Cheap magic items you really enjoy


Pathfinder First Edition General Discussion

301 to 337 of 337 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

3 people marked this as a favorite.
DominusMegadeus wrote:
Yeah, sometimes you just get an idea in your head. "I could do this... I can do this... I WILL." Who's going to stop you? You're a 9-level caster.

Ain't no party like a 9-level caster party, cus a 9-level caster party is on a permenant stopped time greater demiplane and therefore don't stop.


I also think that doing things like making infinite True Strike, even if it could work, would be game breaking or make things unfun. I don't recommend it.

I think there is a balance though. A flask of Use Activated/Continuous Create Water for example is a nice way to avoid having to carry around water for the party and only costs 1,000g (0lvl counts as 1/2) it could provide a fun item to pull off some shenanigans but likely will just be a trinket.

A Necklace or Hat of Air Bubble (4,000g) is a good way to avoid things like stinking cloud and other poison gasses if they show up, but likely will find most of it's use in an aquatic campaign.

There are some good ideas of 0 lvl and 1st lvl spell effects that could be used well if applied correctly.

On the note of items that cost cheap and I find useful however,

Scrolls. Things like Daylight, Gust of wind, Knock, Dispel magic, Darkness, etc. A lot of decent spells are situationally useful and its probably a good idea to keep some on hand.

A potion of read magic could be a good way to make use of scrolls without being a caster type, so I think that they can be pretty universal.


Amulet of Adaptation is basically airbubble at will only better.


Knick wrote:
Chime of Opening! Never leave home without it. I'm also in love with the Cape of the Mountebank, but eventually the game seems to expect you in a Cloak of Resistance so I usually cave by level 10.

thus the vest of resistance !


insaneogeddon wrote:
Knick wrote:
Chime of Opening! Never leave home without it. I'm also in love with the Cape of the Mountebank, but eventually the game seems to expect you in a Cloak of Resistance so I usually cave by level 10.
thus the vest of resistance !

You meant Otherworldly Kimono I'm sure.


Amulet of Adaptation is also 9,000g.
Better? A little.
Worth the money? Probably not.

also this is not a magic item, but i still quite enjoy it.

Stingchuck wrote:

Stingchuck

A stingchuck is a foul bag made of a humanoid’s head with the brain removed and the skull heavily scored so that it bursts open when thrown.

Description: Normally filled with biting vermin, a stingchuck acts as a splash weapon. When it hits, the vermin bite and sting the target, dealing 1d6 points of damage and forcing a DC 11 Fortitude save to avoid being nauseated for 1d3 rounds. Each round a creature remains nauseated by a stingchuck, it takes 1 additional point of damage from the biting vermin. All creatures within the splash effect take 1 point of damage from the vermin but do not risk being nauseated.

cost -, Dmg (M) 1d4 Blunt


2 people marked this as a favorite.
Anzyr wrote:
insaneogeddon wrote:
Knick wrote:
Chime of Opening! Never leave home without it. I'm also in love with the Cape of the Mountebank, but eventually the game seems to expect you in a Cloak of Resistance so I usually cave by level 10.
thus the vest of resistance !
You meant Otherworldly Kimono I'm sure.

When you think about the standard issue wondrous item set-up, PCs really look like clowns, don't they? Not that anyone would live three second past saying that to their face, but still.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Not all magic items glow, or are overtly flashy.


The one item customization I feel that I would actually be annoyed at a GM for not allowing is how it physically looks, for exactly the clown-look reason.


2 people marked this as a favorite.

Robe of Useful Items is always a fun item to get as loot from somewhere, but isn't typically worth buying. Unless your DM lets you assume max roll on bonus patches and lets you pick what kind they are (16,000g of gems?)

7,000g robe

A nice item that is Magic

Arrow Magnet

wrote:
This tiny silver cube is activated by throwing it at an intersection of squares within 50 feet. The cube hovers 5 feet above the ground at that location for the next 5 rounds. Any small projectile or thrown weapon (such as arrows, shuriken, vials, and bullets) that passes through the squares adjacent to the cube automatically turn in midair to hit the cube (no attack roll needed) instead of their intended target. The cube has 5 hit points and hardness 8. If the arrow magnet is touched by a creature or reduced to 0 hit points or less, it falls to the ground and is destroyed.

600g

Dark Archive

1 person marked this as a favorite.

Campfire Bead 720 gp

The campaign I play in is pretty heavy on just survival. We have to keep track of all our supplies and we're stuck in Irrisen . I guess I'm just happy I'm not having to sleep in the cold all the time.


DominusMegadeus wrote:
Anzyr wrote:
insaneogeddon wrote:
Knick wrote:
Chime of Opening! Never leave home without it. I'm also in love with the Cape of the Mountebank, but eventually the game seems to expect you in a Cloak of Resistance so I usually cave by level 10.
thus the vest of resistance !
You meant Otherworldly Kimono I'm sure.
When you think about the standard issue wondrous item set-up, PCs really look like clowns, don't they? Not that anyone would live three second past saying that to their face, but still.

This is why I like hats of disguise or sleeves of many garments. make your stuff look like what you want.


It's a Necklace of Adaptation, not an amulet ;)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Come on guys. Lots of new material has been released since July! What else is out there?


While I don't consider it cheap Volatile Vaporizer lvls 1,2 and 3 are great so you can heal your whole party with one potion or use that one potion of water breathing to keep everyone from drowning when the tunnel collapses and fills with water.

Others include.

Hand of the Mage (My casters and rogues always have this)
Ring of Invis
haversack/bag of holding

And my favorite magic item I've ever used

+2 Animated Shield Cloak (costs 9000gp overall)
It fit very thematically with my slayer since after activating the shield cloak ability I could animate it so I had a flowing cloak that protected me and left my hands free for TWF


For really low levels I like the sleeves of many garments. They're only like 200 gold and, as far as I can tell, just work time after time. My groups games tend to have a lot of social encounters so it's always nice to be able to be dressed appropriately and look nice, or have culturally appropriate clothes / disguises.

Also, mentioned way earlier in this thread is the folding boat. Same group did hit a succubus with a folding boat. I'm not sure if it's actually allowable via the rules, but there's not really a good response other than allowing to "We throw a boat at her!"


8 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Not technically a magical item, but an alchemical item still worth mentioning is the vial of dead air from Blood of the Elements. Nothing quite shuts up an enemy spellcaster like not being able to breath. (It's even better than silence in some cases!)

Dead Air Vial:
Within this corked vial is a tiny sample of what is known as “dead air.” Heavy, still, and of unknown origin, pockets of dead air becalm airships and smother crews in remote parts of the Plane of Air. When you open a dead air vial, invisible dead air fills a 20-foot-radius area centered on you. The affected area becomes devoid of breathable air. Creatures that breathe air must hold their breath or suffocate in an area of dead air, though sound, fire, and other effects that rely on a stable atmosphere are unaffected. Undisturbed, the dead air dissipates in 1 minute. A moderate wind (11+ mph) disperses the dead air in 4 rounds; a strong wind (21+ mph) disperses the dead air in 1 round. This item can be crafted with a successful DC 25 Craft (alchemy) check.

Price 200gp; Craft DC 25

If the GM thinks you can't hold your breath against something unexpected, it essentially becomes a KO item against most breathing creatures. Still pretty damned useful if he doesn't.

Aishachan13 wrote:
Also, mentioned way earlier in this thread is the folding boat. Same group did hit a succubus with a folding boat. I'm not sure if it's actually allowable via the rules, but there's not really a good response other than allowing to "We throw a boat at her!"

Yeah, my players dropped their folding boat atop a jolleyboat full of priates, including one very dangerous sorceress who threatened to blow down the front door of their seaside keep with repeated lightning bolt blasts.

More or less how it went down:

GM: After having passed out fully clothed from your drunken revelry the night before, you are unceremoniously jolted awake when you hear a reverberating boom from below that rattles the walls and windows of your keep.

PC: I lift my hat from my face, crawl out of bed, open up the shutters to the second floor window of my bedroom and see what all the fuss is about.

GM: You see two jollyboats below, loaded with armed pirates trying to break into your keep. One boat has a beautiful young piratess who, with a short arcane phrase, unleashes a powerful lightning bolt against your keep's main gate, causing it to rattle once more. Judging by the scorch marks covering it, you don't expect it to last much longer.

*rolls*

Despite your hangover, you manage to avoid several bolts, javelins, and vile curses tossed your way.

PC: I yell "Go away with yer loud noises! I was tryin' ta' sleep!" and then I take off my hat and say the command word to transform it into a boat to drop atop the sorceress' boat.

GM: *Stares at the player in wide-eyed astonishment, jaw hanging*

*Makes a few rolls*

You crush the sorceress as well as everyone on her boat. The remaining boat flees in terror having so suddenly lost their powerful leader.

PC: I return to bed, reassuring my wife that nothing is a matter.


Handy Haversack and Eyes of the Eagle are my favorites. Especially the Eyes of the Eagle, slapped on my old char with Keen Senses and Skill Focus (Perception). Before I joined that game, the GM said nobody ever found secret doors or traps ....

But for sheer fun, I like the Robe of Useful Items. But I would someday like to find a Robe of Useless Items just to see if I could make it useful.

Verdant Wheel

1 person marked this as a favorite.

It 's not magical, but is pratical. I love to carry some Skeletons Keys around until locks gets so hard, it don't work anymore.

Skeleton Key:

Skeleton key
Source Ultimate Equipment pg. 57 , Adventurer's Armory pg. 19
Price 85 gp; Weight —
Category Adventuring Gear
Description
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.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Yes, our parties of adventurers really do look ridiculous, with every blessed son of them wearing a kimono and a jingasa of the fortunate soldier. The Tian import-export office must be doing a thriving business!

Scrolls are my answer for any self-respecting low-level wizard. Spells get used up so fast, and crafting your own scrolls is soooo cheap!


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

Yes, our parties of adventurers really do look ridiculous, with every blessed son of them wearing a kimono and a jingasa of the fortunate soldier. The Tian import-export office must be doing a thriving business!

Scrolls are my answer for any self-respecting low-level wizard. Spells get used up so fast, and crafting your own scrolls is soooo cheap!

I generally reflavor such items. For example, the jingasa of the fortunate soldier could be tribal beads of the fortuante warrior or pretty much anything else that could be worn on or around the head.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

...or tribal feathers, or ribbons, or a traditional European helm, or whatever.


Wheldrake wrote:
Yes, our parties of adventurers really do look ridiculous, with every blessed son of them wearing a kimono and a jingasa of the fortunate soldier. The Tian import-export office must be doing a thriving business!

Heh, the jingasa is the Pathfinder Society's official hat.

I'm really enjoying the western star ioun stone, for its ability as a "better disguise self." Mr. Raving might be seeing (or rather, not seeing) it in action soon.

-Matt


I really love the Caltrop Bead from the Demon Hunter's Handbook. It is a pocket sized bead that you can use to blanket 4 squares in caltrops (that's 4x 2lb bags worth) in a single action. Along with direct damage to a target and splash damage too. All for just 40g, 80g if you want Cold Iron caltrops.

I'm planing on making a few just to keep in my pockets "just in case".


Martyr's Tear:
Aura moderate necromancy; CL 6th; Weight —
Slot none; Price 6,000 gp

DESCRIPTION

This imperfect, rose-tinted gemstone resembles a teardrop or a broken heart depending on its orientation. Its pale facets are typically marred by a single crack or chip near the gem's middle.

Once per day, the bearer may spend a standard action to transfer 3d6 hit points from himself into the gem. This deepens the gem's color, with a stronger color indicating more life energy stored in it. The gem can store a maximum of 18 hit points. If any hit points are stored in the gem, the bearer may touch it himself or another creature as a standard action, transferring all the stored life energy from the gem to the target creature, healing it a number of hit points equal to the amount stored in the gem. This returns the gem to its normal color.

Maybe too expensive for low levels, but at high levels it is a must have for non-magic characters. 18 HP of healing that anyone can use on anyone can save lives.


1 person marked this as a favorite.

Sorry for necro-ing a 4 month old thread, but I love it and there's a lot of good stuff here. This is both a dot and me putting up another cheap magic item.

My favorite consumable is the 3,000gp Philter of Love. Now I will grant that you have to be able to set it up just right, by 1) getting your target to drink it and 2) making them look at who you wish them to look at, but, if you can manage that, (perhaps a private meeting over tea?) you have a no save permanently helpful person on your side who loves ya. At least until someone is a jerk and breaks the enchantment.

For 5,400gp, you could get the field scrivener's desk. Very portable, and creates a hemisphere like that of the tiny hut spell for 10 hours. Great for wizards who want to scribe some scrolls in on a desk in the middle of nowhere with a tiny bit of protection. It does take a round to unfold though.

And while it's 8,000gp, I'm a big fan of Goz masks. Especially if you have a wizard that enjoys themself some cloud spells.

Most of the other things I've seen and liked have already been mentioned. Especially the Boots of the Earth and the Cyclops Helm.

Again... sorry for the necro *Walks away quickly yet quietly.*


I don't know if it's been mentioned already, but Boots of the Earth from Inner Sea Gods have proved INCREDIBLE in our campaign.

Basically, they give you fast healing 1 and a bonus to CMD against a few combat maneuvers when you take a move action to plant your feet firmly.

For 5,000 gp.

Either have a set ready to pass around, or have someone in the party take at least one level of life oracle and take the Life Link revelation.

Assuming judicious use of life link (take 5hp, shut it off, heal it back with the boots), my party is healed to nearly full after every encounter. With no spells necessary. It does assume that you're taking some time, but healing 10 hp per minute, we can recover from most encounters in the time it takes to search the room and the bodies.

Fabulous.


My favorite really inexpensive item is the Cloak of the Hedge Wizard - for 2500gp (lots of varieties and they are all fun - if you don't mind giving up on having a Cloak of Resistance you can buy some really really useful spells for any character. Very good at low levels but retains utility even at higher levels for a surprisingly large number of characters (alchemists who want a couple of actual 0-level spells like Detect Magic for example).

Cloak of the Hedge Wizard:
DESCRIPTION

This cloak comes in eight varieties—one for each school of magic. The cloak grants its wearer the ability to use a certain number of spells on command (caster level 1st) based on its school of magic. It also grants the wearer the ability to use prestidigitation on command and at will.

Abjuration: at will—resistance; 1/day—endure elements, shield
Conjuration: at will—acid splash; 1/day—mage armor, unseen servant
Divination: at will—detect magic; 1/day—detect secret doors, true strike
Enchantment: at will—daze; 1/day—charm person, sleep
Evocation: at will—light; 1/day—floating disk, magic missile
Illusion: at will—ghost sound; 1/day—color spray, silent image
Necromancy: at will—touch of fatigue; 1/day—cause fear, ray of enfeeblement
Transmutation: at will—mage hand; 1/day—enlarge person, expeditious retreat

note that spells that have saves suffer the most for being cast from an item - so this is vest as a source of buff spells or spells without saves


for consumable i like the fugitives grenade. Ropetrick in a can plus a smoke screen so they don't know where you hid.


I like the Boots of the Cat. Landing on your feet after a fall is pretty sweet.


Bags of Holding are awesome. They're usually one of the first treasures my group invests in.

The Exchange

As said above Sleeve of Many Garments but with the idea that swarm suits are considered clothes in their wording as well.
Wands + UMD
Decoy Ring not cheap but a way to get sneak for rogues and out of harms way for many others as you don't appear after the withdraw, and if you go down your allies can target you.
Any flying or levitation or climbing movement usually helps but at low level a knotted silk rope of 100ft or so and a grappling arrow has helped parties many many times with a 20 climb check becoming 5.
hmm also a spiked gauntlet on all non armed people is a super cheap investment to get flanking and help the party out not that your wizard really wants to be in combat but if you happen to be stuck there why not give a +2 to hit and maybe then withdraw with your decoy ring.
Mithral buckler
At low level a heavy warhorse is a beast of slaughter with 3 attacks it may be hard to get to places but if you can they can do fair damage for 300gp (plus riding gear if you ride it)
Circlet of Persuasion in general with the Noble Scion feat
if in PFS and your not in the main line parade armor bought at level 1 for where you are going is good as you can change it out the next adventure till you hit level 2.
often wondered if Mount Wand + Wartrained Mount wand would b worth it if u could umd it.
Theres more but that's what I could think of off hand

The Exchange

Oh and for squishies an Earth elemental belt so u cannot be moved turn into an elemental and gain +4 con this thing I amazing
Dazing rod lesser + Heightened to level 3 Magic Missle
Both expensive but for what you get cheap


Slyph wrote:

As said above Sleeve of Many Garments but with the idea that swarm suits are considered clothes in their wording as well.

Sadly, this is not the case. The "transformation" is only an illusion. Your clothes are still the same. Oh sure it says "Many Garments", but the item is lie.

FAQ:
FAQ wrote:

Sleeves of Many Garments: Are the effects of sleeves of many garments illusion or transmutation?
The effects are illusion (glamer) like the glamered weapon and armor properties. This means they can’t be disbelieved like a figment could, but they do not actually physically change the clothes. The transformation changes only the appearance, including the feel, smell, and other sensory aspects.

*Sigh*


Anzyr wrote:
Slyph wrote:

As said above Sleeve of Many Garments but with the idea that swarm suits are considered clothes in their wording as well.

Sadly, this is not the case. The "transformation" is only an illusion. Your clothes are still the same. Oh sure it says "Many Garments", but the item is lie.

FAQ:
FAQ wrote:

Sleeves of Many Garments: Are the effects of sleeves of many garments illusion or transmutation?
The effects are illusion (glamer) like the glamered weapon and armor properties. This means they can’t be disbelieved like a figment could, but they do not actually physically change the clothes. The transformation changes only the appearance, including the feel, smell, and other sensory aspects.

*Sigh*

You could wear a swarm suit and disguise it as traveling clothes.

The Exchange

Oh good catch the main use of that was to avoid the movement penalty of swarm suits

The Exchange

1 person marked this as a favorite.

Vial of Efficacious Medicine.

Bring Alchemists Kindness if you just want to heal or use actual alchemical items for great benefits.

301 to 337 of 337 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / Cheap magic items you really enjoy All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion