Anzyr's Magic Item Emporium


Advice

51 to 86 of 86 << first < prev | 1 | 2 | next > last >>

Ok.. turns out I ended up doing Armor instead of Magic weapons. Anyway, Magic Armor and Shields are done and I'll move on to Magic weapons here. Wasn't really sure on the formatting, but hopefully its readable.


1 person marked this as a favorite.

There are some more Ioun stones of worth you didn't mention.

Cracked Opalescent White Pyramid: Exotic Weapon proficiency as a feat is lame, Exotic Weapon Profiency for 1500 GP? Fantastic!
Cracked Orange Prism: 1000 GP for a cantrip slot/known alone is passable, but when it gives you an off list cantrip? You can do loads of stuff.

Not sure if it is worth the price, but an Ebon Wayfinder is not double the cost of Goggles of Night as normal for a slotless item, plus it has a darkness SLA 1/day (keep a standard Wayfinder for your resonance effects though).

Comfort pulls a mithral breastplate down to 0 ACP, which is useful for Alchemists, Rogues, Bards and Summoners.


CWheezy wrote:

Here is a fun question:

When you try to maze someone with the otherworldly kimono and they have spell resistance, does the +4 bonus on caster level checks apply to the kimono itself?

Yes. I see absolutely no reason why it wouldn't.


A +X Allying Gauntlet is effectively an enhancement bonus you can apply to any weapon you own, which has interesting versatility.

The real gold though is for Unarmed Strike users. It stacks with an amulet of might fists that has only special properties or a Frost/Forge Fist Amulet and combined eventually beats a normal weapon's cost instead of being behind like an unarmed strike user normally is.


deuxhero wrote:

A +X Allying Gauntlet is effectively an enhancement bonus you can apply to any weapon you own instead of a single weapon with a a bonus 1 higher.

The real gold though is for Unarmed Strike users. It stacks with an amulet of might fists that has only special properties or a Frost/Forge Fist Amulet and combined eventually beats a normal weapon's cost instead of being behind like an unarmed strike user normally is.

Doesn't work that way.

Allying Propety wrote:
An allying weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to one weapon being used by an ally of the wielder. The wielder must have line of sight to the intended ally. As a free action, at the start of her turn before using her weapon, the wielder chooses how to allocate her weapon's enhancement bonus. The bonus to the ally's weapon lasts until the allying weapon's wielder's next turn. The enhancement bonus from the allying weapon does not stack with the enhancement bonus on the ally's weapon (if any).

Because of the bolded above, the Allying property more than likely falls under the Defending Weapon FAQ which states you must use an item, to gain it's benefits.

So a Monk would have to use the Gauntlet (thereby denying them their increased damage die and the ability to flurry) to make one attack in order to transfer the bonus on the gauntlet to the Monk's other attacks. It works fine for Monks that trade away the Flurry of Blows ability, but not for Monks that still flurry.

Also, it's rather kind of dumb that the Monk has to effectively pay for 3 magical weapons, just so he can get the normal range of enhancement on his unarmed strike. As much as I hate it, the best bet, at this point, is to use prosthetic limbs from Magical Marketplace.

By the way, Anzyr, you might consider adding Clockwork Prostheses to your emporium. As far as I know, they aren't up on anyone's websites yet, so I can't link to them, but they've been mentioned many times in the Monk threads recently because they're basically just like the Brass Knuckles pre-errata. Expect a Nerf at somepoint though.


I notice that Rings aren't in your guide yet, and I feel that the Ring of Inner Fortitude specifically should be included.

Of note, the lesser version (18,000 gp) completely negates the drawback for using either mutagens or cognatogens as an Alchemists.


Tels wrote:

I notice that Rings aren't in your guide yet, and I feel that the Ring of Inner Fortitude specifically should be included.

Of note, the lesser version (18,000 gp) completely negates the drawback for using either mutagens or cognatogens as an Alchemists.

Additionally it have merit with polymorph / size changing spell, removing some or all the penalties of a certain form.

Liberty's Edge

Under Gloves, you might want to add the First Aid Gloves, for a consumable Breath of Life.

First Aid Gloves
Source Pathfinder Society Primer pg. 24
Aura moderate conjuration; CL 9th
Slot hands; Price 4,500 gp; Weight 1 lb.
Description
These fingerless gloves of white cloth have a sapphire decorating the base of each exposed finger, numbering 10 in all. The wearer of a pair of first aid gloves can, as a standard action, cast any of the following spells (caster level 9th), permanently expending a number of sapphires equal to the spell’s level (as denoted in parentheses after each spell): breath of life (5), cure critical wounds (4), cure light wounds (1), cure moderate wounds (2), cure serious wounds (3), and mass cure light wounds (5). When casting a spell from the gloves, the wearer can’t expend sapphires on different hands, thus only a full hand’s worth of gems can be used to cast breath of life or mass cure light wounds. Regardless, both gloves must be worn to function. Once all of the sapphires are expended, a pair of first aid gloves becomes nonmagical.
Construction
Requirements Craft Wondrous Item, breath of life, cure critical wounds, cure light wounds, cure moderate wounds, cure serious wounds, mass cure light wounds; Cost 2,250 gp


1 person marked this as a favorite.

That is basically 4500gp for two castings of breath of life. That is twice the cost of a pair of scrolls. Yes they can be used by anyone (and the scroll requires your GM to allow the spring loaded wrist sheath to work with scrolls) but that still seems awfully expensive.


Pallid Crystal from Gods and Magic is 3.5, but apparently PFS legal.

For a mere 3,300 gp, you are healed by both positive and negative energy (still hurt when used as an attack though), great for Blackblood Oracles, Dhampir and anyone in a party with an evil cleric. 1/day death kneel and letting you eat spoiled food aren't bad additions either.


And too late to edit, but apparently the book says you can swap the deity for 200 GP more. This makes a lot of G&M's special items really useful.


Pallid Crystal only applies to cure and inflict spells, not channels, otherwise it would be an extremely good item.


Price for Boneless leather has too many zeroes in it.

Some items I like:

Blue Book – 5 gp:
This book details the seedier entertainment establishments in one major city. It contains the names of brothels, burlesque houses, and gambling halls in that city. By consulting the book for 1 hour, for the next 24 hours you gain a +2 circumstance bonus on Knowledge (local), Bluff, and Diplomacy checks to gather or use information in that city. At the GM's discretion, you can use it in settlements near that city for a +1 bonus.

Book of Letters – 50 gp:
This portfolio contains examples of official letters along with proper forms of address, etiquette, and turns of phrase. Used by bureaucrats, diplomats, and clerks, it's also useful for counterfeiting official correspondence. It provides a +2 circumstance bonus on Diplomacy checks when dealing with city officials and a +2 circumstance bonus on Linguistics checks when creating forgeries. A book of letters is only accurate for a particular region, such as a country or even a town, and only provides its bonus relating to that region.

Outfit, Courtier's – 30 gp:
This outfit includes fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Anyone trying to influence nobles or courtiers while wearing street dress will have a hard time of it (–2 penalty on Charisma-based skill checks to influence such individuals). If you wear this outfit without jewelry (costing an additional 50 gp), you look like an out-of-place commoner.

Hexing Runes - 10,000 gp: DC +1 on one hex; Hex Ward on self, 1/day @ 8th level

Ring of Foe Focus - 10,000 gp: Designate foe at will for +2 AC & saves vs that foe

Heartseeker [weapon] - +1bonus: Ignore miss chance for concealment in living targets

Dyso's Travel Canopy - 750 gp: Shade, as floating disk [cool item]

Fortifying Stone - 1,000 gp: Bump hardness by 5, HP by 20 for object ≤ #100

Ioun Stone, Magenta Prism (cracked) - 800 gp: +2 Competence one skill, change 1/day

Ioun Stone, Pearly White Spindle (cracked) - 3,400 gp: Regenerate 1hp/h

Boots of Friendly Terrain – 2,400 gp:
Each pair of these supple leather boots corresponds to a specific sort of environment as defined by the ranger’s favored terrain class feature (jungle, plains, and so on). A ranger wearing the boots can treat the corresponding environment of the boots as one of his favored terrains. If he already has that particular environment as one of his favored terrains, his bonus for that terrain increases by +2.
Craft Wondrous Item, pass without trace, creator must be a ranger

Ring of Spell Knowledge I – 1,500 GP: get easy access to lots of spells via a quick UMD.

Boots of the Soft Step – 1,000 gp:
(Legacy of Fire Player's Guide 26)
These bronze-riveted boots have thick leather soles that compress and expand as you walk. This reduces the force of your footfalls, making you more difficult to detect with tremorsense. If you are walking at half speed, a creature with tremorsense can only sense you at half the usual distance. If you walk at one-quarter speed or slower, a creature with tremorsense cannot detect you at all.
Craft Wondrous Item, feather fall

Summoner's Idol - 50 gp:
(Curse of the Crimson Throne PG, Rise of the Runelords PG)
These depictions of forgotten spirits can be used to augment summoning magic. If used as an additional material component for any summon monster or summon nature’s ally spell, the summoned creature has an additional +2 hit points per Hit Die.

Spiked Focus Ward - 100 gp:
(Adventurer's Armory)
This holy symbol has a small nail or spike somewhere along its length, allowing it to be hammered it into a wall, tree, floor, or any hard surface. Once fixed in place and activated, it stores channeled energy until it is touched by a creature of at least Small size or 24 hours pass. If touched, the focus releases the stored power as if you used channel energy, though it only heals or deals half the normal damage (including all feats and abilities that affect the DC and damage). Good clerics use these items to provide healing in large battles where a cleric may not be nearby; evil clerics often use them as traps.
Channel Energy Normal: 30’ radius; 1d6 at 1st, +1d6/2 levels; 3+ChrMod/day

Pathfinder Chronicle - 50 gp:
(Inner Sea World Guide)
Numerous volumes and editions of the Pathfinder Chronicles exist. When used as a reference (an action that typically takes 1d4 full rounds of searching the text), a Pathfinder Chronicle grants a +2 circumstance bonus on a specific Knowledge check. Each Pathfinder Chronicle grants this bonus to a different type of Knowledge, but regardless of which type that particular chronicle is focused on, the overall cost of the book remains the same.

/cevah


Anzyr wrote:

That being said, I need some thoughts on the following magic item:

2,000 GP - Goblin Fire Drum (Standard):

This small crude-looking drum is attached to a strap long enough to loop around the wearer's neck. A successful DC 12 Perform (percussion) check activates the drum, which enhances any nearby natural or magical fire as long as the bearer spends a move action each round to continue playing. All fires (including fire spells and effects) within 30 feet of the bearer deal an additional +1 point of fire damage per die (maximum +10).

All unattended flammable alchemical objects such as tindertwigs, flasks of oil or alchemist's fire, and fireworks within this range have a 10% chance of spontaneously igniting or exploding (as appropriate to the item) when the drum activates. This chance increases by 5% each round and is checked at the start of the performer's turn as long as the playing continues.

The big sell is a free potential +10 to all fire spells, at the cost of someone's move action. Who thinks this should go on the list?

I want one. Give it to a flying familiar who hovers over the enemy. Don't use near the party, as it can zap their flammables.

Do you think it works on gunpowder? Take out the gunslingers!

/cevah


Thanks, there is some helpful advice in there that I'll bookmark as a reference. There are so many items it's easy to overlook the value of some while skimming, especially the cheaper ones.

I initially dismissed Otherworldly Kimono, but I'm partially coming around on it after reading the discussion. It does replace two spell penetration feats and then some, so that's something.

As a witch, maze is already on my spell list, so we're talking one spell slot, except forcing me to memorize a spell I may not want that day. And I can do a lot with my abilities rather than spells, so I'm less constrained on spells per day than some casters. Caster level does hardly anything to help my hexes, and would have minimal effect on a lot of the spells I cast, except for penetrating spell resistance. And when up against someone that I know has spell resistance I can focus even more on the hexing which mostly bypasses it. Still, there will be times when I do want to be able to defeat spell resistance, and this beats taking feats. The other effect is of course a resistance bonus to saves, but there are other options for that (which don't stack with this).

So I'm not 100% sold, but I am more seriously considering it now than I was.

The other body slot item that I'm tempted by is body wrap of mighty strikes. It could be pretty nice with my prehensile hair hex, which is a natural attack with reach. Besides making it effective as an attack with the enhancement bonus, I could apply melee weapon special abilities, like using it to store a touch spell delivered with the attack. I don't plan to waste many turns attacking, but I figure with a reach weapon I can threaten enough space to get decent attacks of opportunity. I suppose an amulet of mighty fists could suffice for that, albeit at a higher price and lower enhancement cap.


The otherworldly kimono is utterly bonkers. Untyped +4 bonus to spell penetration which stacks with spell penetration makes one of the most annoying abilities high level enemies have irrelevant. The Maze thing is not even an issue. There is only one caster I would ever even consider not taking it for at high level and that is the sorcerer who wants the Robe of Arcane to gain early access to their capstone. The other benefit of the Kimono is that it frees up the shoulder slot as you dont need the cloak of resistance.


Dot


I feel a wand of Channel the Gift should be added to your list as this spell is stupid good for any 6th level casting class, but especially 4th level casting class.

For example, a ranger that picks up this wand should *never* run out of 'Instant Enemy' spells for BBEGs and the like.

Even if the ranger buys it from another ranger, it's arguably more cost effective than a single pearl of power since the wand has 50 uses (could probably last their entire career) and can be used more than once per day. If they use one crafted by a Wizard or Cleric, it's much cheaper than a single 3rd level pearl.

Lots of common low level buff spells (greater magic weapon, haste, barkskin) can become 'all day' spells via a wand of this spell.


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Wow. That's a neat spell.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Re: wand of channel the gift

Nice, but note the key limitation: "The target must start casting this spell before your next turn..." (emphasis mine). No, you can't use a wand on yourself (standard action) and then cast a spell (standard action) on your next turn (you can't take two standard actions in the same round); you would need a minor rod of Quicken metamagic (3 uses per day limit; market price 35,000 gp) to actually benefit.

Granted, if you had an Improved Familiar with a high Use Magic Device check, you could get a lot of use. Otherwise, it would use the standard actions of two different characters each round.


Dragonchess Player wrote:

Re: wand of channel the gift

Nice, but note the key limitation: "The target must start casting this spell before your next turn..." (emphasis mine). No, you can't use a wand on yourself (standard action) and then cast a spell (standard action) on your next turn (you can't take two standard actions in the same round); you would need a minor rod of Quicken metamagic (3 uses per day limit; market price 35,000 gp) to actually benefit.

Granted, if you had an Improved Familiar with a high Use Magic Device check, you could get a lot of use. Otherwise, it would use the standard actions of two different characters each round.

Paragraph 2:

Channel the Gift wrote:
If you target yourself with this spell, you may spontaneously cast any prepared spell of 3rd level or lower without expending its spell slot on your next turn (this aspect of the spell has no effect if you are a spontaneous caster). The spell that's cast after channel the gift cannot have a casting time longer than 1 full round.


Indeed, and since it's basically on every spell list in the game, anyone can pick up and use the wand (because as long as the spell is on your list you can cast it, whether it comes from an arcane or divine source).

This wand is like the ultimate spell of versatility, because as long as it's 3rd level or lower, it's a wand of anything.

One could use the charges to cast on a Cleric if they need some out of combat healing, but don't have time for 1d8+1 from the CLW, and instead cast Cure Serious with their own caster level for free from the wand.

As a Magus, if you have the either traits, magical lineage or wayang spell hunter, you could turn your Nova Magus into one that can go for the long-haul. Use the spell weaponwand in conjunction with the wand wielder arcana to keep all of your shocking grasps on hand. It forces you to cast shocking grasp only every other round if you do this, but I think that's probably a small price to pay for, effectively, unlimited shocking grasp.

Cast it on the party bard before he starts pre-combat buffs (like heorism).

If you've got a Summoner, you could even use it add further abuse to his already abusive spell list (like casting Stoneskin with the wand).

There's just so much little abuses you can tease out of this spell, I'm actually surprised this wasn't changed already.

[Edit] Just checked, it's even PFS legal!


Hmm... a custom magic item using a command word and limited charges per day of Channel the Gift could be interesting... Still somewhat pricey, but could be worth it if the DM allowed it.


You have to have the spell prepped, and it costs 11,500 gold


CWheezy wrote:
You have to have the spell prepped, and it costs 11,500 gold

True, but instead of having to prepare multiples of certain spells (like a Barkskin for the Martial and Flanker) you can instead prepare just one, and cast it multiple times thanks to the wand.

For instance, take the Magus, often times he fills his lower level slots with spells like frostbite, frigid touch and shocking grasp because he needs those to get the bonus damage on his spellstrike.

A Magus can have a familiar, so he could have his Familiar use Invisibility and then just keep activating a wand of channel the gift on his master so his master only ever needs to prepare one of each of his damaging spells. Meanwhile, his other slots may be filled with other things, like grease or glitterdust.

A Monk might purchase such a wand so a friendly caster could give him Magi Weapon/Fang or the Greater version. If he gives it to the Cleric, the Cleric can prepare Magic Weapon/Greater and then after he's buffed the Monk, can dedicate that slot to a spontaneous Cure spell; like wise for a Druid, that slot just became a Summon spell.


Shirt, Quick Runner's: " Still if you are ok with doing lots of laundry feel free to buy multiples and swap them on the fly for swift into move conversions per day per 1,000 GP."

http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/shirt -quick-runners : "A character must wear this shirt continuously for 24 hours before he can activate this ability."

So, no.


Nitpicker wrote:

Shirt, Quick Runner's: " Still if you are ok with doing lots of laundry feel free to buy multiples and swap them on the fly for swift into move conversions per day per 1,000 GP."

http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/shirt -quick-runners : "A character must wear this shirt continuously for 24 hours before he can activate this ability."

So, no.

Ultimate Equipment wrote:

Errata

Last Updated - 5/19/2016

The post before yours was from 2014, or well before the errata.


That was errata released after the guide was written


HaraldKlak wrote:
Tels wrote:

I notice that Rings aren't in your guide yet, and I feel that the Ring of Inner Fortitude specifically should be included.

Of note, the lesser version (18,000 gp) completely negates the drawback for using either mutagens or cognatogens as an Alchemists.

Additionally it have merit with polymorph / size changing spell, removing some or all the penalties of a certain form.

"If the ring prevents any damage, drain, or penalties that are associated with a beneficial effect, it also negates the beneficial effect." So, not good with mutagens/cognatogens.


CWheezy wrote:
That was errata released after the guide was written

Thanks to you both. Still relevant, if he ever updates. That explains why I remember it differently.


What about Gloves of Arcane Striking and Benevolent armor? Good or bad?


Possibly a silly question for an old thread, but what was wrong with Robes of the Archmagi?


The Errata has changed Gloves of Reconnaissance to 1/day for 1 min and only 5 ft. of wall. Feather Step Slippers are also 1/day for 10 minutes. Just a couple that I spotted. There may be more.


Just a few more... sorry....

Mask of Stony Demeanor is now priced at 8,000 GP, Jingasa of the Fortunate Soldier gives a Deflection bonus to AC (instead of luck), Bracers of Falcon's Aim now only give Aspect of the Falcon for 1 Min 1/day.

Seems like there are a lot of things that were given errata and not updated on the PRD. I suggest readers, and the author, check the free download at http://paizo.com/pathfinderRPG/resources


Alas, this post is not an update. To be honest, I had given up on completing this quite some time back when FAQratta killed off stuff. The FAQs and errata since then have finished killing off any desire to start working on it again. I have not checked exactly how many items have been reduced to wastes of ink since the guide was started, but it is more than a handful. Speaking bluntly, the idea that I might update the list only to seemingly inevitably find out 6+ months later that items need to be removed kills any motivation to update it.

Still while I'm here I guess I can talk about some items:

Uqbarian wrote:
Possibly a silly question for an old thread, but what was wrong with Robes of the Archmagi?

Not a silly question at all. Robes of the Archmagi is trap option that on first pass looks very appealing. I mean look at all the things it gives; AC, SR, Resistance, bonuses to overcoming SR! Let's start with the actually bad. The SR is really low making it not a very meaningful defense, but is guaranteed to your allies casting buffs on you in combat harder. So the SR is actually a negative thing here. The armor bonus might *seem* good, but it's only +5. You will get more armor wearing a +5 Haramaki and that can carry another +5 in bonuses. So the armor bonus is at best a temporary cost saver that cost more in the long run.

Now Otherworldly Kimono does not have AC or SR (but again one is unnecessary and the other is a trap) and it gives the same +4 resistance to saves. However, it gives +4 to over SR. Overcoming SR is awesome and this item is literally twice as good at that as Robes of the Archmagi. Furthermore, Otherworldly Kimono grants you a free level 7 spell 1/day and Maze is a great spell especially for an item since it offers no save! And while you have someone mazed, you get a whopping +6 resistance to saves (who wants a cloak anyway?) and +6 to overcome SR! That's three times as good as Robes of the Archmagi and it is priced for 8,000 GP less! So... get the Kimono.

DoubleBubble wrote:
What about Gloves of Arcane Striking and Benevolent armor? Good or bad?

So full disclosure: I do not like aid another in combat. If that is really the best way a character can contribute to combat at any given moment, they may want to rethink their life choices. If you have your heart set on maximizing Aid Another, then both items do improve your aid, but... I really feel there are better uses of a standard action that are more efficient and effective. So I would not add either item to the guide were I still updating it.

I will say that the gloves give options which are always good to have. Not sure they are the best use of money though. Honestly for damage you are better just saving up and buying Deliquescent Gloves.


Anzyr wrote:
Speaking bluntly, the idea that I might update the list only to seemingly inevitably find out 6+ months later that items need to be removed kills any motivation to update it.

That's understandable!

Anzyr wrote:
Robes of the Archmagi is trap option that on first pass looks very appealing.

Thanks for that reply. I see what you mean!

51 to 86 of 86 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Anzyr's Magic Item Emporium All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice