[PFS] Items that can save you in 2018


Pathfinder Society Roleplaying Guild

Shadow Lodge ***** Venture-Agent, Texas—Dallas & Ft. Worth aka Azothath

18 people 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 in the game...
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).

While this is PFS centric most will be usable in home games as PFS sticks close to RAW. Remember to check your Fame as not everything is 'always available'. Fame <5 {Maximum item price} $0!, 5-8 $500, 9-12 $1500, 13-17 $3000. You should be getting 4-6 Fame per level and as you cross the thresholds things become 'always available'.

I've updated the list with good practical items. There are other good options posted in the thread.
Link to the 2017 list.

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

=== staying alive & active ===(sorted by ascending price)

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) PeopleotN ReignWinterPlyrGuide +2 rst all sv hexs, spels, SLA, SU of fey, hags, witches [1 use] and important to have only 1 on you at a time. Circumstantial before you get a Cloak +2 $4000 (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 wand[b]s 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.

[b]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 economy 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. There is a nerf update so check Add'l Res as to when this occurs.

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. Most permanent ones exceed the cost ceiling.
. . Beneficial Winds: fall 5'+ -> Feather Fall 1@1 $50 or 1/d $500 (cheaper than Snapleaf).
. . 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.

for casters with familiars Bloodstone Collar $900 (neck) BotCoven. Worn by a Familiar or Spirit Animal. If wearer damaged to below HP:0 stabilizes at HP:-1 and master takes damage beyond that, refusing to take damage kills collar wearer, uses:[3].

=== 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 HndyHvsack 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.

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

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. {corner case on the scribing} If you buy scrolls using cash at half it 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. I usually buy wands and scrolls using PA.

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

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.

Chronicles - check them for wands with fewer charges or small batch ammo. You can always buy the wand later if you don't have the cash now.

=== 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.

various Weapon Blanches $5-$200 UltEquip, APG. Always buy cold iron ammo and then coat 10 with; $5 silver, $100 adamantine, $200 ghost salt{ghost touch}PS FldGd.

Oil of Bless Weapon $50 CRB. Std actn to apply then 10r of effect vs Evil creatures.

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.

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 reusable.
Fortifying Stone $1000 PS FldGd. Attaches to any item less than 100lb, Hrd:+5, BreakDC:+5, HP:+20. Restore with Make Whole.

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

=====

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! Feats can change, Slots are limited - check PFS blog posts.

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, android Barbarian. 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

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 but no PFS legality marker and some names have been changed.
ArchivesOfNethys has PFS legality and names, but hit search link between searches... it tends to lag Add'l Resources but we love what they do.
paizo.com/pathfinderRPG/prd/ is out of date but is a good source to check pre-errata text.
Again, if what you are doing is core to the game you are in safe territory. The leveraged items and combinations are trickier and require more research.

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

Explore, Report, and Cooperate!

Shadow Lodge ***** Venture-Agent, Texas—Dallas & Ft. Worth aka Azothath

Stephen Ross wrote:

... (edit to)

Spring loaded wrist sheath, $5 or $10 for 2, (wrist), AdvtrArmry. Pop wands, potions, and scrolls as a swift action (Action Economy). Get TWO.
...

Campaign Clarifications as of 4/28/2017, p. 2 wrote:

Adventurer's Armory, p8 - "Page 8—A wrist sheath or spring-loaded wrist sheath can hold one forearm-length item. In addition to the listed examples, wrist sheaths can be used to store and deploy potions and scrolls. They cannot hold rods."


4 people marked this as a favorite.

Here's my 1st level Pathfinder Society shopping list. Much of the latter part of this list is wishlist items to pick up after you get a bit of gold to spend, but most of it should be obtainable before level 2. This list doesn't include the cost of your primary weapons and armor since it differs by character. This list contains no items that require a minimum amount of Fame to purchase, and everything is PFS legal, provided you own the required resources.

Adventuring Equipment
----------------------------

Sack of Powder - 1 cp (1/2 lbs)
Invisible enemies at low levels suck. This is a ranged AC 5 attack that outlines them for a mere copper piece.

Chalk - 1 cp (0 lbs)
A cheap way to keep track of your movement in a dungeon, leave messages to others, or draw pretty pictures on walls.

Torch - 1 cp (1 lbs)
You'd be surprised how often an open flame is handy. This also gives you a last-ditch effort weapon for swarms, even if it's only 1 point of damage per hit.

Earplugs - 3 cp (0 lbs)
You get a +2 circumstance bonus to language-dependant spells or abilities whilst wearing these. Useful against enemies that you know will use enchantments, and incredibly cheap for their bonus.

4 Candles - 4 cp (0 lbs)
Again, having an open flame handy is more useful than you'd expect.

Inkpen - 1 sp (0 lbs)
Don't be an illiterate barbarian. Seriously, even barbarians should carry one of these and be ready to write down important information in character.

3 Oil Flasks - 3 sp (3 lbs)
Grease a flight of stairs. Add a fuse and throw it at a swarm. Rub it on yourself to slip out of a tight spot. In a pinch you could also light a lantern with it, I suppose.

Waterproof Bag - 5 sp (1/2 lbs)
Five times the cost of a regular sack, but temporarily protects your gear from water damage. Remember to keep your sack of powder, torch and other water sensitive items in this.

Wooden Holy Symbol - 1 gp (0 lbs)
A great litmus test to determine if the NPC is a vampire. Present this strongly at them and see if they recoil.

Grappling Hook - 1 gp (4 lbs)
Weighty, but handy to get your rope where it needs to be.

Potion Sponge - 2 gp (0 lbs)
Keep one of these loaded with your go-to underwater combat potion and you'll never need to worry about putting ranks into Swim.

Spring-Loaded Wrist Sheath - 5 gp (1 lb)
At lower levels keep a dagger handy. At higher levels keep a wand inside. Plus it's just plain cool.

Ink, 1 oz. vial - 8 gp (0 lbs)
For your inkpen, obviously.

Journal - 10 gp (1 lbs)
Always keep notes. Write down names of important NPCs, goals for the quest, riddles encountered, copies of maps, everything. Then you get to freely ask the GM to repeat themselves by simply saying "I wrote that down in character, so I check my journal."

50 ft. Silk Rope - 10 gp (5 lbs)
Lighter but more expensive than hemp. Worth the cost to keep your weight down. Also great if your character is into kinky stuff. Never leave home without rope!

Smoked Goggles - 10 gp (0 lbs)
Makes you all but immune to gaze weapons, plus you can wear your sunglasses at night.

Pathfinder's Kit - 12 gp (22 lbs)
I prefer this kit over many others. You've got your obligatory hobo items like a backpack, bedroll, waterskin, flint and steel and rations, but doesn't load you up on torches and an iron pot like many class kits. You get a signal whistle for when you're in trouble because you split the party since it seemed like a good idea at the time. You get a whetstone for an extra +1 damage on your first hit with a bladed weapon. You get a dagger to put in your spring-loaded wrist sheath.

Total: 60 gp (38 lbs) - Leave your rations and bedroll at camp or on a mount to take 12 lbs off this total

Weapons
--------------

Alchemical Silver Cestus - 25 gp (1 lbs)
Your always-on melee threat item. Superior to a spiked gauntlet in pretty much every way. Make sure you do bludgeoning damage, as the piercing would suffer -1 damage penalty due to the material. A cheap means to bypass DR/silver too, if you're in a pinch.

Total: 25 gp (1 lbs)

Pets
-------

Guard Dog - 25 gp
It's a move action and DC 10 Handle Animal check to command your guard dog to defend you. You don't even need to be trained in the skill for this usage. Simply take 10 on this skill out of combat, or take 20 if you're exceptionally uncharismatic. Having an extra pool of hit points for this cost is great value for money.

Total: 25 gp

Alchemical Items
-----------------------

Tindertwig - 1 gp (0 lbs)
For when you need a fire RFN.

2 Sunrods - 4 gp (2 lb)
Light and vision is king. Unless your whole party has darkvision, carry a few of these and don't be stingy about using them.

Vermin Repellent - 5 gp (0 lbs)
Swarms suck at low levels. Vermin repellent isn't perfect, but it might just be enough to convince a swarm to go chew on someone else instead. Worth the cost.

Smokestick - 20 gp (1/2 lbs)
Blocks line of sight, but the rules are sketchy about whether you need to light it on fire first or if it self-activates as part of the use. If your GM is finicky about the activation, glue a tindertwig on it and call it a day. It's a handy item that can buy you total concealment against ranged attacks.

Smelling Salts - 25 gp (0 lbs)
Okay, you beat the bad guys, but where do you go next? Easy, just grab one that hasn't bled out, stabilize him and then use smelling salts. Intimidate him for information about the bad guy's plans. Does your check fail? Kill him and try the next one. Also a really handy item to have in case the party healer is knocked out.

Holy Water - 25 gp (1 lbs)
Okay, it's not really an alchemical item, but it's close enough. It's also a decent way to contribute damage against both undead or evil outsiders, especially if they've got some kind of exotic damage reduction you don't have anything to bypass.

Smog Smoke Pellet - 40 gp (0 lbs)
Remember how much invisibility sucks? This is the sack of flour's big brother. Negate a creature's invisibility for 1d4 rounds if you throw it into their square.

Tanglefoot Bag - 50 gp (4 lbs)
Entangled, no save, 2d4 rounds. All you gotta do is hit them with it. Can be a lifesaver at low levels against bosses.

Air Crystals - 50 gp (0 lbs)
Underwater combat sucks, but a bag of these can save your character if they're able to get them out in time. Just make sure you have them in your mouth before you get grappled by the kraken.

Total: 220 gp (7.5 lbs)

Potions
--------------

Potion of Touch of the Sea - 50 gp (0 lbs)
Never worry about water again. Get a 30 ft. swim speed for 1 minute. Keep this in your potion sponge.

Potion of Feather Step - 50 gp (0 lbs)
Difficult terrain can ruin your day. This lets you ignore that for 10 minutes.

Potion of Remove Sickness - 50 gp (0 lbs)
The bonus to saves isn't nearly as good as the ability to negate the sickened condition for 10 minutes. There's many creatures that can inflict this status, so a counter is always handy to have as a backup.

Potion of Protection from Evil - 50 gp (0 lbs)
Typically the most common enemy type you'll face, and this one has a bunch of benefits. Deflection and resistance bonuses, prevention of mental domination, and that sweet protection from summoned creatures can shut a summoner down cold.

Total: 200 gp (0 lbs)

Shadow Lodge ***** Venture-Agent, Texas—Dallas & Ft. Worth aka Azothath

thanks for posting JDLPF, but a few of those items are not always available (thus not available until almost 2nd level or 5 Fame) and why source is asked for in the opening post. I specifically added text about Fame to the opening post to make it clear for starting characters. A lot of people miss that catch on new equipment early on.

I'm hoping that this thread is about things that can really help and does not become a debate about what a first level character's should buy. See the opening post's second line.

Guide ver9.0 on Always Available, Item Value, Potions, Scrolls, and Wands:
Always Available Items
You may always purchase the following items or
equipment as long as you’re in an appropriately sized
settlement (see page 20).
• All basic armor, gear, items, and weapons from Chapter
6 of the Pathfinder RPG Core Rulebook, including items
for Small and Large characters. This does not include
equipment made from dragonhide, but it does include
equipment made from the other special materials,
such as alchemical silver and cold iron (see the Special
Materials section on page 154 of the Core Rulebook). All
mundane weapons, armor, equipment, and alchemical
gear found in any other source that is legal for play
are considered always available, including masterwork
quality versions where a cost is defined.
• +1 weapons (2,000 gp + 300 gp for the masterwork
weapon cost + item cost)
• +1 armor (1,000 gp + 150 gp for the masterwork armor
cost + item cost)
• +1 shields (1,000 gp + 150 gp for the masterwork armor cost +
item cost)
• Potions and oils of 0- or 1st-level spells at caster level 1st (50
gp or less)
• Scrolls of 0- or 1st-level spells at caster level 1st (50 gp or less)
• Wayfinder (at a 50% discount for 250 gp; see sidebar)
• All items purchased with Prestige Points.
Beyond the gear noted above, your character is
restricted to purchasing additional items either from his
accumulated Chronicle sheets or by capitalizing on his
Fame (see page 20). Weapons, armor, equipment, magic
items and so on that are outside of these lists are not
available for purchase at any time.

Item Value
Items must be purchased at full value. You can’t buy
broken weapons or armor; you can’t buy partially charged
wands, rods, or staves; and you must buy ammunition in
full lots (typically 10 or 20 for mundane ammunition and
50 for magical ammunition). You can purchase items
of less than full value only if they appear that way on a
Chronicle sheet.

Potions, Scrolls, and Wands
All potions, scrolls, wands, and other consumables are
made by clerics, druids, wizards, or psychics in Pathfinder
Society Roleplaying Guild play. The only exceptions are
spells that are not on the cleric, druid, wizard or psychic
spell lists. For example, a scroll of lesser restoration must be
purchased as a 2nd-level scroll created by a cleric and can’t
be purchased as a 1st-level scroll created by a paladin.
Use the following rules for purchasing potions, scrolls,
and wands.

• If a spell appears at different levels on two different
lists, use the lower level spell to determine cost (for
example, poison would be priced as a 3rd-level druid
spell instead of a 4th-level cleric spell).
• All potions, scrolls, and wands are available only at the
minimum caster level unless found at a higher caster
level on a Chronicle sheet.
• For the sake of simplicity, there is no difference
between an arcane, divine, or psychic scroll or wand.
Thus a bard and cleric may both use the same scroll of
cure moderate wounds.
• Finally, scrolls of spells of 7th level or higher are
not permitted for characters below 12th level unless
you gain access to them on a Chronicle sheet that
specifically lists them.


Cheers, I must have overlooked something. Care to mention which of these items are not always available provided you own the relevant source?

Liberty's Edge **** Venture-Agent, Washington—Bothell

Other things to add to the list:

Lucky Horseshoe: in my opinion, better than the four-leaf clover. +1 luck bonus on all saves, once a day get a +4 luck bonus on one save. 6800gp. http://archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Lucky%20Hor seshoe

Goz Mask: see through fog/mist/whatever, lets you breathe underwater for 60 minutes a day, gives you a bonus vs wind. 8000gp.
http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Goz%20M ask

Bottled Sunlight: (carry 2) a two-round way to insta-kill any vampire. First bottle staggers them, second one kills, no save. 200gp. Get 2. Trust me.
http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Bottled% 20sunlight

Grand Lodge **** Venture-Lieutenant, California—San Francisco Bay Area North & East

Stephen Ross wrote:
Ageis of Recovery...Combine with Talismans for A(disintegrates) then T action.

Can you clarify what you mean by this? Seems like an Aegis and Talismans are non-compatible, since they both take the same slot.

*** Venture-Agent, Minnesota—St. Louis Park aka BretI

1 person marked this as a favorite.
Dennis Muldoon wrote:
Stephen Ross wrote:
Ageis of Recovery...Combine with Talismans for A(disintegrates) then T action.

Can you clarify what you mean by this? Seems like an Aegis and Talismans are non-compatible, since they both take the same slot.

I'm going to guess that it depends on the Aegis activating before the Talisman thus allowing both to activate against a single attack.

You make sure that the Aegis is the active item on your neck slot. The Talisman is still there, but deactivated because of overloading the slot.

Damage hits you that would take you below 0, Aegis activates and crumbles to dust.

It is assumed that in the split second that it crumbles to dust the Talisman becomes active because there is now only one magical item in the neck slot.

The damage was great enough to kill you even after the Aegis, so the Talisman of Life's Breath activates.

I don't know of anything in the rules that tells you how long it takes a deactivated magic item to activate. There is a lot of room for table variation on that. People may want to talk to the GM before relying on that particular combination.

***

Pathfinder Companion Subscriber

Snapleaf (UE) is great, especially at low levels. you can activate it as an immediate action to give you both invisibility and featherfall, which are cast as separate spells, meaning that it works even if you're not falling. Oh, and it's only 750 gp, so it's easy enough to get by level 2.

Bead of Newt Prevention ue is a 1000 gp item that negates the first time someone casts baleful polymorph on you. It doesn't need to be held or wielded to activate, either, just on your person. It's a pretty good investment for level 7+ characters, and almost mandatory for seeker tier characters.

Scarab Sages ***

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber; Pathfinder Battles Case Subscriber

Collapsible Plank 4sp, AA - For when those who aren't athletically inclined need to get across a gap. Theoretically you could get two to split the load for more heavily armored individuals.

Shadow Lodge ***** Venture-Agent, Texas—Dallas & Ft. Worth aka Azothath

Dennis Muldoon wrote:
Stephen Ross wrote:
Ageis of Recovery...Combine with Talismans for A(disintegrates) then T action.

Can you clarify what you mean by this? Seems like an Aegis and Talismans are non-compatible, since they both take the same slot.

yes, I noted that my abbreviations were not clearly apparent on the Aegis but the post was made and 1hr had passed(no editing).

multiple magic items in the same slot is an uncommon practice at lower levels I'd consult your table GM. It is a common practice for mundane items and magical item to occupy the same slot (such as wearing a neck slot magical item and a holy symbol and a signal whistle).

Assuming a central RAW stance, you can wear both and the last item to be worn will not activate. When the Aegis(A) activates and then crumbles you are left wearing the Talisman(T) which should activate. There may be minor variances to this process based on GM rulings.

I recognize that a few GMs may not allow two magical items to be worn in the same slot. PFS is a simple game we play for fun. There was a kerfuffle over exactly what would fit in a spring-loaded wrist sheath. GMs make table rulings that they think are fair and fit their tastes within the PFS format, nothing wrong with that.

**

http://archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Healer%27s% 20SatchelNormal

I would like to nominate the Specialized(Treatment) Healers Satchel for allowing you to replace a poison/disease saving throw with the result of a Heal skill check. And if you fail, you still get a +4 bonus and roll the save anyway.

So essentially save twice as long as you can spare the treat actions, withna huge bonus as long as one person in the party has a decent Heal.

Even if no-one has heal it may still be worthwhile just for the extra roll....

Shadow Lodge ***** Venture-Agent, Texas—Dallas & Ft. Worth aka Azothath

I have posted Multiple Wondrous Magic Items in same slot in the Rules forum for discussion of this topic.

Shadow Lodge ***** ⦵⦵

1 person marked this as a favorite.

Toilet paper roll of scrolls of Aram Zeys Focus

Its self only, but many parties don't have a rogue or their rogue has traded out trapfinding for something fun. Its plus one quarter your level (YOUR level. Not the caster level) to disable device but more importantly lets you disarm the occasional magical trap you don't want to go off. hand it off to someone with disable device and a caster level or UMD if you don't qualify yourself.

Grand Lodge **** Venture-Lieutenant, California—San Francisco Bay Area North & East

2 people marked this as a favorite.

RE: Neck slot stuff

I understand what you're saying now. I've honestly never run across multiple-items-in-a-slot shenanigans before in PFS, and I'm not sure how I'd rule on that. On the one hand, I can totally follow the logic, on the other, it seems kinda cheesy and against the spirit of slotting items. Seems like maybe it should take some sort of action to equip the talismans after teh aegis crumbles.

Scarab Sages ***** ⦵⦵

Pig. 3 gold pieces.

How many encounters is the monster just hungry? Offer to feed the monster and he might drop the fighter out of his mouth.

Remember to keep your palms flat

The Exchange ***** Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

1 person marked this as a favorite.
Flutter wrote:

Pig. 3 gold pieces.

How many encounters is the monster just hungry? Offer to feed the monster and he might drop the fighter out of his mouth.

Remember to keep your palms flat

If Flutter is going to make that suggestion, I feel compelled to add that animal companions are free to replace.

Now, where is a good hiding place...

Shadow Lodge ***** Venture-Agent, Texas—Dallas & Ft. Worth aka Azothath

Kevin Willis wrote:
Flutter wrote:

Pig. 3 gold pieces.

How many encounters is the monster just hungry? Offer to feed the monster and he might drop the fighter out of his mouth.

Remember to keep your palms flat

If Flutter is going to make that suggestion, I feel compelled to add that animal companions are free to replace.

Now, where is a good hiding place...

there's this butcher shop I know of, the kobolds can show you to it...

3400gp for that cracked Pearly White Spindle Ioun stone... maintain your status as a hand model.

*****

800gp for the Cracked Magenta Ioun Stone. +2 competence bonus to any skill and you can change it on a daily basis (although only at the same time of day).

500gp for the Cracked Dusty Rose Prism Ioun Stone. Who doesn't want a cheap bonus to initiative.

4000gp for the Cracked Pale Green ioun Stone. this adds to saves or attack rolls. The attack one won't stack with bard song but the saves one is cheaper than upgrading your Cloak from +2 to +3.

Another vote for the Lucky Horseshoe as well. Combine with Fate's Favoured for +2 to all of your saves.

Scarab Sages ***** ⦵⦵

Kevin Willis wrote:


Now, where is a good hiding place...

an earth elemental rises up out of the ground with a pointy stick


Flutter wrote:
Kevin Willis wrote:


Now, where is a good hiding place...

an earth elemental rises up out of the ground with a pointy stick

Thank you Kevin for the alignment data.

Roll Reflex against Binding Circle.

If I like artifice so much, is it any wonder I know a few Occultist abilities?


Flutter wrote:

Pig. 3 gold pieces.

How many encounters is the monster just hungry? Offer to feed the monster and he might drop the fighter out of his mouth.

Remember to keep your palms flat

Just make sure you do not do this to a monster with create spawn.

Scarab Sages ****

I still think the Talisman of Pentacle deserves to be listed with the other ones. Especially given the pending change to the Clear Spindle Ioun Stone. Increasingly, my characters who aren't primarily melee have been forgoing the Amulet of Natural Armor for a set of Talismans.

Talisman of Pentacle, Lesser 1@1 $600 Horror Adventures. Grants a second saving throw against an evil possession/charm/compulsion affect that exercises control. If you succeed, then it casts protection from evil on you for a 5 round duration.

The greater version is potentially even worth it at 6,000gp, once the Clear Spindle change goes into effect.

Dark Archive ****

1 person marked this as a favorite.
Pathfinder Roleplaying Game, Starfinder Roleplaying Game Subscriber
Ferious Thune wrote:

I still think the Talisman of Pentacle deserves to be listed with the other ones. Especially given the pending change to the Clear Spindle Ioun Stone. Increasingly, my characters who aren't primarily melee have been forgoing the Amulet of Natural Armor for a set of Talismans.

Talisman of Pentacle, Lesser 1@1 $600 Horror Adventures. Grants a second saving throw against an evil possession/charm/compulsion affect that exercises control. If you succeed, then it casts protection from evil on you for a 5 round duration.

The greater version is potentially even worth it at 6,000gp, once the Clear Spindle change goes into effect.

That's a great find, especially since you can wear 3 talismans at a time - Lesser Breath of Life, Greater Freedom and Greater Pentacle make a nice set for preventative medicine.

Scarab Sages ****

That's exactly the set my Sorcerer wears. EDIT: Well, lesser versions of all of those. Not cause he can't afford the more expensive ones, but he's 14th level and it's not likely he'll need more than 10 uses to make buying the greater versions worth it, since he'll mostly be playing modules.

Sovereign Court *** Venture-Lieutenant, Georgia—Savannah aka KitsuneWarlock

Dream Journal of the Pallid Seer is really nice. Forcing an opponent to reroll and attack roll or being able to reroll a save is excellent for 600 GP. Even after your Dream Journal is "used", you can pass it around to other players in future adventures. It is from a book I do not own, but I've been given it in other adventures.

Feather Token (Tree) is a little expensive for a consumable, but when you have an opportunity to use it, it is a game changer.

**

Can I just say I can't wait until campaign clarifications or errata documents take aim at this list. Lists like these can be dangerous if you actually like using the items you add to them.

Shadow Lodge ***** Venture-Agent, Texas—Dallas & Ft. Worth aka Azothath

technarken wrote:

Can I just say I can't wait until campaign clarifications or errata documents take aim at this list. Lists like these can be dangerous if you actually like using the items you add to them.

That's nice.

This thread has existed for 4+ years. I would be flattered if Paizo designer’s commented on this thread (for weal or woe).
I have specifically avoided mentioning items I consider to violate RAW (there are two as of this post) which are PFS approved. It is my hope that someday corporate will make a different decision about them.

This thread exists to spread knowledge and expertise as to what "good" items are out there within a theme. It's not expansive. It's not powergaming. It combats cliquishness and people hoarding information.

My suggestion is that you will like CORE better than the standard campaign.

Shadow Lodge ***** Venture-Agent, Texas—Dallas & Ft. Worth aka Azothath

Ferious Thune wrote:

I still think the Talisman of Pentacle deserves to be listed with the other ones. Especially given the pending change to the Clear Spindle Ioun Stone. Increasingly, my characters who aren't primarily melee have been forgoing the Amulet of Natural Armor for a set of Talismans.

Talisman of Pentacle, Lesser 1@1 $600 Horror Adventures. Grants a second saving throw against an evil possession/charm/compulsion affect that exercises control. If you succeed, then it casts protection from evil on you for a 5 round duration.

The greater version is potentially even worth it at 6,000gp, once the Clear Spindle change goes into effect.

For me an ally can easily use a Wand of Protection from Evil 1@1 on you and at 15gp that is a more effective solution. It does use a caster's action. IMO should be done BEFORE combat if the party is aware of the upcoming challenge. There's a balance between self reliance and party cooperation and a challenge is crafted for a group of adventurers.

I'll add it to my next update (as I agree about the pending Addt'l Resources/PRD update) though you can see my point.

I tend to go through what people have posted and pick up what I like and fits the criteria, but that's just my post. If an item needs a warning it gets that.

**

1 person marked this as a favorite.
Stephen Ross wrote:
technarken wrote:

Can I just say I can't wait until campaign clarifications or errata documents take aim at this list. Lists like these can be dangerous if you actually like using the items you add to them.

That's nice.

This thread has existed for 4+ years. I would be flattered if Paizo designer’s commented on this thread (for weal or woe).
I have specifically avoided mentioning items I consider to violate RAW (there are two as of this post) which are PFS approved. It is my hope that someday corporate will make a different decision about them.

This thread exists to spread knowledge and expertise as to what "good" items are out there within a theme. It's not expansive. It's not powergaming. It combats cliquishness and people hoarding information.

My suggestion is that you will like CORE better than the standard campaign.

Sorry for my bile. I just remember the last time I contributed to one of these lists and half the stuff I brought up got nerfed into the ground and/or banned in the next year. At a point the list becomes a problem because unless your list is


+X Weapon
+X Armor (if applicable)
+X Shield (if applicable)
+X Cloak of Resistance
+X Belt of Stats
+X Headband of Stats
+X Ring of Protection

then the list becomes obsolete next time the game is patched and you get to start over again.

Once again, sorry for the bile.

**

On another note, no character above 3rd Level should be without

Traveler's Anytool
For 250 gold, have the ultimate Swiss army knife. Good for basically any mundane tool, which saves space for other gear

Ioun Torch
For 75 gold, you have hands-free light. Even if you have Darkvision, this is really good to have for other people in the party.

As for more esoteric stuff...

Vambraces of Defense
For 6000 you get a wrist slot item that provides a +1 Ring of Protection effect (not important here) and Deflect Arrows once a day. Unless your GM metagames, them a character can use that one use to great effect in one fight. At the very least, it negates one ranged attack.

Vest of Escape
5200 gets you +4 to Disable Device and +6 to Escape Artist. If you're playing a rogue type, you probably weren't using this item slot anyway.

Scarab Sages ****

1 person marked this as a favorite.

Re: Wand of Protection from Evil. That’s great to have around and great to use beforehand. But it depends on timing. The Talisman gives a second save immediately. The wand means waiting for the caster. If the affected player acts in between, things can get bad real fast. A suggestion to leave a dungeon means they are effectively too far away. Dominate means they spend a round murdering the party, and I’ve seen a dominated Barbarian one round a party member (EDIT: while waiting for my turn in initiative to cast prot from Evil on him).

Get both. If you have prot from Evil up, great. The Talisman won’t trigger. I usually have magic circle going if it’s a dungeon. I’ve also been caught traveling by a harpy song, and I was the caster with prot from Evil in the group and failed my save because it wasn’t active. That’s when I finally bought a clear spindle. If you’re caught without it, the Talisman is helpful. Basically, if you would have considered buying the clear spindle, you should consider buying the Talisman. Everything about the wand of prot from Evil that applies to making the Talisman unnecessary applies to the ioun stone. The Talisman is more expensive (for the greater version), but the ioun stone won’t be legal forever.

Shadow Lodge ***** Venture-Agent, Texas—Dallas & Ft. Worth aka Azothath

for spellcasters that get into HTH combat range there are a few items at the high end of the price range I consider helpful

Spellguard Bracers 5000gp (wrist) UltEquip. +2 Conc Chk to cast defensively, roll twice and take the better result while casting defensively[3/d].

Tunic of Careful Casting 5000gp (chest) UltEquip. +2 Conc Chk (for spellcasting).

so that's 10000gp and two slots to replace Combat Casting feat.
Of course you could always pop out a Wand from your spring-loaded wrist sheath and activate it without provoking...

Sovereign Court

Pathfinder Adventure Path, Campaign Setting, Companion, Modules Subscriber; Pathfinder Comics Subscriber

Wand of grease is handy if you’re grappled.

Globe of Moonlight (700gp) is a great solution to both darkness and deeper darkness.

Scarab Sages

BigNorseWolf wrote:
Toilet paper roll of scrolls of Aram Zeys Focus

I just carry a wand. 4500 is not that much.

Shadow Lodge ***** ⦵⦵

Natsu "Salamander" Dragneel wrote:
BigNorseWolf wrote:
Toilet paper roll of scrolls of Aram Zeys Focus
I just carry a wand. 4500 is not that much.

i think the wand/scroll thing evens out around 25? uses That seems like more traps than you'll run into in your career. Plus the scrolls allow a pay as you go method as opposed to the wands lump sum...

****

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild Subscriber

The UMD DC is another thing to consider with Aram Zey's Focus on wand vs scroll. The bump from 20 to 23 is negligible, but if you don't have at least 12 INT or CHA, suddenly that's a 23 + a 27 required.

Community / Forums / Organized Play / Pathfinder Society Roleplaying Guild / [PFS] Items that can save you in 2018 All Messageboards

Want to post a reply? Sign in.