Anzyr's Magic Item Emporium


Advice

1 to 50 of 86 << first < prev | 1 | 2 | next > last >>

18 people marked this as a favorite.

So it came to my attention that there is no magic item guide. This is a serious problem that must be addressed immediately and thus in the spirit of the wonderful 3.5 guide Bunko's Bargain Basement, let me welcome you to Anzyr's Magic Item Emporium!

So first of all what this guide is and is not:

This guide covers only the best of the best magic items. Otherworldly Kimono gets covered, Robes of the Archmagi do not. It is not an item by item overview.

Each item has my thoughts, not the full text of the description.

I'm open to persuasion on either of the above points. If you want to see something/change the format let me know.

Finally this thread is to discuss the guide, ask questions about magic items, and recommend me magic items that should be on it.

Without further ado the Guide.

Anzyr's Magic Item Emporium.

Presently covers up to the Eyes magic slot, with Boots soon to follow.


Awesomeness, will be using this on an extremely regular basis!

Might I suggest a rating system on the items, or even just listing them in order of usefulness, if not already?


I'll do a list of my favorite magic items after I finish a general list of every section. As to a rating.. that's a bit trickier since everything that is recommended in the individual slots are already significantly better than other choices for those slots. For example, Judge's Wig is a head slot item that costs 59,000 and all you get for that price is +4 intimidate and diplomacy and at will discern lies. It's not list because it just not up to par with options far far below it (Circlet of Persuasion for example is +3 to all CHA skills and more for just 4,500 GP).

Maybe not a ranking but some general item suggestions for different classes might be possible.


I'll be taking a longer look later on.

On thing that sprang to mind at first glance, was that I think you should change the format/location, of the prices.
Scrolling down, I got confused whether the prices referred to the item above it or below it.
Personally I think placing the price below the item, in italic, is the easiest to browse through. Perhaps bolding the name of the item would be nice as well.


Have you seen this? Since everyone interested in this is guaranteed to have Fate's Favored, it's an effective +2 to saving throws, plus one round for all temporary luck bonuses.


Ipslore the Red wrote:
Have you seen this? Since everyone interested in this is guaranteed to have Fate's Favored, it's an effective +2 to saving throws, plus one round for all temporary luck bonuses.

Yup, good eye! Just added that and will pick up with Headband of Havoc (immediate action rage!) and formatting tomorrow. A real quick general list of some of my favorites from sections I haven't gotten to yet (slightly caster biased):

Handy Haversack - Always one of my first purchases.

+1 Courageous Spiked Gauntlet - hit this with a Greater Magic Weapon and enjoy +2 to all your morale bonuses (like say Heroism, Greater).

The Furious weapon enhancement for Barbarians (especially when combined with Courageous on the same weapon).

Metamagic Rod, Extend Lesser - 3,000 GP to make an awful lot of spells last an awful long time.

Staff of the Master (Necromancy) - 30,000 GP to apply metamagic you know to any level spell, perfect for all sorts of things.

Ring of Inner Fortitude - Ability damage can be brutal and this goes a long long way to mitigating it.

Bead of Karma - +4 to caster levels when you are casting buffs at the start of the day is just the best thing.

Last but not least a quick checklist of my favorite ioun stones:

Orange Prism Ioun Stone
Pale Green Prism Ioun Stone
Flawed Pale Green Prism Ioun Stone
Dusty Rose Prism
Cracked Dusty Rose Prism
Iridescent Spindle
Clear Spindle

These will get more details in their respective sections.


Dot, dot


I would actually recommend the kimono for everyone, not just casters.

At will maze 1/day is pretty damn useful for a fighter, and actually gives him a control option!


Note on the ioun stones: putting them into a Wayfinder may alter their relative values.


Ok Headband slot finished along with Neck and shoulders (Shoulders is very short as most of them are massive wastes of GP). All that's left for wondrous items is wrists and slotless. Then we'll move on to Weapons/Armor/Rings and save Rods and Staffs for last. Thank goodness there aren't many good armor enhancements in PF.

For the curious my standard Magic Armor enhancements are +1 Deathless, Ghost touch and Heavy Fortification. Remember to get Magic Vestments cast on them and enjoy having effectively +14 Armor.


Dotting. Liking it a lot so far.

Grand Lodge

For non-casters: Cracked vibrant purple prism Ioun stone
2k gp for a 1st level spell? Since it lets any caster put the spell in, and anyone use (cast) the spell, it goes great with those first level spells that have no real benefit from higher caster levels. True Strike, for example...
Use it with a wand to refill, and use or have multiples...

Silver Crusade

I like the idea of this, looking forward to seeing where it's going. But I'd at least bold the prices, maybe put them before the item in question. While looking at the guide, I don't know where exactly to look because nothing stands out, which is a bit of a problem for me. Also have fun with slotless items (sigh), those are always where I lose interest in my guides.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I lost all faith in your guide when I realized you didn't have featherstep slippers in your recommended feet slot section.

Being able to ignore ALL difficult terrain (allowing for 5-foot steps, charges, etc.) at such a low cost is unbelievable amazing.


Ravingdork wrote:

I lost all faith in your guide when I realized you didn't have featherstep slippers in your recommended feet slot section.

Being able to ignore ALL difficult terrain (allowing for 5-foot steps, charges, etc.) at such a low cost is unbelievable amazing.

*All* faith? Hopefully not as I'm not sure I can catch every good item, so having people suggest stuff like this is vital to improving the guide.

Added Slippers, Feather Step and finished up all slotted wondrous items. Also changed the formatting based on suggestions here. Take a look and see what you think.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

No, not ALL. Not really.

Just trying to push you to do better with some tough love. :P


One suggestion for formatting and one that isn't truly necessary but I feel it could help is, perhaps increase the font size for each category line. Like when it goes from Belt of Physical Perfection, perhaps make the "Body: Not to be confused with Chest or Armor magic item slot" a few font sizes bigger, maybe even change the color of the word body or underline the line. I feel it would help in separating the areas a bit more. I found myself skipping over the lines just a bit, moving past a section I had intended to look at. Just a suggestion of course.


dotting.


Boots of the Cat? Pretty cheap for early levels, pretty awesome in doing awesome cool looking things.


ShadeOfRed wrote:
Boots of the Cat? Pretty cheap for early levels, pretty awesome in doing awesome cool looking things.

I originally passed this over, but on second thought 1,000 GP to cap your fall damage at 20 makes ridiculous jumps rather survivable even early on. So consider it added. I'm not happy with my description for wayfinder standard, but progress is being made.


Ok, the guide is updated to cover all lesser minor wondrous items and started on greater minor wondrous items. My favorite item I didn't know about before making this guide is the Bone Razor. Free skeleton minion with no HD cap, onyx cost, and that don't count against your control pool? Count me in. Props to anyone who knows what Azan-gund is.

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?


The one from the Sunless Citadel? I think it was a whistle that could cast animate dead.

Silver Crusade

Just a note on the Hybridization Funnel (A personal favorite of mine)

I don't think it delivers 2x Int damage when used by an alchemist. It's still one splash weapon, despite being a combination. If this is how it worked, than the loophole of "While you can't mix two mixtures, nothing says you can't mix a mixture and another item, such as Acid/Alchemist Fire + another Acid", which could lead to some rather ugly scenarios. Enjoying the splash of color and the bolding, although I'd make each item its own color to help them stand out more as sections, maybe throw in bookmarks for quick reference to each section at the top.

Edit: I'd also consider slashing Boro Bead with Preserving Flask, since it's the same cost with a slightly altered benefit that some people like more. It's a more 'sharing friendly' item than the Boro Bead at the very least.


Minor quibble, there's a bit about pearls of power and a bard? Won't work, PoPs only work for prepared casters I'm afraid.

Otherwise very solid list. I, of course, already knew about most of these items, but the inclusion of more esoteric stuff like the Jingasa and Gloves of Recon shows me you know what you're talking about :)


Bone razor is one of those hinky items. I mean if your party is a bunch of immoral jerks *wayofthewicked* then yeah thats some darn good stuff but it needs people alive which will be hard once the GM catches onto your scheme.

The heartripper blade has a similar mechanic and is double the cost but it means every mook you come across suddenly has a heart made of cure critical wounds and lesser restoration. Only the squick factor of gettin' you'se "kali-mah" on prevents you from doing so. Also lighting the blade on fire for an hour or accessing scrying but less so than getting hearts and healing zelda style. 11000gp

The eye of the mantis is a cool toy as well, 2000gp for prying eye sensor 1/day for those important meetings you just cant attend. Though I feel slightly robbed that a preying mantis based off of prying eyes was not called a prying mantis.

Oh and the cracked vibrant purple prism ioun stone. Works like a ring of spell storing for 1 spell level. divine favor and expeditious retreat are both really good 1st level personal range spells. Not with this little beauty. 2000gp.

the belt of the weasel is specific but an auto purchase for my druids. The dex bonus offsets some of my penalty for wild shape but compress means I can actually take a huge form and expect to use it in a cave. Being able to melee attack from prone with no penalty is just gravy, delicious weasely gravy. And oh the look on a kobolds face when he runs into his warrens only for the 6 foot tall druid to follow him like liquid death. 10000gp.

As for the fire drum, if you work it into your character it could be really cool but it isnt much of an immediate purchase at the price bracket it is in. Absolutely suicidal to use on a boat. Hmmm... that actually sounds like a great encounter for my skull and shackles game, kill the invisible goblin before your boat self immolates.


On the body slot I would add one qualifier to the Otherwordly Kimono being the best item at high level and that relates directly to sorcerers. The Robe of Arcane Heritage will give you your level 20 capstone ability at level 16 and that may well be a better deal than the Kimono. I certainly prefer it for Arcane Sorcerers, an extra spell known of your highest level, complete removal of metamagic cast speed increase and turning staff and wand sells effectively into ones on your list by avoiding charge use beats out the Kimono for me. Certainly I would pick it up at 20 though and quite possibly before 16 if I could afford it.

Really the Robe of Arcane Heritage just needs to have a big sign saying "sorcerers check your bloodline powers" Also sorcerers with Eldritch Heritage may be able to double dip into its benefits.


On boots the Shoes of Lightning Leap may be worth a mention. They are 10k for a once per day escape a grapple but for casters who need a way out they are not terrible. The Boots of Escape do something similar for 8k but you end your turn after doing so as they work like dimension door.


dot


I like this!
But it lacks weapon enhancements in my opinion. Do you intend to ad those?

Otherwise this document is a near must read for my future new players (as in: have had one night of fun and are coming back thirsty for more).


This is a good initiative and i will book mark it.
But i think you have the Rainbow lenses Wrong. At least in my book they dont give darkvision they just make your vision Black and white like if you were using Darkvision. And then ad the Spell likes.


Rainbow Lenses wrote:
These lenses interfere with the wearer’s ability to see color, and everything appears in shades of black and white, as if the wearer were using darkvision. Once per day the wearer can use color spray, hypnotic pattern, and rainbow pattern.

Yeah, seems like it just makes your vision colorless without granting darkvision.


Cap. Darling wrote:

This is a good initiative and i will book mark it.

But i think you have the Rainbow lenses Wrong. At least in my book they dont give darkvision they just make your vision Black and white like if you were using Darkvision. And then ad the Spell likes.

Ya, I on a second read through I'm going to have agree that they do not give Darkvision and thus are overpriced pieces of junk. So removing those.

@meatrace - Yup removed the offending line.

@Andreww - Added some language to Robes of Eldritch Heritage. And Shoes of the lightning leaper added.

@tsuruki - I plan to finish up the slotless wondrous items then move to armor/weapon enhancements. So stay tuned! Though if you have an specific questions feel free to ask here as that's what the threads for.


Nice work! I look forward to your guide with great interest.


1 person marked this as a favorite.

-.. --- - - . -.. .-.-.-


One of the other interesting things about the Robe of Arcane Heritage is that you can use it to cheat access to bloodline abilities which offer a choice.

Take Arcane for example. At level 9, 13 and 17 you get to pick a new spell known. At level 15 you get to grab a +2 bonus to the DC's of one school of magic.

Lets assume you are a level 11 sorcerer off on a new adventure into a haunted crypt. You expect a lot of undead. You don your robe and grab Control Undead as your spell known and pick Necromancy for your School Power choice.

Later that week you are involved in complex political negotiations from the fallout of a swarm of undead from the tomb you jus ransacked. You remove the Robe and then put it back on picking Dominate Person as your spell known and Enchantment for school power.

RPG Superstar Season 9 Top 16

It would be nice if you supplied links in the item titles.


A bead of karma is 20,000 gp, not 9,000 gp, according to my copy of Ultimate Equipment. The bead of healing is 9,000 gp.


andreww wrote:

One of the other interesting things about the Robe of Arcane Heritage is that you can use it to cheat access to bloodline abilities which offer a choice.

Take Arcane for example. At level 9, 13 and 17 you get to pick a new spell known. At level 15 you get to grab a +2 bonus to the DC's of one school of magic.

Lets assume you are a level 11 sorcerer off on a new adventure into a haunted crypt. You expect a lot of undead. You don your robe and grab Control Undead as your spell known and pick Necromancy for your School Power choice.

Later that week you are involved in complex political negotiations from the fallout of a swarm of undead from the tomb you jus ransacked. You remove the Robe and then put it back on picking Dominate Person as your spell known and Enchantment for school power.

Huh, that is really neat. I'll have to add a blurb about it.

@ Cyrad: Definitely something I'd be willing to do, though I'm going to try and finish picking out items to list before I get that.

@ Ipslore the Red: Ya, I looked in front of it rather than behind, good catch and fixed.


Oh yeah, Cloak of Infinite Twine. One of my favorites. Hell if nothing else you could buy one, move into a city near the docks and make your living selling rope. Infinite amounts of rope.

And twine...I mean not my first choice but would work as a way to tie people up for sure. Even for kinky reasons. ;)

I mean you can always use rope. Always. Infinite Rope.

Almost any problem can be solved with enough time and rope. Oh yeah.


Ok, almost finished with Wondrous Items. I just have to go back through all the Ioun stones, double-check some stuff, and make a note about the Manuals/Tomes.

After that we'll move on to weapons, (Yay Courageous!), Armor (Boo PF armor enhancements, cept you Deathless we're cool.), Rings (Inner Fortitude/Evasion/Freedom of Movement, there instant mini-guide), staves/rods and then a quick closing note on why I didn't bother to list Runes (namely because they're all trash).


One of my favorite (if highly conditional) little tricks: For 1,000 gp, you can get an Anatomy Doll, which once dosed with a few drops of a living creatures blood, can be used to inflict one negative energy damage per round on said creature, as well as sickening them for that round. The real magic happens when you're dealing with living creatures who happen to be healed by negative energy (Dhampirs, anyone?). 1,000 gp to effectively gain unlimited Fast Healing 1 (or more, if you hand the doll to the party Rogue) anytime you're not in combat or making skill checks is quite a bargain, and easily makes up for the aversion such characters have for the ubiquitous Wand of Cure Light Wounds.

You also missed the Polymorphic Pouch, which tends to be essential for any casters who're into turning into something nasty to rip things to shreds. Especially valuable to retain your ability to access your spell components, wands, potions, rods, and the like, while in a more exotic form.

As for prior categories, another niche item for consideration is the Gloves of the Commanding Conjurer. They're pricy at 30,000 gp, but they allow your Summoner (especially Master Summoners) to get the most out of his minute-per-level summons. Need to give an order a bit more complex that "Rip his face off!" to your pet Dire Tigers? No problem. Throw in a Helm of Comprehend Languages and Read Magic, and you can not only instruct your air elemental to scout up the cliff face, or your earth elemental to glide through the wall and scout the next room, but you can also have them report back their findings without having to pick up a bunch of random languages for every single creature you could possibly summon. Sure, this probably isn't enough to get the Helm on the list, but it still comes in very handy.


1 person marked this as a favorite.
guide entry on necklace of natural armor wrote:

2,000 GP - Amulet of Natural Armor +1:

+1 to your AC. Pretty standard, but very solid. Unless you already have a natural armor score this up your AC, and of course benefit from any castings of Barkskin you have lying around.

I think you have this backwards. The necklace provides an enhancement bonus to natural armor, but it does not provide a natural armor bonus itself. So it WILL stack with existing natural armor, but it will NOT stack with barkskin, because barkskin is also an enhancement bonus and bonuses of the same type do not stack.

I'm super hyped somebody is finally taking the time to make a pathinder bunko bargain guide. Good on ya mate!


This is a wonderful little guide! I knew about a lot of these, but I've missed out on some of them (mainly the Witch/Alchemist items) or let me look at some items in a new light.

I should note, the Bead of Karma isn't helpful to all casters, just ones that can cast divine spells. If you could be an arcane caster and somehow cast a divine spell, it'd be great because it's not restricted to augmenting divine spells. Would be great on a Mystic Theurge.


Well, an arcane caster can activate them using Use Magic Device, since it applies to all caster levels, not just divine casting. Probably something that should be noted, though.


Deliquescent Gloves function for regular weapon attacks as well so it's a solid item for everyone.


Deliquescent gloves are especially good for high level archers who make a lot of attacks in a round, since it's cheaper than adding the corrosive property to a +2 or greater weapon.


SPACEBALL12345 wrote:
guide entry on necklace of natural armor wrote:

2,000 GP - Amulet of Natural Armor +1:

+1 to your AC. Pretty standard, but very solid. Unless you already have a natural armor score this up your AC, and of course benefit from any castings of Barkskin you have lying around.

I think you have this backwards. The necklace provides an enhancement bonus to natural armor, but it does not provide a natural armor bonus itself. So it WILL stack with existing natural armor, but it will NOT stack with barkskin, because barkskin is also an enhancement bonus and bonuses of the same type do not stack.

I'm super hyped somebody is finally taking the time to make a pathinder bunko bargain guide. Good on ya mate!

Yup thats backwards good catch. And changed!

@ Zigniber - 1,000 GP for unlimited out of combat healing even if very specific is definitely going on the guide. Good find!

The Pouch I'm going to pass on adding because its feature is largely a convenience. Simply setting down a bag of holding (or Handy Haversack) and then picking it back up after you change forms accomplishes the same thing for the most part.

@ Aratrok - Adding a UMD note.

@ Scavion - Adding a note about the general awesomeness of Deliquescent Gloves.

Will hopefully get to hammer out Magic Weapons here tom.


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?


Dot.


Sleeves of Many Garments are apparently an illusion (illusion aura, illusion spell).

Why it's written with transmutation language nobody knows.

1 to 50 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.