Essential Magic Items?


Advice

Dark Archive

Okay. So I'm familiar with the concept that some of the magic items are considered "Essential".

I'm trying to get a better idea of what magic items are considered "Essential" for any of the classes.

Here are the ones I'm used to, and I'm interested in hearing about any I'm missing:

Weapon Enhancement Bonus.
Armor Enhancement Bonus.
Cloak of Resistance.
Ring of Protection.
Amulet of Natural Armor.

What else counts? Pearls of Power? Metamagic Rods? Wands? New Spells Learned (Wizard)?

I'm looking for any "Essential" enhancements or items for any class.

Also: Is there a magic item that gives insight or dodge bonuses to AC?

Thanks Guys

Shadow Lodge

You left out the Headband/Belt of primary attribute.


Dusty Rose Prism Ioun Stones give +1 Insight to AC.


wand of cure light wounds (or infernal healing)

wand of lesser restoration (healing ability damage is quite important)

ioun torch (ioun stone that provides continual flame)

eyes of the eagle

the emergency scroll of heal (at high levels)

attribute boosting belts and headbands of both primary offensive stat, and dex/con. whether a belt of physical perfection for a fighter or a headband of intellect for a wizard

handy haversack (to carry the loot)

ranged and backup weapons

rope

a source of flight (for melee)

next are some circumstantial items that may be essential in some campaigns

ring of water breathing or necklace of adaption (for aquatic campaigns)

a ship (for said aquatic campaigns)

a bane weapon (for themed monster campaigns such as second darkness)

a decanter of endless water (for desert campaigns)

a means to protect your spellbook (for wizards)

a hireling (to provide extra protection at the low levels and willingly die for you when his usefulness ends)


Darkholme wrote:

Also: Is there a magic item that gives insight or dodge bonuses to AC?

Thanks Guys

in ultimate equipment there is a new helmet jingasa of the fortunate warrior gives +1 insight to ac and once a day can turn a crit or sneak attack into a normal hit.

Grand Lodge

john ralls wrote:


Darkholme wrote:

Also: Is there a magic item that gives insight or dodge bonuses to AC?

Thanks Guys

in ultimate equipment there is a new helmet jingasa of the fortunate warrior gives +1 insight to ac and once a day can turn a crit or sneak attack into a normal hit.

Not just for warrior...that helm is great for anyone for a the low low price of 5k.

Dark Archive

What would you say are the essentials for say, a wizard?


A wand of mage armor is often overlooked but should be essential for wizards. The level 1 duration is plenty for most work days, so it's a cheap +4 AC without wasting a spell slot casting it. 50 charges will last you until you can afford bracers of armor +5.

Pearls of Power are must have for wizards.

Grand Lodge

Umm...blessed book.

I would rather get a wand of shield over mage armor. The wand of shield will stay useful longer then the wand of mage armor. For extra mage armor, scrolls work better (I rarely use more then 20 charges before I have armor that exceeds what mage armor gives).

Ring of counter spell is a nice cheap item to have.

Ring of freedom of movement...get this as soon as you can afford it...after the blessed book because that saves you money in the long run.

Dark Archive

Hmm.

Monk Needs an AoMF.

Alchemist need anything that got left off the list? Witch? (any other class that's missing it's necessities?)

I want to make sure I've got all the essential nonconsumeables for all the classes.

I'm throwing together a little subsystem for my next game based on Kelso's work, with input from myself.

Basically, I want to not have to worry about the quantity of money or magic items the players get; and if they're over or under. I'd like to also have the option to use sunder maneuvers without so many hard feelings out of game.

Therefore, bake the necessary math boosts which people get from items right into character advancement; giving the players points they can spend on the math boosts they want, and reserving magic items for cool and interesting things.


Darkholme wrote:

Therefore, bake the necessary math boosts which people get from items right into character advancement; giving the players points they can spend on the math boosts they want, and reserving magic items for cool and interesting things.

This sounds interesting, I'd like to see what you come up with

Sovereign Court

Darkholme wrote:

Hmm.

Alchemist need anything that got left off the list? Witch? (any other class that's missing it's necessities?)

Alchemists really don't need much beyond the basic essentials, except maybe a cheap adaptive bow for bombers and the AoMF for ridiculous melee builds. My alchemist has actually poured most of his gold into a wand of Alchemical Allocation and a library of potions to go with it.

Scarab Sages

Darkholme wrote:

Hmm.

Monk Needs an AoMF.

Alchemist need anything that got left off the list? Witch? (any other class that's missing it's necessities?)

Magus: gloves of elvenkind

Sorcerer/Bard/Summoner: rings of spell knowledge, pages of spell knowledge.

Dark Archive

Artanthos wrote:
Darkholme wrote:

Hmm.

Monk Needs an AoMF.

Alchemist need anything that got left off the list? Witch? (any other class that's missing it's necessities?)

Magus: gloves of elvenkind

Sorcerer/Bard/Summoner: rings of spell knowledge, pages of spell knowledge.

Oh, Interesting! I've never heard of Rings of Spell Knowledge. I guess I should sit down and read Ultimate Equipment.

Is there something like Rings of Spell Knowledge that gives higher level spells known? The wizard can always pay to learn spells up to 9th.

Extrapolating costs, All of the prices given are 1.5x the price of armor bonuses of that level.

Theoretically they could cost (if available): Type V (37,500), VI (54,000), VII (73,500), VIII (96,000), IX (121,500)


Big 6 + Handy Haversack + Consumables as needed

Sooner or later most martial characters are going to need access to a flight based item but other than that you are pretty much set.


Essential is shoring up your weaknesses. Melee character getting hit too much, +dex item, + armor, + deflection.
Wizard running out of spells/ durations? Rod of extend, pearls of power, scrolls, consumables.
Having trouble hitting/dr? + enhancement weapons, weapon blanch, bane etc.

There's much in between those categories for utility items that are situational, and your character may need them. (saving throws come to mind as well). When you read the ultimate equipment after playing your character and say "nice I need that shiny new item", chances are it will save your hide. Happy trails!

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Essential Magic Items? All Messageboards

Want to post a reply? Sign in.