Cheap magic items you really enjoy


Pathfinder First Edition General Discussion

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Silver Crusade

I fear that DMs may enforce the '50% break chance on a miss', and the 'destroyed when it hits' rules for ammunition, even when you just drop it.

This makes it risky proposition to be the target of a light, and a foolish target for continual flame.


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That makes sense for throwing it (though speaking as a DM, I wouldn't do it. You can pretty easily 'toss' a shuriken in a way that it wouldn't be considered an attack while still aiming it, in the same way one does when tossing rings onto bottles/poles at the carnival), but if a DM enforced that break chance from a simple drop there are some serious issues going on with that DM >.<


As a GM, I would enforce this: Drawing ammunition is a free action when using that weapon.

The other solution seems illogical (since they are much easier to draw than coins), and isn't entirely backed by the rules.

Silver Crusade

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Gloves of Reconnaissance. See into the next room without opening the door, allowing you to prepare the necessary equipment and spells, all for 2,000 gp? Yes please.


Dennis Baker wrote:
y'all have a weird definition of cheap.

What, the one listed in the original post? It's not my definition of cheap, but if you start a thread, you get to set the ground rules.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Cheap is relative to the character. At first level 5,000gp is a lot of money. At 20th, it's how much my toilet paper costs.

For me though, "cheap" is anything under 5,000gp (unless it's a consumable, in which case, it's an expensive consumable).


kyrt-ryder wrote:
That makes sense for throwing it (though speaking as a DM, I wouldn't do it. You can pretty easily 'toss' a shuriken in a way that it wouldn't be considered an attack while still aiming it, in the same way one does when tossing rings onto bottles/poles at the carnival), but if a DM enforced that break chance from a simple drop there are some serious issues going on with that DM >.<

And it would make me wonder if they'd ever actually seen or handled a shuriken before. Throwing it at full force into a likely armored opponent? Yeah I can deal with the likelihood that it could be damaged. Dropping it from my pocket 3 feet into the grass (or stone)? Yeah, you're crazy if you think it has even a remote chance of breaking, barring a serious flaw in construction.

I mean, sure its kind of a loophole/exploit (not a big deal IMO, but whatever), but logic has to prevail over all else IMO. If it doesn't make sense the RAW can suck it...although in this case, the RAW actually support the trick in question, so...

If the GM just didn't like it, and wanted to make a gentleman's agreement about not doing this, yeah sure, I'm on board. But I'd probably roll my eyes a bit (bigger fish to fry and all that).

sowhereaminow wrote:
Gloves of Reconnaissance. See into the next room without opening the door, allowing you to prepare the necessary equipment and spells, all for 2,000 gp? Yes please.

I really like these too. Assuming I'm not playing a "smash door, kill bad guys" kind of character, but then I generally play much more deliberate, strategic types, so the gloves fit right in ;-)


Dotting. I didn't know about half of these items, and a lot of them would make for interesting NPC ideas to build off of.


Joex The Pale wrote:
Dotted. Shuriken idea is gold. And I have a Quick Runner's Shirt on my Mage. It's not just for melee types. Double move withdraw action followed by a spell in the face of your attacker,anyone? Sure beats a five foot step!

Err... that doesn't actually work.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Venomblade wrote:

Necklaces of fireballs are completely awesome for the price as well! First off they do NOT take up your neck slot. They also make AWESOME ambushes.

They're completely awesome until you're the one hit by the fire effect. They're better suited for rogue types for that reason.


Oladon wrote:
Joex The Pale wrote:
Dotted. Shuriken idea is gold. And I have a Quick Runner's Shirt on my Mage. It's not just for melee types. Double move withdraw action followed by a spell in the face of your attacker,anyone? Sure beats a five foot step!

Err... that doesn't actually work.

Oh, crap. Yeah, just reread the rules and noticed the full-round action part of the description. Oops. (How can you tell people don't retreat often in our games? ;-) )

Well, it's still damn cool. I can run away and still have an action left when I stop. :-P

*edit * Now I need to get a pair of Daredevil Boots or Jaunt Boots... :-$


first or second level Pearls of Power.

Compare the price of a ring of elemental resistance to a rosary of first (for a ranger) or second (for pretty much anyone else) level pearls of power and one preparation of resist elements. And if you don't encounter elemental damage spammers that day you can use them for something else.

Worried about incorporeals? Mage armor for all. Not a problem today? Three for one sale on enlarge person. Someone manages to eat a large amount of ability damage? Hand them to the paladin and spam lesser restoration.

Have a good low level domain spell that isn't on your class list that you wish you could prepare more than once? Now it goes from one casting per day to one casting per fight as long as the pearls hold out.

Sczarni

If the Shuriken trick left a bad taste in the mouth of my GM, I'd still cast Light on a shuriken, but now I'd actually attack with it. Honestly, I'd much rather my opponent be the one in the light then stand at the center of the light myself while who-knows-what skulks in the shadows 60 feet away.


Cast your version of continual light on a copper coin...repeat as you have the time until you have a few fistfulls of them.

Keep them in a small pouch and throw a few into any dark corner that seems suspicious...

My gamers do this in their off time...they even used to give handfulls to the commoners they chatted to...really saved some farmer money on lamp oil and candles...earns good will.

As the darkness spell is hit by a few of them they get a well lighted battlefield...

This tactic dates back to the first release of Unearthed Arcana for 1E when everyone and their brothers suddenly wanted to be a drow elf...cuz it wuz kewll!

One too many darkness spell prompted a player to light up a blacked out room, It's became one of their standard tactics in the underdark.

It helps that in 1E continual light only has a verbal and a somatic component...no material component at all.

Shadow Lodge

Hand of the Mage, 900gp.

Mage hand at will.

I used to drool over this item for every character I made, until I realised one nasty little tidbit about the spell - the target specifies it only works on non-magical items. I cried, a lot.

It's still good, though.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Got another one: cloak of the hedge wizard

Presitigitation and one cantrip at will? Yes please! And you get to cast two first level spells once per day each in addition? Yes please!

My favorite is probably the transmutation. Prestidigitation and mage hand at will have SO many uses it's crazy. Being able to use enlarge person and expeditious retreat once per day also means the warrior wearing it saves a LOT of money on potions.

Shadow Lodge

Ravingdork wrote:

Got another one: cloak of the hedge wizard

...
My favorite is probably the transmutation. Prestidigitation and mage hand at will have SO many uses it's crazy.

I bet it has less uses now that I just made you aware that you can't use it on magic items!


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Nope! If anything, I use it as a poor man's detect magic.

*Attempts to move masterwork weapon with mage hand*


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I have the lot of you beat.

In the 3.5 D&D Magic of Faerun (Forgotten Realms) softcover book, there is something called the Travel Cloak.

It costs 1,200gp, weighs one pound (yes I memorized everything about it).

Sheds any form of precipitation down to the knees. Grants cold resistance 5. Has a small pocket inside with a 1 pint flask, which can produce up to 2 gallons total of fluid, either sugared hot tea or cool spring water every day. Produces trail rations for one every day. And to top it off, once a day it becomes a 1 man tent.

With it, all you need to live on is a bedroll, and maybe some hot or cold weather outfits. Saves LOTS of weight, as well.


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Cloak the of the Hedge Wizard is my new favorite low cost item. Makes giving up a cloak of resistance really viable for many different builds. My lore warden loved his cloak of the hedge wizard (divination) for the at will detect magic (turned him into the party magic item identifier since his spell craft and knowledge arcana were both very high) and the once per day detect secret doors and true strike were nice as well.

Since there are many they make for great additions of a little touch of magic to many different builds. Especially rogues or fighters that want just a bit of magic without the BAB hit of a caster dip.


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Best thing I've discovered lately is really something to grab for melee types as you get into mid-high levels with some spare loot money, a +1 adaptive composite longbow. for those silly situations where you cant get close enough to stab the bad guy in the face, at least you can still hit him and apply your full strength mod, no matter how buffed you end up.

Asta
PSY


Piccolo wrote:

I have the lot of you beat.

In the 3.5 D&D Magic of Faerun (Forgotten Realms) softcover book, there is something called the Travel Cloak.

It costs 1,200gp, weighs one pound (yes I memorized everything about it).

Sheds any form of precipitation down to the knees. Grants cold resistance 5. Has a small pocket inside with a 1 pint flask, which can produce up to 2 gallons total of fluid, either sugared hot tea or cool spring water every day. Produces trail rations for one every day. And to top it off, once a day it becomes a 1 man tent.

With it, all you need to live on is a bedroll, and maybe some hot or cold weather outfits. Saves LOTS of weight, as well.

There was a magic item called the Staff Of Travels... I think it was a 2e item. It was like a walking stick, where every hour you spent walking was the equivalent to an hour of sleep. I'm not sure if it was cheap or not, but based on your post I think you'd enjoy it...


The any-tool is great.
The sky hook feather token can be pretty helpful, all of the feather tokens are great.
Sovereign glue is also a good one.
Peal of power for any caster is almost a must at the price.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

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A bit pricy at 7k GP, but the Hyperboreal robe just lept to the cool item (pun intended) list for me.

  • Body slot, allowing my lore wardens to wear something else besides the cloak of resistance in the cloak slot? Check.
  • +2 resistance bonus to saves? Check
  • cold damage to anything touching/grappling me? Check

    Hoping this gets approved for PFS.


  • Is that in UE?

    Liberty's Edge

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    Welcome to the adventuring party. Here's your mithral shirt, wand of cure light wounds, and handy haversack.


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    Oh hey, in that same Magic of Faerun book, you could slap a 5,000gp diamond on a wand of cure light, and it would up the caster level by 2. Wasn't consumed when the wand died, either. That means you get an extra 2hp per casting, which would eventually pay for itself.

    There was even rules for having more durable spellbooks, enchanted with protection spells, etc.

    However, I wouldn't recommend that Travel Cloak to primary spellcasters. For that, it's better that you just grab a ring of sustenance, since you could get by on 2 hours sleep, and spend the rest of your time on watch, and still get your spells back. A real help when you expect to be conking out in hostile territory!

    Oh, forgot. There was a item called the Troll Gut Rope that would extend once a day from 50 to 300ft. Attach a grappling hook on the end, and you were all set. Saved a lot of weight.

    Oh, I like that Campfire Bead in UE, too. Portable Holes are NOT cheap, but they are the single best storage item in the game, hands down. No weight limit, no ability to be pierced, would hold 282 cubic feet (2 cu ft plus bag of holding type 1 and 4 added together), and if you throw in a bottle of air, a bed, and your lab setup, you could craft on the go.


    Piccolo wrote:
    Oh, I like that Campfire Bead in UE, too. Portable Holes are NOT cheap, but they are the single best storage item in the game, hands down. No weight limit, no ability to be pierced, would hold 282 cubic feet (2 cu ft plus bag of holding type 1 and 4 added together), and if you throw in a bottle of air, a bed, and your lab setup, you could craft on the go.

    We had a running joke in my old game about storing living creatures in portable holes. This was the punch line :

    ...until it filled with poo.

    Liberty's Edge

    HaraldKlak wrote:
    As a GM, I would enforce this: Drawing ammunition is a free action when using that weapon.

    Yes, me, too.

    I wouldn't, however, rule that simply dropping ammo -- shuriken, arrow, or anything else -- might destroy it. I would likewise allow an "attack" with those items that wouldn't destroy them, as long as there was no intent to deal damage.


    Great list - I clearly haven't read Ultimate Equipment thoroughly enough, as I had missed the Cloak of the Hedge Wizard completely. That's a cool item!


    Jeff Wilder wrote:
    HaraldKlak wrote:
    As a GM, I would enforce this: Drawing ammunition is a free action when using that weapon.

    Yes, me, too.

    I wouldn't, however, rule that simply dropping ammo -- shuriken, arrow, or anything else -- might destroy it. I would likewise allow an "attack" with those items that wouldn't destroy them, as long as there was no intent to deal damage.

    You can't destroy or damage a simple arrow just by dropping it. Ain't that fragile; if it was, you couldn't fire it.


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    Ravingdork wrote:

    Nope! If anything, I use it as a poor man's detect magic.

    *Attempts to move masterwork weapon with mage hand*

    I don't want to hijack the thread here, but now that the 'non-magical' part of Mage Hand's target has been brought up, I can see many institutions that have need to lock people up (cities, mad wizards, etc) spending money to make all the keys to their cell doors magical.


    Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
    Valkir wrote:
    Ravingdork wrote:

    Nope! If anything, I use it as a poor man's detect magic.

    *Attempts to move masterwork weapon with mage hand*

    I don't want to hijack the thread here, but now that the 'non-magical' part of Mage Hand's target has been brought up, I can see many institutions that have need to lock people up (cities, mad wizards, etc) spending money to make all the keys to their cell doors magical.

    Alternatively, you could have it the other way around: heavy duty bolt locks hidden in the walls that can only be opened via mage hand or telekinesis. :P

    Sczarni

    All the good magic items are prohibitively expensive. What am I gonna do with an Apparatus of the Crab that is so absurdly powerful I need to plunk down 90.000 gold for it?

    I sort of wanted a Lens of Detection, but then I realized I could just get two Masterwork Tools (one for Perception and one for Survival) and get almost the same thing for far less gold. Seriously, who is paying 3500 gold for a magnifying glass?

    RPG Superstar 2012 Top 16

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    I'd start a universal list and add to it:

    Ring of Sustenance
    Efficient Quiver.
    Handy Haversack.
    Wand of Cure Light Wounds.
    Bags of Holding.
    Wayfinder with the Prot/Evil Ioun stone.

    If it's truly universally good enough for everyone, add it on.

    That Hedge Wizard cloak sounds like it could make the list.

    ==Aelryinth


    Ring of Feather Fall.

    I got one many levels ago. Then once the party realised how useful it was, we suddenly ended up with an entire party with them. Plus the bard's pet squirrel (she got one made as a collar).

    Apart from that:

    Ring of Counterspells
    Elemental Gem (one use, sure, but good planning makes it an AWESOME use)
    Feather tokens
    Brooch of shielding

    Sovereign Court

    Dotted


    Piccolo wrote:

    I have the lot of you beat.

    In the 3.5 D&D Magic of Faerun (Forgotten Realms) softcover book, there is something called the Travel Cloak.

    It costs 1,200gp, weighs one pound (yes I memorized everything about it).

    Sheds any form of precipitation down to the knees. Grants cold resistance 5. Has a small pocket inside with a 1 pint flask, which can produce up to 2 gallons total of fluid, either sugared hot tea or cool spring water every day. Produces trail rations for one every day. And to top it off, once a day it becomes a 1 man tent.

    With it, all you need to live on is a bedroll, and maybe some hot or cold weather outfits. Saves LOTS of weight, as well.

    I would love this item.

    Sovereign Court

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    Tengu Drinking Jug for a Drunken Master Monk?


    Often, it's the weenie items that make the biggest difference in gameplay. Heck, check this out:

    You know that Travel Cloak item I wrote about? Well, one of my players brought in pop and chips for everyone once. Now, I have a standing policy to reward players who do that, because I believe it encourages friendliness. He didn't KNOW that I encourage such things, and so I am giving him something special.

    He's going to get a care package from his folks, delivered to the party NPC cook/wagon driver. In it, there's a Hot Weather Outfit, and a Travel Cloak that used to belong to his grandfather. It was (I imagined) the first thing our elf Wizard ever identified successfully. As such, I am making it give Elf rations instead of regular ones, and making the interior a red flannel plaid color (just for fun) with the exterior a dull gray/green for hiding purposes. Oh, and a Message spell that tells him to be sure to write and keep bundled up from his folks.

    Pretty neat, huh?

    PS Aside from pit traps, what's the point of a ring of feather fall?


    If you do a lot of flying, or adventuring in mountainous terrain, or around chasms, or on an airship, or frankly ever get more than 20 feet above the ground, you really want one.


    Immovable Rod.

    Have to descend to the bottom of a canyon with no climbing gear or beneficial spells? just hold on tight and press the button every 10ft. Can't reach the Eye of Newt stowed on the top shelf? Press the button and climb on top. The Immovable rod is one of those items that is just fun to use for it's own sake, but can be useful is limitless situations.

    Aside from that there was an item I made for a game once that was similar to a Rod of Lordly Might, only it couldn't turn into any weapons and had no special abilities; it was just able to turn into a load of different tools. 10ft pole, pick axe, spade, grappling hook... things you don't miss until you realize you need them.


    This is a 3.5 item, but one of my all time favorites.

    Ring of Arming
    5000 gp
    When you activate the Ring of Arming, any armor or weapons you currently wear disappear and are stored in the ring, and any gear stored within the ring appear in the appropriate spot on your body.

    I typically use it for any of those RP social events that all your characters inevitably end up going to for some reason or another. You know, the ones where they check weapons at the door and stuff.

    It's also good for overseas campaigns, especially if you favor heavy armor. Fell in the drink? Activate the ring to store that Full Plate, so you don't sink like a rock.

    This ring has a ton of uses, it's up to the imagination.


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    Well several posters went over 10k so here is one Folding Plate. No more help donning no fatigue for sleeping in it, a must have for all full plate users IMO. Also do any of you remember the potion belts from 3.0 Forgotten realms?


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    For the dirty trick fighter it is really hard to beat the utility of the Burgler's buckler.

    +1 buckler that gives a +2 bonus to Dirty Tricks and which once per day can turn into any tool you need (including thieves tools). Lots of uses and the flavor is a buckler from which you pull out exactly what you need to blind/ sicken/entangle etc someone is quite nice. And ally for a very low price (I think under 3000 gp)

    My fighter/rogue/monk/magus in PFS loves his. Of course he's a very dirty trick focused build.


    Other fun low cost items:

    The cracked ioun stone that can act as a ring of spell storing but only for a single level spell. Cheap enough that you can have one and there are a lot of useful tricks you can do - not overly powerful but really cheap (2000 gp I think)

    Spell storing armor - more specific and requires either being a caster, using UMD and the right supply of scrolls or having friendly party casters but you can pull off some nice defensive tricks with a spell you get to cast when someone hits you ( you cast it on them but the right spells can disrupt their attack)

    And others have mentioned it but the traveler's any tool is indeed quite an awesome item.

    (The cheap quick runners shirt is so awesome for the cost that PFS banned it)


    Conundrum wrote:
    Well several posters went over 10k so here is one Folding Plate. No more help donning no fatigue for sleeping in it, a must have for all full plate users IMO. Also do any of you remember the potion belts from 3.0 Forgotten realms?

    I thought those were in the 3.5 Arms and Equipment Guide. Or maybe they just got ported over. Anyway, yes, I love those.


    A cheap magic item i have purchased in one of my games is the Sleeves of many garments (200gp). They allow you to be wearing any clothes you want. I bought these for a cleric cohort of my Paladin character. The cohort is a female diplomat and sometimes has to go into diplomatic situations. this magic item doesn't do anything mechanically (except maybe negate a diplomacy penalty) but ensures that the cohort will be dressed appropriately no matter the situation.


    aaron Ellis wrote:
    I'm a big fan of Boots of the Cat. Fun footwear that is more flavorful than a Ring of Feather Falling. The flavor is worth the little bit of falling damage the wearer might incur.

    Seconded. Also cheaper than a RoFF.

    I'm also a fan of the traveler's any-tool and the pathfinder's pouch.


    Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
    phatbac wrote:
    A cheap magic item i have purchased in one of my games is the Sleeves of many garments (200gp). They allow you to be wearing any clothes you want. I bought these for a cleric cohort of my Paladin character. The cohort is a female diplomat and sometimes has to go into diplomatic situations. this magic item doesn't do anything mechanically (except maybe negate a diplomacy penalty) but ensures that the cohort will be dressed appropriately no matter the situation.

    I think that you will find that many types of clothes and clothes related items will grant minor bonuses.

    pocsaclypse wrote:
    I'm also a fan of the traveler's any-tool and the pathfinder's pouch.

    Why is the Pathfinder's pouch Market Price AND Crafting Cost 1,000gp? Shouldn't it have a 2,000gp Market Price OR a 500gp Crafting Cost?

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