Class-bent Item Emporium!


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I think the only guides we need now is a guide to races (I do believe a few people are working on that one already), and a guide to 'must-have' magic items (or in other words, magic items that are really useful).


Here's the Amulet I described before...

AMULET OF HIDDEN STRENGTH
PRICE 9,000 GP
AURA faint transmutation CL 5th WEIGHT —
This glass teardrop hangs on a platinum chain and can be
used once per day to grant a surge of power. This surge can be
used in one of two ways. As a swift action, the wearer of the
amulet can make one melee or ranged attack at his highest
attack bonus. Alternatively, if the wearer of the amulet has a
ki pool, he can instead focus on the power of the amulet as a
full-round action and regain two ki points.

CONSTRUCTION REQUIREMENTS COST 4,500 GP
Craft Wondrous Item, creator must have a ki pool
----------

It makes no restriction with haste like effects, such as haste, zen archers ki ability, or any other ability that provides an extra attack. So every round after your 1st (since you can't activate boots of speed and this), you can activate this amulet to give you another attack. Downside, is if you want to use your swift action for something, you can't use this. But out of combat to regain ki points, definitely an excellent choice.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

A once per day extra attack or regaining two Ki points is nice but seems costly for 9000 gp (which is enough to go a long way towards adding to the bonus of your weapon or towards adding to a stat boosting item


1 person marked this as a favorite.

True, there are better uses. For that amount of gold. A wyroot weapon might be one of the best ki gaining options.

Shadow Lodge

Well, regardless of how good it is, it's added to the guide! Thanks!

Improving Your Class with Items


1 person marked this as a favorite.

Vest of Stable Mutation - 20000gp
This leather vest is fitted with a number of pockets that are useful
for storing the ingredients necessary for alchemical tinkering.
The main ability of this vest, however, is to lessen the debilitating
effects of an alchemist’s mutagen. While under the effect of any
type of mutagen, the wearer takes no penalty to mental ability
scores from that mutagen.

Shadow Lodge

Awesome, do you have the slot/construction requirements?


Vest of Stable Mutation

Chest slot

AURA moderate abjuration CL 8th WEIGHT 2 lbs.

CONSTRUCTION REQUIREMENTS COST 10,000 GP
Craft Wondrous Item, eagle’s splendor, fox’s cunning, owl’s
wisdom, creator must be an alchemist

Shadow Lodge

Thanks, added! That's our first alchemist item!

Improving Your Class With Items


found one for samurai:

(samurai) Tunic of Deadly Might (chest slot)

Spoiler:
Aura faint evocation; CL 3rd
Slot chest; Price 6,000 gp; Weight 2 lbs.
DESCRIPTION

This tunic is crafted from golden thread, and has silver-hemmed sleeves. The wearer gains a +2 bonus to Combat Maneuver Defense against disarm and sunder combat maneuvers. If the wearer is a samurai, twice per day as a swift action he can apply the effects of the thundering weapon special ability to a successful critical hit against the target of his challenge.
CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, blindness/deafness, mage armor; Cost 3,000 gp.

Shadow Lodge

Nice! Added.

Improving Your Class with Items


There's also a headband for the ninja as well. Headband of ninjitsu or something like that. I'm afraid I don't have the ultimate equipment on hand right now, but its in there. There's also the 'admixture vial' for the alchemist, but again, I don't have the 'ultimate equipment' :( sorry.

Also, if you wanted to, we could always make a section for items that grant players 'natural attacks': Demon Talons, ring of rat fangs, wyvern cloak, talons of leng, and helm of the mammoth lord are a few that I could think of off the top of my head.

Shadow Lodge

Bump.

People with Ultimate Equipment will be paid in kittens.


1 person marked this as a favorite.

(witch) Blouse, Cackling Hag’s (body slot)

Spoiler:

Aura faint enchantment; CL 3rd
Slot chest; Price 6,000 gp; Weight 2 lbs.
DESCRIPTION

This loose-fitting blouse is adorned with grotesque fetishes and trophies, granting the wearer a +2 competence bonus on Intimidate checks. If the wearer is a witch, she gains the cackle hex. If the wearer already has the cackle hex, twice per day she can use her cackle ability as a swift action instead of a move action.
CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, hideous laughter or the cackle hex, creator must have 5 ranks in Intimidate; Cost 3,000 gp.

.

(bard) Robe of the Resplendent Thespian (body slot)

Spoiler:

Aura strong varied; CL 16th
Slot body; Price 75,000 gp; Weight 1 lb.
DESCRIPTION

These magnificent vestments disguise the presence of armor as normal clothing (as the glamered armor property).

When worn by a bard, the robe grants the wearer the following powers:

Spell resistance 18
+4 resistance bonus on all saving throws
+2 enhancement bonus on caster level checks made to overcome spell resistance

Bards and those who fancy themselves actors or performers commission versions of these robes using only the finest fabric.
CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, antimagic field, break enchantment, greater heroism, veil; Cost 37,500 gp.

.

(cavalier) Coat, Resplendent Uniform (body slot)

Spoiler:

Aura faint enchantment; CL 5th
Slot chest; Price 7,000 gp; Weight 5 lbs.
DESCRIPTION

This woolen long coat is typically worn over light armor by military commanders.

A cavalier with the tactician ability may use that ability one additional time per day, and his tactician ability affects allies within 60 feet instead of 30 feet.
CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, heroism; Cost 3,500 gp.

.

(cavalier/samurai) Banner, Champion's (slotless)

Spoiler:

Aura faint transmutation; Slot none; CL 5th; Price 8,000 gp; Weight 3 lbs.
DESCRIPTION

A champion's banner is a cloth flag or standard (typically 2 feet wide and 4 feet long) meant to be carried and displayed on a lance, polearm, frame, or staff. It has no effect unless it is mounted properly and a wielder is carrying the object bearing it. It depicts the insignia or heraldic symbol of its wielder; if the wielder has no such symbol, it depicts a heraldic lion.

A character with the challenge class feature carrying a champion's banner treats his class level as 4 levels higher when determining the effect of his challenge ability. This does not alter the number of times per day the wielder may use his challenge ability, only the value of the bonuses it grants when he does so.
CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, eagle's splendor, Knowledge (nobility) 5 ranks; Cost 4,000 gp

Shadow Lodge

Added! Thanks.

Improving Your Class with Items


From Ultimate Equipment:

(Magus) Spellstrike Gloves (Hand Slot)

Spoiler:

Aura: Strong CL 17th Price 8,000GP

These black leather gloves are lined with soft black velveteen and have silver buckles that run from the wrist to the elbow. Three times per day, the gloves allow the wearer to treat a ranged magus
spell as a spell with a range of “touch,” allowing him to deliver the spell with his spellstrike ability. The glove can only affect spells that normally affect one or more creatures at a range greater than “touch” (such as slow), not rays or other created effects. The altered spell only
affects the creature attacked (any other targets normally allowed by the spell are lost).

CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, creator must be a magus, cost: 4,000 GP

(Wizard/Sorcerer/Bard) Ring of Wizardry (Ring)

Spoiler:

Type I: 20,000 GP Type II: 40,000 GP Type III: 70,000GP Type IV: 100,000 GP

Aura: Moderate CL: 11th Price: Varies

This special ring comes in four varieties, all of them useful only to arcane spellcasters. The wearer’s arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.

CONSTRUCTION REQUIREMENTS
Forge Ring, Limited Wish

(Prepared Spellcasters) Magician's Hat (Hat slot)

Spoiler:

Aura: Moderate Transmutation CL:10th Price: 20,000GP

Mystic symbols embroidered in gold thread decorate this conical hat. Three times per day as a free action when casting a spell, the wearer can shift metamagic feats on prepared spells. The wearer can either move a metamagic feat from another prepared spell to a spell being cast or from the spell being cast to another prepared spell. In either case, the
spell that gains the metamagic feat can’t exceed the spell slot of the spell that originally had the metamagic feat. For example, a wizard with detect thoughts, silent dispel magic, and dimension door prepared could cast a silent detect thoughts (and would now have dispel magic prepared), but could not cast silent dimension door. Moving metamagic feats does not increase spell casting time, even for quickened spells. The hat provides no benefit to spontaneous casting or spell-like abilities.

CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, mnemonic enhancer

Shadow Lodge

Added! Thanks!


found another:

(paladin) Baldric, Merciful (chest slot)

Spoiler:

Aura moderate conjuration; CL 11th
Slot chest; Price 60,000 gp; Weight 2 lbs.
DESCRIPTION

This sash of white silk embroidered with golden suns never tears, fades, or soils. Once per day, a paladin wearing this baldric can select three extra mercies of her level or lower she does not already know and add them to the list of mercies she can use for the day. She has access to these mercies for 24 hours. When the wearer uses a mercy to remove a condition caused by a curse, disease, or poison, the mercy actually cures the source curse, disease, or poison rather than merely suppressing it for 1 hour.
CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, Extra Mercy, remove disease, remove curse, creator must be lawful good; Cost 30,000 gp.

.

(cavalier) Coat, Resplendent Uniform (chest slot)

Spoiler:

Aura faint enchantment; CL 5th
Slot chest; Price 7,000 gp; Weight 5 lbs.
DESCRIPTION

This woolen long coat is typically worn over light armor by military commanders.

A cavalier with the tactician ability may use that ability one additional time per day, and his tactician ability affects allies within 60 feet instead of 30 feet.
CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, heroism; Cost 3,500 gp.

Shadow Lodge

Added, thanks!


Their seem to be a lot of body slot stuff for the witch. Also, DOT!


And Robes & Hats for Prepared Mages.


Kitsune Knight wrote:
Their seem to be a lot of body slot stuff for the witch. Also, DOT!

seems only two for now--the witching gown and corset of dire witchcraft. you can throw the cackling hag's blouse overtop whichever you choose (as it's a chest slot not a body). then enchant your armored kilt/SSA/haramaki with hosteling and you're good to go!


dot


Do you mean SCA not SSA.


Azaelas Fayth wrote:
Do you mean SCA not SSA.

yes that. the "s" sound threw me off when i was typing it.


AndIMustMask wrote:
Azaelas Fayth wrote:
Do you mean SCA not SSA.
yes that. the "s" sound threw me off when i was typing it.

I wouldn't have said anything if it hadn't of taken me a few seconds to think of what armour is close to having SSA as initials.


Can't believe these 3 haven't been mentioned.. both from Ultimate Equipment

Barbarians... by far the number one headband slot item for barbarians of all types, ANY rage power increases by 4 levels, which is practically +1 to Beast totem (or any totem), superstition, witch hunter, strength surge, reckless abandon, etc.:

Headband of Havoc:

HEADBAND OF HAVOC

PRICE 8,000 GP
AURA faint enchantment CL 5th WEIGHT 1 lb.

This band of raggedly stitched animal skins and teeth focuses a
barbarian wearer’s bloodlust. When the wearer enters a rage,
she selects one of her rage powers. For the duration of the
rage, that power functions as if the wearer’s barbarian level
were four levels higher.

Once per day when the wearer is attacked or has to make
a saving throw against a hostile effect, she may spend
2 rounds of rage to begin a rage as an immediate action.
This rage becomes active prior to resolving the attack that
triggered it and lasts until the start of her next turn (at which
time she may continue to rage as if she had begun the rage
in the normal manner).

CONSTRUCTION REQUIREMENTS COST 4,000 GP
Craft Wondrous Item, rage

Besides belts of str/con/dex, this is the next best belt for any barbarian trying to rage cycle MANY levels earlier. Also for pure barbarians who don't want to multi-class to gain immunity to fatigue/exhaustion.

Cord of Stubborn Resolve:

CORD OF STUBBORN RESOLVE

PRICE 15,000 GP
AURA moderate transmutation CL 8th WEIGHT 1 lb.

When fastened about the waist, this stout length of rope grants
a +2 enhancement bonus to Constitution along with prodigious
stamina. Treat the enhancement bonus to Constitution as a
temporary ability bonus for the first 24 hours the belt is worn.
Any effect which would cause the wearer to become
fatigued deals an additional 1d6 points of nonlethal damage
instead. Any effect that would cause exhaustion likewise
causes 1d6 points of nonlethal damage, and leaves the
wearer fatigued instead of exhausted.

CONSTRUCTION REQUIREMENTS COST 7,500 GP

Any class really, mostly for inquisitor:

Bane Baldric:

BANE BALDRIC

PRICE 10,000 GP
AURA moderate conjuration CL 10th WEIGHT 1 lb.

This ornate sash of embroidered velvet stretches across the
chest from shoulder to waist. If the wearer is an inquisitor,
she is treated as five levels higher when using her bane
and greater bane abilities. If the wearer is not an inquisitor,
she gains the bane ability of a 5th-level inquisitor, but
must first attune a light or one-handed melee weapon to
the baldric by hanging it from the cloth for 24 hours, and
can only use the bane ability with the attuned weapon.

Attuning a new weapon to the baldric ends the attunement
for the previous weapon.

Shadow Lodge

Great find! Thanks!

Improving Your Class with Items


This is probably the best barbarian weapon in existence...

Molvënn
Source Pathfinder #34: Blood for Blood pg. 68
Aura strong necromancy and transmutation CL 15th
Slot none; Price 63,312 gp; Weight 5 lbs.
Description
This heavy warhammer is capped with steel spikes on both ends of its massive head, and a leather thong prevents it from falling from the wielder’s hand. Molvënn is a +3 warhammer that deals both piercing and bludgeoning damage. Yet although it is already a formidable weapon, its true potential is only realized in the hands of a barbarian.

Wielded by a barbarian, Molvënn becomes a +5 thundering warhammer. The barbarian gains an additional 1 hit point per barbarian level when raging and can add twice her Strength modifier (instead of half again her Strength modifier) to damage rolls while wielding Molvënn two-handed. Additionally, while Molvënn’s wielder is raging, she cannot be disarmed, nor can Molvënn be sundered.
Construction
Requirements Craft Magic Arms and Armor, blindness/deafness, rage; Price 31,812 gp


all these barbarian items, it feels so good. that makes me ANGRY.


There's the Valiant Weapon enchantment for the Cavalier:

Valiant

This special ability can only be placed on melee weapons.

When a cavalier wielding a valiant weapon targets a foe with his challenge ability, the valiant weapon deals an additional 1d6 points of damage against that foe. The wielder receives a +2 bonus on combat maneuver checks made to disarm or sunder a challenged foe's weapon as well as a +4 bonus to his CMD against disarm and sunder attacks from that foe.

Craft Magic Arms and Armor, true strike; Cost +1 bonus


Here's another weapon for the Antipaladin (and again, it's probably the most powerful weapon an antipaladin can use)....

Bastard's Sting
Aura strong necromancy; CL 18th; Weight 6 lbs.; Price 123,035 gp

This +2 adamantine bastard sword becomes a +5 unholy adamantine bastard sword in the hands of an antipaladin.

While wielded by an antipaladin, a bastard's sting deals 2d6 points of negative energy damage to all living creatures that start their turn adjacent to the wielder. The antipaladin also gains fast healing 5 as long as at least one living creature takes damage from this negative energy. This negative energy has no effect on undead. The sword also enables the antipaladin to use unholy blight at will on command at the class level of the antipaladin. Paladins take a –2 saving throw penalty against this effect.

CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor, unholy aura, unholy blight, creator must be evil; Cost 63,035 gp


ive been looking for that weapon for a while--saw it when i was browsing through UE and forgot the name.


thinly disguised bump with a minor addition: the righteous/unrighteous enchants for paladins/antipaladins and the like is pretty neat (if it hasn't been brought up already).

Sovereign Court

I am sad at the lack of sorcerer items (dot)


Dot

Shadow Lodge

The Human Diversion wrote:
I am sad at the lack of sorcerer items (dot)

I am sad about the lack of summoner items.


Well, since everyone else is doing so. Dot!

Thank you for the list, hopefully there are more witchy items out there.

Shadow Lodge

Agreed DOT

Shadow Lodge

double dot


Pathfinder Maps Subscriber

For Alchemists, Ring of Inner Fortitude

Ring of Inner Fortitude:
Ring of Inner Fortitude

Price Varies; Aura moderate conjuration; CL 7th; Weight —

Minor 18,000 gp; Major 42,000 gp; Greater 66,000 gp

Alternating diamonds and rubies stud this band of white gold. A minor ring of fortitude reduces ability damage or temporary ability penalties the wearer takes by 2 points and ability drain by 1 point. If an effect targets multiple ability scores (for example, exhaustion, fatigue, or touch of idiocy), the ring reduces the damage, drain, or penalty for all ability scores.

A major ring of inner fortitude reduces ability damage or temporary penalties by 4 points and reduces ability drain by 2 points.

A greater ring of inner fortitude reduces ability damage or temporary penalties by 6 points and reduces ability drain by 3 points.

Wearing a ring of inner fortitude ring does not make the wearer immune to conditions such as fatigued or exhausted even if the wearer ignores all ability damage, drain, or penalties from the condition.

Construction Requirements

Cost varies

Minor 9,000 gp; Major 21,000 gp; Greater 33,000 gp

Forge Ring, restoration


Building this is very useful. Thank you!

To further this work, any of us can download the D20PFSRD list of magic items. Once downloaded in Excel format, filter the Description column for <specific class> items.

Beware that such a filter will also pick up flavor text that's not relevant.

Example from the site:
(Spontaneous Spellcasters: Bards, Inquisitors, Oracles, Sorcerers, Summoners) Runestone of Power, 1st-9th Level (no slot)

Spoiler:

Runestone of Power, 1st-9th Level Level
Source: Pathfinder Society Field Guide
Aura strong transmutation; CL 17
Slot none; Price 2/8/18/32/50/72/98/128/162 thousand gp; Weight -
DESCRIPTION
A runestone of power is a small chip of polished stone etched with a rune. Traditionally, this rune is one of many Thassilonian runes for magic, but more recently created runestones of power often substitute runes from other cultures-the nature of the rune itself has no effect on the runestone's actual powers. These objects are potent aids to all spellcasters who cast spells spontaneously (bards, inquisitors, oracles, sorcerers, and summoners, but not to spellcasters like clerics who have the option to spontaneously cast certain spells). Once per day, a spontaneous caster can draw upon a runestone of power to cast a spell-doing so is part of the spellcasting action, and expends that runestone's power for the day rather than one of the spellcaster's actual spell slots for the day. An expended runestone of power recharges its capacity after 24 hours. The spell must be of a particular level, depending on the runestone.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, creator must be able to spontaneously cast spells of the appropriate spell level


Another one from UE pulled from D20PFSRD list of magic items.

(Sorcerer) Sorcerer's Robe (body slot)

show:

Sorcerer's Robe
Source: Ultimate Equipment
Aura: moderate evocation; CL 10
Slot body; Price 5,000 gp; Weight 1 lb.
DESCRIPTION
This dapper robe enables a sorcerer to add the effects of her 1st-level bloodline power to spells she casts. As a swift action before casting a spell, the wearer expends one use of her 1st-level bloodline power and selects one target of the spell to be affected by that bloodline power. If the spell allows a saving throw, a successful save against the spell means the bloodline power deals half damage (if it normally deals hit point damage) or is negated (if it does not). The robe can be used up to three times per day.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, Quicken Spell-Like Ability, creator must be a sorcerer


(Sorcerer) Ampoule Of False Blood (neck slot)

show:

Ampoule Of False Blood
Source: Ultimate Equipment
Aura: strong transmutation; CL 15
Slot neck; Price 20,000 gp; Weight -
DESCRIPTION
This necklace consists of a fine gold chain from which hangs a small sealed crystal vial containing preserved liquid blood. Each ampoule is attuned to a specific sorcerer bloodline. If a sorcerer (or other creature with sorcerer bloodline powers, such as from the Eldritch Heritage feat in Ultimate Magic) wears the ampoule for at least one day, she loses her existing bloodline powers and gains the bloodline powers of the ampoule's bloodline, using her sorcerer level to determine the powers gained. The ampoule has no effect on the sorcerer's bonus spells, bloodline arcana, or bonus feats from her original bloodline (which remain unchanged). The sorcerer can only use these bloodline powers as long as she wears the necklace. Removing the necklace leaves the sorcerer unable to access any bloodline power, either her own or those of the ampoule, until one hour has passed. As a full round action that provokes an attack of opportunity, the wearer can break open the ampoule and drink the blood within. This destroys the item, and gives her the sickened condition for 1d4 hours. If the drinker is a sorcerer, her bloodline permanently changes to match that of the ampoule. In this case, the sorcerer's bonus spells, bloodline arcana, and bloodline powers all permanently change to match those of the ampoule's bloodline. Bonus feats previously selected due to the sorcerer's bloodline are unaffected, but new feats must be selected from the new bloodline's bonus feat list.
CONSTRUCTION REQUIREMENTS
Craft Wondrous item, limited wish, polymorph, creator must be a sorcerer of the appropriate bloodline

(Spontaneous Spellcasters: Bards, Inquisitors, Oracles, Sorcerers, Summoners) Page Of Spell Knowledge 1st-9th level (none slot)

show:

Page Of Spell Knowledge 1st-9th level
Source: Ultimate Equipment
Aura: strong transmutation; CL 17
Slot none; Price 1/4/9/16/25/36/49/64/81 thousand gp; Weight -
DESCRIPTION
This page is covered in densely-worded arcane or divine magical runes. It contains the knowledge of a single arcane or divine spell (chosen by the creator when the item is crafted). If the bearer is a spontaneous spellcaster and has that spell on her class spell list, she may use her spell slots to cast that spell as if it were one of her spells known. A page of spell knowledge is priced based on the spell's cleric or sorcerer/wizard spell level, unless the spell doesn't appear on either of those spell lists, in which case it is based on the highest spell level as it appears on any other spell list. For example, a spell that is on the 4th-level inquisitor list and the 2nd-level paladin list is priced as a 4th-level spell.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, creator must be able to cast the spell contained in the page


For any monk/ninja who likes to use their ki, especially higher ki point abilities. Amazingly useful for qingong monks.

Ring of Ki Mystery:
Ring of Ki Mastery
Aura faint transmutation; CL 5th
Slot ring; Price 10,000 gp; Weight —

Description
This ring is half onyx and half clear-white crystal, magically fused together and hardened to the strength of steel. It allows a wearer with a ki pool to store up to 2 ki points in the ring as a swift action. These points remain in the ring until used. The wearer can use the ki points normally, or can gain the following benefits when he has ki points stored in the ring.

As long as there is at least one ki point stored in the ring, the wearer gains a +2 bonus to CMD against grapple, reposition, and trip attempts.

As long as there are at least 2 ki points stored in the ring, the wearer reduces the number of ki points needed to use a ninja trick or ki ability by 1 (minimum 1 ki point).

Construction Requirements
Forge Ring, ki leech, the creator must be able to use ki; Cost 3,420 gp.


Kerney wrote:
The Human Diversion wrote:
I am sad at the lack of sorcerer items (dot)
I am sad about the lack of summoner items.

I would be suprised to much help for the summoner. Most of the Design team hate or dose not like it. James Jacob has gone as far and said he would not allow one in his game.

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