Consumables

Postby rchurchwell » Thu Jul 18, 2013 1:28 pm

Brainstorming thread for consumables you like to carry, and why:
(Magic Item)

Level 1+
Scroll of Comprehend Languages (25gp) - Hand it to the Arcane caster if you can't use it. 25gp to avoid a combat is well worth it.
Antitoxin (50gp) +5 to Fort saves vs. poison
Antiplague (50gp) +5 to Fort saves vs. disease OR two immediate saves if infected, taking the better roll
Potion of Cure Light Wounds (50gp) - Healz
Potion of Enlarge Person (50gp) - So cheap for so much win
Oil of Bless Weapon (50gp) - Makes a weapon count as magic vs. evil and incorporeal, makes your weapon good aligned, automatically confirms crits vs. evil creatures
Potion of Touch of the Sea, poured into Potion Sponge (52gp) - Swim speed 30 ft for 1 minute. The sponge takes a full round action to "drink" but makes it usable underwater. For someone in full plate this could be a lifesaver.
Potion of Air Bubble (50gp) - Touch of the Sea will usually render this moot, but suffocation is a hell of a way to go
Wand of Cure Light Wounds (750gp) - BYOH
Wand of Mage Armor (750gp) - Good for monks, casters, or anyone fighting incorporeal stuff

Level 4+
Potion of Cure Moderate Wounds (300gp) - Moar healz plz
Oil of Daylight (750gp) - Darkness kills
Potion of Darkvision (300gp) - Deeper Darkness kills deeper
Snapleaf (750gp) Immediate action Feather Fall AND Invisibility

Level 7+

Potion of Fly (750gp) - Things start flying around level 10, which means you'll start needing these around level 7.
Eyes of the Ten Roll20 link, ALEX

Katya Menia (40970-16, Soveriegn Court) (Human/Bat Form)
Spoiler: show
L7 Katya Menia, Blood Kineticist
Female werebat-kin skinwalker (bloodmarked) hydrokineticist 4 (Pathfinder RPG Bestiary 5, Pathfinder RPG Occult Adventures 10, 88)
NG Medium humanoid (shapechanger, skinwalker)
Init +4 Init +6; Senses low-light vision; Perception +4
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Defense
--------------------
AC 23, touch 15, flat-footed 19
AC 28, touch 19, flat-footed 22
hp 75
Fort +12, Ref +10, Will +5; +4 vs. disease
Defensive Abilities fortification 15%[/b]
AC 27, touch 18, flat-footed 22 (+8 armor, +1 deflection, +5 Dex, +1 natural, +2 size)
Fort +12, Ref +12, Will +5; +4 vs. disease

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Offense
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Speed 30 ft.
Speed 10 ft., fly 60 ft. (average)
Special Attacks water blast +11 (4d6+14) or blood blast +11 (8d6+18)
Special Attacks water blast +15 (4d6+14) or blood blast +15 (8d6+18)

Kineticist Wild Talents Known
. . Defense—shroud of water
. . Infusions—bleeding infusion (+2 burn), extended range (+1 burn), snake (+2 burn), wrack (+0 burn)
. . Utility—basic hydrokinesis, kinetic cover, kinetic healer
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Statistics
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Str 9, Dex 18, Con 22, Int 9, Wis 10, Cha 13
Base Atk +5; CMB +4; CMD 19
Str 7, Dex 22, Con 22, Int 9, Wis 10, Cha 13
Base Atk +5; CMB +9; CMD 18

Feats Bat Shape, Point-Blank Shot, Precise Shot, Iron Will
Traits ease of faith, fashionable, fast-talker
Skills Acrobatics +10, Bluff +7, Diplomacy +7, Disguise +1 (+11 to appear as a bat in bat form), Fly +11, Perception +0 (+2 at night), Sense Motive +5, Stealth +11, Use Magic Device +5; Racial Modifiers +2 Fly
Skills Acrobatics +12 (+2 to jump), Bluff +7, Diplomacy +7, Disguise +1 (+11 to appear as a bat in bat form), Fly +20, Perception +4 (+6 at night), Sense Motive +5, Stealth +21, Use Magic Device +5; Racial Modifiers +2 Fly
Languages Common
SQ animal-minded, bleeding infusion, blood tell, burn (2 point/round, max 9), change shape, change shape (+4 perception), change shape (bite), change shape (falls), change shape (scent), elemental overflow +2, gather power, infusion specialization 1, internal buffer 1, wrack
Combat Gear wand of infernal healing (50 charges), alchemist's fire (2), alkali flask[APG] (2); Other Gear cold iron dagger, silver light mace, lesser talisman of freedom, lesser talisman of life's breath, cloak of resistance +1, ring of protection +1, jewelry[UE], masterwork backpack[APG], silk rope (50 ft.), waterskin, 924 gp
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Special Abilities
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Animal-Minded +2 to Perception checks at night.
Bat Shape (Bat) Take the form of a bat, as beast shape II.
Bleeding Infusion (DC 19) (Su) Failed save: Target takes 1 point of bleed damage for every die of blast damage.
Burn 1/round (4 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Change Shape (Su) Shapeshift into bestial form, granting animal-like powers.
Elemental Overflow +2/+4 (Max +1, +2 STR, +2 CON, 15% Fortification) (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Extended Range Kinetic blast has range of 120ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Cover (Sp) A wall for one face of a square within 30 ft appears.
Kinetic Healer (Sp) Heal others equal to your blast damage
Metakinesis (1 burn: Empower) (Su)
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Wrack (DC 19) (Su) Target takes half damage, but dam is untyped and ignores DR.
Wracking Water Blast (DC 19) (Sp) Level 3; Burn 0

RIP Quarles * Chumley Roughknuckles * Grundle Axewound * Thujone * Wander (she got better) * Hariq al Safar
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Postby GTSamurai » Thu Jul 18, 2013 2:27 pm

Level 1+
Potion of Invigorate (50gp) - quick relief from both fatigue and exhaustion, and you can deal with the after-effects (original condition returns, +1d6 non-lethal damage) once you are out of combat.
Potion of Feather Step (50gp) - ignore difficult terrain for 10 minutes.
Potion of Protection from Evil (50gp) - ridiculously cheap for everything that it does.
Bladeguard (40gp) - protects a weapon from corrosion from oozes, rust monsters, or anything else, for 24 hours.

Level 4+
Potion of Remove Blindness/Deafness (750gp) - natch.
Ulysses Macabre
Spoiler: show
Male half-orc occultist (necroccultist) 7 (Pathfinder RPG Occult Adventures 46, 100)
N Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +9
—————
Defense
—————
AC 21, touch 14, flat-footed 19 (+7 armor, +1 deflection, +1 Dex, +2 luck)
hp 59 (7d8+21)
Fort +11, Ref +7, Will +8
—————
Offense
—————
Speed 30 ft. (20 ft. in armor)
Melee +1 adamantine falchion +10 (2d4+7/18-20) or
cestus +9 (1d4+4/19-20) or
dagger +9 (1d4+4/19-20) or
mwk cold iron falchion +10 (2d4+6/18-20) or
mwk silver morningstar +10 (1d8+4)
Ranged composite longbow +6 (1d8+3/×3)
Implement Schools
Abjuration (Armor, 4 points) Resonant—warding talisman; Focus—mind barrier
Necromancy (Robe, 6 points) Resonant—necromantic focus; Focus—mind fear
Transmutation (Weapon, 4 points) Resonant—physical enhancement; Focus—legacy weapon
Occultist (Necroccultist) Spells Known (CL 7th; concentration +12)
3rd (2/day)—animate dead. dispel magic, haste, ray of exhaustion (DC 19)
2nd (4/day)—blindness/deafness (DC 18), command undead (DC 18), false life, purge spirit (DC 18), resist energy, weapon of awe (DC 17)
1st (6/day)— chill touch (DC 17), decompose corpse (DC 17), inflict light wounds (DC 17), lead blades, ray of enfeeblement (DC 17), shield
0 (at will)— grave words, open/close (DC 15), resistance
—————
Statistics
—————
Str 18, Dex 12, Con 14, Int 20, Wis 9, Cha 7
Base Atk +5; CMB +9; CMD 24
Feats Endurance, Extra Mental Focus, Power Attack, Spell Focus (necromancy), Toughness
Traits brute (orc), fate's favored
Skills Acrobatics -2 (-6 to jump), Appraise +11, Diplomacy +8, Fly +4, Knowledge (arcana) +12, Knowledge (dungeoneering) +12, Knowledge (engineering) +9, Knowledge (history) +9, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +15, Perception +9, Sense Motive +5, Spellcraft +15, Use Magic Device +11
Languages Abyssal, Aklo, Ancient Osiriani, Azlanti, Common, Draconic, Giant, Goblin, Kelish, Necril, Orc, Osiriani, Shae, Thassilonian
SQ deadspeaker, ghostly horde, implements 3, magic item skill, mental focus (13/day), orc blood, shift focus
Combat Gear cold iron arrows (46), jingasa of the fortunate soldier, oil of bless weapon , oil of daylight, potion of barkskin, potion of blur, potion of cure light wounds , potion of cure moderate wounds , potion of invigorate , potion of jester's jaunt , potion of protection from evil, potion of remove blindness/deafness, potion of remove fear, potion of remove sickness , potion of touch of the sea , scroll of communal resist energy, scroll of fly, scroll of lesser restoration (2), scroll of make whole, scroll of remove curse, scroll of remove disease, scroll of see invisibility, scroll of spider climb, wand of heroism (5 charges), wand of infernal healing (43 charges) , wand of inflict light wounds (38 charges) , wand of mage armor (38 charges) , alchemist's fire (3), antiplague, antitoxin, bladeguard, holy water (2), vermin repellent (2); Other Gear +1 mountain pattern armor, heavy wooden shield, +1 adamantine falchion, cestus, composite longbow (+3 Str), dagger, mwk cold iron falchion, mwk cold iron longspear, mwk silver morningstar, cracked dusty rose prism ioun stone, dweomer's essence, handy haversack, headband of vast intelligence +2, ring of protection +1, talisman of beneficial winds, lesser, talisman of freedom, lesser, bedroll, belt pouch, chalk (10), flint and steel, mess kit, occultist's implement (robe), occultist's implement (compsognathus skull), occultist's implement (armadillo skull), silk rope (50ft.), smoked goggles, spell component pouch, torch (9), trail rations (5), wrist sheath-spring loaded, 8 onyx gems (worth 200gp), 42 gp
—————
Special Abilities
—————
Abjuration (Armor) Abjuration implements are objects associated with protection and wards.
Implements: Amulet, armor, bell, bracers, brooch, cloak, holy symbol, shield
Darkvision (60 feet) You can see in the dark (black and white only).
Deadspeaker (3/day) (Su) Learn answers about a dead or undead creature, as blood biography.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Ghostly Horde 3d6 (1/day, DC 18) (Su) 1 focus: summon a ghostly horde that damages those in a 20-ft. circle.
Implements (Su) Gain a series of items which grant access to schools and powers.
Magic Item Skill Add half level as bonus to Use Magical Device.
Mental Focus (14/day) (Su) You have a pool of points that activate your focus powers.
Mind Over Gravity (7 minutes) (Sp) 1 focus: Gain 60-ft fly speed w/perfect maneuverability
Necromancy (Robe) Implements that draw power from necromancy can control undead and harm the living.
Implements: Bone, coin, doll, drum, robe, skull.
Necromantic Servant (3 servants, 70 minutes) (Sp) 1 focus: Raise human skeleton or zombie to serve you.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Shift Focus (Necromancy [Robe], 11 focus) (Su) Shift focus from one implement to another, but lose 1 point.
Size Alteration (Sp) 1 focus: increase or decrease a creature's size by one step.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Soulbound Puppet (70 minutes) (Su) 1 focus: create soulbound puppet from bone, doll, or skull.
Spirit Shroud (7 minutes) (Sp) 1 focus: Gain temporary HP, +1 resist bonus vs. death & fear effects, neg levels, or neg energy
Transmutation (Weapon) Transmutation implements can alter the properties of both objects and creatures.
Implements: Belt, boots, sandals, vest, weapon.
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Postby thunderspirit » Thu Jul 18, 2013 2:44 pm

One of my favorite consumable magic items is elixir of spirit sightsee invisibility and ghost touch in one shot for 1000 gp. (The source is admittedly obscure.)

Snapleaf deserves kudos cos it falls within the 2 prestige point limit, as do the stunstone (poor man's glitterdust) and the feather token (tar and feathers) (which is an actual glitterdust).

For more mundane stuff, count me in on alkali flasks and liquid ice.
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Postby Fromper » Thu Jul 18, 2013 3:35 pm

Speaking of the 750 gp limit for 2 prestige, a lot of people don't know that you're allowed to get a single scroll with multiple copies of the same spell on it by spending prestige. So you can get a scroll with 5 copies of a level 2 spell (150 gp each) or 2 copies of a level 3 spell (375 gp each) for 2 prestige.

Just don't ask me where I learned this. I think it was a forum post on the Paizo forums by Mike Brock, but I couldn't give you a link without some serious digging.
Carpe DM - Sieze the Dungeon Master!!!
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Postby renedq » Thu Jul 18, 2013 3:38 pm

That's cool. never knew that.
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Postby benrady » Thu Jul 18, 2013 4:12 pm

I'm a huge fan of the Skeleton Key (85gp)

Many door locks have a similar design and thus can be unlocked by a similar key. A skeleton key may be tried on any standard door lock that uses a key, even if you don’t have the Disable Device skill. You use the key’s Disable Device bonus of +10 rather than your own total; you cannot take 10 when using a skeleton key. The key only gets one roll for any particular lock. If the roll fails, the key is unable to open or close that lock. Inferior skeleton keys may only have a +5 bonus.
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Postby Gabrial Goodfellow » Wed Jul 24, 2013 1:11 am

HERE is a link to Mike Brock's response on the scrolls. With his response highlighted. For posterity purposes.

On a side note, I was under the impression that you are limited to no more than 4 spells per scroll... but after some quick research, apparently, I'm wrong and there is no limit.
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