PFS Items that can save you in 2017


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4/5

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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).

I've updated the list with good practical items. There are other good options posted in the thread.
Link to old thread 2016 list.

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 -or- 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.

casters: get a wands 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.

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
. . 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.

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 work for the whole table.

=== 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.

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 at $50+; (Cure Light Wounds is above), Antiplague, Antitoxin, Twitch Tonic, Feather Step.

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

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.

various Lesser Rod Metamagic (Extend, Reach, Silent) $3000. Double durations of buffs/protections. 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). Cast 3 spells while in Silence which prevents that spell from shutting down casters (and move out of the area of effect).

Caster's Shield (to 3rd level) $3153 UltEquip. Pays for itself over time (17th usage) with 3rd level spells at half cost and 5% Spl Fail... don't "wear" it and avoid the spell failure.

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). Disguise Weapon is an alternative.

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.

Arrow Magnet $600 Ult Equip. Item Hrd:8, HP:5 attracts all projectile thrown wpns within 5ft for 5rounds then falls to ground (unless touched or destroyed). Seems reuseable.
Fortifying Stone $1000 PS FldGd. Attaches to any item less than 100lb, Hrd:+5, BreakDC:+5, HP:+20. Restore with Make Whole.

various Weapon Blanches $200-$5 UltEquip, APG. Always buy cold iron ammo and then coat 10 with; $200 ghost salt{ghost touch}PS FldGd, $100 adamantine, $5 silver.
Holy Weapon Balm $30 AdvClsGd. Std actn to apply to weapon or 10 ammo, gain +2d4 dmg & Rflx DC10 or take 1d4 next rnd, mundane weapon counts as magical, ghost touch vs incorporeals to evil outsiders or undead for 1 attack within 1min.
Spiritbane Spike UnD Slyr Hbk $300. Take 1d6dmg gain shtsword w/ghost touch for 10min.

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. Similar to Golembane Scarab $3000 (neck) usefulness.

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

4/5

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just so people know...

a lot of the items above are Core Rule Book(CRB) and it is usable in the CORE Campaign.

there are a lot of basic goodies in the Advanced Player's Guide(APG).

Ultimate Equipment(UltEquip) has a lot of equipment, reprints and some clarifications.

If you have an animal/familiar/mount or are a GM in a home game Animal Archive(AnmlArchv) can be very handy. Paizo needs to issue a reprint!

Advanced Class Guide has some unique things but in PFS they may be race specific, particularly spells.

Alchemist's need the Alchemy Manual(AlchMan), no surprise there.

Ioun Stones are in the Pathfinder Society Primer(PSPrmr).

Pathfinder Unchained(PUnchd) if you are going Monk, Rogue. The summoner got balanced.

There are expansions for spellcasters and melee/ranged types. Supplements get a bit specific from here so I'm stopping with the above. Remember to review the class guide to your class.
Messageboard Class Guides
Zenith Games Pathfinder Guides

FYI Vial of Efficacious Medicine, Boots of the Earth, Jingasa of the Fortunate Soldier got nerfed, I'm sure there are more. So always double check the Add'l Resources and messageboard posts on things that look to good to be true... remember that PFS is a simple format.

there are now 3 styles of casting; Arcane, Divine, and Psychic. In PFS (and most home games) when a caster learns off another list he still casts in his style. It will get confusing with Mystic Theurges doing Psychic and Divine and then pulling in Arcane spells.

Lastly, when rooting around you'll have to do 3 searches.
d20pfsrd search is fast and pretty robust but no PFS legality marker and some names have been changed.
archivesofnethys has PFS legality and names, but hit search link between searches... it may not be up to date.
paizo.com/pathfinderRPG/prd/ is your last check to make sure the text says what you think it says.

pathfinderwiki is good for background, domains, and the odds and ends of the official PFS world golarian.

3/5 **** Venture-Agent, Massachusetts—Boston Metro

Honestly, Rod of the Wayang should be on the list. It doesn't come up that often but when it does it could effectively stop your character from dying.

Grand Lodge 4/5 Venture-Agent, Texas—Houston

Oil of Daylight (core, 750GP) hard counter to monsters trying magical darkness tactics.

Sunrod (core, 2GP) because sometimes you need a light source that can't be dispelled.

and of course, Rope, Silk (core, 10GP) and Grappling Hook (core, 1GP) for dealing with pits and walls at low level.

4/5

thanks for the comments

Rod of the Wayang $12000 (none) UltEquip. [shadow] +1DC, cmmd treat pos(dmg) neg(heal) energy for 1min(D).
over the price limit (5k).
Wayangs could take the Light and Dark (Su) racial option.
You could get a Lsr Rod of Silence, Extend, Reach, and Piercing -or- a Rod of Cancellation for that price.

Oil of Daylight is a bit expensive, I'd hand the caster a scroll. Good if there's no caster (no obscuring mist).

Sunrods are something non-casters without darkvision should have 1 of...maybe 2-4 if paranoid.

lol, has there been a kit without rope since 2.0? Yes, silk rope is nicer than hemp. It's in my custom kits. Pit spells are a waiting game unless there's acid or hungry attached, climbing out might take longer than waiting. Levitate, Air Walk, Fly, Rope Trick, and a decent Rflx save are good.

2/5 5/55/5 Venture-Agent, Colorado—Fort Collins

Stephen Ross wrote:


Oil of Daylight is a bit expensive, I'd hand the caster a scroll. Good if there's no caster (no obscuring mist).

Hard to read that scroll in the middle of a Deeper Darkness spell.

Greater Talisman of Beneficial winds is only 500 gp for 1/day featherfall instead of just a one and done. Cheaper then a Snapleaf even.

Scarab Sages 5/5 5/55/55/5

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Pig 3gp.

While i normally hold the the addage that "Fed is dead" with regards to wildlife, the sad fact is that meeting a group of pathfinders never seems to go well for the diverse and wonderful creatures of golarion seeking a meal or to remove intruders from their territory. Many of these critically endangered species would be just as happy with a haunch of pig as a haunch of pathfinder and will glady take their food in a less combative and more portable form than your party wizard.

I recommend dropping the meal rather than the "palms flat" method, as you'll need all those fingers for chronicle math.

4/5

3 people marked this as a favorite.
Flutter wrote:
Pig 3gp. ...

I see you went in whole hog 8^) ... a party on auroch mounts could be rules scary at low level.

probably the best purchase a level 1-3 character can do is to buy a trained heavy war horse (adv horse) 326GP. Movement goes up to 50, a 2d8HD melee target is under your PC, and mounts will perform self defence if attacked (no skill roll required).

4/5

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Four-leaf Clover $3750 (none) OccA. free actn +2 luck single ability chk, skill chk, or save 3/day. Probably the "sweet spot" in luck bonus items.

Grand Lodge 4/5 5/55/55/55/5 **** Venture-Captain, Minnesota

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Stephen Ross wrote:
Oil of Daylight is a bit expensive, I'd hand the caster a scroll.

No, you need the oil if you don't have a caster with dark vision. Otherwise, how do you read the scroll?

By the way, thanks for compiling this list again for 2017. It's always a pleasure to read!

Hmm

4/5

3 people marked this as a favorite.

Wand of lesser restoration. Several chronicle sheets have one with somewhere between 8 and 12 charges to make it less expensive.

5/5 5/55/55/5

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RealAlchemy wrote:
Wand of lesser restoration. Several chronicle sheets have one with somewhere between 8 and 12 charges to make it less expensive.

This really is the cure light wounds of higher level play, where you don't get HP damage you get ability damage.

Scarab Sages 5/5

I reject the usefulness of a potion sponge.

I do not rule that you need one to drink a potion underwater, therefore the usefulness of one is pretty limited.

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

Well, you do get the benefit of having a sponge.

5/5 5/55/55/5

Walter Sheppard wrote:
Well, you do get the benefit of having a sponge.

oh like pathfinders bathe

Sovereign Court 3/5

2 people marked this as a favorite.
BigNorseWolf wrote:
Walter Sheppard wrote:
Well, you do get the benefit of having a sponge.
oh like pathfinders bathe

Can confirm, soap from starting gear kit always first thing thrown to try to set off traps.

4/5 5/55/55/5 *** Venture-Lieutenant, Minnesota—Minneapolis

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I would like to add two weapons to the starting equipment of every character:

Alchemical Silver Light Mace, 25 GP, CRB
It is a simple weapon, so almost any class can use it with proficiency. It can be finessed for anyone other than swashbucklers that cares. It gives blunt damage. It is cheap enough that you can usually fit it in the starting equipment. Damage is not reduced by the alchemical silver because it is neither slashing nor piercing.

Cold Iron Dagger, 4 GP, CRB
Once again, it is a simple weapon. This time everyone is proficient with it. It can be finessed for anyone that cares. It gives either piercing or slashing damage, which means between this and the above mace you have all three types of damage covered.

They may not do the best damage, but if the creature has DR they may do better average damage than whatever you use for your main weapon.

Most of my characters start with these two weapons and some other primary weapon.

5/5

Just some FYIs...

Stephen Ross wrote:

Circumstantial before you get a Cloak +2 $3000 (shoulders) CRB. This should be $4000

cracked Pearly White Spindle Ioun stone ... immune to bleed damage...At best this is subject to GM interpretation. The stone heals damage like a ring of regeneration, that doesn't mean it grants all the benefits.

Soul Candle $1 InrSeaTmpls. undead or haunt within 5ft candle goes out, 24hr dur. This is a great find!

Caster's Shield (to 3rd level) $3153 UltEquip. Pays for itself over time (17th usage) with 3rd level spells at half cost... I don't believe this item is legal, per this post, though perhaps it's been superceded.

Dark Archive 4/5 5/5 ****

BretI wrote:

I would like to add two weapons to the starting equipment of every character:

Alchemical Silver Light Mace, 25 GP, CRB
It is a simple weapon, so almost any class can use it with proficiency. It can be finessed for anyone other than swashbucklers that cares. It gives blunt damage. It is cheap enough that you can usually fit it in the starting equipment. Damage is not reduced by the alchemical silver because it is neither slashing nor piercing.

Cold Iron Dagger, 4 GP, CRB
Once again, it is a simple weapon. This time everyone is proficient with it. It can be finessed for anyone that cares. It gives either piercing or slashing damage, which means between this and the above mace you have all three types of damage covered.

They may not do the best damage, but if the creature has DR they may do better average damage than whatever you use for your main weapon.

Most of my characters start with these two weapons and some other primary weapon.

I would agree whole-hardheartedly on these two, and would add in either javelins or slings to this list, to make sure you have a ranged weapon. After at the first couple of chronicles, I'd add in a Darkwood Long Composite bow (up to +3 STR for 2PP) for those with martial weapon proficiency.

Always make sure you have a way to do deal silver and/or cold iron damage, piercing, bludgeoning, and slashing. And be able to attack at range.

Add earplugs to the list for 3cp. They can save your character's life.

Grand Lodge 3/5

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Smoke goggles 10 gp, Ultimate Equipment, +8 circumstance bonus on saving throws against visual-based attacks.

These things area life saver against gaze attacks.

Smog Smoke Pellet, 40 gp, Dungeoneer's Handbook, The cheapest adn earliest way to deal with invisibility for 90% if characters.

Anointing Oil, 25 gp, Advanced Race Guide, getting extra ac or attack out of Barkskin or Greater Magic Fang can be clutch.

5/5 5/55/55/5

Cold iron arrows. 2,000 of them 200gp

Save you from demons and more importantly having to buy and track ammo after every mission.

Scarab Sages 5/5 5/55/55/5

Grandlounge wrote:


Anointing Oil, 25 gp, Advanced Race Guide, getting extra ac or attack out of Barkskin or Greater Magic Fang can be clutch.

OOHHHH!! Thank yoU!

*starts buying it by the gallon*

4/5

Tallow wrote:

I reject the usefulness of a potion sponge.

I do not rule that you need one to drink a potion underwater, therefore the usefulness of one is pretty limited.

you could have a tear you need to soak up afterwards... 8.^)

Dark Archive 4/5 5/5 ****

Flutter wrote:
Grandlounge wrote:


Anointing Oil, 25 gp, Advanced Race Guide, getting extra ac or attack out of Barkskin or Greater Magic Fang can be clutch.

OOHHHH!! Thank yoU!

*starts buying it by the gallon*

That is an interesting one. I may have to start buying some of that.

Better, is getting an extra 10 minutes out of Heroism, etc. My inquisitors will LOVE that.

4/5

{switching quote notation}
> Majuba wrote: said Just some FYIs...
>> Stephen Ross wrote: Circumstantial before you get a Cloak +2 $3000 $4000(shoulders) CRB.
ooops! upgrades! lol...

>> cracked Pearly White Spindle Ioun stone ... immune to bleed damage...
> At best this is subject to GM interpretation. The stone heals damage like a ring of regeneration, that doesn't mean it grants all the benefits.
I agree that it will cause some book reading and hopefully GMs will run it as written (as the ring).

>> Soul Candle $1 InrSeaTmpls. undead or haunt within 5ft candle goes out, 24hr dur.
>This is a great find!
>> Caster's Shield (to 3rd level) $3153 UltEquip. Pays for itself over time (17th usage) with 3rd level spells at half cost...
> I don't believe this item is legal, per this post, though perhaps it's been superceded.

additional resources wrote:
All specific magic shields on pages 130-133, except avalanche shield, belligerent shield, celestial shield, dragonslayer's shield, elysian shield, living steel heavy shield, tempest shield, volcanic shield, wyrmslayer's shield, and zombie skin shield are legal for play.

so a corner case! IMO in PFS you would just pay half cost for the scroll (keeping things in proportion).

4/5

BretI wrote:

I would like to add two weapons to the starting equipment of every character:

Alchemical Silver Light Mace, 25 GP, CRB

Cold Iron Dagger, 4 GP, CRB

I do something similar but go;

1) avoid buying anything you have to sell. So staff, sling w cold iron bullets {Pellet Blast}, wooden stakes are free basic equipment.
2) choose weapon according to your design/guide, otherwise;
> cold iron cestus B|P 10gp APG.
> the mace is a nice addition here...
> MW cold iron morningstar B&P 316gp CRB or MW cold iron cestus B|P 310gp.
> mithral dagger P|S 502gp CRB {Wreath of Blades}
> (any) bow/crossbow with cold iron ammo and suitable weapon blanch(es) applied.

5/5 5/55/55/5

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just because its legal doesn't mean it works.

1/5

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This might be deserving of its own post, but I have a query regarding Boots of the Earth;

Campaign Clarifications/Additional Resources sez:

"The boots of the earth can be activated once per day."

Inner Sea Gods sez:

"As a move action, the wearer can plant her feet and draw strength from the earth, gaining fast healing 1..." (etc. etc.)

So, clearly, Boots of the Earth can only be activated 1/day, but nowhere is there a mention of duration. For how long does the user get Fast Healing 1 (etc.)? 1 round? 1 minute? Indefinitely, as long as the user doesn't move?

Shadow Lodge

Stormcrow1618 wrote:
So, clearly, Boots of the Earth can only be activated 1/day, but nowhere is there a mention of duration. For how long does the user get Fast Healing 1 (etc.)? 1 round? 1 minute? Indefinitely, as long as the user doesn't move?

The boots last as long as they say they do: until you move.

4/5

Stormcrow1618 wrote:

... I have a query regarding Boots of the Earth;

Campaign Clarifications/Additional Resources sez:
"The boots of the earth can be activated once per day."

Inner Sea Gods sez:
"As a move action, the wearer can plant her feet and draw strength from the earth, gaining fast healing 1..." (etc. etc.)

So, clearly, Boots of the Earth can only be activated 1/day, but nowhere is there a mention of duration. For how long does the user get Fast Healing 1 (etc.)? 1 round? 1 minute? Indefinitely, as long as the user doesn't move?

so it is a matter of sequential rules. Inner Sea Gods defines the item. Additional Resources allows it to be used in PFS. Campaign Clarifications then defines the usage in PFS (essentially a GM ruling). In a practical manner there are still interpretive issues with this item as to exactly where a PC can plant their feet and draw strength from the earth which will create some mild table variation. I'm sure people will post their various views and that reflects the interpretive nature of the descriptive text. Yes, so long as the wearer does not move the boots continue to function so essentially full healing once per day. For a practical price comparison divide your PC's HP by 10 and then multiply by 15gp (equivalent price of Infernal Healing wand cost). I'd halve that daily value as most parties have a healer and that healing comes free of charge. In summary the items practical value increases with a PC's HP.

As this thread is not about this item this is my only post here on the subject.

4/5

Grandlounge wrote:

...

Anointing Oil, 25 gp, Advanced Race Guide, getting extra ac or attack out of Barkskin or Greater Magic Fang can be clutch.

Anointing Oil a nice +1 CL for divine casters for harmless touch spells {a bit specific but 25gp is cheap}.

Scarab Sages 5/5 5/55/55/5

Stephen Ross wrote:
Grandlounge wrote:

...

Anointing Oil, 25 gp, Advanced Race Guide, getting extra ac or attack out of Barkskin or Greater Magic Fang can be clutch.
Anointing Oil a nice +1 CL for divine casters for harmless touch spells {a bit specific but 25gp is cheap}.

Believe it or not that item changes a bit about how i was going to retrain flutter's feats at 11: as a druid 12 is a sweet spot for barkskin and greater magic fang

4/5

Due to the focus of this thread I've gone over Healer's Handbook (new book). I think this will be a standard supplement for many but PFS will have to wait (and drool) to see what's approved via the Add'l Resources. Some interesting things (spells and class abilities) and items over our price ceiling. This thread has cherry picked some great items so the current list is going to be hard to beat on price effectiveness.
please don't spoiler the boards here, thank you.

Liberty's Edge 1/5

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

....

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....

Hex Nail is also in the Additional Resources under the People of the North Player Companion, in case that's the book you have handy.

Sovereign Court 2/5 RPG Superstar 2009 Top 32

Stephen Ross wrote:
Due to the focus of this thread I've gone over Healer's Handbook (new book). I think this will be a standard supplement for many but PFS will have to wait (and drool) to see what's approved via the Add'l Resources.

I've paged through the book and see pretty much nothing worth drooling over; am I missing something?

Grand Lodge 3/5

Potion of placebo effect, 150 gp, occult adventures, a single item that helps with multiple status effects for a whole combat.

5/5 5/55/55/5

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Runeward tattoo buy the whole set instead of upping your cloak from +3 to +4, you get the same bonus and know when a spells going off within 60 feet of you.

1/5

Grandlounge wrote:
Potion of placebo effect, 150 gp, occult adventures, a single item that helps with multiple status effects for a whole combat.

A potion of Placebo Effect would be 300gp (scrolls are 150gp). It only helps against a single condition at a time, too, so it's not quite a cure-all.

Grand Lodge 3/5

I should have written multiple types of conditions. Thank you for the clarification. And price correction.

1/5

BigNorseWolf wrote:
Runeward tattoo buy the whole set instead of upping your cloak from +3 to +4, you get the same bonus and know when a spells going off within 60 feet of you.

I like the idea, but I had a Skald with Supersition and while the bonus against spells and spell like abilities is super rad, you'd be surprised how often the saves we make are supernatural or extrordinary.

But I really like the idea - it's yet another way to get mah saves up :D

Silver Crusade 5/5

Tusk the Half-Orc wrote:
Stephen Ross wrote:

....

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....

Hex Nail is also in the Additional Resources under the People of the North Player Companion, in case that's the book you have handy.

And in fact, the Reign of Winter Player's Guide is not a legal source for Hex Nails. If people want to buy them, they need People of the North.

Liberty's Edge 1/5

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Mitch Mutrux wrote:
Tusk the Half-Orc wrote:
Stephen Ross wrote:

....

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....

Hex Nail is also in the Additional Resources under the People of the North Player Companion, in case that's the book you have handy.
And in fact, the Reign of Winter Player's Guide is not a legal source for Hex Nails. If people want to buy them, they need People of the North.

Is there any way to get hex nails other than buying 7 with a prestige point? Are they on any chronicle sheet? It does not look like they qualify as always available.

Silver Crusade 4/5 5/5 *

Oil of Grease - Slap it on your armour as a way to stop you or a buddy being grappled to death and can be used while you are grappled (stick it on a bandolier)... +10 to escape and to avoid being more grappled. 50gp to avoid some of the worst of grapple monks and tentacle monsters...

Grand Lodge 2/5 *

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Pathfinder Adventure Path Subscriber
Tusk the Half-Orc wrote:


Is there any way to get hex nails other than buying 7 with a prestige point? Are they on any chronicle sheet? It does not look like they qualify as always available.

As soon as you reach 5 Fame every legal item below 501gp becomes always available.

Liberty's Edge 1/5

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Darrell Impey UK wrote:
Tusk the Half-Orc wrote:


Is there any way to get hex nails other than buying 7 with a prestige point? Are they on any chronicle sheet? It does not look like they qualify as always available.
As soon as you reach 5 Fame every legal item below 501gp becomes always available.

Thank you! I had missed that.

Sovereign Court 5/5

Tusk the Half-Orc wrote:
Mitch Mutrux wrote:
Tusk the Half-Orc wrote:
Stephen Ross wrote:

....

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....

Hex Nail is also in the Additional Resources under the People of the North Player Companion, in case that's the book you have handy.
And in fact, the Reign of Winter Player's Guide is not a legal source for Hex Nails. If people want to buy them, they need People of the North.
Is there any way to get hex nails other than buying 7 with a prestige point? Are they on any chronicle sheet? It does not look like they qualify as always available.

careful of buying these things (Hex Nails) in groups. If you have them on you when you need one, all of them will trigger at once, and you only get a single +2 (they don't stack).

:(

1/5

Wasn't there a clause for purchasing with prestige that restricted you to a single item? And the multiscroll thing was only possible because it was a single scroll with multiple copies of the spell on it?

The Exchange 5/5

shaventalz wrote:
Wasn't there a clause for purchasing with prestige that restricted you to a single item? And the multiscroll thing was only possible because it was a single scroll with multiple copies of the spell on it?

I think this is correct - though some judges will likely let it slide.

Dark Archive 4/5 5/5

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Not technically an item, but with the Healer's handbook being added to additional resources the spell Inspiring recovery gives Hunter's the ability to cast a slightly modified breath of life at 10th level since it is a 4th level ranger spell, but a 6th level cleric spell.

Scarab Sages 4/5

Oh wow. That's a nice spell, and a better scroll than breath of life, though more expensive. A 6th level scroll is 1,650, right? So for 525 more gold, you can bring someone back at a range of 210 feet as long as 5d8 gets them back alive (CL11 scroll). No worrying about wrist sheaths or how your GM rules. It's a harder UMD check (DC31, I think) and would require a caster level check from a cleric under 11th level, but still... I like it.

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