
| Peter Montgomery | 
" generic newb opening phrase"
I am a newish player to pathfinder and am currently at lv 6 Wizard and have been looking into spending some loot on some magic items
I found the idea of intelligent item intriguing, ESP the ones that cast spells 3 x a day
I know a wand would be much cheaper but an item that can communicate empathically with me that it senses that this is a good time to cast protection from evil and casts it during my turn, freeing me up to also cast another spell of my own the same round seems like a great asset and worth the extra cost.
from my reading that is how I assume they work, please correct me if I am wrong
Either way please tell me what you have found to be your favorite/ most bang for your buck items. Please mention some that are afford able at lower levels and some higher too ( I like having a goal to shoot for)
thanks

|  Set | 
 
	
 
                
                
              
            
            A Handy Haversack is flat-out my number one purchase. I then fill them with useful junk, like spare clothing (cold-weather and desert-wear, 'cause ya never know), manacles, ink and empty books to write in, a battering ram, a crowbar, alchemical fire / frost / spark / tanglefoot bags, etc.
Few of my characters go long without a mithral chain shirt (+1, when funds allow), as I prize movement ability over the extra point of AC that medium armor would give (at least in 3.X, in Pathfinder, a mithral breastplate is actually worth splashing out some extra quatloo).
Wands of Cure Light Wounds (or Lesser Vigor, if the spell is available) are also a big hit. Even if my character can't use it, he can buy it and carry it as a backup.
Blessed Book, for a wizard. Perhaps some Pearls of Power as well (although I'd rather just carry scrolls of spells I might want to use every now and then, but not feel the need to prepare daily).
Boots of Speed for a melee (not as sexy as they were in earlier editions, but still decent).
Items that summon or create allies, such as a Horn of Valhalla, Bag of Tricks, Pipes of the Sewers, Robe of Bones or several of the Figurines of Wondrous Power options, can also be fun, but, almost without fail, produce creatures that will rapidly be useless for any sort of CR appropriate combat use, making for better trap-springers, a source of mounts, etc.
Either your GM will allow you to purchase a Craft X feat, and then get half-price items so long as you make them yourself, or s/he won't. Find out which, and then consider what pricy item(s) you most want. If you plan on using Metamagic Rods like candy, Craft Rod can save you a few shiny copper. If you know the game is headed for 17th level and above, there's no reason not to save some cash by writing your own 'Tome of +5 Int' or whatever (and hey, make them for the rest of the party for their prime attributes as well, and only charge them 60% of the going rate. They all save 40% on their own +5 stat-booster-books, which they were probably gonna buy anyway, and you make some extra cash for your own use.)

|  StabbittyDoom | 
 
	
 
                
                
              
            
            A Handy Haversack is flat-out my number one purchase. I then fill them with useful junk, like spare clothing (cold-weather and desert-wear, 'cause ya never know), manacles, ink and empty books to write in, a battering ram, a crowbar, alchemical fire / frost / spark / tanglefoot bags, etc.
Few of my characters go long without a mithral chain shirt (+1, when funds allow), as I prize movement ability over the extra point of AC that medium armor would give (at least in 3.X, in Pathfinder, a mithral breastplate is actually worth splashing out some extra quatloo).
Wands of Cure Light Wounds (or Lesser Vigor, if the spell is available) are also a big hit. Even if my character can't use it, he can buy it and carry it as a backup.
Blessed Book, for a wizard. Perhaps some Pearls of Power as well (although I'd rather just carry scrolls of spells I might want to use every now and then, but not feel the need to prepare daily).
Boots of Speed for a melee (not as sexy as they were in earlier editions, but still decent).
Items that summon or create allies, such as a Horn of Valhalla, Bag of Tricks, Pipes of the Sewers, Robe of Bones or several of the Figurines of Wondrous Power options, can also be fun, but, almost without fail, produce creatures that will rapidly be useless for any sort of CR appropriate combat use, making for better trap-springers, a source of mounts, etc.
Either your GM will allow you to purchase a Craft X feat, and then get half-price items so long as you make them yourself, or s/he won't. Find out which, and then consider what pricy item(s) you most want. If you plan on using Metamagic Rods like candy, Craft Rod can save you a few shiny copper. If you know the game is headed for 17th level and above, there's no reason not to save some cash by writing your own 'Tome of +5 Int' or whatever (and hey, make them for the rest of the party for their prime attributes as well, and only charge them 60% of the going rate. They all save 40% on their own +5 stat-booster-books, which they were...
You do not get a large discount on the tomes by crafting them yourself. Most of the cost is from material component (25k per point bonus), and that cannot be discounted. The best you'll get is a few thousand gold discount.
Don't really have anything to add on the favorite magic items front, but I do like spending money on a tome if my character's budget isn't broken by it.

| Rathendar | 
 
	
 
                
                
              
            
            Thanks for the ideas
i have the handy sack and will definately get the ring of sustenence
I realized I made a typo on my title question
I meant to ask about favorite " Intelligent" magic items
The "War of the Wielded" in Dungeon magazine had about a dozen low to mid power intelligent items. I found the lot of them to be pretty cool/interesting. Triage and Hoardcutter were two of my favorites of the bunch.

|  Set | 
 
	
 
                
                
              
            
            I meant to ask about favorite " Intelligent" magic items
Ooh, intelligent items! Point and laugh at that action economy, as my item casts a buff on me while I take a full action. :)
I've always been partial to Blackrazor, 'cause I'm all traditional that way. I guess, these days, it would be a sword that auto-casts Death Knell on anyone it drops to negative hit points or something.
Screaming 'Blood and souls for my lord Arioch!' as you fight is optional...

|  StabbittyDoom | 
 
	
 
                
                
              
            
            My favorite intelligent item was a Kender-bane dagger. It didn't actually have the bane property, it was just the only thing in the universe annoying enough to 'cause a kender to become frustrated. It also was had a returning curse that only worked on kenders (meaning that once a kender found it, it was stuck with it until someone case remove curse).
Intelligent items haven't been featured much in games I've played, though. At least, not in serious games. They're great comedy for joke campaigns.
My favorite use of an intelligent item is to cast animate object on an intelligent weapon so that it can rearm you by itself, or (in extreme circumstances) fight for you if you get taken out. I've considered asking a DM to let me play such an item at some point, just 'cause I thought it would be fun. Thanks to the fact you can't actually be healed under normal circumstances it might even be fair to allow such a form to become a non-adjustment character after a few class levels, but that's a discussion for a different thread.

| Rathendar | 
 
	
 
                
                
              
            
            Thanks for the ideas
i have the handy sack and will definately get the ring of sustenence
I realized I made a typo on my title question
I meant to ask about favorite " Intelligent" magic items
Another one of my favorite intelligent items was actually in a different game, Powers and Perils. but conceptually it would be easy enough to make in PF/D&D. It was a sword named Journai. It gave its wielder access to travel magic and had a love of seeing new places. Fly, teleport, and insubstantability were basically its thing. Its drawback, was that while it loved being taken places and was eager to encourage adventures and trips, it was also afraid of being lost or forgotten. If its wielder got under half health, the sword would try to get its owner to retreat.
In game, this led to several amusing scenes of the PC arguing with his own sword, bragging that he had things under control, and in one case, putting the sword away so it wouldn't teleport him away. If the owner was knocked into negatives, the sword would panic and teleport the owner to safety, usually the last campsite from the previous night. In PnP it would also make the owner insubstantial so nobody else could hurt him. however this would often have the owner bleed out. Part of the sword's 'story' is that it was sometimes found in the strangest locations, like a skeleton sprawled in an overgrown field and no signs of combat there.
**edited to fix the worst of the typos

|  zylphryx | 
 
	
 
                
                
              
            
            Deck. Of. Many. Things.
Oh you must be either a masochist or a gambler who likes to play high stakes. ;)
I have gotten burned by the Deck too many times to ever try to pull another card.
Favorite base magic items though would be the Handy Haversack (an item that, quite literally, lives up to its name), the Folding Boat, Ring of Sustenance and Decanter of Endless Water.
Favorite intelligent item? I don't really like intelligent items. Especially if there is ever any type of personality clash between item and wielder. I played a fighter in one campaign years ago who constantly had to fight with Dispatcher, his intelligent bastard sword. That was one pompous, self-righteous blade, let me tell you.

| Elghinn Lightbringer | 
 
	
 
                
                
              
            
            I agree zylphryx. The Deck of Many Things can be dangerous. I've seen an entire campaign go down the tube. Last time I pulled from a deck was in 2e with my derro wild mage who had a 50% chance of pulling the card he wanted to, and he had 6 of the damn things. Haven't touched then since. That said, they can create some interesting results.

| Skylancer4 | 
 
	
 
                
                
              
            
            from my reading that is how I assume they work, please correct me if I am wrong
****
thanks
You are correct BUT realize you don't have total control of the item, it has a mind of it's own. You could end up in combat and not getting the spell cast with throbs of "worry" coming through... Later on figuring out the item wanted to save a spell "just in case". If you do go that route, spend the extra on speech to save yourself a possible headache.

| Aelryinth RPG Superstar 2012 Top 16 | 
 
	
 
                
                
              
            
            Best intelligent item was froma long ago Dragon Magazine module with an insane elven archmage. Once you killed him, his soul went into this sword and was purified.
The Sword was a 1E defender+5, and every +1 you devoted to defense was +20% magic resistance. Uniform. that's right, go full +5 defense and you were immune to magic. And it had a couple other powers, like teleport w/o error...
My elven f/mu/druid used it to hack down Lloth at the end of Demonweb pits...suitably updated, of course. Good times.
==Aelryuinth
 
	
 
     
     
     
	
 