New must-have gear?


Advice

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Slacker, you can trip someone with any weapon, not just a whip.

Personally, I love weapons with Reach and have no problem with the idea of putting a Banner on a polearm (reach weapon) build.

- Gauss


Lonspear is about it unfortunately. Needs to be 8ft long and held in 2 hands (Preemptive That's what she said). It's not a horrible choice though. Bard's have pretty weak AC for melee so the reach lets you sit behind the fighter / barbarian wall and still be combat effective. Also The increased inspire courage more than makes up for the minuscule drop in damage dice that you get from choosing a longspear.

Dark Archive

"Waving your flag all over the place.......". Lol

Dark Archive

Lab_Rat wrote:
Lonspear is about it unfortunately. Needs to be 8ft long and held in 2 hands (Preemptive That's what she said). It's not a horrible choice though. Bard's have pretty weak AC for melee so the reach lets you sit behind the fighter / barbarian wall and still be combat effective. Also The increased inspire courage more than makes up for the minuscule drop in damage dice that you get from choosing a longspear.

Or stick it on a Fighters Fork from UE. You could ask your GM if you could change it from a trident to spear but its a new favorite weapon of mine from the book and now I think I'm loving this combo haha

The Exchange Contributor, RPG Superstar 2010 Top 16

Umbral Reaver wrote:
Stick ghost touch anchoring shuriken in ghosts!

I think any throwing weapon with anchoring is nice. I would probably do seeking and anchoring. Then you can pin that invisible bad guy and everyone knows where he is.


I'm surprised nobody's mentioned the Blood Reservoir of Physical Prowess. Four points of Con damage, which heal normally over four days of downtime, and you've got either four points of ability healing or somewhere between +2 to +8 to the physical ability of your choice for a round. For 2k it's a great backup plan for a tank. Very cute.


Dennis Baker wrote:
Umbral Reaver wrote:
Stick ghost touch anchoring shuriken in ghosts!
I think any throwing weapon with anchoring is nice. I would probably do seeking and anchoring. Then you can pin that invisible bad guy and everyone knows where he is.

Who says you have to throw it? :P


Drinking Horn of Bottomless Valor - Kind of expensive for what it does, but the benefits it provides are still neat.

Cauldron of Plenty - a nice party item with decent benefits, and really not all that expensive.

Snapleaf - meh, pretty good effects...but if its reusable, this item is insane!


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Duskblade wrote:

Snapleaf - meh, pretty good effects...but if its reusable, this item is insane!

Especially since you can just jump up and activate it. At worst it's a move action and an immediate action (and jumping doesn't even end your move).


StreamOfTheSky wrote:
tifton wrote:

Banner of the Ancient Kings with the Flagbearer feat.

You are treated as if your bard level was four levels higher for the purposes of determining the bonuses granted by your inspire courage.
gain a +2 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects.

This lets you have a long spear for damage well granting this bonus.

Not quite what I was looking for, sounds far too easy to get destroyed, is obscenely expensive with a lot of other effects I don't care about, and... requires using 2H, when I was hoping for something to go w/ a 1H scimitar-using Dawnflower Dervish...

*sigh*

This sounds perfect however for an evangelist cleric of shelyn and her glave

Shadow Lodge

Lab_Rat wrote:
Lonspear is about it unfortunately. Needs to be 8ft long and held in 2 hands (Preemptive That's what she said). It's not a horrible choice though. Bard's have pretty weak AC for melee so the reach lets you sit behind the fighter / barbarian wall and still be combat effective. Also The increased inspire courage more than makes up for the minuscule drop in damage dice that you get from choosing a longspear.

Ah, but notice that both the tiger fork and the classic guisarme have long enough hafts for the Flag to work. I have a bardbarian in PFS, who has been saving money to eventually add the flag to her +1 cold iron furious courageous guisarme. It's a really good item, though very class-dependant.


Snapleaf has already been FAQ, one of the devs said it is one time use only.

The Exchange Contributor, RPG Superstar 2010 Top 16

Umbral Reaver wrote:
Dennis Baker wrote:
Umbral Reaver wrote:
Stick ghost touch anchoring shuriken in ghosts!
I think any throwing weapon with anchoring is nice. I would probably do seeking and anchoring. Then you can pin that invisible bad guy and everyone knows where he is.
Who says you have to throw it? :P

You don't. It just gives you options.


This is APG, but I only saw it today.

The SCABBARD OF VIGOR seems hell cheap for it's awesome power.

What low level fighter wouldn't want a +3 weapon for 3 rounds vs BBEG. That covers most of a fights duration.

Awesome.


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Headband of Ariel Agility +6 (81,000gp) - it's pretty expensive, but it does give you constant fly (which compared to Wings of Flying at 54,000, this is actually a pretty decent buy).

Cap of the Free Thinker (12,000 gp) - note sure if this was mentioned yet, but rolling twice for saves is always good (and anything that calls for a will save is more than likely mind-effecting).

Headband of Fortune's Favor (7,700gp) - Adds a constant luck bonus to saves (never really a bad investment).

Gauntlets of Skill at Arms (30,000gp) - not sure if this is worth it, but these gauntlets do two things: 1) gives you exotic weapon proficiency for elven weapons, or 2) give you a constant competence bonus to hit and damage.

Cloak of Fangs (2,800gp) - grants a resistance bonus and a nice extra attack. (probably not worth the price, but still not terrible)


What else does the HB of Aerial Agility do? That's obscenely, opressively expensive.

Cap of Free thinker: Will saves only rerolled? How many per day?

HB of Fortune's Favor: Note that the slot-less stone of good luck for 20,0000 gp also gives you this, plus a +1 on all skill checks and ability checks (which includes initiative). If you made the HB slot-less, it would cost 14,400 gp.

Gauntlets: How much of a bonus? It'd have to be at least +3 to possibly be worth it.

Cloak of Fangs: More detail? +1 resist to saves and a bite attack for d6? What does it do? If you can advance the resist bonus for the same price as w/ a normal cloak (ie, +3000 gp to make it +2, etc...), then that might be pretty good.


HB of Arieal agility - it gives you an enhancement bonus to 1 mental score, and depending on how big the enhancement bonus is, you get benefits for flying (+2), can fly a number of times per day (+4), and then gain fly at will (+6). Again, a normal item that increases scores like this is 36,000, and wings of flying is 54,000 (equaling 90,000 for two separate items). This thing just takes up 1 item slot and costs 9,000 less (which is a pretty good deal.

Cap of free thinker: This soft cap helps the wearer free herself from outside influences. When the wearer makes a saving throw against
a mind-affecting effect, she can roll twice and take the better roll. (apparently UNLIMITED use...holy crap indeed ;)

Gauntlets - just a +1 bonus :(

Cloak of fangs:Wearing this animal-hair cloak grants a +1 resistance bonus
on saving throws. Furthermore, the wearer can force its teeth to grow rapidly up to five times per day as a swift action. The oversized teeth last for 1 round, during which time the wearer can make a bite attack. Treat this attack as a primary natural attack that deals 1d6 points of damage (or 1d4 if the wearer is Small). If the wearer already has a bite attack, the damage of that bite attack increases by one step (Bestiary 302).


HB of AA: Wings of Flying is grossly overpriced, so being better than it isn't really a selling point. I guess it's decent for the price, if you have need of a +6 mental stat item yet don't have spells to gain flight or air walking...maybe? Who does that cover? Monks? Like they can afford 90k on one item...

Cap: Not bad. A little pricy, but probably worth it.

Gauntlets: Suck.

Cloak: Sucks. Could see it being used in some the "highest damage in a single attack" builds, maybe... But those aren't really practical for real games.


Juggernaut’s Pauldrons (40,000) - These massive pauldrons take the shape of a pair of clenched fists made of beaten bronze. They bestow a +4 bonus on CMD, and grant the wearer the ferocity ability (Bestiary 300). On command, the wearer can increase its size, as though subject to an enlarge person spell, and can revert to regular size with another command. Three times per day, as an immediate action after the pauldrons’ wearer kills an opponent, the wearer gains the benefit of the deadly juggernaut spell (Ultimate Combat) for 1 minute.

Meh, enlarge person on command is what I like about these (only item i know that does this). the deadly juggernaut spell isn't that impressive in my opinion *sigh* I just wish they gave me a ring of enlarge person or something that was like this :(


Man, it'd take 800 Enlarge potions to equal the cost of that...

And it's not like you can afford that at level 1, so to break even, you'd have to have gotten 800 uses out of it since obtaining at like level 14 or whatever.

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

StreamOfTheSky wrote:

Man, it'd take 800 Enlarge potions to equal the cost of that...

And it's not like you can afford that at level 1, so to break even, you'd have to have gotten 800 uses out of it since obtaining at like level 14 or whatever.

800 minutes of enlarge person, you mean. To spend the whole day enlarged (so you don't lose one of your precious combat actions embiggening yourself), you'd have to buy almost a thousand potions.

So, day-one of owning the pauldrons, they've already paid for themselves :D


Because hitting my head on doorways and entering combats with -1 to initiative and -2 AC is totally what I wanted. :p


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Hey Stream, do your friends ever call you Eeyore? Just wondering.

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

StreamOfTheSky wrote:
Because hitting my head on doorways and entering combats with -1 to initiative and -2 AC is totally what I wanted. :p

This is why they make helmets. :D


Enlarge potions allow you to have a Cloak of resistance. The pauldrons do not. That alone make the pauldron a No-No. It's hard to make a magic item that goes in one of the Big Six slot that is worth it.

RPG Superstar 2012 Top 16

Note that those Gauntlets might only provide a +1 bonus, but it's competence and it works for non-fighters.

However, at 30k, they are what, almost 3x the price of the Duelist Gloves?

Note that you can combine the two, although you're better off just buying the ioun stone for +1 to hit..

===Aelryinth

Dark Archive

On the bright side, the armor does not require the move action of drawing the potion and allows both hands to to something else like sword and shield or hold a two handed weapon. Everyone seems to agree switching from effectively wielding a 2hw to just holding it on one hand should be a free action. Not everyone agrees it should be free to reaffirm your grip to wielding it effectively again as a free action after using the hand for something else that turn like spell casting, drawing and drinking a potion. Still not sure I would take that item.

I have several times chosen to roll a saving throw against enlarge person when a caster tries to give it to me. With a dex of 13 and dodge, I would loose 3 ac(remember size).

Boro bead, the new alchemist pearl of power

Bottle of shadows, really curious how good this would turn out.

Agree the fighters fork is nice and hope to use it one day.

Jingasa of fortunate helm is about as good as a dusty rose ioun stone for AC but has another ability.

Overall, I was very disappointed with the book and consider it far inferior to the 3.5 Magic Item Compendium. Of course I feel the MIC is one of the best books in the game as it has something for almost if not every class and it brought new life into the game with an actual choice of items instead of the same old boring numerical enhancement standouts. I also loved the encourage meant of combing the big 6 items with others in their slot with out increasing the cost and the suggestion of alternate stat boosting body slot items. Like the headband of intellects stead allowed to be a mask of intellect. I absolutely hate with a passion what Paizo has done with mixing all the physical and mental stats into only 2 slots.


StreamOfTheSky wrote:

HB of AA: Wings of Flying is grossly overpriced, so being better than it isn't really a selling point. I guess it's decent for the price, if you have need of a +6 mental stat item yet don't have spells to gain flight or air walking...maybe? Who does that cover? Monks? Like they can afford 90k on one item...

I don't think Bards actually have any flying spells short of Gaseous Form and Phantom Steed (both leave something to be desired for combat use), so them. Paladin won't get it till latter, but it seems OK for them.

RPG Superstar 2012 Top 16

Paizo put all the stats into two slots in order to free those slots up for other interesting stuff, i.e. making it official you could stack the buffs into single items, instead of always needing cloaks for Cha, gloves for Dex, Amulets for Con, etc.

But they totally forgot that it doesn't matter if you've got extra slots if you don't have the cash to fill them, and charging 50% extra for the extra stats basically sucks up the cash and leaves you with nada.

It's a good thing they did it, Raymond...you don't have to make a choice between Nat Armor amulet and Con booster now...it's just it's hard to take advantage of the consolidation because now you're laying out the money that would be used to fill the empty slot with something cool.

==Aelryinth


It should be a universal rule that certain items that grant bonuses (such as resistance bonuses and enhancement bonuses) can be made to fill other slots. For example:

Bracers of Strength

Vest of Resistance

Gloves of Dexterity

This allows players to sacrifice their item slots in order to acquire 'cheaper' methods of increases their stats and resistance bonuses. This is actually a houserule in all of my campaigns, especially when characters can't really find a good magic item to fill a certain slot.


Duskblade wrote:

It should be a universal rule that certain items that grant bonuses (such as resistance bonuses and enhancement bonuses) can be made to fill other slots. For example:

Bracers of Strength

Vest of Resistance

Gloves of Dexterity

This allows players to sacrifice their item slots in order to acquire 'cheaper' methods of increases their stats and resistance bonuses. This is actually a houserule in all of my campaigns, especially when characters can't really find a good magic item to fill a certain slot.

You can make any item in one slot, take up another slot, without penalty. Unlike in 3.5, where certain magical effects had an affinity for a certain slot, and if it wasn't in that slot, it cost more; in Pathfinder, you really can have Earrings of Strength or Boots of Mental Superiority and it would cost exactly the same as the original item. The only one stopping you from doing so is the GM, and yourself from not asking about it.

Except for Pathfinder Society. Then you're screwed.


Um, not trying to be mean or anything, but is that option mentioned anywhere in source material (in other words, can you reference where it specifically says that you can switch around items like that)?

Liberty's Edge

Duskblade wrote:
Um, not trying to be mean or anything, but is that option mentioned anywhere in source material (in other words, can you reference where it specifically says that you can switch around items like that)?

3.5 had a rule that about item affinity, with specified locations for specified bonus, that rule was removed in the passage to Pathfinder. I would say that this is one of the situations in which the absence of a rule stating that you can't craft a cloak of +6 strength is as good as stating that you can.

Most GM (I included) prefer magic items to have at least some thematic link between the location of the item and the effect, so they will allow the construction of girdles, bracers or even cloaks of strength at standard price, while applying a cost increase for the creation of headbands of strength, but AFAIK there is no rule stating that you can't have a strength enhancing item made for your head slot if you want.

Naturally non standard items creation is always something that the GM has to approve on a item basis, not something that the player can decide in autonomy.


gustavo iglesias wrote:
Enlarge potions allow you to have a Cloak of resistance. The pauldrons do not. That alone make the pauldron a No-No. It's hard to make a magic item that goes in one of the Big Six slot that is worth it.

Theres printed items that give you the same bonus to saves as the cloak without eating up the cloak slot.

Otherworldly Kimono for one, although it isn't cheap, its rather nifty (+4 resistance bonus to saves, +4 bonus to all caster checks, boostable to +6 for up to 10 minutes a day by mazing a creature.) 67k for it isn't to bad, and it eats up a body slot.

Amber Spindle Ioun stones from seekers of secrets, stacks with itself up to +5 and doesn't eat up a slot. If your DM is using that, they'd probably allow you to implant them to so you don't have to worry about getting them stolen.

One think I do like about UE and PF in general, they have made more than one way to get the same boost from a magic item, without having to always come up with some custom item, unless your just wanting to seriously stack abilities on one slot.


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3E Magic Item Compendium had a great rule. Made several possible slots have "affinity" for a given stat boost, and introduced a rule that the "bif six" type bonuses could be added to another magic item for no additional (+50%) cost.

Singlehandedly made the odd/interesting items see a lot more play, as you were no longer penalized for getting them when you went for the stat boosters and such.

Grand Lodge

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Duskblade wrote:

Juggernaut’s Pauldrons (40,000) - These massive pauldrons take the shape of a pair of clenched fists made of beaten bronze. They bestow a +4 bonus on CMD, and grant the wearer the ferocity ability (Bestiary 300). On command, the wearer can increase its size, as though subject to an enlarge person spell, and can revert to regular size with another command. Three times per day, as an immediate action after the pauldrons’ wearer kills an opponent, the wearer gains the benefit of the deadly juggernaut spell (Ultimate Combat) for 1 minute.

Meh, enlarge person on command is what I like about these (only item i know that does this). the deadly juggernaut spell isn't that impressive in my opinion *sigh* I just wish they gave me a ring of enlarge person or something that was like this :(

I know I'm excited!


Raymond Lambert wrote:
On the bright side, the armor does not require the move action of drawing the potion and allows both hands to to something else like sword and shield or hold a two handed weapon. Everyone seems to agree switching from effectively wielding a 2hw to just holding it on one hand should be a free action. Not everyone agrees it should be free to reaffirm your grip to wielding it effectively again as a free action after using the hand for something else that turn like spell casting, drawing and drinking a potion. Still not sure I would take that item.

I've never seen anyone not allowing that. It's a free action to pass one item from one hand to other. So I don't know why I could hold the 2h in the right hand, drink the potion, and then pass it to the left hand, and again to the right hand, but I could not grip it with both hands.

If you are going to be permanently enlarged with the pauldrons, you could get Enalarge and Permanency as well. If you are not going to fight enlarged always, you could get Rightneous armor property.

I still think I couldn't give away the cloak of resistance. And yes, there are other ways to get resistance bonuses. But they aren't cheap.

Scarab Sages

Dotting.


It's expensive, but I've always liked the Ring of Inner Fortitude.

The Least version (at 18,000gp) reduces ability damage or temporary ability penalties by 2 points (for each stat affected by the effect) and ability drain by 1 point.

Useful to counter the -2 Dex from Enlarge person for Combat Reflexes builds. (And to reduce the side effects of mutagens.) Handy to have around to reduce damage from poisons and shadows, too.


dot


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Jiggy wrote:

Now that folks have had a little time to peruse Ultimate Equipment, is there any new must-have gear for PCs? What items do you imagine most of your characters picking up from now on? Anything you think is a trap? What do you think you'll be seeing as a staple around PFS tables now?

Discuss!

Mithril waffle iron.

Shadow Lodge

Sesharan wrote:
Also: Gloves of Reconnaissance. For (either 2k or 4k, I can't remember and don't have my book), you can see through fifteen feet of any material for ten rounds per day. Hideously powerful, really. I decided not to let myself have them because it seems like such a gamebreaker. "You see a big, impressive door." "I look through the wall next to it." "....You see the boss and his goons getting ready to surprise you." "Mage, fireball them as soon as I open the door." *fireball* "They're all dead. What a surprise."

Every GM running a home game is advised to tack an extra zero onto their price. (Or just ban them outright, which is what mine did.)


Benchak the Nightstalker wrote:
StreamOfTheSky wrote:
Because hitting my head on doorways and entering combats with -1 to initiative and -2 AC is totally what I wanted. :p
This is why they make helmets. :D

Had to post it.

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