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This topic is here to list of all the class-bent items (ones that add to a specific class feature), so people can have some go-to items if they're playing a class or to help take some of the sting out of multiclassing. As it stands so far, none of the items have been organized or rated, I've just copy-pasted them willy-nilly as I found anything that applied to a class feature. If you find an item that modifies a class ability, post it here (along with what it does)--if it hasn't been posted here before, of course. Don't want to clutter the thread with duplicate entries! General format is:
Examples below (use CTRL+F to find the class you're looking for).
Ripped from pfsrd: (cleric/paladin/etc.) Phylactery of Positive Channeling Spoiler:
Aura moderate necromancy [good]; CL 10th Slot headband; Price 11,000 gp; Weight — Description
Construction Requirements
(cleric/antipaladin/etc.) Phylactery of Negative Channeling Spoiler:
Aura moderate necromancy [evil]; CL 10th Slot headband; Price 11,000 gp; Weight — Description
Construction Requirements
(witch) Witching Gown Spoiler:
Aura moderate abjuration; CL 7th Slot body; Price 35,000 gp; Weight 1 lb. DESCRIPTION
In addition, a witch may change the appearance and style of the gown to match her whims (as the glamered armor special ability) and adopt virtually any disguise, gaining a +10 bonus on Disguise checks that incorporate the gown’s appearance. Only a true seeing spell or similar magic can pierce this effect. Lastly, a witch may cast a single touch range spell of 4th level or lower into the gown. Thereafter, the gown holds the magic for up to 24 hours, functioning as a spite spell against the next foe to strike the witch with a successful melee attack or combat maneuver. The gown’s spite spell counts as an active spite effect for the witch wearing the gown. CONSTRUCTION
(paladin) Bracelet, Silver Smite Spoiler:
Aura moderate transmutation; CL 9th Slot wrist; Price 16,000 gp; Weight 1 lb. Description
Construction Requirements
(monk) Robe, Monk's Spoiler:
Aura moderate transmutation; CL 10th Slot body; Price 13,000 gp; Weight 1 lb. Description
Construction Requirements
(monk/ninja/etc.) Necklace of Ki Serenity Spoiler:
Aura moderate enchantment; CL 9th Slot neck; Price 16,000 gp; Weight — Description
Construction Requirements
(monk/ninja/etc.) Ki Mat Spoiler:
Aura moderate conjuration (healing); CL 7th Slot none; Price 10,000 gp; Weight 3 lbs. Description
Construction Requirements
(magus) Gloves of Arcane Gathering (3rd party) Spoiler:
Aura strong transmutation; CL 17th Slot hands; Price 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 16,000 gp (4th), 25,000 gp (5th), 36,000 gp (6th); Weight - DESCRIPTION These gloves are embroidered with a pattern of unusual arcane sigils. Once per day as a free action upon command, the gloves of arcane gathering are able to break down a touch spell currently “held” by wearer (discharging the spell harmlessly). The spell’s level adds that many arcane spell points to the wearer’s arcane pool though the pool still cannot exceed your maximum (Usually ½ your class level plus your relevant ability modifier) The spell must be of a particular level, depending on the gloves. Different gloves exist for breaking down one spell per day of each level from 1st through 6th. CONSTRUCTION
(wizard) Amulet of Magecraft Spoiler:
Source: Advanced Player's Guide Aura moderate universal; CL 9th Slot neck; Price 20,000 gp; Weight 2 lbs. DESCRIPTION
CONSTRUCTION REQUIREMENTS
(wizard) Amulet of Spell Cunning Spoiler:
Source: Advanced Player's Guide Aura moderate transmutation; CL 7th Slot neck; Price 10,000 gp; Weight 1 lb. DESCRIPTION
CONSTRUCTION REQUIREMENTS
(wizard) Annihilation Spectacles Spoiler:
Source: Advanced Player's Guide Aura moderate transmutation; CL 11th Slot eyes; Price 25,000 gp; Weight 1/4 lb. DESCRIPTION
CONSTRUCTION REQUIREMENTS
(paladin) Bracelet of Mercy Spoiler:
Source: Advanced Player's Guide Aura faint conjuration (healing); CL 5th Slot wrist; Price 15,000 gp; Weight — DESCRIPTION
CONSTRUCTION REQUIREMENTS
(bard) Doomharp Spoiler:
Source: Advanced Player's Guide Aura faint necromancy; CL 4th Slot none; Price 10,000 gp; Weight 5 lbs. DESCRIPTION
CONSTRUCTION REQUIREMENTS
(wizard) Necromancer's Athame Spoiler:
Source: Advanced Player's Guide Aura strong necromancy; CL 11th Slot none; Price 20,000 gp; Weight 2 lbs. DESCRIPTION
CONSTRUCTION REQUIREMENTS
(sorcerer) Robes of Arcane Heritage Spoiler:
Source: Advanced Player's Guide Aura moderate necromancy; CL 9th Slot body; Price 16,000 gp; Weight 1 lb. DESCRIPTION
CONSTRUCTION REQUIREMENTS
(fighter) Sash of the War Champion Spoiler:
Source: Advanced Player's Guide Aura moderate abjuration; CL 9th Slot chest; Price 4,000 gp; Weight 1 lb. DESCRIPTION
CONSTRUCTION REQUIREMENTS
(barbarian) Torc of Lionheart Fury Spoiler:
Source: Advanced Player's Guide Aura faint abjuration; CL 3rd Slot neck; Price 8,000 gp; Weight 1 lb. DESCRIPTION
CONSTRUCTION REQUIREMENTS
(rogue) Vest of the Cockroach Spoiler:
Source: Advanced Player's Guide Aura faint necromancy; CL 3rd Slot chest; Price 16,000 gp; Weight 2 lbs. DESCRIPTION
CONSTRUCTION REQUIREMENTS
(perpared casters)Robe (of Runes) Spoiler:
Source Pathfinder #4 Aura strong transmutation; CL 13th
DESCRIPTION
CONSTRUCTION REQUIREMENTS
(bard) Book of the Loremaster Spoiler:
Source: Advanced Player's Guide Aura moderate divination; CL 7th Slot none; Price 15,000 gp; Weight 2 lbs. DESCRIPTION
CONSTRUCTION REQUIREMENTS
(ranger) Boots of Friendly Terrain Spoiler:
Source: Advanced Player's Guide Aura faint transmutation; CL 5th Slot feet; Price 2,400 gp; Weight 1 lb. DESCRIPTION
CONSTRUCTION REQUIREMENTS
(cleric/paladin/etc.) Construct Channel Brick Spoiler:
Source: Advanced Player's Guide Aura moderate transmutation; CL 7th Slot none; Price 10,000 gp; Weight 1 lb. DESCRIPTION
CONSTRUCTION REQUIREMENTS
(paladin) Crystal of Healing Hands Spoiler:
Source: Advanced Player's Guide Aura moderate conjuration (healing); CL 10th Slot neck; Price 12,000 gp; Weight 1 lb. DESCRIPTION
CONSTRUCTION REQUIREMENTS
(fighter/anyone) Gloves of Dueling Spoiler:
Source: Advanced Player's Guide Aura faint transmutation; CL 5th Slot hands; Price 15,000 gp; Weight — DESCRIPTION
CONSTRUCTION REQUIREMENTS
(barbarian) Helm of Fearsome Mien Spoiler:
Source: Advanced Player's Guide Aura faint necromancy; CL 1st Slot head; Price 5,000 gp; Weight 4 lbs. DESCRIPTION
CONSTRUCTION REQUIREMENTS
(ranger) Horn of Antagonism Spoiler:
Source: Advanced Player's Guide Aura faint enchantment; CL 3rd Slot none; Price 20,000 gp; Weight 4 lbs. DESCRIPTION
CONSTRUCTION REQUIREMENTS
(ranger) Horn of the Huntmaster Spoiler:
Source: Advanced Player's Guide Aura moderate enchantment; CL 11th Slot none; Price 5,000 gp; Weight 5 lbs. DESCRIPTION
CONSTRUCTION REQUIREMENTS
(druid) Mask of Giants Spoiler:
Source: Advanced Player's Guide Aura moderate transmutation (lesser), strong transmutation (greater); CL 6th (lesser), 13th (greater) Slot head; Price 30,000 gp (lesser), 90,000 gp (greater); Weight 1 lb. DESCRIPTION
A greater mask of giants has all the powers of a lesser mask, plus additional abilities in giant form. If the form has any of the following abilities, the wearer gains the listed ability: rend (2d6 damage), regeneration 5 (acid or fire), rock catching, rock throwing (range 60 feet, 2d6 damage). If the chosen giant form has immunity or resistance to any energy type, the wearer gains resistance 20 to that energy type when in giant form. If the giant form has vulnerability to an energy type, the wearer gains that vulnerability when in giant form. In giant form, the wearer gains a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. CONSTRUCTION REQUIREMENTS
(oracle) Ring of Revelation Spoiler:
Aura moderate varied; CL 11th Slot ring; Price 10,000 gp (lesser), 16,000 gp (greater), 24,000 gp (superior); Weight — Description
A lesser ring of revelation contains a revelation that has no level prerequisite or a prerequisite that is less than 6th level. A greater ring of revelation contains a revelation that requires the oracle to be 7th level or higher. A superior ring of revelation contains a revelation that requires the oracle to be 11th level or higher. Construction Requirements
blackbloodtroll wrote:
That was pretty much why I made this topic--I mean, I'm no good at organizing/rating the effectiveness of stuff myself, but if someone wants to take the items people post here and make a guide (HINT HINT) it could really help people out.
I second that this is a good idea. Right now I cannot add anything.
Lune wrote: Druid's Vestments. Thanks for pointing that one out, here's the stats for everyone: (druid) Vestment, Druid's Spoiler:
Aura moderate transmutation; CL 10th Slot body; Price 3,750 gp; Weight — Description
Construction Requirements
As an idea it might be best to separate the spoiler entires by actual class and not by each item, with class listed above. It makes it easier for people to try to fond all the gear for one class, or what would be good to purchase for a particular class option, without having to scroll through so much. Once they open the spoiler, they can curl+f, search, for whatever specific item, body slot, or whatnot that way. Just an idea.
Only issue with that is that you cant edit a post here after X time has passed, so were I (or someone else) to make a nice organized post with spoilers for each class it'd be completely useless in an hour or so, since you couldn't add anything to it anymore. And that some items apply to more than one class (I mean sure you could double it up in the other class spoiler, but that'd take a long time.). also, some armor enchants: (good cavalier/paladin/etc.) CHAMPION (armor enchant) Spoiler:
PRICE: +1 BONUS AURA faint abjuration CL 5th WEIGHT — This armor special ability works only for good creatures with the challenge ability (such as cavaliers) or the smite evil ability (such as paladins, half-celestials, and creatures with the celestial creature template). A wearer with one of these abilities gains a +2 sacred bonus to AC against attacks from the chosen opponent. CONSTRUCTION REQUIREMENTS COST: +1 bonus Craft Magic Arms and Armor, protection from evil (evil cavalier/antipaladin/etc.) DASTARD (armor enchant) Spoiler:
PRICE: +1 BONUS AURA faint abjuration CL 5th WEIGHT — This armor special ability works only for evil creatures with the challenge ability (such as cavaliers) or the smite good ability (such as antipaladins, half-fiends, and creatures with the fiendish creature template). A wearer with one of these abilities gains a +2 profane bonus to AC against attacks from the chosen opponent. CONSTRUCTION REQUIREMENTS COST: +1 bonus Craft Magic Arms and Armor, protection from good (bard) HARMONIZING (armor enchant) Spoiler:
PRICE: +15,000 GP AURA moderate illusion CL 7th WEIGHT — Every step taken in harmonizing armor produces a symphony of sounds. The armor harmonizes with music played, lyrics sung, and words spoken by its wearer, creating a pleasant counter-melody. Its wearer gains a +5 competence bonus on Perform checks, but takes a –5 penalty on Stealth checks. The wearer can be silent only if he takes no physical actions. The armor also amplifies harmful sounds, and the wearer gains vulnerability to sonic energy damage (sonic energy attacks deal an additional 50% damage to the wearer). If the wearer has the bardic performance class feature, the harmonizing armor causes bonuses and penalties from performances that have an audible component to continue for 1 round after the wearer ceases performing. Beginning a new bardic performance ends the effects of the previous performance immediately. This ability does not stack with the Lingering Performance feat. The harmonizing ability can be applied to any armor, but not shields. CONSTRUCTION REQUIREMENTS COST: +7,500 GP Craft Magic Arms and Armor, major image or bardic performance (WITCH/wizard/druid/etc.) HOSTELING (armor enchant) Spoiler:
PRICE: +7,500 GP AURA moderate conjuration CL 9th WEIGHT — A suit of armor or shield with this special ability hides living animals within its iconography to keep it safe. The wearer can speak a command word to magically store an animal to which he is bonded, such as an animal companion, a familiar, or mount. The stored animal appears as a symbol emblazoned upon the armor or shield, either one that mimics the appearance of the animal or that is more symbolic and abstract. While stored, the animal is sleeping and provides the wearer no benefit (such as a familiar’s skill bonus). The size of animal that can be stored depends on the type of armor or shield. A suit of light armor, medium armor, or a light shield or heavy shield can store one animal up to the wearer’s size. A suit of heavy armor or a tower shield can store one animal up to one size category larger than the wearer. A second command word releases the stored animal from the hosteling armor or shield. A released animal immediately awakens, appears in a space adjacent to the wearer, and can take actions on the round it appears. Because the stored animal is sleeping rather than in suspended animation (or even hibernating), it ages and gets hungry at the normal rate while stored. A hosteling armor or shield automatically releases a stored animal 24 hours after it was stored inside. This armor special ability still works on bonded magical beasts that were once animals, but not outsiders, oozes, or other exotic companion creatures. CONSTRUCTION REQUIREMENTS COST 3,750 GP Craft Magic Arms and Armor, secret chest (bard/paladin/etc.) RALLYING shield enchant Spoiler:
PRICE: +5,000 GP AURA faint abjuration CL 5th WEIGHT — This armor or shield is brightly polished, and its mirrorbright surface is magically endowed with the ability to bring comfort to the wearer’s companions. Allies within 30 feet of the wearer gain a +4 morale bonus on saving throws against fear effects. If the wearer has an ability that grants a morale bonus on saving throws against fear (such as a paladin’s aura of courage, a bard’s countersong, or a cavalier’s banner ability), the morale bonus increases to +6. CONSTRUCTION REQUIREMENTS COST +2,500 GP Craft Magic Arms and Armor, remove fear (cavalier/paladin/inquisitor/etc.) WARDING (armor enchant) Spoiler:
PRICE: +1 BONUS AURA strong abjuration CL 12th WEIGHT — Once per day as an immediate action, the wearer of warding armor can activate it to end all active challenge, judgment, and smite abilities affecting her. This does not prevent opponents from selecting her as a target for these abilities in the future. As a swift action, the wearer can expend one of her own challenge, judgment, or smite abilities to refresh the armor’s ability to end these attacks. CONSTRUCTION REQUIREMENTS COST: +1 bonus Craft Magic Arms and Armor, atonement (druid) WILD (armor enchant) Spoiler:
PRICE: +3 BONUS AURA moderate transmutation CL 9th WEIGHT — Armor with this special ability usually appears to be made from magically hardened animal pelt. The wearer of a suit of armor or a shield with this ability preserves his armor bonus (and any enhancement bonus) while in a wild shape. Armor and shields with this ability usually appear to be covered in leaf patterns. While the wearer is in a wild shape, the armor cannot be seen. CONSTRUCTION REQUIREMENTS COST +3 bonus Craft Magic Arms and Armor, baleful polymorph
(barbarian) HAMATULA HIDE (armor) Spoiler:
PRICE: 44,215 GP AURA moderate transmutation CL 9th WEIGHT 12 lbs. Crafted from the flayed skin of a barbed devil, this imposing +2 spiked hide armor weighs half the normal weight. When its wearer rages, the armor’s spikes elongate and the hide bonds to her skin, providing fire resistance 10. Any creature that strikes the wearer with a melee weapon, unarmed strike, or a natural weapon while the spikes are elongated takes 1d8+6 points of piercing damage from the armor’s barbs (unless using a weapon with reach). While the wearer is enraged, spells that cause additional damage to evil outsiders deal that increased damage to her. A barbarian with fiend totem rage powers gains additional benefits from hamatula hide. If she has the lesser fiend totem rage power, she gains a +1 profane bonus to Armor Class while raging. If she has the fiend totem rage power, the damage caused by her barbs increases to 2d8+6 and stacks with the barbed defense granted by the armor. If she has the greater fiend totem ability, she gains fire resistance 20 when raging. CONSTRUCTION REQUIREMENTS COST: 22,215 GP Craft Magic Arms and Armor, polymorph, resist fire (rogue) MURDERER’S BLACKCLOTH (armor) Spoiler:
PRICE: 12,405 GP AURA moderate necromancy CL 9th WEIGHT 10 lbs. This silk +1 shadow padded armor i s a s d ark a s n ight a nd stitched with thread the color of dried blood. When worn by a rogue with the bleed talent, it increases the bleed damage of the rogue’s sneak attacks by +1. CONSTRUCTION REQUIREMENTS COST: 6,280 GP Craft Magic Arms and Armor, bleed, invisibility, silence (druid) SCARAB BREASTPLATE (armor) Spoiler:
PRICE: 32,350 GP AURA moderate transmutation CL 8th WEIGHT 30 lbs. This +3 breastplate is crafted from the carapace of a giant scarab beetle, enchanted to be as hard and reflective as polished steel. The wearer suffers only half damage from vermin swarms and gains a +2 resistance bonus on saving throws against the extraordinary abilities of vermin swarms. In addition, once per day on command, the wearer can transform the scarab breastplate into a swarm of scarab beetles that skitter from her chest to attack creatures nearby. This swarm has statistics identical to an army ant swarm (Bestiary 16) and attacks any creatures within its space. The wearer can command the swarm to move (including changing the shape of the swarm) as a move action, but the swarm must remain adjacent to her. If the swarm is reduced to 0 hit points, if the wearer is forced to move away from the swarm, or if the wearer commands it to return to her as a move action, the swarm crawls back onto the wearer’s torso and returns to armor form. While the swarm is active, the wearer is not considered to be wearing the scarab breastplate (except for purposes of commanding the swarm) and gains no defensive benefits from it. A druid of 6th level wearing a scarab breastplate can use her wild shape ability to duplicate vermin shape I (Ultimate Magic). At 8th level, she can also use it to duplicate vermin shape II (Ultimate Magic). CONSTRUCTION REQUIREMENTS COST: 16,350 GP Craft Magic Arms and Armor, creeping doom, spell turning, vermin shape II (oracle) SOOTHSAYER’S RAIMENT (armor) Spoiler:
PRICE: 10,300 GP AURA faint divination CL 5th WEIGHT 40 lbs. This +1 chainmail is attuned to a particular oracular mystery and contains a revelation associated with that mystery (see the oracle class description in the Advanced Player’s Guide). Its design and coloration are typically suggestive of its related mystery. While wearing the armor, an oracle has access to that revelation and may use it as if she had it as a normal class feature. The oracle must have the appropriate mystery to use the armor; for example, a soothsayer’s raiment (battlecry) is only usable by an oracle of battle. If the wearer already has that revelation and the revelation grants an ability with a limited number of uses per day, the oracle can use that ability one additional time per day. This ability has no effect if the armor is worn by a non-oracle. For divination spells with a percentage-based chance of success (such as augury and divination), the wearer’s chance increases by +5. CONSTRUCTION REQUIREMENTS COST: 5,300 GP Craft Magic Arms and Armor, augury, creator must be an oracle with the desired revelation
(barbarian) FURIOUS (weapon enchant) Spoiler:
PRICE: +1 BONUS AURA moderate enchantment CL 8th WEIGHT — This special ability can only be placed on melee weapons. A furious weapon serves as a focus for its wielder’s anger. When the wielder is raging or under the effect of a rage spell, the weapon’s enhancement bonus is +2 better than normal. If the wielder has a rage power that gives a skill bonus while raging (such as raging climber, raging leaper, or raging swimmer), the wielder gains an enhancement bonus to that skill whenever the weapon is wielded or held in her hand, even when she is not raging. This bonus is equal to the enhancement bonus of the weapon (and also includes the +2 if the wielder is raging). CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, rage (inquisitor) JURIST (weapon enchant) Spoiler:
PRICE: +1 BONUS AURA faint transmutation CL 4th WEIGHT — When an inquisitor wielder uses her judgment class ability while wielding a jurist weapon, it grants her an enhancement bonus on her Perception checks and to CMD. The bonus is +1 on the first round of her judgment, and increases by +1 each round, to a maximum of +3 on the third and following rounds. CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, owl’s wisdom (monk) KI FOCUS (weapon enchant) Spoiler:
PRICE: +1 BONUS AURA moderate transmutation CL 8th WEIGHT — This special ability can be placed only on melee weapons. The magic weapon serves as a channel for the wielder’s ki, allowing her to use her special ki attacks through the weapon as if they were unarmed attacks. These attacks include the monk’s ki strike, quivering palm, and the Stunning Fist feat (including any condition that the monk can apply using this feat). CONSTRUCTION REQUIREMENTS COST: +1 bonus Craft Magic Arms and Armor, creator must be a monk (monk) KI INTENSIFYING (weapon enchant) Spoiler:
PRICE: +2 BONUS AURA strong transmutation CL 12th WEIGHT — The weapon channels and amplifies the wielder’s ki, allowing her to use her special ki attacks through the weapon as though they were unarmed attacks. These attacks include the monk’s ki strike, quivering palm, and the Stunning Fist feat. The save DC for ki abilities used through the weapon increases by half the enhancement bonus of the weapon (minimum 1). After a successful strike with a ki intensifying weapon, the wielder can spend 1 ki point as a swift action to perform a combat maneuver to bull rush, disarm, reposition, or trip as a free action without provoking attacks of opportunity. Any bonuses or penalties applicable to the weapon attack also apply to this combat maneuver check. The wielder cannot move from her space as a part of the chosen maneuver. Only melee weapons can have the ki intensifying ability. It cannot be placed on an amulet of mighty fist or similar non-weapon item. Weapons with the ki focus ability can be upgraded to be ki intensifying. CONSTRUCTION REQUIREMENTS COST: +2 bonus Craft Magic Arms and Armor, creator must be a monk (gunslinger) LUCKY (weapon enchant) Spoiler:
PRICE: +1 BONUS AURA moderate transmutation CL 8th WEIGHT — This special ability can only be placed on one-handed or two-handed firearms. A lucky firearm has its own magical reservoir of grit (see Ultimate Combat). Usually this grit is stored within the marks of an engraving or in a trinket that hangs from the firearm. Often these marks take the form of holy symbols or fetishes, but such a reservoir can take just about any form. This reservoir holds 1 grit point, which is refreshed at the start of each day. Whether or not the wielder of a lucky firearm has any deeds (see Ultimate Combat), she can always spend 1 grit point from the lucky firearm to reroll an attack from it that would result in a misfire. When the wielder does so, she must take the second result, even if that attack roll also results in a misfire. CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, heroism, creator must be a grit user (gunslinger) LUCKY, GREATER (weapon enchant) Spoiler:
PRICE: +3 BONUS AURA strong enchantment CL 12th WEIGHT — This special ability can only be placed on one-handed or twohanded firearms. A greater lucky firearm is nearly identical to a lucky firearm, but its reservoir holds 3 grit points instead of 1. A firearm cannot have both this special ability and the lucky special ability. CONSTRUCTION REQUIREMENTS COST: +3 bonus Craft Magic Arms and Armor, greater heroism, creator must be a grit user
Found one: (witch) Corset of Dire Witchcraft (body slot) Spoiler:
Aura moderate abjuration; CL 6th Slot body; Price 22,000 gp; Weight 1 lb. DESCRIPTION This slimming garment is fastened with laces, buckles, and buttons and reinforced with ribs of leather or bone. A corset of dire witchcraft grants a +4 armor bonus to AC. If the wearer is a witch, each day when she communes with her familiar to prepare spells, she may enhance one hex she knows, increasing its caster level by +2 for 24 hours. This enhancement ends if the corset is removed or if she uses it to enhance a different hex. CONSTRUCTION REQUIREMENTS Craft Wondrous Item, mage armor, creator must be a witch; Cost 11,000 gp. (paladin) Bracers of the Merciful Knight (wrist slot) Spoiler:
Aura moderate conjuration; CL 9th Slot wrists; Price 15,600 gp; Weight 1 lb. DESCRIPTION These golden bracers are engraved with images of celestial creatures. When worn by a paladin, he is considered four levels higher for the purposes of determining the uses per day and healing provided by his lay on hands class feature. Additionally, once per day, the wearer can infuse a use of lay on hands with additional power, providing relief as a lesser restoration spell. CONSTRUCTION REQUIREMENTS Craft Wondrous Item, cure serious wounds, lesser restoration; Cost 7,800 gp. (paladin) Bracers of the Avenging Knight (wrist slot) - SUPERIOR IN EVERY WAY TO THE SILVER SMITE BRACELET Spoiler:
Aura moderate transmutation; CL 8th Slot wrists; Price 11,500 gp; Weight 1 lb. DESCRIPTION These silver bracers are polished to a mirrored sheen, but otherwise shift their appearance to match whatever suit of armor they are worn with. If the wearer has levels in a class that grants a smite ability (such as a paladin, or a cleric with the Destruction domain), her smite damage is treated as though she were a member of that class four levels higher. If the wearer is not a member of such a class, once per day she may make one smite attack, gaining a bonus on the attack roll equal to her Charisma bonus, and a +5 bonus to the damage roll on a hit. CONSTRUCTION REQUIREMENTS Craft Wondrous Item, bless weapon; Cost 5,750 gp. (paladin) Vambraces, Merciful (wrist slot) Spoiler:
Aura moderate conjuration; CL 7th Slot wrists; Price 8,000 gp; Weight 3 lbs. DESCRIPTION These vambraces are constructed of polished steel. When a paladin wears these vambraces, engravings of the holy symbol of a paladin’s deity and other religious iconography mystically appear upon the metal’s surface. Once per day, when the paladin uses her lay on hands ability, she can choose to apply an additional mercy to that use of lay on hands that she did not already select. She must be of sufficient level to use that mercy. CONSTRUCTION REQUIREMENTS Craft Wondrous Item, cleanse; Cost 4,000 gp. (inquisitor) Vambraces, Inquisitor’s Bastion (wrist slot) Spoiler:
Aura faint abjuration; CL 5th Slot wrists; Price 4,000 gp; Weight 3 lbs. DESCRIPTION Constructed of blackened steel, these vambraces augment the protection granted to the inquisitor by the protection judgment. While under that judgment’s effects, the inquisitor gains a sacred bonus both to CMD and on checks made to cast spells defensively. This bonus is equal to the sacred bonus the judgement grants to AC. CONSTRUCTION REQUIREMENTS Craft Wondrous Item, shield of faith, creator must be an inquisitor with access to the protection judgment; Cost 2,000 gp.
Found one: (cavalier) Vambraces of the Tactician (wrist slot) Spoiler:
Aura moderate enchantment; CL 7th
Slot wrists; Price 8,000 gp; Weight 3 lbs. DESCRIPTION These vambraces change their appearance depending on who wears them. If the wearer is a cavalier, these vambraces display the symbol of his order. When unworn or in the hands of a non-cavalier, they appear to be an ordinary pair of steel vambraces. A cavalier wearing these vambraces is considered two class levels higher for purposes of determining the effects of his challenge class feature. Furthermore, once per day as a swift action, a cavalier with the tactician class feature can increase the area in which he grants teamwork feats. Before the end of his next turn, when the cavalier grants his allies a teamwork feat, he can grant it to all allies within 60 feet, though they must still be able to see and hear him. CONSTRUCTION REQUIREMENTS Craft Wondrous Item, heroism; Cost 4,000 gp.
I hope i did that right :)
All Done! Improving Your Class with Items You should be able to comment on the google doc - feel free to add new items there.
Ultimate Equipment has a LOT of items for the Alchemist. I don't have my copy handy at the moment but look at: Boro Beads (basically pearls of power for Alchemists) and there are a few items that allow for combining of extracts and a (chest? slot I thinK) item that reduces the mental penalties of the alchemist's mutagen. Basically Ultimate Equipment has a lot to offer the Alchemist.
Guide looks good but maybe we should have types of char. List to . Like range,melee,arcane caster and the like . Also someone needs to add sniper goggles to ninja
they'd be good for vivisectionist alchemists as well, in those off situations where they're either out of bombs or not feeling the melee scene. maybe like a minor note. also, the 'courageous' armor enchant is amazing for anyone with morale bonueses to stuff--paladins, cavaliers, bards, and *especially* barbarians (it increases all of their rage benefits--stat increases/will/superstition/etc--by 1/2 the weapon's enhancement bonus).
whoops, i meant courageous weapon enchant. afaik bards (their various performances), paladins (auras and spells), and cavaliers (uhh... i cant remember) also work with lots of morale bonuses. though most of the paladins morale from auras only apply to allies--they're just straight up immune to most things.
This interests me. Isn't there a useful item compendium on these forums for various immunity , ie. fear, mind effecting, stun; items for useful things characters should have, like flight, true seeing, rerolls for saves, teleport, haste effects.
common knowledge, but bane weapons work especially well with rangers, too. And instant enemy with the horn of the huntmaster for the bonded companions flavor of ranger makes that item absolutely essential for the boss BBEG fights.
The item amulet of inner strength, I think that's what it's called, from ultimate equipment allows you some ki points use ability, and also as a swift action get an extra attack. This is good for any zen archer type monks or monks in general, as well as as full round abuses, like a come and get me barbarian, an archer of any sort, or a TWF type character.
@ Azaelas, Lol, read the thread. Here it is: Improving your Class with Items @ Grizzly - Awesome! Can you get the exact wording by any chance?
bard gear is a bit on the underwhelming side of things... Get on it Paizo! so sayeth Trogdar
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