Cool Unusual & Underrated Equipment


Pathfinder First Edition General Discussion

1 to 50 of 98 << first < prev | 1 | 2 | next > last >>

1 person marked this as a favorite.

Hello again, fellow adventurers!

I started this thread in oder to learn what piece(s) of equipment (or magical enhancement) do you believe is awesome, but for some reason, you don't see very often.
Since we already had some time to get acquainted with Ultimate Equipment, it's a good opportunity to create this thread.

For me, the one that I feel many people don't know about is the combo of a Wayfinder + Clear Spindle Ioun Stone. For mere 4500gp, you get constant complete immunity against mind-control and possession by evil creatures. I assume the reason not many people buy this is because not many people have access to Seeker of Secrets.

I'd add armor spikes and weapon chords, but they seem to have become increasingly common these days, so I'd not classify them as "unusual" or "underrated".

I'm a fan of the "Glammered" armor enhancement, as it can be very useful when you suspect things could go south in a situation/place where donning armor is not very well seen (maybe someone will try to kill the Baron during the ball, and you really don't want to depend on a fancy tuxedo to protect you from daggers!). Admitedly, it's not a priority, but when you have some change to spare, why not?

So, what do you think? What is the stuff that can be very useful, but many (if not most) people don't bother to buy?


2 people marked this as a favorite.

drill.

nothing beats drilling a hole in the ground, dropping a piton and barricading the door for a good nights rest, while in a dungeon filled with undead.

bear traps are also very powerful when used in combination with a drill. its a mundane root that works great for ambushes.

mithril waffle iron! it makes waffles in the shape of your god! whats not awesome about that.


Decanter of Endless Water.

Paizo Employee Design Manager

My friend saw the Chair, Folding in Ultimate Equipment and thought it was the most amazing thing ever. He immediately set about purchasing one and looking for excuses to whip it out. He maintains that he has currently solved 43 different situations directly via application of his Folding Chair. I maintain that this is no different than when he discovered the crowbar (far more useful in my opinion), and the 10 ft. Ladder, which both saw liberal and unnecessary application during their hayday.

Dark Archive

1 person marked this as a favorite.

I hear that the swarm suit should see more use in PFS games :P

Silver Crusade

Robe of Useful Items. Useful is even in the name! Nothing like having a window right when you need one (especially for your summoned dogs to jump through).

Slings. They weigh nothing and cost nothing. You can use rocks you find on the ground for ammo. Seriously people, just write one down on your sheet.

Tower Shields. Have you ever thought, "I don't have anything useful to do, I just wish I wouldn't die." Get a tower shield. Put full cover between you and the enemies. Push caltrops out of the way. Hide behind said full cover and sneak attack. Use it as an umbrella. Tower shields are cool!

Immovable Rod. Bar a door. Pin someone to the ground. Climb a stairway to heaven. If you can't find a use for this you're not trying.

Shadow Lodge

Perhaps the polished steel mirror? You can use it for looking behind you, around corners, and at yourself if you need to shave. You could even send a signal by holding it up and flashing reflected light at someone, if you're outside in the daytime.


Giant hide armour. Its a specific armour that I keep advocating and no-one seems very keen on. granting yourself giant form is great, even more so on martial classes that otherwise will never get a chance to see it. Enlarge person is powerful and increases your size by 1, giant form can do that and can also increase your size by 2 all the while allowing you to maintain your equipment. The only other thing that I can think of that does this is form of the dragon and that gives you some other bonuses but you lose your great axe while using it :P I once had a goblin feral gnasher that quite enjoyed going up 3 sizes and being able to bite giants and swing them around!

Other than that, manicles. have a grapple based PC and have manicles so that you can start rendering people helpless when you grapple them.

Muleback cords. that Str 5 halfling wizard can at least carry a decent load at this point. Use this with your flying mount so that you dont exceed its medium load capability. Have a horse with this and ant haul cast on it and it can just about carry a house, perfect for looting EVERYTHING!!!

Mask of stony demeanor. This thing grants half the bonus of glibness, and can stack with glibness to create someone that can convince everyone around him whatever the heck he desires. Lotsa fun but the DM might come down on you hard if you use it to much....


Armor spikes are nice to have. They fit on your armor and make you armed.

CLubs are also free weapons like the sling mentioned earlier.


1 person marked this as a favorite.

Quarterstaff. Costs nothing. Useful as a walking stick for long trips. Decent damage. Skeleton's beware!


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Robe of infinite twine.

What would you do with an unlimited supply or twine and rope?


4 people marked this as a favorite.
Ravingdork wrote:

Robe of infinite twine.

What would you do with an unlimited supply or twine and rope?

Cast fabricate and open a rug store.


The signal horn/whistle (the name of which I forgot) for kobolds, mentioned in the ARG.


Water.

Most adventurers remember to bring food, but water runs out a lot faster and finding a reliable source isn't always a given.


1 person marked this as a favorite.

A few things I've found handy over the years I've played

Bandoleers - handy for keeping potions/flasks/spare knives handy for during combat. If your DM is amiable to using older versions of stuff, 3.0/3.5 had a masterwork version that made retrieving an item faster.
Fishing kit - good for more then just fishing some times, keeping the hook and twine or at least some of it in a pocket or concealed in a boot can be a lifesaver when something is just out of reach.
Magnet - can get used like a more reliable fish hook for metal things...just be on the same page as your DM with metallurgy, it can be...interesting when you have to know what's ferrous and what's not. With some other stuff, its possible to jury rig a compass with a magnet as well.
Marbles - besides the obvious, they are somewhat handy for determining slight inclines, throwing at breakable glass, and in a pinch can be used to leave a trail that isn't edible by most things.
Sewing needle - besides sewing, these can make emergency fish hooks, get used to pin together cloth quickly, and if need be, they are something easily concealable that can be used as an improvised lock pick.
String/twine - so much focus on rope, just plain old string comes in real handy for so many things its insane. From getting used for fishing, to tying a bunch of scrolls together rapidly, to marking a trail, and even in a pinch making quick and dirty tripwire alarms, possibly one of the more versatile mundane adventuring/survival tools.

Yeah, none of its magical, but a lot of this is affordable at low levels, good for low magic campaigns, or even as a backup at higher levels just in case, because while its nice when everything goes the players way, there will be days when bad dice/choices can mean needing plan CF.


Falcatas. I hardly EVER see anyone use it around here... Wait, I don't think I have seen anyone use it. (And people say Exotic Weapon Proficiency is a waste...)

For the curious

Falcata 1d8 Slashing 19-20/x3 source: APG

Silver Crusade

Marthian wrote:

Falcatas. I hardly EVER see anyone use it around here... Wait, I don't think I have seen anyone use it. (And people say Exotic Weapon Proficiency is a waste...)

For the curious

Falcata 1d8 Slashing 19-20/x3 source: APG

I think the reason is that generally a bigger crit range is superior. Many of your x3 crits will be full of wasted damage, and if you have critical feats the multiplier doesn't matter. The scimitar is 1d6 18-20/x2, and although it isn't a clear winner, not having to use a feat/racial trait on it tips the scale pretty easily. I think I saw something were the 19-20/x3 becomes better after you have static bonuses over ~50, but I'm not sure about that.

On the note of weapons, a longspear is really useful not only as a reach weapon, but also as anything you would use a 10' pole for.

An Ioun Torch with the continual flame spell heightened to 4th level. 95% of all darkness spells will be auto dispelled. It's cheap enough to replace when that rare 5th+ level darkness spell shows up.

Hirelings(?). I'm not sure they count as "equipment", but they sure are handy.

Scarab Sages

Marthian wrote:

Falcatas. I hardly EVER see anyone use it around here... Wait, I don't think I have seen anyone use it. (And people say Exotic Weapon Proficiency is a waste...)

Regional differences. There's at least 3 players I know with characters carrying it.


Marthian wrote:

Falcatas. I hardly EVER see anyone use it around here... Wait, I don't think I have seen anyone use it. (And people say Exotic Weapon Proficiency is a waste...)

For the curious

Falcata 1d8 Slashing 19-20/x3 source: APG

Funny, I always considered Falcatas overrated. That x3 is very likely to go to waste.

If it was a martial weapon, I could see the point, but I'd never even consider spending a feat just for a chance to deal extra damage on a critical.

I honestly believe Falchions are much better weapons, as the threat range is way mroe useful than the multiplier.

Silver Crusade

What do you mean, 'the x3 damage goes to waste'?

So, the x2 damage from scimitar/falchion/rapier is fantastic, but x3 would just 'go to waste'?

There is a thread about the 'big hit' build. If I posted a character that did 40d12+160 damage in a single hit they'd be all over it, but if it had a critical multiplier of x3 it would be seen as 'going to waste'?

The maths says that a 19-20/x2 weapon is equivalent to a x3 weapon, and an 18-20/x2 weapon is equivalent to a x4 weapon. A weapon that is 19-20/x3 is superior to them all, mathematically. They have to require an EWP, or it'd be the only weapon to choose.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

I think the "go to waste" idea is that if your normal damage is ~25, and most enemies at your CR have under 50 HP, then critting for ~75 damage (x3) is not superior to critting for ~50 damage (x2).

At least, that's what I assume is meant.


Yes, the math does say that... But it only matters if the enemy actually has enough hit points to matter.

Let's say a creature has 90hp. You deal about 30 hp damage when you hit.

So if you get a crit of x3, cool, you can end it in one turn... But if don't crit on the first hit... It doesn't matter anymore, because now, the enemy only has 60hp. You'd be better off with a higher crit range, especially if said enemy has a high AC.

Each time the enemy takes damage, the critical multiplier means less and less.

It's the reason a 18~20/x2 is much, much better than a 20/x4, even though it's mathematically the same. In fact, a 18~20/x2 is better than even a 20/x6 weapon.

What if the enemy only has 20 HP, but a very, very high AC? The critical multiplier is useless, but critical range gives you a better chance to deal damage.

Usually, extra damage is not as good as a better chance to hit.

And I didn't even mention critical feats.

Sure, it's cool to deal a gazillion damage, but if the enemy has 50hp, and you deal 1000hp damage, you simply wasted 950 damage.

Silver Crusade

Take that over to 'The Big Hit Build' and see what they think!


Malachi Silverclaw wrote:
Take that over to 'The Big Hit Build' and see what they think!

Meh... I don't really care enough...

Aso, judging by the name of the thread, I'm guessing it's about dealing as much damage in a single attack as possible. In which case a bigger multiplier is better.

In real gameplay, you don't have this limitation. Nor do your enemies.

So, yeah, bigger crit range is better than bigger multiplier.

Silver Crusade

Lemmy, what do you mean, 'What if the enemy only has 20 HP, but a very, very high AC? The critical multiplier is useless, but critical range gives you a better chance to deal damage.

Usually, extra damage is not as good as a better chance to hit.'?

The critical range (the 18-20 part) doesn't increase your chance to hit in the first place. If you're using a scimitar and roll a natural 18 it's only a threat if that roll is enough to hit the AC!

I'm not sure what you mean! Have I misunderstood you?

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

I think what he means is that with a higher threat range, you're more likely to "cash in" on those few times you do hit.


Sorry, I didn't word it right. Jiggy got what I meant.

Jiggy wrote:
I think what he means is that with a higher threat range, you're more likely to "cash in" on those few times you do hit.

Unless you only hit on a natural 20, a greater crit range is usually better.

But really, if you only hit on a natural 20, chances are you're either out of your league, or you probably are not using the best method to defeat the enemy.

Silver Crusade

Jiggy wrote:
I think what he means is that with a higher threat range, you're more likely to "cash in" on those few times you do hit.

Oh!

It's not true, though, mathematically. The likelihood of rolling an 18 is the same as that of rolling a 19, or a 20.

If you, or he, propose 'lumping' 18, 19 and 20 together, then let's do the maths:

Scimitar: 18-20/x2. Falcata: 19-20/x3.

Three attacks, results of 18, 19 and 20 on those three rolls. Attack modifier, chance of confirmation and actual damage roll are equal.

Scimitar:
• First roll of 18 = x2 damage
• Second roll of 19 = x2 damage
• Third roll of 20 = x2 damage
• Total damage = x6 = x2/hit

Falcata:
• First roll of 18 = x1 damage
• Second roll of 19 = x3 damage
• Third roll of 20 = x3 damage
• Total damage = x7 = 2 and a third/hit

The argument that, as a target loses hit points, the extra damage from a critical hit becomes less relevant is as true for a x2 weapon as for a x3 or x4 weapon. There will be times for any weapon when you confirm a crit on a baddy who only has 2hp left!


I'm not arguing that falcatas are "mathematically superior" or whatever, I know that by the number, they are supposedly more damaging.

But what if you factor critical feats? What if the enemy does not have enough HP that it matters if you do a gazillion damage? What if you are a magus? What if you don't want to spend a feat just to deal more damage in a situation when you would deal lots of damage anyway?

I'd consider using falcatas if I had prompt access to them (I think Tengus have). But having to spend a feat just to get that increased damage seems like such an overkill that it feels like a wasted feat to me.

Especially when not many things have HP to resist double your normal damage + iterative attacks.

While the argument about enemy losing HP does count for any weapon, it becomes relevant a lot earlier for weapons with higher crit multiplier. Very often, unless you crit on the 1st attack against a creature, that x3 becomes irrelevant.

Anyway... This discussion is boring and I've seen it a million times. Let's go back to unusual equipment, shall we?


VRMH wrote:

Water.

Most adventurers remember to bring food, but water runs out a lot faster and finding a reliable source isn't always a given.

For that matter, magic items like the Spoon of Sustenance or Cauldron of Plenty can completely replace having to buy food at all while on an adventure. Just remember to buy a bowl and some silverware, which are dirt cheap.

Silver Crusade

Lemmy wrote:

I'm not arguing that falcatas are "mathematically superior" or whatever, I know that by the number, they are supposedly more damaging.

But what if you factor critical feats? What if the enemy does not have enough HP that it matters if you do a gazillion damage? What if you are a magus? What if you don't want to spend a feat just to deal more damage in a situation when you would deal lots of damage anyway?

I'd consider using falcatas if I had prompt access to them (I think Tengus have). But having to spend a feat just to get that increased damage seems like such an overkill that it feels like a wasted feat to me.

Especially when not many things have HP to resist double your normal damage + iterative attacks.

While the argument about enemy losing HP does count for any weapon, it becomes relevant a lot earlier for weapons with higher crit multiplier. Very often, unless you crit on the 1st attack against a creature, that x3 becomes irrelevant.

Anyway... This discussion is boring and I've seen it a million times. Let's go back to unusual equipment, shall we?

You make some solid points. If I had a build that relied on critical feats then I'd go for the 18-20 every time.

EWPs take a feat, or the equivalent. That's true for them all. It's not really a criticism of the falcata per se.

I find it interesting, myself. But, since this thread is about equipment in general, not just weapons, can anyone tell me why the equipment for a small character weighs one quarter of the weight for a medium-sized version, but weapons and armour for small creatures weigh half as much? It doesn't make sense to me that they aren't both one quarter or both one half. Incidentally, it should weigh one eighth!


One of the most versatile and useful items in the game that I have never seen anyone use in game besides myself is plaster powder. It can do amazing things.

Silver Crusade

Adamantine Dragon wrote:
One of the most versatile and useful items in the game that I have never seen anyone use in game besides myself is plaster powder. It can do amazing things.

Like what?


Malachi Silverclaw wrote:
I find it interesting, myself. But, since this thread is about equipment in general, not just weapons, can anyone tell me why the equipment for a small character weighs one quarter of the weight for a medium-sized version, but weapons and armour for small creatures weigh half as much? It doesn't make sense to me that they aren't both one quarter or both one half. Incidentally, it should weigh one eighth!

Actually it should be 1/4 for armor and 1/2 for most weapons.

Armor is a fixed thickness so it scales with the surface area. Weapons have the same mechanical stresses placed on a shorter length so should have the same cross sectional area with half the length. Polearms shouldn't scale significantly at all because they have the same length and most of the weight should be in the shaft.


2 people marked this as a favorite.

Somebody mentioned marbles above. A bag of flour is also useful (besides making breakfast).


Don't get me wrong, Malachi, "Falchion x Falcata" could be an interesting discussion (although, probably not for this thread), it's just that I've seen it so many times...

Well, back on thread, one thing that has recently proved to be very useful is chalk (and chalkboards). Thanks to it my players got to communicate with a creature who not only couldn't hear any word they said, but even if it did, it wouldn't understand any of it.

Besides, chalk can always be used as a cheap alternative for Glitterdust.

One reason that I don't see nearly as often as I think I should is a simple Grappling Hook. Such an useful (and IMO, quite obvious) equipment, and yet, so many players forget about them. Sure it won't be very useful or necessary beyond 8th level or so, but before that, it can create movement and infiltration options that wouldn't otherwise be viable, or at least, save a few spell slots.

I always liked Goggles of Night, but they are quite overpriced, IMO.

Paizo Employee Design Manager

Malachi Silverclaw wrote:
Lemmy wrote:
Crit stuff

You make some solid points. If I had a build that relied on critical feats then I'd go for the 18-20 every time.

EWPs take a feat, or the equivalent. That's true for them all. It's not really a criticism of the falcata per se.

I find it interesting, myself. But, since this thread is about equipment in general, not just weapons, can anyone tell me why the equipment for a small character weighs one quarter of the weight for a medium-sized version, but weapons and armour for small creatures weigh half as much? It doesn't make sense to me that they aren't both one quarter or both one half. Incidentally, it should weigh one eighth!

Plus you've got the basic percentages. a 19-20/x3 crits 10% of the time, and keen or improved critical gets you up to 17-20/x3, or a 20 percent crit. That's 1 out of 5. your 18-20/x2 starts out critting 15% of the time, and jumps to 15-20/x2 with Imp. Crit or keen. That gives a crit focused build a 10% higher likelihood of cashing in on those crits, even if they won't be as powerful. For many people, this is going to be the greater payout, especially in your typical 5-7 round combat. Also, with classes like the magus, who just need to crit and for whom the modifier of said crit is largely meaningless, that enhanced range counts for even more. Basically, anyone whose build relies on critting is going to use the weapon with the widest crit range, not the highest multiplier.


9 people marked this as a favorite.

Can we PLEASE get off the crit math? This thread was really interesting till that little derailment.

Spring Loaded Wrist Sheath, pull out that emergency wand/holdout weapon as a immediate action. Big fan on putting these on all my spell casters with metamagic rods. (Make MMrods mithral if GM gets picky on the less than 1lb thing.)

Again I'll second/third the idea of chalk/flour as a ad-hoc Glitterdust because the party wizard won't learn/memorize the spell for the life of him... (/vent)

Shadow Lodge

1 person marked this as a favorite.

Mundane gear:

Marbles - Good for dropping behind you to trip up an enemy, or if you want a mundane "ghost sound" just chuck an open bag of these at a distant wall.

Caltrops - Good for spreading around a campsite, good for dropping behind you if running, good for placing in front of doorways of dungeons you haven't explored yet but don't want people sneaking out from in order to outflank you...

Mirror - Looking around corners without being shot at (at the risk of being noticed, but that's like normal), and looking your finest for that midnight meeting with Pathfinder Society Venture-Captains who have the *worst* timing!

Periscope - Weighs a few pounds, but helps with the corners thing with a +12 to stealth at the cost of only a -4 to perception.

For magical gear:

Boots of the Cat - 1,000gp for taking minimum damage from falls and landing on your feet. In some PFS scenarios that could be a literal lifesaver.

Snapleaf - Everyone should have one of these - instant invisible parachute in case you go off a cliff or somesuch.

Blood Reservoir of Physical Prowess - An "emergency battery" of physical power, or for emergency attribute-damage healing.


2 people marked this as a favorite.

Caltrops or Marbles also make difficult terrain, great for stopping charges!

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

2 people marked this as a favorite.
Waruko wrote:
Spring Loaded Wrist Sheath, pull out that emergency wand/holdout weapon as a immediate action. Big fan on putting these on all my spell casters with metamagic rods. (Make MMrods mithral if GM gets picky on the less than 1lb thing.)

My Eldritch Knight in PFS has levels in Foresight wizard, so any time his "spider sense" goes off without knowing the threat, I pop a wand of shield out of that sheath and activate it. Since it's a surprise round, I can't do a normal draw-and-activate, but I also don't want to use spell slots on it. SLWS FTW!


2 people marked this as a favorite.
Malachi Silverclaw wrote:
Adamantine Dragon wrote:
One of the most versatile and useful items in the game that I have never seen anyone use in game besides myself is plaster powder. It can do amazing things.
Like what?

The powder itself can be used like flour to locate invisible creatures.

You can duplicate any official or royal seal so long as you have a sealed item (this is real handy for opening secret communications and resealing them as if they had never been opened, or for counterfeiting your own communications to be official).

You can duplicate just about any small object, as many times as you need to (one of my characters likes to make plaster molds of gold coins and make lead copies, then use prestidigitation to make them appear to be gold for a while). One of my sneaky dudes likes to sneak into the local jailhouse and make plaster molds of the keys, then make metal copies from the plaster molds. Just in case.

You can use plaster to make forensic copies of footprints or any other physical evidence that leaves indentations in an object.

You can hide your jewels inside small plaster trinkets which appear to be worthless.

You can gum up the works of almost any mechanical device.

Your imagination is really the only limit.

Shadow Lodge

Adamantine Dragon wrote:


The powder itself can be used like flour to locate invisible creatures.

You can duplicate any official or royal seal so long as you have a sealed item (this is real handy for opening secret communications and resealing them as if they had never been opened, or for counterfeiting your own communications to be official).

You can duplicate just about any small object, as many times as you need to (one of my characters likes to make plaster molds of gold coins and make lead copies, then use prestidigitation to make them appear to be gold for a while). One of my sneaky dudes likes to sneak into the local jailhouse and make plaster molds of the keys, then make metal copies from the plaster molds. Just in case.

You can use plaster to make forensic copies of footprints or any other physical evidence that leaves indentations in an object.

You can hide your jewels inside small plaster trinkets which appear to be worthless.

You can gum up the works of almost any mechanical device.

Your imagination is really the only limit.

I have a few local players who will love this line of thinking. What sort of skill checks do you think fit each of these?

Going off my gut, I'd think:

Footprints - Survival
Mechanical - Disable Device

Forgeries of seals / copies of items is where I'm not as sure - Sleight of Hand? Craft?


Jiggy wrote:
SLWS FTW!

Agreed, when I saw they weren't in the Ultimate Equipment I died a little and bought the Adventurer's Armory for my Herolab.

Hanging tents, can be used on the ground normally or elevated in swamps, wetlands, cliff sides or even the middle of the ocean if one has a few immovable rods.

Blue Book +2 on three skill checks inside a city for a mere 5g. GREAT to have for Shards of Sin since it starts in Magnimar or any other city centric adventure.

Silver Crusade

2 people marked this as a favorite.

Create a magic item that gives you either an at-will or constant prestidigitation.

When I make spellcasters I like to give them spells which would be useful in real life. For example, I think almost any student wizard is going to get a lot of use from a cantrip that eliminates hangovers!

Prestidigitation is so useful. I photocopied the entire page on the subject from the 3.0 Mage's Handbook (I think it was called). It can clean you quickly and without water. It can dry you. Make you smell good. Make your food taste good or different. Cool or warm your drinks (or your butt!). The list is almost infinite. As a magic item I think most rich families in the game world would have a magic device that duplicates Prestidigitation. Maybe built into a dressing table, or a personal item. It would be made as a work of art in it's own right, as befitting such a status symbol.

My newest PFS bard has it as a spell. She also has a rank in craft (sketching), and carries some rice paper. She can use Prestidigitation to clean a surface, then dirty it again as if it was 'dirtied' by charcoal, allowing her to sketch permanent pictures. These can be sold for money, or to make 'mugshots' to show around town. It's a great role-playing hook as well as being useful. In her first and only adventure to date, she dried the ranger after he unwisely fell into the lake (despite the fact he woke her early! She's just too kind-hearted), and used it to ignite the oil that our rogue had poured over the spider swarm, amongst other things.


Riuken wrote:
Slings. They weigh nothing and cost nothing. You can use rocks you find on the ground for ammo. Seriously people, just write one down on your sheet.

It's unfortunate that wizards aren't proficient with them in 3.x/PF.


My favorite is the candle. In addition to creating light and setting things on fire, it is great for searching for secret doors. Pour the melted wax against the floor right where it meets the wall and the wax will run under or into an otherwise unseen crease. Better yet, the wax will stick to it creating an outline.

Paizo Employee Design Manager

Portable ram. Because... Just 'cause.


Lemmy wrote:
For me, the one that I feel many people don't know about is the combo of a Wayfinder + Clear Spindle Ioun Stone. For mere 4500gp, you get constant complete immunity against mind-control and possession by evil creatures. I assume the reason not many people buy this is because not many people have access to Seeker of Secrets.

Can someone tell me if I'm missing something? Looking at the Seekers of Secrets on page 48 it says a Clear Spindle sustains creature without food or water. Nothing about granting immunity to mind control. In fact I can't find a single stone that does that but if its there I would love to have it.


2 people marked this as a favorite.
Waruko wrote:
Lemmy wrote:
For me, the one that I feel many people don't know about is the combo of a Wayfinder + Clear Spindle Ioun Stone. For mere 4500gp, you get constant complete immunity against mind-control and possession by evil creatures. I assume the reason not many people buy this is because not many people have access to Seeker of Secrets.
Can someone tell me if I'm missing something? Looking at the Seekers of Secrets on page 48 it says a Clear Spindle sustains creature without food or water. Nothing about granting immunity to mind control. In fact I can't find a single stone that does that but if its there I would love to have it.

This is an effect caused by ressonance between Wayfinder and Ioun Stone. Look at pg.52 of Seeker of Secrets

1 to 50 of 98 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / Cool Unusual & Underrated Equipment All Messageboards

Want to post a reply? Sign in.