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Well I never play fighters (except dips) so I am at a lost but I suppose any good weapon / armor and help with S.T's. Also anyway to reach enemies at a distance and in flight.
I do know clerics and here's a MUST HAVE for them...
Cleric
A Must for all clerics...
- Candle of Invocation
Slot —; Price 8,400 gp; Weight 1/2 lb.
Description
Each of these special tapers is dedicated to one of the nine alignments. Simply burning the candle generates a favorable aura for the individual if the candle's alignment matches that of the character. Characters of the same alignment as the burning candle add a +2 morale bonus on Attack rolls, saving throws, and skill checks while within 30 feet of the flame.
A cleric whose alignment matches the candle's operates as if two levels higher for purposes of determining spells per day if he burns the candle during or just prior to his spell preparation time. He can even cast spells normally unavailable to him As if he were of that higher level, but only so long as the candle continues to burn. Except in special cases (see below), a candle burns for 4 hours. It is possible to extinguish the candle simply by blowing it out, so users often place it in a lantern to protect it from drafts And the like. Doing this doesn't interfere with its magical properties.
In addition, burning a candle also allows the owner to cast a Gate spell, the respondent being of the same alignment as the candle, but the taper is immediately consumed in the process.
- Incense of Meditation
Slot —; Price 4,900 gp; Weight 1 lb.
Description
This small rectangular block of sweet-smelling incense is visually indistinguishable from nonmagical incense until lit. When it is burned, the special fragrance and pearly hued smoke of this special incense are recognizable by anyone making a DC 15 Spellcraft check.
When a divine spellcaster lights a block of incense of meditation and then spends 8 hours praying and meditating nearby, the incense enables him to prepare all his spells as though affected by the Maximize Spell feat. However, all the spells prepared in this way are at their normal level, not at three levels higher (as with the regular metamagic feat).
Each block of incense burns for 8 hours, and the effects persist for 24 hours.

Akasharose |

I like Muleback Cords - As most characters tend to outfit themselves with an encumbering amount of gear .... especially non-fighters. For the price, these rocks. And perhaps for a Cavalier ... put them on your horse! Charge!
How about a shadow takes you down to 0 strength, but the cords keep you at 8 for purposes of carrying yourself outta there?! Never tried that .. but just thought of it.
Aura faint transmutation; CL 3rd
Slot shoulders; Price 1,000 gp; Weight 1/4 lb.
Description
These thick leather cords wrap around the wearer's biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.
Construction Requirements
Craft Wondrous Item, bull's strength; Cost 500 gp

Elinor Knutsdottir |
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This points up the thing I hate most about 3.X/PF, the idea that by right every character should have certain items and if they don't get them then they're being in some way 'cheated'. In the old days, two high level fighters were distinguished only by their magic weapon which was a bit rubbish. Now, they're completely different because they've taken different feat paths, but you'll find they have exactly the same magic items (+x armour, +x weapon of +1d6, +y stat boost, +z natural armour/ring deflection/cloak protection). If they picked up any other magic items along the way they'll have sold them to get items on the 'must have' list. I gave away a Horn of the Valhalla once (a Horn of the Valhalla! At mid-level). It got sold because what they could get for the 25,000 was 'better'. Bah.
Oops, I'm ranting again.
I get that if you're moving characters between GMs there's a need for standardisation, but don't most of us play with the same player group, same campaign and same GM week after week? This means that the GM tailors challenges to the group, not to some abstract standard of what they 'should' be able to do.
Also, can someone point me out a series of fantasy novels or films where the protagonists are loaded down with magic items to do their fighting for them? I can't think of a single one, not even AD&D books (maybe Drizzt? I didn't read any of Salvatore's).
For the record though, as far as must have items for a fighter go, by 10th level it's not so crucial, but home made 'boots of (permanent) expeditious retreat' (an item that demonstrates why you shouldn't let players loose with the item creation rules, along with an 'amulet of (permanent) shield').

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Intelligent Items are a way to go for almost any class...
I had a Barbarian that had intelligent Ioun stone made from the base Ioun stone torch.
It could cast lesser Restoration 3x's/day
- Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued.
Used along with the Roused Anger (Ex) rage power was pretty useful.
- Benefit: The barbarian may enter a rage even if fatigued. While raging after using this ability, the barbarian is immune to the fatigued condition. Once this rage ends, the barbarian is exhausted for 10 minutes per round spent raging.
Not bad for = +7,275 gp

Paraxis |
6 people marked this as a favorite. |

Ring of sustenance
Handy haversack
Amulet of natural armor
Ring of protection
Vest of resistance (need cloak slot for next item)
Cloak of displacement, minor
Magic weapon
Magic armor
Mithral buckler (everyone can wear one all the time) put fortification on it
Spiked gauntlet magic, (perfect back up weapon)
Belt of + physical stats
Headband of + mental stats
Boots of striding and springing
Flying carpet (for two so cohort can pilot it and you get full round action)
That is a very close to the the christmas tree of magic items all my players and my characters want in every campaign.
Of course when you are at very high levels some things get swapped out for 100,000+gp things like rings of spell reflection.
One of those items needs to be intelligent to get free action buff spells cast on you, and give you blindsight.

Karuth |

I try to choose my items based on the character. I don't think I ever had a standard loadout on any of my characters (unless +1 stuff, cause you tend to find those items along the way).
A ring of sustenance would not be the proper thing for my cleric. He loves to eat and drink. So he got himself a Dekanter of Endless Wine (which can make all kinds of other drinkable stuff) to keep him going on the road.
A fighter of mine put everything he had into the weapon(s), neglecting armor and everything else.
Then I had a bard that put most of his money into his instrument and other trinkets that helped his trickster nature.

loaba |
1 person marked this as a favorite. |

Here's my list and while it's probably a little "martial" in nature, all of these items can be useful in the hands of any class. I would consider these items as basic necessities as the game progresses.
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V
Amulet of natural armor
Ring of protection
Cloak of Resistance
Magic weapon
Magic armor
Belt of + physical stats
Headband of + mental stats

Adamantine Dragon |
6 people marked this as a favorite. |

If I were a game designer for Paizo, I would sneak in here from time to time and start threads like this just so I could see which magic items needed to be looked at in terms of reducing PC variability and improving player choices for character builds.
I'd do it for feats, items, spells, etc..
Because when a majority of players list the same item over and over again as "necessary" then that's no longer really a "choice" in the game.

rat_ bastard |
4 people marked this as a favorite. |

Expedition Pavilion - Its a mobile home with central Heating/AC, lights and pest control services that fits in your saddle bags.
Campfire bead or Bag of endless dung x3 - enough to keep a fire going 24/7, a lot of people forget the little things like keeping warm.
Field Scriveners desk - Very simply a writing desk, spend your watch shift scribing spells while your familiar looks out, write your correspondence. Little touches like this can be a big help.
Bag of Holding - I use these as saddle bags to hold all the big sundries and treasure I want while wearing the Handy Haversack for the tactical gear I carry.
Stone of Good Luck - Pretty good item, a bonus that stacks with pretty much everything, that aids just about anything.
Fortifying Stone Make your Expedition Pavilion arrow resistant! Or any piece of gear.
Blessed Book - Lowers the cost of scribing spells to 12.5 gp or 6.25 gp per page, depending on if you crafted your own spell book or not.
Silver Raven Figurine of Wondrous Power - Send mail to any place within 96 miles, no matter where you are. Works great with the desk.

zagnabbit |

What are some magic items that every class should have? What priority do you give them?
Common magic items I've seen are Rings of Protection, Cloaks of Resistance, and of course enchanted weapons and armor.
For example, what should every fighter have by, say, level 10?
I'm in the "every character must have" item is lame camp.
Certain items are no brainers, stat boosts, save boosts basically anything that gives a + to a roll ( or effectively reduces the other guy's roll). But these are dull and fail to capture the "spirit of wonder" you got in the old days.On a 10th level fighter I'd want:
Boots of Striding and Springing (or speed but the S&S are all around more useful)
Gloves of Dueling
Some form of extradimensional space, the oft loved Haversack etc.
Some form of flight, no real prefrence
Some form of self healing, for when my heal bot is down
I personally like weird stuff;
Daern's Instant Fortress
Ring of Water Walking
Ring of X-Ray vision
Mistmail
Figurine of Wonderous Power
Horn of Blasting
I'd never sell a Horn of Valhalla
What situation is not made better after the introduction of a mini horde of barbarians?
As a player I find that GMs forget about my weird items, so they don't metagame design around them. That can be as powerful or even moreso than a +6 stat booster.

Gluttony |

Belt of + physical stats
Headband of + mental stats
Bag of Holding (The bigger the better)
Those are the only three things I will go after for almost every character. Unless I'm deliberately trying to go with something else. When other PCs are getting +6 to all three physical/mental stats and I'm not it does start to feel like I can't do as much, which is less fun for me. With most other things I don't find it's too hard to improvise other creative ways of being useful.
Once in a while I'll replace a belt of + physical stats with a scabbard of vigour, or I'll forgo the bag on a really low-Str character, or hope one of my fellow party members will be kind enough to carry it for me.
For other magic items, my characters like variety.

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I'm very much in agreement with rat_bastard; I like to gather up items with general-purpose utility more often than combat gear. Heck, I never take gear into account when coming up with a character build because you can never count on actually getting that stuff.
Storage items are often a high priority; Handy Haversack, Bag of Holding, Portable Hole, Efficient Quiver, and the like. This category also includes the aforementioned Muleback Cords; great for moving treasure around! My wizards like to keep a set on hand just in case. Also a couple scrolls of ant haul.
Love my Decanter of Endless Water, too. That baby pours liquid gold in desert environments. Onboard ships, too. Heck, you might even be able to use it to tunnel through glacial ice, as I imagine it comes out well above a freezing temperature.
Immovable Rods can be used for all sorts of fun-ness.
Ioun stones are pretty sweet, too. Especially the burned-out ones. They still float around your head, and can serve as the focus for all sorts of nifty spells like light.
Bandages of Rapid Recovery [APG] are a good item in the emergency kit, too.
Sustaining Spoon in conjunction with prestidigitation makes for and endless variety of flavored breakfast gruel.
Marvelous Pigments are great for so many reasons, they deserve their own thread.

rat_ bastard |

I'm very much in agreement with rat_bastard; I like to gather up items with general-purpose utility more often than combat gear. Heck, I never take gear into account when coming up with a character build because you can never count on actually getting that stuff.
Storage items are often a high priority; Handy Haversack, Bag of Holding, Portable Hole, Efficient Quiver, and the like. This category also includes the aforementioned Muleback Cords; great for moving treasure around! My wizards like to keep a set on hand just in case. Also a couple scrolls of ant haul.
Love my Decanter of Endless Water, too. That baby pours liquid gold in desert environments. Onboard ships, too. Heck, you might even be able to use it to tunnel through glacial ice, as I imagine it comes out well above a freezing temperature.
Immovable Rods can be used for all sorts of fun-ness.
Ioun stones are pretty sweet, too. Especially the burned-out ones. They still float around your head, and can serve as the focus for all sorts of nifty spells like light.
Bandages of Rapid Recovery [APG] are a good item in the emergency kit, too.
Sustaining Spoon in conjunction with prestidigitation makes for and endless variety of flavored breakfast gruel.
Marvelous Pigments are great for so many reasons, they deserve their own thread.
Man I cannot believe I forgot the decanter, Goblet of Quenching is also pretty sweet, and incredibly cheap. I would only use a Sustaining Spoon as animal feed, and only for animals that I did not like. Part of my parties party fund is going to go to Bandages of Rapid Recovery.

David knott 242 |

Some of the "everyone should have these" items won't work for everyone if they are slotted. For example, monks and summoners would both pass on the amulet of natural armor because it goes in the same slot as the amulet of might fists -- and both of those classes need that item for the offensive bonus (with the eidolon rather than the summoner himself taking this item, BTW). In fact, the summoner has a general challenge in this area given the need to share item slots with his eidolon -- he really needs to work out his magic item priorities well.

Malignor |

What are some magic items that every class should have? What priority do you give them?Priorities for me are...
- Fill every item slot with something useful.
- Lots of low level wands & scrolls for any caster or UMD user
- Magic weapon for physical combatant
- Something that can provide concealment or cover (such as a Horn of Fog or Eversmoking Bottle), to let you pick your fights, cover escapes and aid in battlefield control.
- Save and AC boosters.
- Ability core boosters.
For specifics...
- Ring of Protection
- At least 1 Potion of Cure [X] Wounds, and the party knows where it's kept, so if you drop, they can use it to stabilize/heal you, healer or not.

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stuff
Did not know about the goblet. Makes me want to create an item that lets you cast enhance water x/day . . .

DeathQuaker RPG Superstar 2015 Top 8 |

The "big six" are traditionally magic weapon, magic armor (or item that boosts AC), ring of protection, cloak of resistance, item of primary statistic boosting and... I forgot #6. Bag of holding?
Other stuff in general...
A lot of us in my gaming group love boots of striding and springing. Fairly cheap, bonus to movement is awesome, bonus to jumping never hurts.
Any item that lets you fly (I prefer potions to this to a worn item though).
Ring of freedom of movement when can afford it.
If I can get a robe of useful items at lower levels, love those. I love weird little utility things like that.
For a Fighter in particular, you most likely want (but it is dependent on game) most commonly...
- Your favorite type of weapon made of a special material (preferably adamantine) and magical
- Enchanted armor. For special materials, Mithral is often a favorite since it lowers so many penalties, though a core fighter with Armor Training has a less need of it.
- Something to boost AC in addition to armor (magic shield, ROP, amulet of natural armor, etc. the more of these the better if you can afford them.)
- An item that provides flight, worn, or lots of potions of fly
- An item that improves Will saves (Cloak of Resistance or headband that boosts Wisdom)
- A belt of Improving the Physical Ability Scores of your choice
- Something for ranged attacks. You could have a magic ranged weapon, or even something you can throw and make big booms with, like a necklace of fireballs or for smaller booms, beads of force or javelins of lightning.
- Potions/alchemical items that alter your weapon's properties so they can bypass DR (such as silversheen and potions of align weapon
Other items are more campaign dependent. If you've encountered a lot of energy attacks, something that protects against those, for example.
And finally, whatever you think is fun or could come in handy. Figurines of Power and many of the feather tokens are really cool.

bfobar |
I think everybody can make use of gloves of storing. I love whipping huge weapons out of nowhere. And it stores quicken rods for casters...
Handy haversack. It's extradimensional, and organized!
Quall's feather token: Tree. We've had more shenanigans with instant trees than just about anything else.
Ring of the Ram: All time favorite magic item. I love it.

Alienfreak |

This is more cleric centered but well:
Muleback Cords
Cloak of Resistance
Statboosters
Magic Armour
Karma prayer beads (with only the +4 CL left so 9k)
Candle of Invocation
Incense of Meditation
Ring of Protection
Amulet of Natural Armour
Boots of Striding and Springing
Horseshoes of Speed
Metamagic Rod of Extend
Metamagic Rod of Quicken
Dusty Rose Prism Ioun Stone
Opalescent White Pyramid Ioun Stone
Orange Prism Ioun Stone
Scarlet and Green Cabochon Ioun Stone with Medium Armour
Stone of Good Luck
Eyegoggles of the Eagle
Hand of Glory

Mercurial |

What are some magic items that every class should have? What priority do you give them?
Common magic items I've seen are Rings of Protection, Cloaks of Resistance, and of course enchanted weapons and armor.
For example, what should every fighter have by, say, level 10?
Often overlooked, you'll never get better value for your money for a melee type than a Ring of Blinking.
All spells have a 50% chance of failing against you.
All attacks have a 50% chance of missing you.
+2 attack bonus
Half damage from falling.
The ability to walk through doors, walls and even enemy spaces.
There are drawbacks, but the good vastly outweighs the bad.
For Paladins I'd also highly reccomend Pearls of Power. Levels 1st through 4th aren't very expensive and extra spells can be huge - especially those with Swift or Immediate action cast times.

Alienfreak |

Kryptik wrote:What are some magic items that every class should have? What priority do you give them?
Common magic items I've seen are Rings of Protection, Cloaks of Resistance, and of course enchanted weapons and armor.
For example, what should every fighter have by, say, level 10?
Often overlooked, you'll never get better value for your money for a melee type than a Ring of Blinking.
All spells have a 50% chance of failing against you.
All attacks have a 50% chance of missing you.
+2 attack bonus
Half damage from falling.
The ability to walk through doors, walls and even enemy spaces.There are drawbacks, but the good vastly outweighs the bad.
For Paladins I'd also highly reccomend Pearls of Power. Levels 1st through 4th aren't very expensive and extra spells can be huge - especially those with Swift or Immediate action cast times.
Not all spells. Only targeted spells that don't work on ethereal creatures.
Not all attacks. Only attacks with nonmagic weapons.Also its a standard action to activate it. So losing one round plus having no serious advantages at the point at which somebody would buy a 27k gp ring (everyone has magic weaponry, spells still mostly work on you...). Never really convinced me.
A minor Cloak of Displacement also gives the 20% misschance but for 12k and it works constantly with no drawbacks.
Oh and I also cannot support the promotion of abusing the Litany of Brokenation series any further than already ingame with Pearls of Power. Its not like any sane DM would allow those spells anyway :P

Mercurial |

Not all spells. Only targeted spells that don't work on ethereal creatures.
Not all attacks. Only attacks with nonmagic weapons.Also its a standard action to activate it. So losing one round plus having no serious advantages at the point at which somebody would buy a 27k gp ring (everyone has magic weaponry, spells still mostly work on you...). Never really convinced me.
A minor Cloak of Displacement also gives the 20% misschance but for 12k and it works constantly with no drawbacks.
Oh and I also cannot support the promotion of abusing the Litany of Brokenation series any further than already ingame with Pearls of Power. Its not like any sane DM would allow those spells anyway :P
As I understand it, you are incorrect.
It is true that only targeted spells that don't work on ethreal creatures have a 50% failure chance - but area effects (including things like Breath Weapons and whatnot) also only deal half damage, resulting in much the same thing.
The spell Blink specifies physical attacks, NOT physical attacks with non-magic weapons. Only force effects are singled out as being able to affect you normally.
Its a standard action to activate a ring? I never heard that... but is there any reason why you would want to turn it off once you entered your dungeon/ruins/graveyard/tower? Its not like it has a duration...
As for the swift/immediate action spells, I was actually referring to Grace and Hero's Defiance.

Malignor |

Actually, the duration of Blink is as per the spell (which lasts rounds), with the ring's caster level determining it as... I believe 7 rounds.
This doesn't negate the fact that the ring is ultra-awesome. I had a gish who had a Ring of Blinking, and let me tell you, being able to cast Blink on yourself unlimited times per day gives plenty of power. It's no wonder that Forge Ring requires a higher caster level.

magikot |
+5 Cloak/Vest of Resistance
+6 Con/Dex Belt
Handy Haversack
Those are the only items that are "must haves" on my characters. Any other items are tailored to my characters.
For example a dex based desert paladin might have an intelligent +5 Keen Holy Flaming Burst Agile Scimitar that casts Heroism 3/day on him, but the party face may have a mask that gives +10 to intimidate, bluff, diplomacy, and sense motive.

Puma D. Murmelman |
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Give me my handy haversack and I'm happy. After years of playing I came to the conclusion that I don't need much stuff for my characters and most are viable without magic items at all. But handy haversack is a must-have.
Oh, and maybe an item for prestidigitation if my PC can't cast that himself. Almost for free for the convenience it provides.

GM Kyle |

Slot —; Price 2,000 gp; Weight 5 lbs.
Description
A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
Construction
Requirements Craft Wondrous Item, secret chest; Cost 1,000 gp

Adamantine Dragon |

I admit it, I'm one of those grumpy players who tries to avoid the most hackneyed and obvious "must have" items in the game. I really, really dislike having my character's build being a carbon copy of the dude across the campfire from me. That includes ubiquitous handy haversacks and rings of sustenance...
However, I do tend to buy pearls of power for my prepared spellcasters, and I do tend to buy lesser metamagic rods, particularly the extend version. So I guess I'm not as pure a role player as I would like to claim to be...
Still, at the very least I'm not going to be wearing/carrying out in the open the same stuff as everyone else in the party... If that means I have to risk an attack of opportunity to grab something in my backpack, oh well, it probably shouldn't have been in my backpack during combat in the first place.

Alienfreak |

Alienfreak wrote:Not all spells. Only targeted spells that don't work on ethereal creatures.
Not all attacks. Only attacks with nonmagic weapons.Also its a standard action to activate it. So losing one round plus having no serious advantages at the point at which somebody would buy a 27k gp ring (everyone has magic weaponry, spells still mostly work on you...). Never really convinced me.
A minor Cloak of Displacement also gives the 20% misschance but for 12k and it works constantly with no drawbacks.
Oh and I also cannot support the promotion of abusing the Litany of Brokenation series any further than already ingame with Pearls of Power. Its not like any sane DM would allow those spells anyway :P
As I understand it, you are incorrect.
It is true that only targeted spells that don't work on ethreal creatures have a 50% failure chance - but area effects (including things like Breath Weapons and whatnot) also only deal half damage, resulting in much the same thing.
The spell Blink specifies physical attacks, NOT physical attacks with non-magic weapons. Only force effects are singled out as being able to affect you normally.
Its a standard action to activate a ring? I never heard that... but is there any reason why you would want to turn it off once you entered your dungeon/ruins/graveyard/tower? Its not like it has a duration...
As for the swift/immediate action spells, I was actually referring to Grace and Hero's Defiance.
Magic Weapons can strike ethereal creatures and thus you suffer only 20% misschance. If you have a Magic Weapon and See Invisibility (etc pp) you have no misschance.
Also it is not stated that weapons deal only half damage.The Ring is ok. But 27000 is way too much. Its like many effects have 50% or 20% misschance on you while you have 20% misschance (many times it will cancel each other out or they will just use a metamagic rod of ecto) for 7 rounds which takes a standart action to activate.
For less than half the money you get a constant magic Item that will mostly perform as good because it gives 20% misschance on all aimed attacks while you get no drawbacks at all.
The Ring has a duration and you could say you activate it every 7 rounds. Granted. But that would negate any stealthy approaches possible as well when entering an encounter you could not forsee you will have to make a random 1-7 roll which would be the number of rounds you have left of the effect before you will have to activate it again.
Speaking loudly every 7 rounds will not make you much friends, I fear ;)

FuelDrop |

no-one has mentioned the robe of the archmagi (for non-fighters of course).
sure, it's probably not an optimal cost-benifit item, but it get you the equivlent of:
+4 cloak of resistance
+5 braces of armour
Mantle of spell resistance (18)
spell penetration
in a single item slot? if price isn't an object then it's great for freeing up the item slots.
good: unlike braces of armour the robe can get the benifits of a magic vestment, upping the total ac bonus to +6 to +10. the bonus on penetration checks stacks with other sources so that's also fun.
Bad: 75K is a hefty price tag.
Wierd: by the time that you get this spell resistance 18 is all but irrelevent.

Alienfreak |

no-one has mentioned the robe of the archmagi (for non-fighters of course).
sure, it's probably not an optimal cost-benifit item, but it get you the equivlent of:
+4 cloak of resistance
+5 braces of armour
Mantle of spell resistance (18)
spell penetration
in a single item slot? if price isn't an object then it's great for freeing up the item slots.good: unlike braces of armour the robe can get the benifits of a magic vestment, upping the total ac bonus to +6 to +10. the bonus on penetration checks stacks with other sources so that's also fun.
Bad: 75K is a hefty price tag.
Wierd: by the time that you get this spell resistance 18 is all but irrelevent.
Robe of the Archmagi already includes the stacking penalties and is cheaper due to alignmend restrictions... if it still is as in 3.5 that is.
So if you just stack all that stuff into one slot you will end up with the same costs. Approximatly.
The really best thing about the Robe is that Spell Penetration. The worst is being stuck with SR 18 and only +4 on the saves.
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.
.
But one might include the Robe of Arcane Prowess(?) into the list. 16k and gives +4 on Bloodline abilities.
It is really good for Sorcerers but also with the introduction of Eldritch Heritage it is really good for others, too. Like Pitblooded/Orcblooded/Sylvan.
And while we are at it:
Vest of the Druid for your Wildshape needs.

Kydeem de'Morcaine |

I admit it, I'm one of those grumpy players who tries to avoid the most hackneyed and obvious "must have" items in the game. I really, really dislike having my character's build being a carbon copy of the dude across the campfire from me. That includes ubiquitous handy haversacks and rings of sustenance...
Funny thing is in our group I am the only one that take the handy haversack. Everyone else wants several huge bags of holding stuck in a normal backpack so they can haul away anything not nailed down (and alot of stuff that is nailed down). Just last night I was walking away from one of our guys striping the mook bodies of standard studded leather armor. We're 6th level have more cash than we can find things to buy. But he is still stopping to gather studded leather armor.

Alitan |

In no particular order
Ring of Mind Shielding (I'm quite often the only evil person in my party; immunity to alignment detection is doubleplusgood for me).
Decanter of Endless Water+Sustaining Spoon (never get poisoned in a tavern again).
Belt of Many Pockets (I know this didn't make it into PF, but I can usually convince my GM that it's not much worse than the Handy Haversack, and since I won't be sporting a stat boost belt...)
Goggles of Night stacked with Goggles of Minute Seeing (a little spendy, but I'm willing to part with the gold.)
Necklace of Adaptation (I hate gas traps and drowning traps... holdover from one of my first GMs)
Portable Hole (For those times when the coins can be swept in with a broom and counted later. Also handy as a portable workshop for item repair.)
... and there are tons of spells in wand form that I like to have. Secure Shelter, Remove Curse, Remove Blindness/Deafness, etc.

Take Boat |
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I have to say I'm surprised by the number of people suggesting Ring of Mind Shielding. That item is for spies and sociopaths!
Wayfinder + Clear Spindle Ioun Stone provides a Resonant effect that makes you immune to all mental control for only 4750 gp and no slot. It's in Seeker of Secrets and PFS legal. You don't need food or water and also it's a flashlight.
Metamagic Rods come in many great and effective flavors! Lesser Rod of Extend is a good place to start.
I'm also a fan of the Rod of Wonder. It's never necessary, but it's always a good decision.

lowew |

A simple one that I started carrying around that really tics off my GM is a mundane item of some kind, (like a necklace or a common ring) with CONTINUAL FLAME cast on it. I play with a GM that likes to mess us over with darkness spells though lol. Nothing special but I've never had a campaign where it didn't come in handy.