PFS Items that can save you in 2016


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Scarab Sages 5/5

note on "Vermin Repellent $5 AA. Swarms DC15 Fort to enter your square, dur 4hr. Buy 2."

it actually only works on swarms of Vermin - so doesn't work on Bat or Rat Swarms (or Monkey or Rain of Frogs or...) mainly just on spiders/wasps...

Scarab Sages 4/5

Stephen Ross wrote:
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 other potions and cast}, Cure Lgt Wnd 1 CRB (or you could use a waterskin(sm) $1 and argue about it).

Just a minor correction. Monkey Fish is a personal spell, thus unable to be made into a potion. I do keep one with Touch of the Sea on most characters, and Air Bubble is a good idea, too.

But great list! I'll have to remember to pick up more of those items.

4/5

The Toaster wrote:
it actually only works on swarms of Vermin - so doesn't work on Bat or Rat Swarms (or Monkey or Rain of Frogs or...) mainly just on spiders/wasps...

I try to keep the descriptions short and that lead to the confusion, thanks. The duration is key along with keeping minor annoyances (vermin) at bay. Good for Mwangi and jungle settings or those osirian beetles... Running away (as noted earlier in the thread) is the most cost effective tactic.

Ferious Thune wrote:
Monkey Fish is a personal spell...

oops! It's off my archive copy so it'll get fixed next repost.

4/5

Riffle Scroll of Daylight (500 gp) Inner Sea Magic - Like an Oil of Daylight, but 250 gp cheaper for anyone with it on their spell list, plus it works in an area of silence.

Grand Lodge 5/5

Kristjan Justesen wrote:
Riffle Scroll of Daylight (500 gp) Inner Sea Magic - Like an Oil of Daylight, but 250 gp cheaper for anyone with it on their spell list, plus it works in an area of silence.

I'll be honest I disagree with scrolls of Daylight being life-savers. Here's why, how do you read it in the deeper darkness you are trying to counteract? The extra 375 (250 versus a rifle scroll) allows you daylight to work in the silence and the darkness.

Scarab Sages 4/5

1 person marked this as a favorite.
Joe Ducey wrote:
Kristjan Justesen wrote:
Riffle Scroll of Daylight (500 gp) Inner Sea Magic - Like an Oil of Daylight, but 250 gp cheaper for anyone with it on their spell list, plus it works in an area of silence.
I'll be honest I disagree with scrolls of Daylight being life-savers. Here's why, how do you read it in the deeper darkness you are trying to counteract? The extra 375 (250 versus a rifle scroll) allows you daylight to work in the silence and the darkness.

I think there's a table variation issue about whether or not a riffle scroll needs to be read or just riffled to activate. I think there's a large group that believes it doesn't have to actually be read. I honestly don't know whether it does or not, but I avoid them, because I don't know how the GM will rule.

The Exchange 5/5

Ferious Thune wrote:
Joe Ducey wrote:
Kristjan Justesen wrote:
Riffle Scroll of Daylight (500 gp) Inner Sea Magic - Like an Oil of Daylight, but 250 gp cheaper for anyone with it on their spell list, plus it works in an area of silence.
I'll be honest I disagree with scrolls of Daylight being life-savers. Here's why, how do you read it in the deeper darkness you are trying to counteract? The extra 375 (250 versus a rifle scroll) allows you daylight to work in the silence and the darkness.
I think there's a table variation issue about whether or not a riffle scroll needs to be read or just riffled to activate. I think there's a large group that believes it doesn't have to actually be read. I honestly don't know whether it does or not, but I avoid them, because I don't know how the GM will rule.

I also avoid them for the same reason...

Grand Lodge 5/5

Sorry, yes I should probably have mentioned the table variation aspect.

5/5

Pathfinder Rulebook Subscriber

A riffle scroll of Daylight costs 700gp (same as any 4th level equivalent spell).

Silver Crusade 5/5

I like riffle scrolls because they let my rogue lock down enemy casters with silence, then turn invisible, then dust said caster with a disintegrate riffle scroll.

4/5

dealing with silence or darkness is just part of the adventuring job. There are many countermeasures and workarounds.
As we focus on cost effectiveness(in this thread), a metamagic rod is the way to go for long term cost effectiveness and useability (any current prepared spell that meets the rods SplLvl limitations). You do need to be a caster.

Metamagic scrolls (riffle scrolls) are expensive as you pay up front for a set metamagic spell effect at +1 metamagic that's 25*(SplLvl+1)*(CstrLvl+2).
Potions have the convenience cost of 50*SplLvl*CstrLvl.
If this is a standard thing your character does, probably a Wand is the tool you need for UMD. Scroll usage is usually a two step process.

Silver Crusade 5/5

Riffle scrolls also have the added benefit of letting you get a higher CL scroll, like a CL 7 riffle scroll of fireball vs. a fifth level normal scroll.

4/5

UndeadMitch wrote:
Riffle scrolls also have the added benefit of letting you get a higher CL scroll, like a CL 7 riffle scroll of fireball vs. a fifth level normal scroll.

Your NPC spellcaster and GM appreciate your patronage <grin>, come again!

I'd work harder if my GM Chronicle day job was 5% of the stuff I sell adventures in the scenario. Ooh YES! You really are gonna need that miniature Riffle Scroll of Teleport with the wax scroll case that CONVENIENTLY fits into spring loaded wrist sheath... only $1650 and I'll let you know that it brings you back safe and sound to the privy in the back of my shop... so CONVENIENT!

Silver Crusade 5/5

Stephen Ross wrote:

dealing with silence or darkness is just part of the adventuring job. There are many countermeasures and workarounds.

As we focus on cost effectiveness(in this thread), a metamagic rod is the way to go for long term cost effectiveness and useability (any current prepared spell that meets the rods SplLvl limitations). You do need to be a caster.

Metamagic scrolls (riffle scrolls) are expensive as you pay up front for a set metamagic spell effect at +1 metamagic that's 25*(SplLvl+1)*(CstrLvl+2).
Potions have the convenience cost of 50*SplLvl*CstrLvl.
If this is a standard thing your character does, probably a Wand is the tool you need for UMD. Scroll usage is usually a two step process.

Also, who's talking about mitigating silence? I'm talking about using it offensively. Enemies only get so much gp for gear, they're unlikely to be able to deal with silence.

4/5

UndeadMitch wrote:
Stephen Ross wrote:
dealing with silence or darkness is just part of the adventuring job. There are many countermeasures and workarounds...
Also, who's talking about mitigating silence? I'm talking about using it offensively. Enemies only get so much gp for gear, they're unlikely to be able to deal with silence.

Using an item offensively means you implement the effect with a minimal DC and caster level.

Using a spell offensively against a spellcaster means they are likely to make their Spellcraft roll and know exactly what you cast. They are also the class most likely to be knowledgeable about spells, have countermeasures on hand, or have a strategy to effectively negate the effect.

While spell effects can be handy and a good trick (making battles easier or saving your life), I'm not sure that a spellcaster is your best target unless the save targets Fortitude or a known weakness (due to the minimal DC), or has no save. Spells are definitely a great thing.

Everyone in the game only has so much gear. That's just part of the challenge.

scroll up thread to see comments about dealing with Silence.

I'll add that while this thread is about saving your (PC's) life, most of those options are defensive in nature. Sometimes offence is the best defence.

4/5

1 person marked this as a favorite.

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).

I've updated the list with what I think are good practical items. Scan through the thread as there are some good options posted.

format - item name, price($ or GP), "("slot")", source, description(short).

=== staying alive & active ===

Potion Sponge $2 (none) ARG container that works underwater but Full r actn to drink [1 use]. Suitable for potions of Air Bubble 1 UC {lets you drink other potions and cast}, Cure Lgt Wnd 1 CRB, or Touch of the Sea 1 APG. Rather than the sponge you could use a waterskin(sm) $1 and argue about it with your GM (not advised).

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: Cure Light Wounds 1@1 $50 (none) CRB heal 1d8+1 HPs. Always have (at least) 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: 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.

Medlance with Essence of Independence $500 [10 uses] TechGuide and $80 AlchMan. Std or Mov actn to administer pharma/poison/potion. New save when applied under the influence then +4 alch vs mind affecting efct once per day.

Potion: Remove Blindness 3@5 $750 (none) CRB std to drink and remove condition. Expensive but can beat waiting for the cure.

Scroll: Lsr Restoration 2@3 [5] $750/2PP CRB. It's gonna happen so bounce back in rounds (or you took Allnight).

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.

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}]. Action ecenomy as it auto activates. This will save your butt if you are not killed outright by a critical or awesome damage! Combine with Talismans for A(disintegrates) then T action.

First Aid Gloves $4500 (hands) PFS Primer {Breath of Life [5 of 10 chgs] so $2250 per}. For 5+ level characters. Handles that action economy but the owner of the gloves bears the cost of your Breath of Life, buy a set and give one to your healer.

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).

Talisimans(various) Occlt Adv. May wear up to 3. Activation condition is listed after the benefit. I'd suggest the last 3 after your Ageis as if your aegis crumbles to dust you must be in deep doo-doo. The permanent ones exceed the cost ceiling.
. . Beneficial Winds: fall 5'+ -> Feather Fall 1@1 $50.
. . Freedom: grppld, entngld, paralyzd -> 3r Freedom of Movement 4@7 $900.
. . Healing: less than 50%HP-> Cure Crit 4@7 4d8+7 $2400.
. . Life's Breath: dead -> Breath of Life 5@9 $3500.

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 so only from bona fide Evil sources/casters). Anti-Dominate Person for low Will PCs vs BBEG.

for casters a wand with an escape/defence spell as wands do not provoke AoO! Have a curative wand in one wrist sheath and a Shield or Vanish in the other.

The Pathfinder Tales Chronicle (Boon) for owning the book Queen of Thorns real$10 $0GP (none) as an immediate action, gain temporary HP and the Confused Condition for 3 rounds...

=== Helpful ===

Unseen Servant/Familiar/etc to hand it to you for Action Economy.

Spring loaded wrist sheath $5 pop wands, potions, and usually scrolls as a swift action (Action Economy), double check with your GM. Get TWO.

Bandolier $5 UltEquip. Holds 8 items with mov actn to recover, same as backpack. If your hands are free (with GM agreement) you could pull 2 as a mov actn for a little action economy, if GM says no then don't buy it. If you are using this you should not be next to an opponent due to provoking AoO. Replaced by HH at higher levels (next item).

Vermin Repellent $5 AA. Vermin & vermin swarms DC15 Fort to enter your square, dur 4hr. Buy 2.

Handy Haversack $2000 UltEquip. 80lb/8cuft, 2@20lb/2cuft. Pulling items from a HH is a MOV actn that does not provoke an AoO. Caster's might consider an Unseen Servant to pull and hold items for you.

Alchemist's Fire $20. buy 4 and 6 $0.1 plain lamp oils, throw when it looks dead or if you just want to burn it. Throw in order; AF(ignites)(1d6 then 1d6), oil(1d3 then 1d3), oil, oil... catching on fire Reflex DC15 to avoid otherwise 1d6(fire)/r, success puts fire out.

Continual Flame w/Heighten $50 + your ioun torch or dull gray ioun stone($25) {note that you can only have ONE such item}. You'll need a party caster of 7+ CL with the spell to do it for you.

the usual potion assortment, Antiplague, Antitoxin, Twitch Tonic, Feather Step.

Blood boiling pill $75 +2 alch INIT, +2 save vs cold efcts, RndUp(1.5*dmg from bleed efcts) for 8hrs.

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.

Rod Metamagic Lsr Reach $3000. Reach out and touch someone. Range Close means you don't have to move and spell must be cast (aka not on a scroll)(Vampiric Touch at close range). Reach $11000(Disintegrate at long range, Flesh to Ooze at medium range, Breath of Life at close range), Lsr Silent $3000, and Lsr Extend $3000 are useful.

Caster's Shield (to 3rd level) $3153 UltEquip.

Mnemonic Vestment $5000 UltEquip (spontaneous caster-Oracle) use your slot to cast item's spell.

Vanishing Sheath $5000 AdvClsGd (again, some GM leeway required but more likely than mundane item).

Sipping Jacket $5000 (chest) UltEquip - use Dur:(Inst or N*r) potions round by round as swift actn.

=== Combat ===

Smoke Stick $20 or Wand: Obscuring Mist(for casters) 2PP CRB. The wand is more effective and usually can hinder ranged attacks, useful in Darkness to balance out advantages.

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).

Swarmbane Clasp $3000 (neck) Ult Equip - Deal full weapon damage to swarms, automatically succeed on saves vs. swarms distraction. A backup item to wear (as non-active) and swap your neck slot items around if you need it.

Grand Lodge 2/5

Stephen Ross wrote:


Medlance with Essence of Independence $500 [10 uses] TechGuide and $80 AlchMan. Std or Mov actn to administer pharma/poison/potion. New save when applied under the influence then +4 alch vs mind...

Medlances aren't legal (unless you've found one on a chronicle sheet).

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

claudekennilol wrote:
Stephen Ross wrote:


Medlance with Essence of Independence $500 [10 uses] TechGuide and $80 AlchMan. Std or Mov actn to administer pharma/poison/potion. New save when applied under the influence then +4 alch vs mind...
Medlances aren't legal (unless you've found one on a chronicle sheet).

There are at least two such chronicle sheets.

Grand Lodge 2/5

Lau Bannenberg wrote:
claudekennilol wrote:
Stephen Ross wrote:


Medlance with Essence of Independence $500 [10 uses] TechGuide and $80 AlchMan. Std or Mov actn to administer pharma/poison/potion. New save when applied under the influence then +4 alch vs mind...
Medlances aren't legal (unless you've found one on a chronicle sheet).
There are at least two such chronicle sheets.

Yes, obviously. But I don't think it should go on a "generic list of cheap items that every pathfinder can afford that can save you."

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

claudekennilol wrote:
Lau Bannenberg wrote:
claudekennilol wrote:
Stephen Ross wrote:


Medlance with Essence of Independence $500 [10 uses] TechGuide and $80 AlchMan. Std or Mov actn to administer pharma/poison/potion. New save when applied under the influence then +4 alch vs mind...
Medlances aren't legal (unless you've found one on a chronicle sheet).
There are at least two such chronicle sheets.
Yes, obviously. But I don't think it should go on a "generic list of cheap items that every pathfinder can afford that can save you."

Fair enough.

5/5 5/55/55/5

Syringe spear does the same thing pretty much

4/5

yep... I'll edit the list. It would have been handy to know that with the original posting of medlance chat that I read... So just pretend it's down at the bottom with the other chronicle item.

Grand Lodge 4/5

Not sure if it was already mentioned, but the Bead of Newt Prevention is a 1,000 gp consumable that gets destroyed if you fail a save against a hostile polymorph effect, instead of your form getting changed.

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

BigNorseWolf wrote:
Syringe spear does the same thing pretty much

Excluding the whole damage issue ^^

5/5 5/55/55/5

Sebastian Hirsch wrote:
BigNorseWolf wrote:
Syringe spear does the same thing pretty much
Excluding the whole damage issue ^^

I regret that i have but two but cheeks to give for FREEEEEEDDOOOOOM!

4/5

Martin Weil wrote:
Not sure if it was already mentioned, but the Bead of Newt Prevention is a 1,000 gp consumable that gets destroyed if you fail a save against a hostile polymorph effect, instead of your form getting changed.

in a pinch if you know you are going up against a spellcaster of high level (aka could cast Baleful Polymorph) I'd suggest having Youthful Appearance cast on yourself before going in... it has a CstrLvl hr duration and once you are under a polymorph effect you have a choice. There are some negatives to scent and other Su abilities.

5/5 5/55/55/5

Stephen Ross wrote:
Martin Weil wrote:
Not sure if it was already mentioned, but the Bead of Newt Prevention is a 1,000 gp consumable that gets destroyed if you fail a save against a hostile polymorph effect, instead of your form getting changed.
in a pinch if you know you are going up against a spellcaster of high level (aka could cast Baleful Polymorph) I'd suggest having Youthful Appearance cast on yourself before going in... it has a CstrLvl hr duration and once you are under a polymorph effect you have a choice. There are some negatives to scent and other Su abilities.

Baleful polymorph clears all polymorph effects on you once you miss the save and stops new ones, which is why it works on druids in this edition.

The Exchange 5/5

Mistmail saved my PC this last game...

The 20% miss chance (for the mist) even applies to Crits.

(and I normally back it up with a wand of mage armor or a Pearl of Power if there's a Wizard in the party that will be armoring himself.)

4/5

BigNorseWolf wrote:
Stephen Ross wrote:
Martin Weil wrote:
Not sure if it was already mentioned, but the Bead of Newt Prevention is a 1,000 gp consumable that gets destroyed if you fail a save against a hostile polymorph effect, instead of your form getting changed.
in a pinch if you know you are going up against a spellcaster of high level (aka could cast Baleful Polymorph) I'd suggest having Youthful Appearance cast on yourself before going in... it has a CstrLvl hr duration and once you are under a polymorph effect you have a choice. There are some negatives to scent and other Su abilities.
Baleful polymorph clears all polymorph effects on you once you miss the save and stops new ones, which is why it works on druids in this edition.

ummm... then we are back to Magic Jar or Shadow Projection...

4/5

oooh... it's been awhile...

4/5

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).

I've updated the list with good practical items by price. There are other good options posted in the thread.

format - item name, price($ or GP), "("slot")", source, description(short).

=== staying alive & active ===

Potion Sponge $2 (none) ARG container that works underwater but Full r actn to drink [1 use]. Suitable for potions of Air Bubble 1 UC {lets you drink other potions and cast}, Cure Lgt Wnd 1 CRB, or Touch of the Sea 1 APG. Rather than the sponge you could use a waterskin(sm) $1 and argue about it with your GM (not advised).

Hex Nail $20 (none) ReignWinterPlyrGuide/PotN +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: Cure Light Wounds 1@1 $50 (none) CRB heal 1d8+1 HPs. Always have (at least) 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.

Talisimans(various) Occlt Adv. May wear up to 3. Activation condition is listed after the benefit. I'd suggest the last 3 after your Ageis as if your aegis crumbles to dust you must be in deep doo-doo. The permanent ones exceed the cost ceiling.
. . Beneficial Winds: fall 5'+ -> Feather Fall 1@1 $50.
. . Triskelion(HorAdv): entangle, paralyzed, slow 2nd save & longstrider with success $600 *new*
. . Freedom: grppld, entngld, paralyzd -> 3r Freedom of Movement 4@7 $900.
. . Healing: less than 50%HP-> Cure Crit 4@7 4d8+7 $2400.
. . Life's Breath: dead -> Breath of Life 5@9 $3500.

Wand: 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.

for casters a wand with an escape/defense spell as wands do not provoke AoO! Have a curative wand in one wrist sheath and a Shield or Vanish in the other.

Potion: Remove Blindness 3@5 $750 (none) CRB std to drink and remove condition. Expensive but can beat waiting for the cure.

Scroll: Lsr Restoration 2@3 [5] $750/2PP CRB. It's gonna happen so bounce back in rounds (or you took Allnight).

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.

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}]. Action ecenomy as it auto activates. This will save your butt if you are not killed outright by a critical or awesome damage! Combine with Talismans for A(disintegrates) then T action.

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 so only from bona fide Evil sources/casters). Anti-Dominate Person for low Will PCs vs BBEG.

First Aid Gloves $4500 (hands) PFS Primer {Breath of Life [5 of 10 chgs] so $2250 per}. For 5+ level characters. Handles that action economy but the owner of the gloves bears the cost of your Breath of Life, buy a set and give one to your healer.

The Pathfinder Tales Chronicle (Boon) for owning the book Queen of Thorns real$10 $0GP (none) as an immediate action, gain temporary HP and the Confused Condition for 3 rounds...

PFS vendor purchase rewards are excellent and for the whole table. *new*

=== Helpful ===

Unseen Servant/Familiar/etc to hand it to you for Action Economy.

Bandolier $0.5 UltEquip. Holds 8 items with mov actn to recover, same as backpack. If your hands are free (with GM agreement) you could pull 2 as a mov actn for a little action economy, if GM says no then don't buy it. If you are using this you should not be next to an opponent due to provoking AoO. Replaced by HH at higher levels (next item).

Soul Candle $1 InrSeaTmpls. undead or haunt within 5ft candle goes out, 24hr dur. *new*

Spring loaded wrist sheath $5 pop wands, potions, and usually scrolls as a swift action (Action Economy), double check with your GM. Get TWO.

Vermin Repellent $5 AA. Vermin & vermin swarms DC15 Fort to enter your square, dur 4hr. Buy 2.

Alchemist's Fire $20. buy 4 and 6 $0.1 plain lamp oils, throw when it looks dead or if you just want to burn it. Throw in order; AF(ignites)(1d6 then 1d6), oil(1d3 then 1d3), oil, oil... catching on fire Reflex DC15 to avoid otherwise 1d6(fire)/r, success puts fire out.

Continual Flame w/Heighten $50 + your ioun torch or dull gray ioun stone($25) {note that you can only have ONE such item}. You'll need a party caster of 7+ CL with the spell to do it for you.

the usual potion assortment, Antiplague, Antitoxin, Twitch Tonic, Feather Step.

Blood boiling pill $75 +2 alch INIT, +2 save vs cold efcts, RndUp(1.5*dmg from bleed efcts) for 8hrs.

Essence of Independence$80 AlchMan. New save when ingested under the influence then +4 alch vs mind affecting efct once per day.

Handy Haversack $2000 UltEquip. 80lb/8cuft, 2@20lb/2cuft. Pulling items from a HH is a MOV actn that does not provoke an AoO. Caster's might consider an Unseen Servant to pull and hold items for you.

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.

Rod Metamagic Lsr Reach $3000. Reach out and touch someone. Range Close means you don't have to move and spell must be cast (aka not on a scroll)(Vampiric Touch at close range). Reach $11000(Disintegrate at long range, Flesh to Ooze at medium range, Breath of Life at close range), Lsr Silent $3000, and Lsr Extend $3000 are useful.

Caster's Shield (to 3rd level) $3153 UltEquip.

Mnemonic Vestment $5000 UltEquip (spontaneous caster-Oracle) use your slot to cast item's spell.

Vanishing Sheath $5000 AdvClsGd (again, some GM leeway required but more likely than mundane item).

Sipping Jacket $5000 (chest) UltEquip - use Dur:(Inst or N*r) potions round by round as swift actn.

=== Combat ===

Smoke Stick $20 or Wand: Obscuring Mist(for casters) 2PP CRB. The wand is more effective and usually can hinder ranged attacks, useful in Darkness to balance out advantages.

Swarmbane Clasp $3000 (neck) Ult Equip - Deal full weapon damage to swarms, automatically succeed on saves vs. swarms distraction. A backup item to wear (as non-active) and swap your neck slot items around if you need it.

=====
don't forget to scan the thread for other ideas

Sovereign Court 5/5

Minor bit:
Hex Nail is also from People of the North.

Liberty's Edge 1/5

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Stephen Ross wrote:

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).

I've updated the list with good practical items by price. There are other good options posted in the thread.

format - item name, price($ or GP), "("slot")", source, description(short).

=== staying alive & active ===

-SNIP-

Wand: 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.

This is a very helpful list, thank you for posting. One minor question: is the price for a wand of infernal healing correct at 750gp? I thought that because infernal healing has a material component, unlike CLW, the cost of that component (drop of devil's blood or - more common - a vial of unholy water) X 50 would be added to the usual cost of a 1st level wand.

4/5

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Material components that do not have a listed price are considered free in PFS. So Wand of Infernal Healing 1@1[50] is 750gp or 2PA for Fast Healing 1 for 10rnds. NPCs do the crafting in PFS.

In a home game you are free to craft a wand using vials of unholy water but the book value stays at 750gp, and if you sell at half, worth 375gp. Your GM can make an exception but that's the pricing BTB. The spell says anoint with devil's blood or unholy water, so a flask holds 1 pint, 1 tsp=60 drops, so 2(cups)*48(tsp/cup)*60(drops/tsp)=5760 drops per flask.

To help you rationalize it; tiefling blood(devilish), imp familiar blood, or lesser planar ally (of an infernal) will work. So there is no shortage.

Grand Lodge 4/5 5/55/55/55/5 ***

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Stephen this is an amazing list! Thank you!

Hmm

4/5

at mid-high level play for wizard types a Tattoo Guardian $14500 (none) CS:OccultBst, Aegis of Recovery, cracked Pearly White Spindle Ioun stone, Arrow Magnet and Fortifying Stone will prove invaluable.

Silver Crusade 5/5

Stephen Ross wrote:
at mid-high level play for wizard types a Tattoo Guardian $14500 (none) CS:OccultBst, Aegis of Recovery, cracked Pearly White Spindle Ioun stone, Arrow Magnet and Fortifying Stone will prove invaluable.

Just as a heads up, the Tattoo Guardian is not PFS legal, per the Additional Resources page.

Additional Resources wrote:

Pathfinder Campaign Setting: Occult Bestiary

Races: The reborn samsaran is a legal alternative when creating a samsaran character. A player must still have and use a special Chronicle sheet that allows her to build a samsaran PC. The munavri and duergar tyrant are not legal for play.

4/5

Mitch Mutrux wrote:
Stephen Ross wrote:
at mid-high level play for wizard types a Tattoo Guardian $14500 (none) CS:OccultBst, Aegis of Recovery, cracked Pearly White Spindle Ioun stone, Arrow Magnet and Fortifying Stone will prove invaluable.

Just as a heads up, the Tattoo Guardian is not PFS legal, per the Additional Resources page.

Additional Resources wrote:

Pathfinder Campaign Setting: Occult Bestiary

Races: The reborn samsaran is a legal alternative when creating a samsaran character. A player must still have and use a special Chronicle sheet that allows her to build a samsaran PC. The munavri and duergar tyrant are not legal for play.

yes - it's one of those no mentions. I supposed desire exceeded my expectation of further clarification...

Azothath issues a correction wrote:
at mid-high level play for wizard types a Tattoo Guardian $14500 (none) CS:OccultBst, Aegis of Recovery, cracked Pearly White Spindle Ioun stone, Arrow Magnet and Fortifying Stone will prove invaluable.

Liberty's Edge 1/5

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Stephen Ross wrote:

Material components that do not have a listed price are considered free in PFS. So Wand of Infernal Healing 1@1[50] is 750gp or 2PA for Fast Healing 1 for 10rnds. NPCs do the crafting in PFS.

In a home game you are free to craft a wand using vials of unholy water but the book value stays at 750gp, and if you sell at half, worth 375gp. Your GM can make an exception but that's the pricing BTB. The spell says anoint with devil's blood or unholy water, so a flask holds 1 pint, 1 tsp=60 drops, so 2(cups)*48(tsp/cup)*60(drops/tsp)=5760 drops per flask.

To help you rationalize it; tiefling blood(devilish), imp familiar blood, or lesser planar ally (of an infernal) will work. So there is no shortage.

Thanks for the clarification. I was focused on the 25gp cost for a vial of unholy water, which x50 would add 1250gp to the 750gp base cost, and didn't think about the ways to get devilish blood for free.

4/5

1 person marked this as a favorite.
Tusk the Half-Orc wrote:
Stephen Ross wrote:

Material components that do not have a listed price are considered free in PFS. So Wand of Infernal Healing 1@1[50] is 750gp or 2PA for Fast Healing 1 for 10rnds. NPCs do the crafting in PFS.

In a home game you are free to craft a wand using vials of unholy water but the book value stays at 750gp, and if you sell at half, worth 375gp. Your GM can make an exception but that's the pricing BTB. The spell says anoint with devil's blood or unholy water, so a flask holds 1 pint, 1 tsp=60 drops, so 2(cups)*48(tsp/cup)*60(drops/tsp)=5760 drops per flask.

To help you rationalize it; tiefling blood(devilish), imp familiar blood, or lesser planar ally (of an infernal) will work. So there is no shortage.

Thanks for the clarification. I was focused on the 25gp cost for a vial of unholy water, which x50 would add 1250gp to the 750gp base cost, and didn't think about the ways to get devilish blood for free.

I'd imagine there's a brisk market in infernal parts from Cheliax and Mendev if you're running in Golarian.

Dark Archive 4/5 5/55/5 **** Regional Venture-Coordinator, Midwest

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Stephen, there is no need. The devils will give you some... for a future favor. Not a big deal.

4/5

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Culdahala (my PC) gets hers from the succubus punchbowl at various fashionable parties in old libraries thrown by some ex-counsul from cheliax. You need a continual flame in a wooden tube as the archive is dark but the outfits are still fabbbuuulous. Just look for the druid with the overly strong grip on the punchbowl ;^)

5/5

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I simply buy my wands of infernal healing from wizards with eschew materials.


1 person marked this as a favorite.

Cruelty-free wands?

-j

Liberty's Edge 1/5

1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Jason Wu wrote:

Cruelty-free wands?

-j

There is something unsettlingly wholesome about a "cruelty-free" wand of INFERNAL HEALING.

Scarab Sages

Great list. I somehow skipped Queen of Thorns boon for my characters, I went and bought the novel.

Couple things I always try include in my inventory:
- Air Crystal 50g: Breathing air for 1 minute, for those underwater situations! Especially good for your heavy armored guys with huge ACP in their swimming skill.
- Touch of the Sea potion 50g: So that you never need to use your Air Crystals.

4/5

Tuukka Kunto wrote:

Great list. I somehow skipped Queen of Thorns boon for my characters, I went and bought the novel.

Couple things I always try include in my inventory:
- Air Crystal 50g: Breathing air for 1 minute, for those underwater situations! Especially good for your heavy armored guys with huge ACP in their swimming skill.
- Touch of the Sea potion 50g: So that you never need to use your Air Crystals.

you might find that a potion sponge with Air Bubble potion trumps both of those. Air Bubble allows you to take other potions underwater and allows underwater spell casting without hindrances. Given the number of rounds a creature can hold it's breath it should be able to get out of trouble if just dunked underwater without magical assistance.

Adventuring underwater is different as it's usually longer duration and melee types need to act effectively and casters need to cast reliably. For land critters there is a host of spells; Waterbreathing, Freedom of Movement, Elemental Form(water), several polymorph school spells, Blink, etc.

Shadow Lodge 4/5

I've yet to drown in PFS simply because there's always a forewarning, always. If there's water afoot, you can see it. You get the occasional control water spell sure, but even then something like 6-8 rounds, depending on your con score, of moves and standard actions is usually plenty.

4/5

Haven't sifted through the list, buuuuuuuuuuut...

Spiritbane Spike $300 (none), Undead Slayer's Handbook - alchemical item, cut self with it to make a ghost touch short sword for 10 min

Basically, you don't have an excuse to struggle with melee damage against incorporeals.

Shadow Lodge 4/5

It's cool, but I wouldn't bother as a two-handed weapon user or someone with a lot of feats or resources invested into their main weapon. Take the dwarven waraxe cavalier going from 1d10+14+1d6 with her +1 valiant waraxe to just 1d6+9.

It's great early on though!

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