General priorities for gear


Advice


Do folks have mental or written lists of things they will prioritize buying as they move through the world? For example, always buy fundamental weapon and armor runes as soon as possible; always buy at least N healing potions of maximum available level as soon as possible; prioritize elixirs of healing over healing potions (because they're cheaper); always buy/upgrade spacious pouches/smuggler's packs ASAP...

What things are on your list? How do you prioritize the list? How many potions/alchemical items/consumables in general do you carry?

Class should matter. Casters should probably have wands, maybe staves, on their list. Toolkits (and their upgrades) should be on the list for people with the appropriate skill. Also, for skills, items that improve chance of successful use (AoN lists these for many skills).

Does everyone carry a healer's toolkit (you need one to administer First Aid, which is an untrained action)?


Ed Reppert wrote:

Do folks have mental or written lists of things they will prioritize buying as they move through the world? For example, always buy fundamental weapon and armor runes as soon as possible; always buy at least N healing potions of maximum available level as soon as possible; prioritize elixirs of healing over healing potions (because they're cheaper); always buy/upgrade spacious pouches/smuggler's packs ASAP...

What things are on your list? How do you prioritize the list? How many potions/alchemical items/consumables in general do you carry?

Class should matter. Casters should probably have wands, maybe staves, on their list. Toolkits (and their upgrades) should be on the list for people with the appropriate skill. Also, for skills, items that improve chance of successful use (AoN lists these for many skills).

I don't know that anyone has written down a list of "I want to buy this item at this level in this order, based on my available cash". I suppose you could, but I doubt many people do that.

Especially for consumable items, which is what you seem to be concerning yourself with more than permanent items.

]Does [i wrote:
everyone[/i] carry a healer's toolkit (you need one to administer First Aid, which is an untrained action)?

Absolutely not in the groups I play with. Typically only people who have bothered to invest in Medicine Skill, take the healer's toolkit. Even if that character can't administer first aid, you can probably use their toolkit.


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My players have treated gear differently in different campaigns. These are largely the same players but different situtations.

In my PF1 Jade Regent campaign, they relied on looted gear. The ninja PC Ebony Blossom stuck with a 6th-level magic dagger called the Deadly Kiss that she had claimed in a duel to the death against respected rival ninja Omoyani.

In my PF1 Iron Gods campaign, the players emphasized crafting, because they wanted the skill to craft technological items at higher level. And this campaign had no time pressure, so they would often take a month or two off to make their own gear. They did carefully plan and budget what they would make.

In my PF2-converted Ironfang Invasion campaign, they had to rely on looted gear because the Ironfang Legion had conquered all the nearby villages and their shops. We also had a weird situation with the PF2 rules for transferring runes: the cost to transfer was in gold, but who was the party paying gold coins to? I invented "magical reagents" that they could harvest from the environment that were the true ingredients for transferring runes. When they finally reached the city of Longshadow and its shops, they needed gear beyond what its craftsmen could make.

In my PF2 Strength of Thousands campaign, the players said that they wanted to act like students rather than adventurers. Students don't loot. Instead, I had the Magaambya Academy lend them level-appropriate gear before any mission. Here is the message I sent to my players before the expedition to the ruins of Bloodsalt in Hurricane's Howl:

Mathmuse wrote:

Dear Pathfinder players,

We have our regularly scheduled Strength of Thousands game session today, Tuesday, August 26, at 6pm EDT and 3pm PDT. Winter semester comes to an end. Thus, you will roll for passing your classes and completing your penicillin research. Noor Khan will give birth to her baby. And you will be outfitted for the expedition to Bloodsalt with free gear from the Magaambya.

Outfitting for Bloodsalt
1. Armor or explorer's clothing upgraded to 8th level: +1 resilient with a common armor property rune up to 8th level, such as Energy-Resistant(acid) or greater Slick; or any common specific magic armor up to 8th level, such as Message Mail.
2. Weapon or handwraps upgraded to 8th level: +1 striking with a common weapon property rune up to 8th level, such as Astral or Flaming; or any common specific magic weapon up to 8th level, such as a Vampire-Fang Morningstar. If you don't use weapons, you can receive a wand or staff up to 8th level.
3. Given a common magic item up to 8th level, such as lesser Clarity Goggles, Extra Lung, Bottled Air, or Wondrous Figurine (Jade Serpent).
4. Given a branch-identifying item up to 5th level clearly decorated in the theme of your Magaambya Branch or your own mask. The branch themes are:
Cascade Bearers: hyenas
Emerald Boughs: spiders
Rain-Scribes: snakes
Tempest-Sun Mages: leopards
Uzunjati: elephants
For example, teacher Nhyira has an elephant mask and a cloak of illusion (formerly known as Cloak of Elvenkind) in shades of gray that resembles elephant hide. The identifying item does not have to be an entire outfit. A simple amulet or toolkit worn openly would suffice, including the silver charms below. Or existing gear can be decorated.
5. Provided with silver charms that tarnish in the presence of sulfide gas.
6. Select alchemical items and consumbables costing no more than 40 gp.
7. Recieve 10 weeks pay at 7th level rates and 14 weeks advance pay at 8th level rates: (1/2)(70 days)(2.5 gp/day) + (1/2)(98 days)(3 gp/day) = 234.5 gp

The penicillin research and pregnant teacher Noor Khan are events I added to the campaign. The students had a work-study job every semester and their job for winter semester 4721 AR was aiding visiting scholar Kassi Aziril with medical research. Their pay was half the pay recommended by the Income Earned table. Also, every Magaambya student belonged to a branch represented by the mask worn by one of the masked Magic Warriors who founded the Magaambya. And the area around Bloodsalt occassionally has clouds of poisonous volcanic gases.

By the way, the PCs are now 12th-level teachers at the Magaambya and the bard Jinx Fuun and kineticist Cara'sseth rent an apartment with teacher rogue Noor Khan and play with baby Dora.

Claxon wrote:
Ed Reppert wrote:
Does everyone carry a healer's toolkit (you need one to administer First Aid, which is an untrained action)?
Absolutely not in the groups I play with. Typically only people who have bothered to invest in Medicine Skill, take the healer's toolkit. Even if that character can't administer first aid, you can probably use their toolkit.

It is the same in my parties: the healers buy Healer's Toolkits and the non-healers don't. When they can afford it, the Medicine-trained character upgrades to an 50 gp Expanded Healer's Toolkit. Even in the Strength of Thousands campaign the healer bard Jinx Fuun used her own wages to buy an Expanded Healer's Toolkit rather than borrow one from the Magaambya, because she wanted it always available.


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Mandatory:
Armor
Perception item
Skill item 1
Skill item 2
Skill item 3
Speed item 1
Flight item
Apex item

Optional:
Weapon (martials)
Staff of illusion (applicable casters, no upgrades needed)
Weapon siphons + bombs (dual-wield and melee magi)
Collar of the shifting spider + energy mutagens (melee)
Effective bulk limit increase item
Focus item/magus' free action teleport ring
Speed item 2
Darkvision item
Greater Doorknob (martial)
Bola shot (archers)
Potion patch + Haste potions
Misc utility scrolls

Priority is primarily based on what level items become available. Non-scroll consumables are lowest priority and generally delayed until they can be bought in bulk thanks to exponential money growth. Scrolls are bought based on vibes and educated guesses about what might be needed.


I have made a list for what items my PC wants, but it's for her, and she changes her priorities. For example, she just bought Gloves of Healing because in her last scenario she worked alongside a Kalistrade merchant (if that's not redundant), not because she uses Medicine much (Aiding more often than not). Shiny white gloves, pristine even, just like her new associate's. And while it had been on her list, it likely would have drifted off it as she leveled to better items.
And the list is for me, as scouting out items is fun, yet it'd be wasteful if I didn't write down prices and item levels.

And yes, I feel obligated to upgrade items involved in my PCs' most common rolls; so one's weapon & armor Runes, main skills, Perception, etc. AoN has those handy lists under skills which show what items boost each. Other than mobility items, perhaps with Trick Magic Item for a Tailwind wand (perhaps Fly), I think that exhausts the musts...except some of those Whetstones can be game-changing for warriors (especially if locked into one weapon damage and once spare change can pick up some for standard use)...and there's that Pearly White Spindle if you're in PFS or have access. Invaluable when your party's healing resources are kinda random. Oh, and the miniature ladder has proven more useful than one would presume.

She does have a few emergency consumables, but they're aging out. I have a hard time buying consumables anywhere near my level.

Oh, and I've found it harder (barely worthwhile) to plan in an AP. Sometimes a great (!) item-drop has no PC who suits it or the drops are necessary for the AP, yet gouge into one's treasure/basic build.


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Even if you are not using Automatic Bonus Progression, you should still be looking at that table and manually buying equipment to at least keep up with that progression.

Equipment advice other than that is going to be campaign specific or depends on party composition or character build.


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

I generally always look at the fundamental runes and plan for them.

Skill boosters I only tend to worry about if I'm actively using the skill a lot. Otherwise those are in the "if the item drops I'll keep it, but unlikely to budget/shop for it" type category.

Otherwise its a lot more reactive -- what have I/the party been struggling with, how can we fix that. What new threats are we hearing about, can we outfit ourselves to deal with it better?

Silver Crusade

gesalt wrote:

Mandatory:

Optional:
Weapon (martials)

I find that very strange. Just about every martial which had damage as their main contribution to combat that I've ever seen prioritized their primary weapon above everything else and their secondary weapon was pretty high on the list too.

Most martials, almost literally, live and die by how much damage that they put out (with obvious exceptions for tanks, controllers, etc). And your weapon being fully maxed out is a huge factor in that damage.

Liberty's Edge

pauljathome wrote:
gesalt wrote:

Mandatory:

Optional:
Weapon (martials)

I find that very strange. Just about every martial which had damage as their main contribution to combat that I've ever seen prioritized their primary weapon above everything else and their secondary weapon was pretty high on the list too.

Most martials, almost literally, live and die by how much damage that they put out (with obvious exceptions for tanks, controllers, etc). And your weapon being fully maxed out is a huge factor in that damage.

I guess gesalt meant the weapon option is for martials (rather than casters). Not that it is optional for martials.

As you say, it is definitely mandatory for them (and Handwraps for unarmed attacks).


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I recently read Ed Reppert's post aloud to my wife to see whether she had any additional insights. I asked, "What are your priorities for buying gear?"

She responded, "Buy?"

I looked over my list from four campaigns. The parties obtained gear by looting, crafting, looting, and borrowing respectively. They seldom bought gear.

My wife added that technically her 1st-level characters buy their gear with their starting budget. She says that she gets into character and buys what the character would care about rather than trying to optimize. Her typical priorities in order are armor, weapon, backpack, some kind of healing such as potion or healer's toolkit, bedroll and other daily supplies, rope.


I think I misunderstood (partially) the initial context of the OP's question.

I think I read it as getting much more specific than was intended, or at least other people are getting that specific (as it level, and order within that level).

In general, priorities of items can be seen by looking at what Automatic Bonus Progression grants you (and that kind of covers at what level).

Honestly, as a very generic guide if you're buying items and not playing with with ABP then it's a pretty solid guide to "you should probably be buying the items that provide these bonuses".


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The Raven Black wrote:
pauljathome wrote:
gesalt wrote:

Mandatory:

Optional:
Weapon (martials)

I find that very strange. Just about every martial which had damage as their main contribution to combat that I've ever seen prioritized their primary weapon above everything else and their secondary weapon was pretty high on the list too.

Most martials, almost literally, live and die by how much damage that they put out (with obvious exceptions for tanks, controllers, etc). And your weapon being fully maxed out is a huge factor in that damage.

I guess gesalt meant the weapon option is for martials (rather than casters). Not that it is optional for martials.

As you say, it is definitely mandatory for them (and Handwraps for unarmed attacks).

Yeah, just a failure of formatting on my part.


What do my players usually get?

1. Armor with saves
2. Weapon with fundamental and property runes (even non-martials often get one)
3. Skill item for useful skills (Intimidation, Thievery, Stealth, Athletics, Acrobatics, Medicine): Whatever skill you have an ability that works off, pick up a skill item.
4. Perception item at least for your high perception characters.

My particular group doesn't value these as much as we find winning initiative in PF2 isn't that important. It's almost better to lose initiative so the enemy is spending move actions to close the distance, while you're spending attack actions to hammer them. There are very few ways to end a fight before it starts in PF2, so action economy is the biggest way to shift battles in your favor. Part of that is making the enemy spend move actions versus your combat actions to gain an advantage. It doesn't hurt to win initiative as you can set up a defensive wall, but it's not as necessary as PF1.

5. Movement items: Very valuable.
6. Any wand, staff, or other item that provides some kind of useful advantage.
7. Useful consumables: For my group, healing items at low level help quite a bit. At higher level, forget we even have consumables.


I've never liked ABP. <shrug>

What raised the question for me is that I built a character (barbarian) from level 1 to level 20 in Herolab and Pathbuilder, bought weapon and armor runes pretty much as soon as I could, bought some elixirs of life at first level, and then found myself at level 20 with a bunch of extra cash (he got "starting level" cash at each level, so 15 GP at one, another 15 at two, and so on). So I bought a bunch of stuff, and then thought I probably should have bought them earlier in the level progression -- which would have required prioritizing or delaying or both. About the only non-rune thing I bought early was doubling rings - and I never did figure out how to make Pathbuilder recognize them.

I also learned to be careful what feats I get, as I grabbed a legacy class feat early on, not realizing that it violated the "remaster only" principle that I'd decided on. So I picked something else -- and then discovered that without an enlarge spell or wand or something to enlarge him, the something else was useless - so I had to find yet a third thing to take.

I would take Crafting in many cases, but only if I was sure we were going to get enough downtime to make it worthwhile. I've seen groups whose idea of a campaign consisted of combat encounters separated by very short exploration periods and no downtime at all. To me, that's boring.


Ed Reppert wrote:
What raised the question for me is that I built a character (barbarian) from level 1 to level 20 in Herolab and Pathbuilder, bought weapon and armor runes pretty much as soon as I could, bought some elixirs of life at first level, and then found myself at level 20 with a bunch of extra cash (he got "starting level" cash at each level, so 15 GP at one, another 15 at two, and so on). So I bought a bunch of stuff, and then thought I probably should have bought them earlier in the level progression -- which would have required prioritizing or delaying or both. About the only non-rune thing I bought early was doubling rings - and I never did figure out how to make Pathbuilder recognize them.

What? Does this mean that the 2nd-level character has only 30 gp to equip himself, a 3rd-level character has only 45 gp, a 4th-level character has 60 gp, and up to a 20th-level character having only 300 gp? That is not how treasure per level works.

The expected treasure rules are in Rewards in the GM Core, Chapter 1: Running the Game. Table 10-10: Character Wealth has the gold-piece amounts for buying gear for a character starting new at a given level. It does recommend 15 gp for starting at 1st level and 30 gp for starting at 2nd level, so maybe I misunderstood what Ed Reppert said and he is using the table. 3rd level gets 75 gp, 4th level gets 140 gp, and up to 112,000 gp at 20th level.

Chapter 5: Treasure Trove in the GM Core also has a section labeled Important Items, which is so short I can quote it here.

GM Core, Chapter 5 Treasure Trove, page 223 wrote:

Important Items

Some magical items in the game are an important part of the game's progression, so ensure your players are getting enough of the following items.

Fundamental runes. Potency runes for weapons and armor, resilient runes for armor, reinforcing runes for shields, and striking runes for weapons are all important to ensure characters have the attacks, damage, and defenses suited to their level. Read more about these runes here.
Skill items. Players seeking true mastery of a skill will be happy to get items that give bonuses to that skill. These are mostly in the categories of held items and worn items.
Spellcaster items. A staff is as important to a spellcaster as a magic sword is to a fighter. Learn more about staves here. Scrolls and wands provide extra spells in a more limited capacity.
Weapon alternatives. Characters using unarmed attacks need handwraps of mighty blows or similar items instead of weapon runes.
Healing potions. Keep them alive!

The list overlooks mobility and travel items, which are also quite handy.


Mathmuse wrote:
What? Does this mean that the 2nd-level character has only 30 gp to equip himself, a 3rd-level character has only 45 gp, a 4th-level character has 60 gp, and up to a 20th-level character having only 300 gp? That is not how treasure per level works.

I know how it works. I did miss that "Important Items" list.


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Some Important items:

Consumables:

Vital Earth - Ignore suffocation/drowning crap.
Quickness potions - Always be hasted for any import any fight ~13th level and above. Use with potion patches, if a caster goes first they can haste the party instead.
Dust of disappearance - 1 action 4th level invisibility. Use constantly after level ~14. Enjoy 50% miss chance for most enemies.
Prey Mutagen - When you need speed, and when you can’t find a better polymorph effect for your character (usually you can).
Soothing Tomic, Lesser - best healing item because it’s dirt cheap and gets someone up multiple times.

Permanent:
Spring heels, get two - 1/hour double stride as an action. Supreme mobility option.
Boots of bounding/clockwork heels - item boost to speed, boots have additional benefits and a greater version, clockwork heels aren’t invested. Choose based on character’s needs.
Echo receptors/Major Saurian Spike - non-visual precise sense, the single most important item you can get.
Sunflower censor - Best form factor for a mist spell, use with a non-visual precise sense for one way concealment.
Flight item - previously I used five feathered wreaths for in combat non-prebuffed flight, but they axed that with the latest book. Not sure what to replace it with but it needs something.

Wand/Scroll Spam:
Longstrider - obviously
Invisibility - Only for super high levels, but good to prebuff with then just for the first round of combat (or longer if you’re not taking hostile actions round 1)
False life - the temp hp is worth the gp eventually
Wand of teeming ghosts - special false life wand for demoralize users
Clairvoyance - party expense, use to scout rooms. Can probably use clairaudience instead if you have precise hearing via echo receptors.
Heroism - after around 11th level you should understand no circumstances be involved in a fight without heroism up unless it is a true ambush. Simply do not move around in a dungeon environment without it up, you can afford enough wands for this.
Air walk - prebuff when possible for superior aerial performance over flight
Mind blank - +4 status bonus vs mental is eventually worth the GP on it’s own, but the real power is turning off enemy truesight so your invisibility works on them.
Contingency + containment - Your contingency phrase is “I am the target of an effect”. You now have a reaction to block any effect you know is coming 1/fight. You’re stuck in the containment ball after, but that’s easily worth no-selling a breath attack, big scary monster melee, or dangerous spell. Get multiple wands of each, refresh after fights.


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I didn't know about the echo receptors or saurian spike, so thanks for that.

Those are amazing. For a high level character, I might even consider both to so that even enemies that occasionally can negate sound or smell usually can't negate both so you'll always have a precise sense for the enemy, and not rely on sight which is the most common thing to have negated.


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For high-level characters, there are a lot of low-level items with very useful effects. I can very much recommend:

+ Earplugs (0.1gp) for a +2 circumstance bonus vs auditory effects (e.g. Demoralize).
+ Faith Tattoo (80gp) to get Holy or Unholy sanctification (though you still need sanctified options, e.g. Divine Lance).
+ Symbol of Conflict (90gp) for a rare +1 circumstance save bonus vs holy & unholy effects.
+ Sunweave is the new Perception item!
+ Foxglove Token (55gp) on your armor for that rare poison resistance.
+ Ancestral Geometry (30gp) for a fortune "pre-roll" on a random save for later – that reaction saves you hero points. If you can afford it, just fill your investiture maximum up with these babies.
+ Preserving Aeon Stone (150gp) often helps with persistent damage.
+ Pearly White Spindel (60gp) for undead characters – healing is difficult at the early levels.
+ Cultist Cowl for not being an invested item.


Oooh, forgot about ancestral geometry. Pretty good way to tile spare investment slots.


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Pathfinder Adventure Subscriber

Grab any of the new Banners they have good effects that apply to the entire party. Beacon of the Wilds is currently what our group rolls with.

Get a spellheart if you can use one and even if you can't, sometimes their crit effects are enough like Phantasmal Doorknob

Triggering weaknesses and bypassing resistance become essential so having a Transmuting Ingot of each metal is a good idea


Claxon wrote:

I don't know that anyone has written down a list of "I want to buy this item at this level in this order, based on my available cash". I suppose you could, but I doubt many people do that.

Especially for consumable items, which is what you seem to be concerning yourself with more than permanent items.

Not really, I just grabbed some examples off the top of my head, and those popped up. Permanent items that would improve skill use, or Perception, or... I don't know, just about anything should imo at least be considered -- and one should be aware of them, which is harder, there's a lot of stuff out there. And I don't know much of it; that's part of the problem.


ScooterScoots wrote:
Contingency + containment - Your contingency phrase is “I am the target of an effect”. You now have a reaction to block any effect you know is coming 1/fight. You’re stuck in the containment ball after, but that’s easily worth no-selling a breath attack, big scary monster melee, or dangerous spell. Get multiple wands of each, refresh after fights.

I don't understand "refresh after fights". Wands are one use per day (save overcharging, which can get expensive) afaik.


Does a religious symbol give a specific benefit to its wielder? Only clerics? Other classes? "Some classes, such as clerics, can use a religious symbol to use certain abilities". What abilities?

Liberty's Edge

Ed Reppert wrote:
ScooterScoots wrote:
Contingency + containment - Your contingency phrase is “I am the target of an effect”. You now have a reaction to block any effect you know is coming 1/fight. You’re stuck in the containment ball after, but that’s easily worth no-selling a breath attack, big scary monster melee, or dangerous spell. Get multiple wands of each, refresh after fights.
I don't understand "refresh after fights". Wands are one use per day (save overcharging, which can get expensive) afaik.

Hence the "multiple wands of each" to use after fights so that the whole effect is refreshed.

Liberty's Edge

Ed Reppert wrote:
Does a religious symbol give a specific benefit to its wielder? Only clerics? Other classes? "Some classes, such as clerics, can use a religious symbol to use certain abilities". What abilities?

The Raise Symbol and Sapping Symbol Cleric feats according to a quick search on AoN.

There might be others I did not see.


One would think those would be basic abilities rather than feats, but I guess not. <shrug>


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Ed Reppert wrote:
ScooterScoots wrote:
Contingency + containment - Your contingency phrase is “I am the target of an effect”. You now have a reaction to block any effect you know is coming 1/fight. You’re stuck in the containment ball after, but that’s easily worth no-selling a breath attack, big scary monster melee, or dangerous spell. Get multiple wands of each, refresh after fights.
I don't understand "refresh after fights". Wands are one use per day (save overcharging, which can get expensive) afaik.

You have multiple wands, and some scrolls to cover when you run out of wands but wouldn’t expect to usually use that many in a day.

It is expensive but the ability is worth the cost.

Cognates

I normally just go for thematic or fun looking stuff, the game would get old if I just went for the same clump of items.

That being said rushing staves/wands/runes is always a must. I'm also of the opinion everyone should carry a couple healing potions (or equivalent) on them so they can revive someone no matter what.


Ed Reppert wrote:
Does a religious symbol give a specific benefit to its wielder? Only clerics? Other classes? "Some classes, such as clerics, can use a religious symbol to use certain abilities". What abilities?

A religious symbol used to be a thing you could use in place of material components in premaster. That was handy, and became even more handy if you had a shield and emblazoned your symbol on it, since now you didn't need to be able to dig out material components with that hand.

As that's not a thing anymore in the remaster in general, they don't serve much purpose without feats now except when fighting something like a vampire: some vampires have a vulnerability where they can't approach a brandished religious symbol.

They do have significant narrative importance, of course.


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BotBrain wrote:

I normally just go for thematic or fun looking stuff, the game would get old if I just went for the same clump of items.

That being said rushing staves/wands/runes is always a must. I'm also of the opinion everyone should carry a couple healing potions (or equivalent) on them so they can revive someone no matter what.

All of my healer characters carry healing potions and I tell the other PCs exactly where they are so they can use them to revive me. :)

I learned that trick LARPing as a healer: people who aren't healers need a way to get me up if I go down, and "force feed me any potion from this bandolier" was a very simple way to get the job done.


Ed Reppert wrote:
always buy at least N healing potions of maximum available level as soon as possible

I’d never do that, that’s how you go bankrupt.


BotBrain wrote:
I'm also of the opinion everyone should carry a couple healing potions (or equivalent) on them so they can revive someone no matter what.

Lesser soothing tonics are the best item for this role. Dirt cheap and if they get knocked back down they’re already set to heal next round.


ScooterScoots wrote:

You have multiple wands, and some scrolls to cover when you run out of wands but wouldn’t expect to usually use that many in a day.

It is expensive but the ability is worth the cost.

Hm. Makes sense I guess, though for a neophyte estimating how many wands you might need in a day seems problematic. OTOH, one can (for a first rank spell) buy 15 scrolls for the price of one wand (and get the scroll two levels earlier than the wand), so I suppose if you can afford exactly three wands, you buy two and fifteen scrolls and see how that works out. If you aren't third level yet, just buy (or make) as many scrolls as you can and hope it's enough.


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We don't usually have to buy healing points. I would keep all you find around as you never know when you might have to use them to get someone up or heal quicker than 10 minutes to get ready for another fight and want to save healing spells.

Liberty's Edge

Ed Reppert wrote:
ScooterScoots wrote:

You have multiple wands, and some scrolls to cover when you run out of wands but wouldn’t expect to usually use that many in a day.

It is expensive but the ability is worth the cost.

Hm. Makes sense I guess, though for a neophyte estimating how many wands you might need in a day seems problematic. OTOH, one can (for a first rank spell) buy 15 scrolls for the price of one wand (and get the scroll two levels earlier than the wand), so I suppose if you can afford exactly three wands, you buy two and fifteen scrolls and see how that works out. If you aren't third level yet, just buy (or make) as many scrolls as you can and hope it's enough.

Paizo bases its design on 3 encounters for a standard adventuring day.

In which case, 3 wands and 1 or 2 scrolls should be fine.

If the baseline is different, just adjust numbers accordingly


You just buy as many wands as you’re confident you’ll use 90% of adventuring days (assuming you have enough adventuring days before the end of the campaign!), keep a few days of scrolls on hand, and buy more scrolls when needed.

Same thing for any other wand spam spell, like heroism or false life.

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