[PFS2] Cheap items useful for anyone


Pathfinder Society

Liberty's Edge 1/5

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

As I began making purchases for my first Second Edition PFS character, an abjurer wizard with the alchemist dedication (starting at level 2 with 16XP between a Playtest boon and pregen chronicle), I had some trouble deciding what to purchase with the 52 gp I had to play with. I started with the obvious - a wizard class pack (1.2 gp) and alchemist’s tools (5 gp) - which left me with 45.8 gp and no immediate idea what to spend it on beyond a few healing potions or elixirs of life.

I looked for existing forum threads with gear suggestions, but didn’t find anything as useful for PF2 as Azathoth’s excellent annual PFS Items that can save you thread is for PF1. So I started paging through the Core Rulebook, looking for items available at a reasonable price that might be useful to any Pathfinder heading out on assignment and ended up compiling a list of my own.

I started with the Core Rulebook, but I expect to add items from the three Lost Omens released to date, and the Advanced Player’s Guide later this summer. I ignored armor and weapons, on the assumption that players whose characters are primarily combat-oriented won’t have any trouble finding ways to spend their money. For the same reason, I tried to avoid any equipment that is specifically class- or ancestry-dependant; it isn’t useful to suggest that a wizard should buy some scrolls of arcane spells and an alchemist should purchase alchemist’s tools. Finally, I stuck to a price limit of 100 gp because I needed some limit to keep the task from being overwhelming and because I’m going to be playing at low levels for a while so I don’t need to learn about more expensive items yet.

Without further ado, then, here is my first draft of the list. Comments, critiques, and suggestions for other items are all welcome.

Adventuring Gear (Mundane):

Item Level Price (GP) Bulk Benefit

Caltrops 0 $0.3 L Hinders enemies chasing you.

Candle (10) 0 $0.01 -- For when you need a little bit of light but not too much (dim light, 10' radius).

Climbing kit 0 $0.5 1 Climb half as quickly (minimum 5'), provides DC 5 flat check on critical failure to prevent fall.

Extreme climbing kit 3 $40 1 As standard climbing kit and provides +1 item bonus to Athletics checks to Climb.

Crowbar 0 $0.5 2 Provides leverage for Forcing Open objects (eliminates -2 penalty for not having a crowbar).

Levered crowbar 3 $20 2 As standard crowbar and provides +1 item bonus to Athletics checks to Force Open.

Disguise kit 0 $2 L For disguises; required to Impersonate someone using Deception.

Elite disguise kit 3 $40 L As standard disguise kit and provides +1 item bonus.

Healer's tools 0 $5 1 Required for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds.

Expanded healer's tools 3 $50 1 As standard healer's tools and provides +1 item bonus to checks.

Repair kit 0 $2 1 Tools used to Repair items using Crafting skill.

Superb repair kit 3 $25 1 As standard repair kit and provides +1 item bonus to checks.

Ten-foot pole 0 $0.01 1 Standard adventuring gear since the early days of the world's oldest TTRPG, has 1000s of possible uses; mechanically allows you to use Seek to search square up to 10' away.

Alchemical Elixirs:

Item Level Price (GP) Bulk Benefit

Antidote, lesser 1 $3 L +2 item bonus to Fortitude saving throws against poisons for 6 hours.

Antidote, moderate 6 $35 L +3 item bonus to Fortitude saving throws against poisons for 6 hours.

Antiplague, lesser 1 $3 L +2 item bonus to Fortitude saving throws against diseases for 24 hours.

Antiplague, moderate 6 $35 L +3 item bonus to Fortitude saving throws against diseases for 24 hours.

Bravo's Brew, lesser 2 $7 L +1 item bonus to Will saves for 1 hour, +2 against fear.

Cat's eye elixir 2 $7 L Reduce flat check to target hidden creatures within 30' to 5 for 1 minute; no flat check needed to target concealed creatures.

Cheetah's elixir, lesser 1 $3 L Status bonus to Speed of +5' for 1 minute.

Cheetah's elixir, moderate 5 $25 L Status bonus to Speed of +10' for 10 minutes.

Darkvision elixir, lesser 2 $6 L Gain darkvision for 10 minutes.

Darkvision elixir, moderate 4 $11 L Gain darkvision for 1 hour.

Darkvision elixir, greater 8 $90 L Gain darkvision for 24 hours.

Eagle-eye elixir, lesser 1 $4 L +1 item bonus to Perception for 1 hour, +2 to find secret doors or traps.

Eagle-eye elixir, moderate 5 $27 L +2 item bonus to Perception for 1 hour, +3 to find secret doors or traps.

Elixir of life, minor 1 $3 L Heal 1d6 hit points and gain +1 item bonus to saving throws against diseases and poisons for 10 minutes.

Elixir of life, lesser 5 $30 L Heal 3d6+6 hit points and gain +1 item bonus to saving throws against diseases and poisons for 10 minutes.

Mistform elixir, lesser 4 $18 L You are concealed for 3 rounds.

Mistform elixir, moderate 6 $56 L You are concealed for 1 minute.

Salamander elixir, lesser 4 $15 L Gain protection from effects of severe heat for 24 hours.

Sea touch elixir, lesser 5 $22 L Gain 20' Swim speed for 10 minutes.

Winter wolf elixir, lesser 4 $15 L Gain protection from effects of severe cold for 24 hours.

Oils & Potions:

Item Level Price (GP) Bulk Benefit

Nectar of purification 1 $3 L Casts a 1st-level purify food and drink spell over any food or drink onto which it’s poured.

Oil of mending 3 $9 L Casts a 2nd-level mending spell to repair the item

Salve of antiparalysis 6 $4 L Paralyzed creature recovers as if it were the target of a 3rd-level remove paralysis spell.

Barkskin potion 4 $15 L Gain effects of 2nd level barkskin spell for 10 minutes (resistance 2 to bludgeoning and piercing/weakness 3 to fire)

Healing potion, minor 1 $4 L Heal 1d8 hit points.

Healing potion, lesser 3 $12 L Heal 2d8+5 hit points.

Healing potion, moderate 6 $50 L Heal 3d8+10 hit points.

Potion of flying, standard 8 $100 L Gain a fly Speed of 40 feet for 1 minute.

Potion of resistance, lesser 6 $45 L Gain resistance 5 to one energy type for 1 hour.

Potion of swimming, moderate 6 $50 L Gain a swim Speed equal to your land Speed for 10 minutes.

Potion of water-breathing 3 $11 L Gain the effects of a 2nd-level water breathing spell for 1 hour.

Scrolls:

Item Level Price (GP) Bulk Benefit

Scroll of heal or soothe 1 $4 L Casts 1st level heal (Divine, Primal) or soothe (Occult); if you can't cast it yourself, you can buy one anyway and hand it to a caster of appropriate tradition at the start of the scenario because it's courteous to contribute to the party's healing or provide for your own healing.

Scroll of heal or soothe 2 $12 L Same as level 1 version, but heightened to level 2.

Scroll of heal or soothe 3 $30 L Same as level 1 version, but heightened to level 3

Scroll of heal or soothe 4 $70 L Same as level 1 version, but heightened to level 4.

Talismans:

Some talismans require a level of proficiency in a triggering DC. I didn’t consider that disqualifying, as none of them seem to be limited to a particular class or ancestry - any character could meet these requirements.

All of these talismans have negligible bulk.

Item Level Price (GP) Requirements Benefit

Crying angel pendant 2 $7 Trained in Medicine Convert critical failure to Administer First Aid into normal failure.

Effervescent ampoule 2 $7 Expert in Acrobatics Until the end of your turn, walk across liquid as though it were solid, avoid triggering pressure plate traps.

Emerald grasshopper 5 $30 Expert in Athletics Athletics check to High Jump: on success Leap up to 50 feet vertically and up to 10 feet horizontally; on critical success Leap up to 75 feet vertically and 20 feet horizontally. If jump does not end on solid ground, fall harmlessly 60'/round to ground.

Hunter's bane 2 $6 Trained in Survival Sense the exact location of undetected attacker, making it hidden instead.

Jade cat 2 $6 Trained in Acrobatics For 1 minute: treat all falls as 20 feet shorter, you are not flat-footed when you Balance, and narrow surfaces and uneven ground are not difficult terrain for you.

Savior spike 2 $7 Expert in Reflex Attempt to Grab an Edge: converts success on to critical success, and critical failure to failure.

Shark tooth charm 5 $23 Expert in Acrobatics Attempt Escape using Acrobatics: converts success to critical success, critical failure to failure; on failure against grabbing creature, creature must either release you as a free action or take 2d8 piercing damage.

Swift block cabochon 7 $70 N/A Use Shield Block reaction even if you had not raised your shield and don't normally have that reaction.

Other Consumables:

Item Level Price (GP) Bulk Benefit

Dust of appearance 6 $50 -- Make invisible and concealed creatures visible in 10' burst and takes care of those pesky mirror images (lasts 1 minute).

Feather token, anchor 7 $55 -- Feather turns into a massive anchor with a magical chain. Handy on boats.

Feather token, bird 3 $8 -- Feather turns into a bird that will carry a message for you (carries your spoken message up to 1 minute long to a person you have met at a location you have visited within 300 miles).

Feather token, chest 3 $10 -- Feather turns into a magic chest - holds 10 bulk, then transforms into a key when closed, then back into a chest when you mime turning the key in an invisible lock. After that, it stays a chest.

Feather token, fan 4 $15 -- Feather turns into a fan that provides either 8 hours of steady wind for a ship's sails (+10 circumstance bonus to Speed) or 1 casting of gust of wind.

Feather token, holly bush 2 $6 -- Feather turns into a holly bush, with 2d4 berries that heal 1 hp each.

Feather token, ladder 1 $3 -- Feather turns into a 20' ladder (permanent).

Feather token, swan boat 8 $76 -- Feather turns into a swan-shaped boat, 50' Speed without wind or rowing, lasts 1 day.

Feather token, tree 6 $38 -- Feather turns into a 60' tall oak tree with 5' trunk if activated on occupied patch of earth or soil (permanent).

Held Items:

There is only one item in this category that met my criteria, but as it isn’t a consumable item, it needs its own category.

Item Level Price (GP) Bulk Benefit

Wondrous figurine,
onyx dog 2 $34 -- Statue turns into guard dog (B1), with darkvision, scent, and +4 circumstance bonus to Track (lasts 6 hours). May be activated 1/week.

Wands:

Item Level Price (GP) Bulk Benefit

Wand of heal or soothe 1 $60 L Casts 1st level heal (Divine, Primal) or soothe (Occult) 1/day plus overcharge; if you can't cast it yourself, you can buy one anyway and hand it to a caster of appropriate tradition at the start of the scenario because it's courteous to contribute to the party's healing or provide for your own healing.

I have also put this list into a spreadsheet on Google Sheets, for easy sorting by item name, level, or price. Here’s the link. I’ll update the spreadsheet with any suggestions posted in the thread.

5/5 **

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Pathfinder Adventure Path, Rulebook Subscriber

If you don't have someone who can cast Magic Weapon, Oil of Potency can be used to make your weapon a +1 Striking Weapon or your armor +1 Resilient Armor for 1 min. (Cost 7 gp and is Level 2).

5/5 *****

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For wands I would add:

Ant Haul (Level 1, 60gp): Increase bulk limits for 8 hours
Longstrider (Level 2, 160gp): +10' status bonus to speed for 8 hours

Misdirection (Level 2, 160gp): Niche but lasts 24 hours. Might be useful if you are a champion being sent to Nex or somesuch.

Status (Level 2, 160gp): Lasts 24 hours, know the condition of a party member, level 4 can get your whole party. Useful for those who use conditon removal.

Pass Without Trace (Leve 2, 160gp): Much harder to track, lasts 8 hours, level 4 can affect your whole party

Endure Elements (Levels 2,3,5, 160gp, 360gp, 1500gp): Protect from various environmental effects for the whole day

Restoration (Levels 2,4,6, 160gp, 700gp, 3000gp): You can only benefit from this spell once per day regardless so you may as well buy a wand of it at some point.

Water Breathing (Level 3 or 4, 360gp, 700gp): Lasts 8 or 24 hours. Potions are cheap (11gp) but only last an hour so you might want this eventually.

Spell Immunity (Level 4, 700gp): Potentially useful if you know what you are likely to face or if you team up with someone who likes to throw AoE effects around a lot. It works on counteract checks so you will need to buy higher level versions over time. Lasts 24 hous.

See Invisibility (Level 5, 1500gp): Expensive but it lasts for 8 hours

Detect Scrying (Level 6, 3000gp): Very niche but lasts the whole day

Dimensional Lock (Level 7, 6500gp): Again very niche but lasts a whole day, affects a large area, avaiilable at a level where teleportation becomes much more common

Contingency (Level 7, 6500gp): Free spell activation, lasts 24 hours

Now, a lot of these you will not be buying as soon as you can afford them. You are generally going to want to prioritise armour and weapon runes and skill boosting items. However, there comes a point where picking up cheap items several levels below you is a very cost effective way of adding useful options which has a very limited effect on your ability to buy "keep up" equipment like runes.

One thing to be wary off though are the various "remove/restore" spells like restore senses or neutralise poison. These mostly work with counteract checks which means if they are not at or near your level the chance of them working is pretty small. For lots of these you are probably going to want to hope there is a PC nearby that can help if you need to remove them mid adventure.


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A special reminder for wands and scrolls: Be aware of the casting time of spells, the "remove/restore" spells -- including restoration -- tend to have 1-minute casting times, which makes them useless in encounter mode.

I found that out the hard way during ConCurrent: the final villain in one of the scenarios I did likes to give out adverse conditions like clumsy and stupefied, but I quickly realized my scroll of restoration couldn't help me.

Shadow Lodge 4/5 *** Venture-Captain, Michigan—Mt. Pleasant

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Also remember the premise is they're supposed to be cheap. an item that's several hundred gold isn't exactly cheap.

5/5 *****

Eric Clingenpeel wrote:
Also remember the premise is they're supposed to be cheap. an item that's several hundred gold isn't exactly cheap.

Cheap is relative to level. That 160gp wand is a lot when you are earning 22gp a scenario at level 2 but less so when you are pulling in 150gp a scenario at level 6.

Vigilant Seal 3/5 5/55/5 **

The one 160gp wand that I bought so far was Longstrider 2nd - +10' of movement for 8 hours is worth it all day every day.

Most of the rest of those spells are great for contingencies, which for me means I would buy them as scrolls.

Envoy's Alliance 4/5 5/55/55/55/5 ****

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This is an amazing list. Thank you for creating it!

Hmm

Liberty's Edge 1/5

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I’m still working my way through the Advanced Players Guide (so much good stuff), but I want to get started posting items for the list here. To kick things off, here are the cheap items that could be useful for any character (in my opinion) from the Adventuring Gear and Alchemical Items found in Chapter 6 of the APG; the spreadsheet is updated. As above, I’m focused on items that cost 100gp or less, other than armor and weapons (with one exception), and generally ignoring items that require a particular class, archetype, ancestry, or heritage.

Item Level Price (GP) Bulk Benefit

Brass ear 1 $1 -- Reduce penalties on Perception checks to listen through a barrier

Periscope 2 $25 L Look around corners while maintaining cover (no line of effect, though)

Ghost charge, lesser 1 $3 L This and the moderate version are the exceptions to the “no weapons” rule for this list; incorporeal enemies can be deadly and having a cheap bomb that does full damage against ghosties as well as ghoulies can be the difference between life and your character spawning as a shadow. Deals 1d8 positive damage and 1 positive splash dmg to undead (including incorporeal undead); primary target is enfeebled 1 until the start of your next turn

Ghost charge, moderate 3 $10 L Gain +1 item bonus to attack roll; deals 2d8 positive damage and 2 positive splash dmg; primary target is enfeebled 1 until the start of your next turn

Focus cathartic, lesser 2 $5 L Attempt counteract check to remove confused or stupified condition from single source at +6 modifier

Focus cathartic, moderate 4 $15 L Attempt counteract check to remove confused or stupified condition from single source at +8 modifier

Olfactory obfuscator 3 $9 L Gain +4 item bonus against attempts to Seek you by creatures using only scent-based senses for 10 minutes

Sinew-shock, lesser 2 $5 L Attempt counteract check to remove clumsy or enfeebled condition from single source at +6 modifier

Sinew-shock, moderate 4 $15 L Attempt counteract check to remove clumsy or enfeebled condition from single source at +8 modifier

Skinstich salve 7 $55 L Either (1) Administer First Aid without healer's tools and with +2 item bonus to Medicine check (or use +13 item bonus from salve instead of your own), or (2) Treat Wounds or use Battle Medicine, gain +2 item bonus to Medicine check and treat success as critical success

Sovereign glue 7 $55 L Stick things together real good: 1 flask covers 1 square foot, DC50 Athletics check to separate (glued objects likely to break before glue does)

Universal solvent, moderate 5 $21 L Automatically dissolves sovereign glue; +9 counteract modifier vs. other adhesives (e.g., tanglefoot bags)

I’ll try to get through at least the magic consumables section over the weekend, and I’d be happy to add anything I missed onto the list.

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