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Carry a pot of dirt, and stand in that. You are standing on earth, even if it's on a boat. Put it on the wizards floating disk, and you can heal while they play taxi service.
I'd imagine that you'd have a lot of variation in that actually working, since a pot of dirt isn't actually connected to the earth to draw power from it. I like the thought though.

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@BartonOliver: Haste, for just one you listed, is a rounds per level spell, so the odds of getting it to last for two fights is very low. I have seen it done, once, in a PFS game, but it was high level (for PFS), and the Haste didn't last through the second combat, just for a couple of rounds at the beginning.
Minute per level spells are not going to last very long at low level, anyhow, and the higher level PCs frequently have a lot of alternatives for healing. The boots are good at middle levels, or when there is plenty of down time between encounters, like certain modules.
10 minutes per level spells are usually what the party is paying most attention to, since they are usually high enough level to be limited in access, while having a duration long enough to get multiple encounters in.
After all, something to think about pairing wiht the boots would be some pearls of power of appropriate levels, so that the mid-length buffs can be pulled back in for prepared casters....

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@BartonOliver: Haste, for just one you listed, is a rounds per level spell, so the odds of getting it to last for two fights is very low. I have seen it done, once, in a PFS game, but it was high level (for PFS), and the Haste didn't last through the second combat, just for a couple of rounds at the beginning.
Minute per level spells are not going to last very long at low level, anyhow, and the higher level PCs frequently have a lot of alternatives for healing. The boots are good at middle levels, or when there is plenty of down time between encounters, like certain modules.
10 minutes per level spells are usually what the party is paying most attention to, since they are usually high enough level to be limited in access, while having a duration long enough to get multiple encounters in.
After all, something to think about pairing wiht the boots would be some pearls of power of appropriate levels, so that the mid-length buffs can be pulled back in for prepared casters....
Yes, I know haste is rounds/level - I was thinking of common buffs off the top of my head and listed it.(and yes I've seen it done too, but no it is not common).
Minute per level spells at low level are generally only 1 combat so downtime isn't really a concern anyway. Modules are a completely different argument, that I'm really not getting into.
Middle level healing - percentage of total hit points has as many options as any other level (until you have Heal at minimum 11th level). The absolute earliest you could buy the boots is 4th level (due to fame). And at that point most characters don't have a lot of gp to be throwing around since you're likely to be looking at a stat belt/headband (while making about 3k/scenario). As well as enchanting armor/weapons. The most notable exceptions being arcane casters (who since they are likely to be moving less in combat meet and thus meet my situationally awesome condition from above) and monks. Now you're probably looking (for an average expenditure character) at least level 5 before they can realistically expect to buy the boots. (Ignoring any other purchases like cloaks, Clear Spindle Ioun Stones, and a number of other purchases many would be making at or around this level) At what point do we consider them high level? 7th level scenario-wise, 9th since now they can only play 7-11's. It's a fairly small niche, and the area in the game where gold versus fame is the biggest issue IMO.
10 minute per level spells, buy the time we are buying the boots we're looking at nearly an hour duration, in a lot of scenarios that's enough for the entire thing (if you're not stopping to spend minutes to tens of minutes with everyone standing stock still), let alone at least a couple of fights.
And pairing the boots with pearls of power, is fine if you are buying them as an arcane caster (see exception above anyway), but for anyone else they are functionally increasing the price of the boots. Which already cost a lot per hit point healed (compared to simply using a wand, let alone buying wands with PP, which have no functional way to convert to GP anyway, (for martials, casters can use PP super efficiently)). (For 4500 gold you could buy 6 wands of infernal healing (3k HP) or cure light (taking average rolls for healing 1650 HP), oh and you have 500 gp leftover for something else) Making the break even pretty high on the investment.
Are they cool? Yes. Are they functional? Yes. Are they good? Debatable, IMO. Are there situations where they shine? Yes. Are there situations where they don't work well? Yes. Which situation are you in more often? I don't know for everyone this depends on your play group/style. (My personal experience tends towards the buffs outweighing the fast healing, but I'm sure others have the opposite experience) I was simply listing the downside to the Boots.

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DesolateHarmony wrote:What about the timer on 1-minute per level bufs?I'm intrigued by what you're getting at and wish to know more. If there IS indeed a factor that limits the boots from keeping everyone topped off between each fight I'd love to know it.
BartonOliver already explained much of my point, but I have a couple of examples and further explanation.
In my area, mid-level PFS (6-9th level) we rarely count the 10-minute per level buffs on a timer. Most of the time they are on for one area being explored. (Special situations in scenarios may change that). Round per level spells really only last for one combat, so they don't often matter in-between. The 1-minute per level buffs are the ones for which people push to get to the next fight.
I have never been able to get my wizard with Fast Study to be able to prepare a situationally potent spell, due to the rest of the group wanting to hurry. It only takes him a minute.
People also chafe at the time it takes to heal up after a fight at that level. Either it takes a round per point of damage with infernal healing, which can be several minutes, or it takes one fifth of that time from cure light wounds (on average). More powerful healing makes that go significantly faster, but I've only seen my life oracle able to pump out that much healing often.
The boots would require just as much time as infernal healing, with someone standing still the whole time. Likely, it would be the life oracle with Life Link. It takes a long time.

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Dhjika wrote:Potion Sponge (for things like Monkey Fish, or Touch of the Sea) as many GMs say you cannot drink potions underwater.I can't imagine many GMs would say you CAN drink a potion underwater. Makes no sense in a real life way of looking at things.. and if you don't subscribe to that paradigm it makes no sense from a rules sense if the entire point of potion sponges is that they CAN be consumed underwater.
Potions sponges solved a problem that didn't exist. Prior to their being published there was nothing stopping a character from drinking a potion underwater.

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Rather than a general gear list, let's keep it focused on real "game changers" and things that will keep you up in a scenario, and under $5000(GP).
format - item name, price($ or GP), "("slot")", source, description(short).
some collected responses -
Potion of Rmv Blindness $750 (none) CRB std to drink and remove condition. Expensive but can beat waiting for the cure.
Hex Nail $20 (none) ReignWinterPlyrGuide +2 rst all sv hexs, spels, SLA, SU of fey, hags, witches [1 use]. Circumstantial before you get a Cloak +2 $3000 (shoulders) CRB.
Potion Sponge $2 (none) ARG container that works underwater but Full r actn to drink [1 use]. Suitable for potions of Monkey Fish 1 ACG, Touch of the Sea 1 APG, Air Bubble 1 UC {lets you drink potions}, Cure Lgt Wnd 1 CRB (or you could use a waterskin(sm) $1 and argue about it).
Boots of the Earth $5000 (feet) InrSeaGods move actn to start, while standing and unmoving "draw strength form the earth"{ed: on earth or unworked stone permanently affixed to the ground, see Soften Earth} gain Fast Healing 1, +4 CMD vs bull rush/reposition/trip. Not bad, but not cheap either, best for a fighter/barbarian type on guard duty on land.

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Boots of the Earth $5000 (feet) InrSeaGods move actn to start, while standing and unmoving "draw strength form the earth"{ed: on earth or unworked stone permanently affixed to the ground, see Soften Earth} gain Fast Healing 1, +4 CMD vs bull rush/reposition/trip. Not bad, but not cheap either, best for a fighter/barbarian type on guard duty on land.
It would take me about 36 minutes to fully recover from 1 HP to full with those boots.
If I was raging it would be about 42 minutes.
My rage only lasts 4 and 1/2 minutes.
I conclude these boots to be bad for me.

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Can't be bothered to find and look up in ISG, but in the Archive of Nethys version linked to, nothing actually specifies you have to be in contact with earth?
As a move action, the wearer can plant her feet and draw strength from the earth, gaining fast healing 1
Nothing says that you can't plant your feet on a ship and still gain strength from the earth? It could be said, but on the same reasoning you could argue that a cleric draws spells from their gods, and as such has to be touching them to do so.

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Butterfly Net -- Ultimate Equipment Page 60
This allows you to entangle a swarm. For 5 gold pieces.
"You can also use a butterfly net to capture Fine or Diminutive creatures as if it were a net (weapon), though you don’t need to re-fold the butterfly net if you miss, and you use the handle of the butterfly net like you would the rope of a net weapon."
It might get a few of the swarm, but entangling a whole swarm is out imo.

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Cubed wrote:It might get a few of the swarm, but entangling a whole swarm is out imo.Butterfly Net -- Ultimate Equipment Page 60
This allows you to entangle a swarm. For 5 gold pieces.
"You can also use a butterfly net to capture Fine or Diminutive creatures as if it were a net (weapon), though you don’t need to re-fold the butterfly net if you miss, and you use the handle of the butterfly net like you would the rope of a net weapon."
Yeah, while a swarm can be made up of fine or diminutive creatures, the swarm itself is usually a large creature. So, I don't think this would work.

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Yeah, while a swarm can be made up of fine or diminutive creatures, the swarm itself is usually a large creature. So, I don't think this would work.
While a swarm of diminutive creatures might take up a 10'x10' space, it's still a diminutive creature. For an example, here's the size line from the spider swarm: "N Diminutive vermin (swarm)"

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Staff of Entwined Serpents
Yeah, this is my favorite of the newer items. At will Magic Missles.
I have a Staff Magus with the Wand Wielder arcana that uses this in Spell Combat any time she doesn't have anything better to cast.

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Can't be bothered to find and look up in ISG, but in the Archive of Nethys version linked to, nothing actually specifies you have to be in contact with earth?
Quote:As a move action, the wearer can plant her feet and draw strength from the earth, gaining fast healing 1Nothing says that you can't plant your feet on a ship and still gain strength from the earth? It could be said, but on the same reasoning you could argue that a cleric draws spells from their gods, and as such has to be touching them to do so.
I was wondering the same thing. Is there anything stated anywhere that says you have to be in contact with a natural and unworked surface or material? Unless there's a blog post somewhere about this, there are enough cases using this phrasing to suggest that this is how it works.

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azothath wrote:Rather than a general gear list, let's keep it focused on real "game changers" and things that will keep you up in a scenario, and under $5000(GP).
format - item name, price($ or GP), "("slot")", source, description(short).
some collected responses -
...
Boots of the Earth $5000 (feet) InrSeaGods move actn to start, while standing and unmoving "draw strength form the earth"{ed: on earth or unworked stone permanently affixed to the ground, see Soften Earth} gain Fast Healing 1, +4 CMD vs bull rush/reposition/trip. Not bad, but not cheap either, best for a fighter/barbarian type on guard duty on land.
The rule thread might be the place to hash this out. To be honest things like this pop up now and again where the meaning of a word is rather fuzzy as it has multiple meanings. I posted what I thought was a conservative (aka safe) reading of the item, and if you do that you probably won't have any questions from the GM as you can point to the Soften Earth spell for what "Earth" means. I don't think anyone would argue that unworked stone would also qualify. Often "earth" means dirt in the D&D context. I'm not saying the GM wouldn't let it work on a paved road (worked stone) or in other circumstances (standing on an earth elemental). I agree that just going by the requirements, the boots should work anywhere, the problem is in the item description and often that is critical. This just isn't the thread to work that out.

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Can't be bothered to find and look up in ISG, but in the Archive of Nethys version linked to, nothing actually specifies you have to be in contact with earth?
Quote:As a move action, the wearer can plant her feet and draw strength from the earth, gaining fast healing 1Nothing says that you can't plant your feet on a ship and still gain strength from the earth? It could be said, but on the same reasoning you could argue that a cleric draws spells from their gods, and as such has to be touching them to do so.
You know, I re-checked a couple of things, and I may have mixed up a bit of the wording from Boots of the Earth, and Boots of Earth Root about how specifically you need to plant your feet. But even so, I would guess there would be at minimum table variation. An example of another person saying the same thing

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Cao Phen wrote:Staff of Entwined SerpentsYeah, this is my favorite of the newer items. At will Magic Missles.
I have a Staff Magus with the Wand Wielder arcana that uses this in Spell Combat any time she doesn't have anything better to cast.
Unfortunately, the Quarterstaff of Entwined Serpents is a Quarterstaff that has Magic Missile enabled as a Command Word. If it had charges like the Staff of Minor Arcana, then you can use it via Spellstrike. Because command words take a Standard Action to use, it is not applicable for Spellstrike.

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pH unbalanced wrote:Unfortunately, the Quarterstaff of Entwined Serpents is a Quarterstaff that has Magic Missile enabled as a Command Word. If it had charges like the Staff of Minor Arcana, then you can use it via Spellstrike. Because command words take a Standard Action to use, it is not applicable for Spellstrike.Cao Phen wrote:Staff of Entwined SerpentsYeah, this is my favorite of the newer items. At will Magic Missles.
I have a Staff Magus with the Wand Wielder arcana that uses this in Spell Combat any time she doesn't have anything better to cast.
Here's the ability he's using:
Wand Wielder (Su)
Benefit: The magus can activate a wand or staff in place of casting a spell when using spell combat.
It says activate a staff, which is what you're doing.

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There is one last point I'll add to the "time sink out of combat" argument on the Boots of the Earth. Regardless of whether buffs are up or not, VERY frequently there is some mission criterion that is time sensitive. Oh, is that kidnapped lady being tortured? I'm sure she'll understand if I just stand here, less than a mile away, for half an hour.

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There is one last point I'll add to the "time sink out of combat" argument on the Boots of the Earth. Regardless of whether buffs are up or not, VERY frequently there is some mission criterion that is time sensitive. Oh, is that kidnapped lady being tortured? I'm sure she'll understand if I just stand here, less than a mile away, for half an hour.
That's true, and obviously in times like that even the ever popular wands of Infernal Healing aren't any better. But the times where you can't take a few minutes between fights are quite few and far between. I'd say that the times where you have to do everything as fast as possible are corner cases rather than the norm.
You're often taking 30+ minutes anyway between fights when you "take 20" to search entire rooms. Saying "I take 20" is about the same thing as "I don't care if my minutes per level buffs wear off".
At any rate, I'll quibble with the logic upthread about the boots not working if you move:
round 1: Move action 1, put on boots. Move action 2, activate fast healing.
round 2: heal 1. Move action 1: do whatever. Move action 2: reactivate fast healing.
round 3: heal 1. Move action 1: do whatever. Move action 2: reactivate fast healing.
etc.

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At any rate, I'll quibble with the logic upthread about the boots not working if you move:
round 1: Move action 1, put on boots. Move action 2, activate fast healing.
round 2: heal 1. Move action 1: do whatever. Move action 2: reactivate fast healing.
round 3: heal 1. Move action 1: do whatever. Move action 2: reactivate fast healing.etc.
I think the last line of the item's description covers that. I've bolded it below.
These sturdy leather dwarven boots have soles made of thick gray marble. As a move action, the wearer can plant her feet and draw strength from the earth, gaining fast healing 1 and a +4 bonus to CMD to resist bull rush, repositionApg, and trip combat maneuver attempts. These effects end if the wearer moves or is moved, knocked prone, or rendered unconscious.
If you are just standing there healing while others are searching, you better at very least be on guard for anything approaching. If you can't move from your current location, you aren't going to be able to effectively search a lot of areas.

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Cao Phen wrote:pH unbalanced wrote:Unfortunately, the Quarterstaff of Entwined Serpents is a Quarterstaff that has Magic Missile enabled as a Command Word. If it had charges like the Staff of Minor Arcana, then you can use it via Spellstrike. Because command words take a Standard Action to use, it is not applicable for Spellstrike.Cao Phen wrote:Staff of Entwined SerpentsYeah, this is my favorite of the newer items. At will Magic Missles.
I have a Staff Magus with the Wand Wielder arcana that uses this in Spell Combat any time she doesn't have anything better to cast.
Here's the ability he's using:
Quote:It says activate a staff, which is what you're doing.Wand Wielder (Su)
Benefit: The magus can activate a wand or staff in place of casting a spell when using spell combat.
The Quarterstaff of Entwined Serpents is not a 'wand or staff' - it falls in the Magic Weapons section of Inner Sea Gods, and does not require Craft Staff to create.
It also lacks the CL8 that is required of magical staves.

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Le Petite Mort wrote:There is one last point I'll add to the "time sink out of combat" argument on the Boots of the Earth. Regardless of whether buffs are up or not, VERY frequently there is some mission criterion that is time sensitive. Oh, is that kidnapped lady being tortured? I'm sure she'll understand if I just stand here, less than a mile away, for half an hour.That's true, and obviously in times like that even the ever popular wands of Infernal Healing aren't any better. But the times where you can't take a few minutes between fights are quite few and far between. I'd say that the times where you have to do everything as fast as possible are corner cases rather than the norm.
You're often taking 30+ minutes anyway between fights when you "take 20" to search entire rooms. Saying "I take 20" is about the same thing as "I don't care if my minutes per level buffs wear off".
At any rate, I'll quibble with the logic upthread about the boots not working if you move:
round 1: Move action 1, put on boots. Move action 2, activate fast healing.
round 2: heal 1. Move action 1: do whatever. Move action 2: reactivate fast healing.
round 3: heal 1. Move action 1: do whatever. Move action 2: reactivate fast healing.etc.
I am compelled to jump in here...
You can't "Take 20 to search entire rooms" - as there is no such skill as search. You CAN Take 20 on a Perception check - which takes 1 minute (20 times as long as one Perception check, which is a move action).Doing so will net you what you can perceive from your current location (ie: most likely NOT such things as the contents of a book on the shelf, the items in a drawer, what's written on the back of the note on the table 10 feet away....).
A search is NOT a Perception check - to treat it as such (which many authors and judges and even players do) leads to many mis-understands and some bad feelings.
while a good search of something (a room or even my pocket) might take one or more perception skill checks - it might not. This is often a judges call...
sorry - just needed to jump into that... return to your regularly scheduled discussion

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I think the last line of the item's description covers that. I've bolded it below.
Inner Sea Gods, pg. 261, Boots of the Earth (Torag) wrote:. These effects end if the wearer moves or is moved, knocked prone, or rendered unconscious.If you are just standing there healing while others are searching, you better at very least be on guard for anything approaching. If you can't move from your current location, you aren't going to be able to effectively search a lot of areas.
If you had previously activated the fast healing, you get that healing at the start of your turn. It doesn't matter if you move now.. so long as you don't move more than one move action's worth. Spend your 2nd move action to REactivate the healing, and you'll heal again at the start of your successive round.. and in effect you keep infinitely fast healing so long as you don't go faster than half speed.

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BretI wrote:
I think the last line of the item's description covers that. I've bolded it below.
Inner Sea Gods, pg. 261, Boots of the Earth (Torag) wrote:. These effects end if the wearer moves or is moved, knocked prone, or rendered unconscious.If you are just standing there healing while others are searching, you better at very least be on guard for anything approaching. If you can't move from your current location, you aren't going to be able to effectively search a lot of areas.If you had previously activated the fast healing, you get that healing at the start of your turn. It doesn't matter if you move now.. so long as you don't move more than one move action's worth. Spend your 2nd move action to REactivate the healing, and you'll heal again at the start of your successive round.. and in effect you keep infinitely fast healing so long as you don't go faster than half speed.
So, no actions, just stand there and you get your fast healing. If you want to move, it takes a move action per round to get your fast healing on the next round. Very interesting. One can plod along, healing just fine, but not doing anything else.

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Note that using both your actions for long periods of time causes fatigue via the hustle rules.
Hustle
A hustle is a jog (about 6 miles per hour for an unencumbered human). A character moving his speed twice in a single round, or moving that speed in the same round that he or she performs a standard action or another move action, is hustling when he or she moves.
Hustle
A character can hustle for 1 hour without a problem. Hustling for a second hour in between sleep cycles deals 1 point of nonlethal damage, and each additional hour deals twice the damage taken during the previous hour of hustling. A character who takes any nonlethal damage from hustling becomes fatigued.

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Jeff Merola wrote:Cao Phen wrote:pH unbalanced wrote:Unfortunately, the Quarterstaff of Entwined Serpents is a Quarterstaff that has Magic Missile enabled as a Command Word. If it had charges like the Staff of Minor Arcana, then you can use it via Spellstrike. Because command words take a Standard Action to use, it is not applicable for Spellstrike.Cao Phen wrote:Staff of Entwined SerpentsYeah, this is my favorite of the newer items. At will Magic Missles.
I have a Staff Magus with the Wand Wielder arcana that uses this in Spell Combat any time she doesn't have anything better to cast.
Here's the ability he's using:
Quote:It says activate a staff, which is what you're doing.Wand Wielder (Su)
Benefit: The magus can activate a wand or staff in place of casting a spell when using spell combat.
The Quarterstaff of Entwined Serpents is not a 'wand or staff' - it falls in the Magic Weapons section of Inner Sea Gods, and does not require Craft Staff to create.
It also lacks the CL8 that is required of magical staves.
Huh. So it is. I'd never noticed that before. Now I feel bad.
Shouldn't they have named it "Quarterstaff of Entwined Sepents" instead of "Staff of Entwined Serpents"?

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Wraith235 wrote:the scroll in a spring loaded sheath is very much a YMMV as has been covered extensively elsewhere
I know of a table at paizocon that it came up at and the GM Ruled against it ... cost a PC the res / resto costs
That can happen and the GM should bring it up if he's aware before you use it. That way the players can adjust before there are any surprises.
With Breath of Life you need a Draw, a Move to target, and then cast spell (touch). So the item must be out or you need a way to Draw it as a Free or Swift actn.
Usual methods are;
Handy Haversack $2000 UltEquip with an Unseen Servant is a Wizard's(arcanist/bard/magus/sor/summoner/witch) option for a free draw (Servant carries or gets the item and hands it to you).
Familiars perform same grab and drop.
Mnemonic Vestment (spontaneous caster-Oracle) $5000 UltEquip use your slot to cast item's spell.
Vanishing Sheath $5000 AdvClsGd (again, some leeway required).
Rod Metamagic Reach $11000 (range Close means you don't have to move and spell must be cast (not on a scroll), but above $5000 limit above).Caster's Shield (to 3rd level) $3153 UltEquip.
Sipping Jacket $5000 (chest) UltEquip - use Dur:(Inst or N*r) potions round by round as swift actn.
and this is why I won't allow scrolls in a spring loaded wrist sheath on my tables (and tell my players at the start of the session if it comes up in any way) a 5gp item should not have the same effect as one worth 3000gp+

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We all know death is an expensive and unfortunate experience, but there are some items you can buy that can help keep you alive and survive a scenario...
Rather than a general gear list, let's keep it focused on real "game changers" and things that will keep you up in a scenario, and under $5000(GP).
format - item name, price($ or GP), "("slot")", source, description(short).
===== my summary with edits =====
Potion Sponge $2 (none) ARG container that works underwater but Full r actn to drink [1 use]. Suitable for potions of Monkey Fish 1 ACG, Touch of the Sea 1 APG, Air Bubble 1 UC {lets you drink potions}, Cure Lgt Wnd 1 CRB (or you could use a waterskin(sm) $1 and argue about it).
Hex Nail $20 (none) ReignWinterPlyrGuide +2 rst all sv hexs, spels, SLA, SU of fey, hags, witches [1 use]. Circumstantial before you get a Cloak +2 $3000 (shoulders) CRB.
Smelling Salts $25 (none) APG [dozens uses as Full actn (stoppered)] low level compromise to consciousness and for a save vs staggered or unconsciousness. Useful to question people who are below 0 Hps. It's better to cure your friends, but consciousness is better than unconsciousness...
Potion of Cure Light Wounds 1@1 $50 (none) CRB heal 1d8+1 HPs. Always have one on your person as sometimes the person giving it to you cannot use a wand or read a scroll. Usually a move actn to get out and a standard to drink, or a Full actn to give to someone else.
Wand of Cure Light Wounds/Infernal Healing 1@1 $750 or 2 Prestige (none) CRB heal 1d8+1/10(over 10r) HPs. Don't be a mooch, buy one and get cured.
Vial of Efficacious Medicine $700 (none) AlchMan holds single dose of alch remedy. When used gains +2 enhc to alch bonus to saves, Chks, to AC or CMD … AND heal 1d8+5! Uses 3/d. A nice bump.
Potion of Rmv Blindness $750 (none) CRB std to drink and remove condition. Expensive but can beat waiting for the cure.
Tourmaline Sphere Ioun stone $1000 (none) PS Primer +2 CON for HP limit on dying. So 2 extra rounds and a nice buffer. Wayfinder: +1 Con chks to stabilize SoS. The cracked is okay but overly specific.
Scroll: Breath of Life 5@9 $1125 (none) CRB cures 5d8+9 HPs & brings back from dead within 1r with 1 neg lvl (see spell). Need some action economy with this to make it work effectively. Cheaper than a Raise Dead and keeps you in play. A Scroll of Restoration might be handy.
Action Economy:
Spring loaded wrist sheath $5 (check with GM before usage).
Unseen Servant/Familiar/etc to hand it to you.
Mnemonic Vestment (spontaneous caster-Oracle) $5000 UltEquip use your slot to cast item's spell.
Vanishing Sheath $5000 AdvClsGd (again, some GM leeway required but more likely than mundane item).
Rod Metamagic Reach $11000 (range Close means you don't have to move and spell must be cast (not on a scroll), but above the $5000 limit).
First Aid Gloves $4500 (hands) PFS Primer Breath of Life [5 of 10 chgs] so $2250 per. Handles that action economy but the owner of the gloves bears the cost of your BoL.
Ageis of Recovery $1500 (neck) Ult Equip +2 rst bonus on "second" saves, if less than 0HP heal 2d8+3 HPs [1 use {then expended}]. This will save your butt if you are not killed outright by a critical or awesome damage!
cracked Vibrant Purple Prism Ioun stone $2000 (none) PS Primer stores 1 spell level as Ring of Spell Storing minor(Std actn, Spl @ minimum level) (so you can cast it)! Rcc'd; Cure Light Wnd, Air Bubble, Expd Rtrt, Grease, Ill Calm, Obs Mist, Phan Blood, Prot Evil, Shield, True Strike, Vanish.
Caster's Shield (to 3rd level) $3153 UltEquip.
cracked Pearly White Spindle Ioun stone $3400 (none) PS Primer Regenerate (as spell) 1 HP/hour, immune to bleed damage, regrow body parts (slowly). Long term survivability and beauty maintainer(lol).
Clear Spindle Ioun stone $4000 (none) PS Primer sustains crtr w/o food or water. Wayfinder: Protection from possession and mental control (as Protection from Evil). Anti-Dominate Person for low Will PCs.
Sipping Jacket $5000 (chest) UltEquip - use Dur:(Inst or N*r) potions round by round as swift actn.
Jingasa of the Fortunate Soldier $5000 (head) UltEquip +1 luck AC; negate critical or sneak Atk extra damage as immd actn [1/d]. Good for most martial types. Circlets are in this same slot (but not Headbands).
Boots of the Earth $5000 (feet) InrSeaGods "As a move action, the wearer can plant her feet and draw strength from the earth, gaining fast healing 1 and a +4 bonus to CMD to resist bull rush, reposition, and trip combat maneuver attempts. These effects end if the wearer moves or is moved, knocked prone, or rendered unconscious." {my conservative reading: on earth or unworked stone permanently affixed to the ground, see Soften Earth}. Not bad, but not cheap either, best for a fighter/barbarian type on guard duty on land. See Rules thread for more chat on this item.

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The Pathfinder Tales Chronicle for owning the book Queen of Thorns- cost $9.99 + taxes, 0 gp,
From the Desperate Bargain Boon on that Chronicle "...As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds...."
As it is a (older) Book Chronicle you can add it to all your PCs - helps them get past those dangerous levels (2-5)...

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Ferious Thune wrote:Yeah, while a swarm can be made up of fine or diminutive creatures, the swarm itself is usually a large creature. So, I don't think this would work.While a swarm of diminutive creatures might take up a 10'x10' space, it's still a diminutive creature. For an example, here's the size line from the spider swarm: "N Diminutive vermin (swarm)"
That's describing the size of the creatures in the swarm, not the size of the swarm. From the swarm subtype:
A swarm of Tiny creatures consists of 300 nonflying creatures or 1,000 flying creatures. A swarm of Diminutive creatures consists of 1,500 nonflying creatures or 5,000 flying creatures. A swarm of Fine creatures consists of 10,000 creatures, whether they are flying or not.
It is not a single Diminutive creature. It is 1,500 to 5,000 Diminutive creatures. Elsewhere it is described as being 10' x 10', which is a large creature. And yet elsewhere, it says that a swarm is immune to effects which target a single creature.
I'll admit the wording on the butterfly net isn't very good, so if there's an argument to be made it's that the butterfly net doesn't specify a single creature. It doesn't specify it affects an area, either. It says it's treated like a net, and a net targets a single creature.
To suggest a swarm be treated like a single Diminutive creature just doesn't seem right, when we know it's made up of many, many creatures of that size.
At any rate, there's a four year old thread in the rules forum on this. It's another area where table variation can be expected, but where the more permissive interpretation allowing the net to capture a swarm is likely going to be the less common one. So I think that should be considered before relying on the item as your means of battling swarms. Buy one if you believe that interpretation is right, but be prepared with another way to fight swarms if the GM doesn't agree.

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The Pathfinder Tales Chronicle for owning the book Queen of Thorns- cost $9.99 + taxes, 0 gp,
From the Desperate Bargain Boon on that Chronicle "...As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds...."As it is a (older) Book Chronicle you can add it to all your PCs - helps them get past those dangerous levels (2-5)...
There is actually a big ol' giant drawback to that boon. First there's the three round limitation, which isn't that big of a deal, it's plenty of time for someone to help you out. If you have a healer. Then there's the fact that during those three rounds you are confused, making you a pretty big liability to your party. However, you can make a DC 18 Will save each round you are confused to end the condition. Although, if you end the confusion you go right back to be being dead or dying. All that aside, it's a pretty solid boon, just not the fix-all Nosig wants it to be.
It is, however, the second best boon on the Queen of Thorns chronicle. The other option, Insights of the Shadowless Sword, can be used in two ways. The first option is to use it as an immediate action to get bonuses vs. disguises and illusion. The other option is to use it as a swift action to get the benefits of haste for two round. I've used that haste on a number of characters to avoid having to use the first boon.

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Jeff Merola wrote:Ferious Thune wrote:Yeah, while a swarm can be made up of fine or diminutive creatures, the swarm itself is usually a large creature. So, I don't think this would work.While a swarm of diminutive creatures might take up a 10'x10' space, it's still a diminutive creature. For an example, here's the size line from the spider swarm: "N Diminutive vermin (swarm)"That's describing the size of the creatures in the swarm, not the size of the swarm. From the swarm subtype:
PRD wrote:A swarm of Tiny creatures consists of 300 nonflying creatures or 1,000 flying creatures. A swarm of Diminutive creatures consists of 1,500 nonflying creatures or 5,000 flying creatures. A swarm of Fine creatures consists of 10,000 creatures, whether they are flying or not.
It is not a single Diminutive creature. It is 1,500 to 5,000 Diminutive creatures. Elsewhere it is described as being 10' x 10', which is a large creature. And yet elsewhere, it says that a swarm is immune to effects which target a single creature.
I'll admit the wording on the butterfly net isn't very good, so if there's an argument to be made it's that the butterfly net doesn't specify a single creature. It doesn't specify it affects an area, either. It says it's treated like a net, and a net targets a single creature.
To suggest a swarm be treated like a single Diminutive creature just doesn't seem right, when we know it's made up of many, many creatures of that size.
At any rate, there's a four year old thread in the rules forum on this. It's another area where table variation can be expected, but where the more permissive interpretation allowing the net to capture a swarm is likely going to be the less common one. So I think that should be considered before relying on the item as your means of battling swarms. Buy one if you believe that interpretation is right, but be prepared with another way to fight swarms if the GM...
I suppose I should've been more clear when I posted that. I don't believe a butterfly net would work either, but the rules definitely don't treat a swarm as a large creature.

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I suppose I should've been more clear when I posted that. I don't believe a butterfly net would work either, but the rules definitely don't treat a swarm as a large creature.
no biggie... not all my ideas work out either.
I figured with N diminutive crtrs in 4 squares, it'd take N/4 swipes with the net to get them all... and that might take too long.

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I'm a big fan of boots of the Cat and traveler's any tool. Boots of the cat means you're almost immune to death from falling (unless it's into a extra dimensional space)
A travelers any tool is really helpful when you need that shovel, crowbar, pickaxe, sledge, piton or other random junk.
By the way. Anyone have thoughts on "Chime of Opening?" Sometimes you just don't have a rogue/ninja around.

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nosig wrote:The Pathfinder Tales Chronicle for owning the book Queen of Thorns- cost $9.99 + taxes, 0 gp,
From the Desperate Bargain Boon on that Chronicle "...As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds...."As it is a (older) Book Chronicle you can add it to all your PCs - helps them get past those dangerous levels (2-5)...
There is actually a big ol' giant drawback to that boon. First there's the three round limitation, which isn't that big of a deal, it's plenty of time for someone to help you out. If you have a healer. Then there's the fact that during those three rounds you are confused, making you a pretty big liability to your party. However, you can make a DC 18 Will save each round you are confused to end the condition. Although, if you end the confusion you go right back to be being dead or dying. All that aside, it's a pretty solid boon, just not the fix-all Nosig wants it to be.
It is, however, the second best boon on the Queen of Thorns chronicle. The other option, Insights of the Shadowless Sword, can be used in two ways. The first option is to use it as an immediate action to get bonuses vs. disguises and illusion. The other option is to use it as a swift action to get the benefits of haste for two round. I've used that haste on a number of characters to avoid having to use the first boon.
while I have looked over the other boon - this one, (Desperate Bargain) has saved two of my PCs lives when they were struck from surprise to dead in the surprise round. But then normally I run "buffer" skill monkey PCs, and mostly I have real problems doing anything in the way of damage to anything...
The first time I used the Boon though I didn't really understand it, and thought I was required to roll the Save to end the effect. In fact I used my shirt re-roll to re-roll a natural 20 so that I would NOT save (and loose the temp. HP and die). Later we realized that the boon says you MAY roll a save to end the effect...
The second time I used it, it was on my Face Witch, in the back of the party, in a safe spot, while we were searching a room... and the attacker pops out of no-where and hits me for all my HP and CON... and a little extra. The roll was big enough to put me above zero, and even though I rolled the 25% chance of attacking a friend, her best attack is a Slumber Hex...

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UndeadMitch wrote:nosig wrote:The Pathfinder Tales Chronicle for owning the book Queen of Thorns- cost $9.99 + taxes, 0 gp,
From the Desperate Bargain Boon on that Chronicle "...As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds...."As it is a (older) Book Chronicle you can add it to all your PCs - helps them get past those dangerous levels (2-5)...
There is actually a big ol' giant drawback to that boon. First there's the three round limitation, which isn't that big of a deal, it's plenty of time for someone to help you out. If you have a healer. Then there's the fact that during those three rounds you are confused, making you a pretty big liability to your party. However, you can make a DC 18 Will save each round you are confused to end the condition. Although, if you end the confusion you go right back to be being dead or dying. All that aside, it's a pretty solid boon, just not the fix-all Nosig wants it to be.
It is, however, the second best boon on the Queen of Thorns chronicle. The other option, Insights of the Shadowless Sword, can be used in two ways. The first option is to use it as an immediate action to get bonuses vs. disguises and illusion. The other option is to use it as a swift action to get the benefits of haste for two round. I've used that haste on a number of characters to avoid having to use the first boon.
while I have looked over the other boon - this one, (Desperate Bargain) has saved two of my PCs lives when they were struck from surprise to dead in the surprise round. But then normally I run "buffer" skill monkey PCs, and mostly I have real problems doing anything in the way of damage to anything...
The first time I used the Boon though I didn't really understand it, and thought I was required to roll the Save to end the effect. In fact I used my shirt re-roll to re-roll a natural 20 so that I...
If the two times you used it was when the bads had the drop on you, then I hate to break it to you, but you were doing it wrong. It takes an immediate action to use, which if you were caught in a surprise round before you could act, you would not be able to take an immediate action.
Edit: Ninja'd by a couple of hours. Should've finished readingthe thread before replying.

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well- ouch!
hmmm. Well I'm pretty sure the second time it was in the surprise round - we were searching a house and the BBE just stepped in and attacked starting the combat. So that one was likely done wrong - though the judge and no one (not even me) at the table cought it... or maybe I am just miss remembering it... maybe we were in inititive while checking the house out?
The first time it actually was in the middle of combat, from an enemy that had not been detected - so though he came out of hiding, and was unseen until he attacked (and thus had my girl flatfooted), we actually were in rounds and so it was likely done right that time.
But it wont be the first time I'm done things wrong - and I'm sure it wont be the last either.
Some times it helps me - sometimes it hurts...

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Kigvan wrote:A nice simple smoke stick can prevent an enemy in darkness from making their sneak attacks and saved at least one character at the last core table I GMed, works just as well in a normal PFS game.A 2pp wand of obscuring mist will do much the same for the entire group.
With the smokestick you aren't hindering party members that have darkvision.
I want to second the mention upthread for the Boots of the Cat, those have saved a couple of my characters from a world of hurt. While this has probably mentioned upthread I would add Swarmbane Clasp to the list. It lets martials deal full damage to a swarm and keeps the wearer safe from the swarms distraction ability.
Swarmbane Clasp 3000gp (neck) Ultimate Equipment - Deal full weapon damage to swarms, automatically succeed on saves vs. swarms distraction.

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andreww wrote:With the smokestick you aren't hindering party members that have darkvision....Kigvan wrote:A nice simple smoke stick can prevent an enemy in darkness from making their sneak attacks and saved at least one character at the last core table I GMed, works just as well in a normal PFS game.A 2pp wand of obscuring mist will do much the same for the entire group.
Both an Obscuring Mist and Smokestick (its description references the Fog Cloud spell) will block darkvision beyond 5 feet, so I'm assuming you mean the smaller area of effect for the Smokestick makes it easier to place it so it doesn't block an ally's darkvision. That's a distinction a reader might not have noticed.

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Since I haven't seen it on this thread yet, Elixer of Darksight for 1200 gp. You might carry it for 3 or 4 levels, but when the supernatural darkness comes into play, downing one of these solves your problem in a hurry if you already have darkvision. If you don't, drink a potion of darkvision first.

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Since I haven't seen it on this thread yet, Elixer of Darksight for 1200 gp. You might carry it for 3 or 4 levels, but when the supernatural darkness comes into play, downing one of these solves your problem in a hurry if you already have darkvision. If you don't, drink a potion of darkvision first.
I generally prefer an oil of daylight for 750gp, but that one is better in cerain situations I'd think. (Also, getting heightened continual flame on a dull gray ioun stone is pretty nice, 50 gold worth of ruby dust and 25 gold for the stone as long as do it in scenario with a player and have the gm mark it you can carry it through sessions)