, grant similar or greater damage output.

BretI wrote:
Will contingent action allow a cleric to get out a scroll, move to an ally, and use the Breath of Life scroll on them?

Yes, if the contingent action is to pull out the scroll when somebody dies and you happen to be within a move of the body.

Scarab Sages 4/5

BretI wrote:
Will contingent action allow a cleric to get out a scroll, move to an ally, and use the Breath of Life scroll on them?

Yes, it appears as though it will, with a contingent action something like, "If I move next to an ally while holding a scroll of Breath of Life, activate the scroll." or "If I take out a scroll of Breath of Life, activate the scroll." Then you could move and touch them like normal to deliver the held charge. Or even something as simple as "If an ally goes negative, take out a Scroll of Breath of Life." If you have Deathwatch up, you could even specify "If an ally dies..."

The wording requirement creates the potential for a lot of "Gotchas" from a GM who wants to be difficult about it, though. Hopefully that won't be a big problem. I suspect much like with Spring-loaded Wrist Sheaths, the more players who try to stretch the limits of the spell, the more GMs will be difficult about it. I would expect, if you use this spell, to be asked to show your copy of the ACG in much the same way GMs ask to see the Adventurer's Armory for the Spring-loaded Wrist Sheath.

4/5 5/5 Venture-Agent, Minnesota—St. Louis Park aka BretI

Sounds less questionable than the spring loaded wrist sheath, as there is reason to question if you can put a scroll in a wrist sheath.

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

I am just wondering how many melee builds we are going to start seeing with Believer's Boon + Growth Sub-Domain. Now you don't have to take a level dip into cleric to become Giant Man/Indian Chief.

3/5

David_Bross wrote:


There is nothing that states you can't use magical items, essentially duplicating a 6th level spell with a 2nd level spell, for the cost of an expendable. I think including the text using a spell trigger item, spell-like ability , or spell completion item should have been included along with spell or supernatural ability, but it was not. I think potions were probably a design choice (hey if I get low on health, my contingent action goes off and I drink this potion of cure moderate wounds.

It lasts 1 minute/level.... that's quite a lot different than Contingency's 1 day/level in usefulness.

I'm pretty sure that using a spell-like ability would be included with the spell wording (which is presumably why supernatural abilities were called out in addition to spells, spell-like abilities are already covered). I'd need to look into it, but Spell Completion items almost certainly count under the casting wordage as well. Potions and Item Activation (First Aid Gloves, anyone?) should be useable. I'm unsure about Spell trigger, but I think wands are less likely to break this spell than scrolls anyhow.

Sovereign Court

We should be cautious about making topics like this because we talk about things that don't really need to be banned, and it makes it harder to filter out things that objectively do need to be banned.

4/5

Objectively cape of feinting was terrible and needed to be banned. At the very least it should have had a save, and required spending panache to use (or the cape's own 3x/day limitation).

This is something that is fairly powerful, but I'm not sure it needs to be banned. To put it in perspective the quick runner s$&@ was banned for doing the exact same thing* for 1000 gold per day per use, versus 150 gold for a 1 time use that you have to spend a minute preparing for, and lasts 3 minutes.

* By exact same thing I mean cheating action economy.

Grand Lodge RPG Superstar 2012 Top 32

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David_Bross wrote:
Objectively cape of feinting was terrible and needed to be banned.

Spoiler'd for derail:
No, objectively it offered the possibility of a stun lock. Subjectively, a stun lock is something that is "terrible and needs to be banned".

I speculate that this community would be a far better place (and have far nicer debates) if gamers would accept that difference and own their opinions.

But that's just my subjective opinion on the matter. ;)

Sovereign Court

I can live with that.


For druids,

Animal Soul allowing Animal Growth and Atavism on your druid. Brutal.

Improved Share Spells. One cast and divide the duration +extend rod

Silver Crusade 5/5 5/55/5 Venture-Captain, Germany—Bavaria

Surtyr wrote:

For druids,

Animal Soul allowing Animal Growth and Atavism on your druid. Brutal.

Improved Share Spells. One cast and divide the duration +extend rod

Animal Soul is already banned in PFS, according to the additional resources page... and now I know why.^^

Silver Crusade

Don't forget the cheaper resurrection. Raise Animal Companion costs 4k less than Raise Dead.

3/5

Jiggy wrote:
David_Bross wrote:
Objectively cape of feinting was terrible and needed to be banned.
** spoiler omitted **

Objectively.... it was a daze-lock. ;)

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

DrakeRoberts wrote:
Jiggy wrote:
David_Bross wrote:
Objectively cape of feinting was terrible and needed to be banned.
** spoiler omitted **
Objectively.... it was a daze-lock. ;)

Are you sure that wasn't "Technically... it was a daze-lock?"

Venture-Captain, Germany–Hannover aka Hayato Ken

That´s a pretty cool item and ability. I really like the flavor and roleplay opportunities it offers! Also it´s quite useful in combat for non casters.
It should really be limited somehow though. 1/combat, 1/foe or something like that. Untill then, it´s better removed^^

3/5

1 person marked this as a favorite.
trollbill wrote:
DrakeRoberts wrote:
Jiggy wrote:
David_Bross wrote:
Objectively cape of feinting was terrible and needed to be banned.
** spoiler omitted **
Objectively.... it was a daze-lock. ;)
Are you sure that wasn't "Technically... it was a daze-lock?"

Yes.

Grand Lodge

1 person marked this as a favorite.

Hex users might find the spell Hex Vulnerability of some interest. I like the idea of using it to get multiple uses of a healing hex on allies.

5/5 5/55/55/5

Swordmaster's flare Blue Scarf: The user can spend 1 panache point as a swiftaction to increase her melee reach with light or one-handed
piercing weapons by 5 feet for 1 minute.

Since swashbucklers have high dexterities, combat reflexes for parries and a buckler or less in the other hand anyway, this turns them into reach fighters, and pretty deadly against charging mooks.

The swashy moves up, turns on the scarf, whacks someone. The mooks move up , draw aoos, attack, and one of them gets parry/riposted.


Sebastian Hirsch wrote:
Surtyr wrote:

For druids,

Animal Soul allowing Animal Growth and Atavism on your druid. Brutal.

Improved Share Spells. One cast and divide the duration +extend rod

Animal Soul is already banned in PFS, according to the additional resources page... and now I know why.^^

Oh the pain!

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