Cheap magic items you really enjoy


Pathfinder First Edition General Discussion

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RPG Superstar Season 9 Top 32

Strife2002 wrote:
The everburning torch is 110 gp as opposed to the ioun torch being 75 gp. It's not a big deal, but it doesn't make sense that it's cheaper and yet better. I'd say price it at an even 200 and be done with it.

Can't light things on fire with a ioun torch, you can with an everburning. You can also say splash something with lamp oil using splash rules then touch attact light them on fire.

Grand Lodge

No, you can't light things on fire:

"This otherwise normal torch has a continual flame spell cast on it. This causes it to shed light like an ordinary torch, but it does not emit heat or deal fire damage if used as a weapon."

Grand Lodge

Wow, I just read continual flame's description. The material component is 50? Why on earth does the torch cost 110?! at most it'd be 100 if you were thinking about cost to make vs. price to sell.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

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Strife2002 wrote:
Wow, I just read continual flame's description. The material component is 50? Why on earth does the torch cost 110?! at most it'd be 100 if you were thinking about cost to make vs. price to sell.

it's a masterwork stick?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Strife2002 wrote:
The everburning torch is 110 gp as opposed to the ioun torch being 75 gp. It's not a big deal, but it doesn't make sense that it's cheaper and yet better. I'd say price it at an even 200 and be done with it.

Everburning torch assumes you are paying another spellcaster to cast continual flame for you. Therefore you are paying not only for the expensive material component (50gp), but also for spellcasting services (60gp) for 110gp total.

The ioun torch does not make this assumption and only charges you an extra 25gp for the dull gray ioun stone itself. Therefore the ioun torch should actually cost 135gp on the open market.

RPG Superstar Season 9 Top 32

Then I agree the everburning torch sucks


  • Hat of Disguise (impersonation, infiltration, changing identity, look like different class/creature to throw enemy off)
  • Wand of CLW (add longevity to the adventuring day)
  • Circlet of Persasion (+3 UMD and social stuff)
  • Boots of Stride & Spring (+10 move, +5 jump, +9 running jump from enhanced movement)
  • Eyes of Eagle (+5 to one of the most used skills in game)
  • Wand of Silent Image (hide in a fake wall, show others what you saw, etc.)

  • Grand Lodge

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    Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
    Silent Saturn wrote:

    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?

    But then again you wouldn't be plunking down 90,000 gold. Things like this are thrown in campaigns when the DM wants to introduce some underwater action. In my day,the bulk of the magic items we got were found or seized, not mail-ordered from Magic Mart.


    Strife2002 wrote:
    The everburning torch is 110 gp as opposed to the ioun torch being 75 gp. It's not a big deal, but it doesn't make sense that it's cheaper and yet better. I'd say price it at an even 200 and be done with it.

    I have had GM's in the past that would often have opponents try to grab and run off with circling ioun stones.

    That is the only thing I can think of.


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    GM_Solspiral wrote:

    I've been in plenty of games where the GM let prestidigitation do way too much and I've personally pulled some crazy crap with mage hand before (unbuckling a guards belt while in stealth to semi disarm/trip, traps have been triggered, levelers pulled ect.)

    Abusable statement retracted: can we move on or do we need to pick apart the above paragraph? Let me (your DM sucks, you're gaming wrong, the rules as written blah blah blah.)

    I'm seriously not interested in turning this thread into a petty argument of semantics so can we LET IT GO. Thanks in advance.

    I have never seen anyone so quick to 180 in order to avoid criticism. If you despise having your words attacked, it would likely serve you well to curb your impulse to do it to others. Just earlier on the same page you shot out some pretty pointless and unprovoked aggression at MrSin. I haven't seen a lot of your posts to know if that is the norm for you, but when I see posts like the one below, I expect that person to be prepared to defend their own words.

    GM_Solspiral wrote:
    MrSin wrote:
    Sitri wrote:
    What criterion are you using to decide if a cheap magic item is added to the list?

    Well Aelrynith's list has nothing to do with the OP.

    Its apparentyl under 3k and has a fluff restriction becuase he refuses to allow wand of infernal healing on it. I don't know why the mask of stoney demeanor isn't on it either.

    His list he can put what he wants in there for whatever reason he wants... Don't like it keep you own list. Missed the part where he owed you something.

    RPG Superstar Season 9 Top 32

    My response to Sitri which really has nothing to do with the thread I apologize to people trying to read about cheap magic items that may have escaped their attention.:

    Sitri wrote:

    I have never seen anyone so quick to 180 in order to avoid criticism. If you despise having your words attacked, it would likely serve you well to curb your impulse to do it to others. Just earlier on the same page you shot out some pretty pointless and unprovoked aggression at MrSin. I haven't seen a lot of your posts to know if that is the norm for you, but when I see posts like the one below, I expect that person to be prepared to defend their own words.

    I'm just trying to keep the thread focused, not avoid criticism, I can care less what strangers think of me. You think I'm being hypocritical, so be it, your entitled to your opinion. I ignored the first post whining about Aelryinth's list, but the second time, I guess I failed my will save. What you're calling aggression I call rising to another's defense, but its the internet read it how you want.

    The thread started friendly enough, basically it was lets talk about cool magic items that are low cost and possibly overlooked. What happened? Once again a fun thread is devolving into rules lawyering and semantics which seems to be a pattern.

    Why a thread can't just be a pleasent place to discuss the hobby is beyond me. Why can't people just let a statement they don't agree with go without trying to prove something? Why do we have to make the forums a courtroom?

    I will ignore further discussion on the topic, might even mention a magic item or two, I will refrain from hyperbole when posting them. We good?

    Lantern Lodge

    Quote:

    Headband of the Sage

    Price 71,300 gp; Aura moderate divination; CL 10th; Weight 1 lb.

    Alignment varies; Senses 30 ft.

    Intelligence 20; Wisdom 16; Charisma 12; Ego 20

    Language telepathy (Common and 10 other languages)

    A headband of vast intellect +6 also holds a consciousness that shares its knowledge and education with a suitable wearer. This intellect can be of any alignment and its only purpose is to share its vast knowledge with its wearer. The headband also functions as a helm of comprehend languages and read magic. Furthermore, instead of granting the normal skill ranks of a headband of vast intellect +6, this headband grants 4 ranks in six skills, but all of those skills must be Knowledge skills. It grants such intelligence by a stream of constant whispers and arguments that the headband communicates telepathically in Common or in one of 10 other languages it knows. Once per week on command, the wearer can also convince the headband to use legend lore as the spell, though the casting time is only a standard action.

    Construction Requirements

    Cost 35,650 GP

    Too pricey :P


    If you just want to speak a bunch of different languages, buy a +2 Headband of Vast Intelligence, and select the skill for it as Linguistics. Each rank in linquistics grants you 1 language. If you're a Tengu, you get 2 per (or is that an alternate race trait). Either way, lots of speaking tongues. :) If you are really worried, at the cost, you can afford to tuck a couple away in your backpack and 24hours after entering a new country, speak the language (assuming you have a headband with that language on it of course). Usually, have 5 to 15 languages means at least one is spoken by someone you run into.


    Conundrum wrote:
    I have long been a fan of such things as rings of sustenance and boots of striding and springing.Now with all the new material I have disbarred bandages of speedy recovery and feather step slippers. Curious to hear what cheaper items say ten thousand or less are your favorites?

    Hat of Disguise can make a social situation less sticky.


    GM_Solspiral wrote:

    these are abusable

    Apprentice's Cheating Gloves

    Price 2,200 gp; Aura faint transmutation; CL 3rd; Weight —

    These nondescript white gloves are a boon to minor spellcasters and fakes who are limited or lacking in magical ability or versatility. The wearer of these gloves can employ mage hand and prestidigitation at will.

    Basically all it does is grant a Wizard an extra 2 zero level spell slots per day, at the price of sucking up a item spot. Not bad, but it could and probably should be improved. Maybe tack on a few more 0 level spells...


    Fig wrote:
    Conundrum wrote:
    I have long been a fan of such things as rings of sustenance and boots of striding and springing.Now with all the new material I have disbarred bandages of speedy recovery and feather step slippers. Curious to hear what cheaper items say ten thousand or less are your favorites?
    Hat of Disguise can make a social situation less sticky.

    Yeah, but I have noted in the past that most people who try stunts like that don't know the racial languages of the creatures/people they are trying to pass themselves off as. For this item to be really useful, it has to be paired with someone with a lot of linguistics skill, and acting ability.


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    Piccolo wrote:
    Fig wrote:
    Conundrum wrote:
    I have long been a fan of such things as rings of sustenance and boots of striding and springing.Now with all the new material I have disbarred bandages of speedy recovery and feather step slippers. Curious to hear what cheaper items say ten thousand or less are your favorites?
    Hat of Disguise can make a social situation less sticky.
    Yeah, but I have noted in the past that most people who try stunts like that don't know the racial languages of the creatures/people they are trying to pass themselves off as. For this item to be really useful, it has to be paired with someone with a lot of linguistics skill, and acting ability.

    Unless, of course, you're using it for something different. You don't have to impersonate someone who speaks a completely different language all the time.

    Personally, I use it as a pseudo-aggro mechanic. Are you a Fighter in a full plate carrying a +3 Vorpal Sword? Stay on the frontline and use the hat to look like a puny mage with a wooden cane.

    RPG Superstar Season 9 Top 32

    Piccolo wrote:
    Basically all it does is grant a Wizard an extra 2 zero level spell slots per day, at the price of sucking up a item spot. Not bad, but it could and probably should be improved. Maybe tack on a few more 0 level spells...

    Doesn't have to be a spellcaster, only states minor spellcasters would like them. Initially I was thinking of a rogue using mage hand and slight of hand to pull some garbage, but you'd need ranged legerman to do that.


    Yaba wrote:

    I recently found the Sleeves of Many Garments. They cost the same as a Royal outfit (minus the jewelry), and can mimic any non-magical garment, including the Royal outfit, with the added benefit that they can be donned without assistance.

    Bag of Holding and Handy Haversack are popular low- to mid-level items. They can even be layered one inside another; just be careful not to let the outermost bag get destroyed.

    The Ring of Sustenance is one of those items that can be great, but I never seem to take it when building mid-level characters because there are always other items that take precedence. It's great for a wizard with crafting feats; just prepare one use per day of Extended Rope Trick, and work inside while the party camps. (In a caster-heavy party, camping overnight could easily involve three watch shifts of 4 hours each.)

    OMG! Handy Haversack has been banned from my games since a couple of weeks after we started a mid-level campaign I discovered 8 out of 9 players had chosen one for their build! I said NOT so common as indicated! What to do about something EVERYBODY wants?!

    PS I'm still not getting my GobSquad icon here, what's wrong?


    drizzledrone wrote:
    ... OMG! Handy Haversack has been banned from my games since a couple of weeks after we started a mid-level campaign I discovered 8 out of 9 players had chosen one for their build! I said NOT so common as indicated! What to do about something EVERYBODY wants?!

    Why is that a bad thing? Until they have something better; everyone wants a +1 weapon, +1 armor, cloak of resitance, ring of protection, belt or headband of X, potion of neutralise poison, potion of remove disease, etc...

    The handy haversack is a good value, but I wouldn't say it unbalances anything. The only problem I have with that (and the classsic bag of holding) is that it encourages some players to pick up and try to sell everything that isn't nailed down.
    But I just say "The village doesn't have the market demand for 357 arrows, 14 suits of dire wolf barding, and 43 masterwork halberds. Unless of course, you're going to sell them cheap enough to make it worth while for the merchant to cart them all over the country until he can find a buyer for all of them."

    On a related note. If you quarter a dire boar and put the chunks in a bag of holding; will the meat go bad, smell vile, or will blood drip through the burlap bag?


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    Kydeem de'Morcaine wrote:


    On a related note. If you quarter a dire boar and put the chunks in a bag of holding; will the meat go bad, smell vile, or will blood drip through the burlap bag?

    Will the meat go bad? Eventually, time still passes (this is why you can suffocate in a bag of holding). However, a friendly cleric with a cantrip (purify food and water).

    Smell Vile? Only when it's rotting/rotten.

    Will blood drip through the burlap bag? No, but it's part of the meat, and it went in as part of the meat, so when you pull the meat out, all the blood that drained out comes with it, making a very big mess.


    GM_Solspiral wrote:
    Piccolo wrote:

    However, it DOES grant an extra 6 hours a day awake, which is great for crafters.

    It's best use is for spellcasters as their required down time is far less. 2 hour naps then memorize spells in 1 hr for wizards. Now wizard can take a watch at night.

    There's a group of apprentice NPCs in my game that pass this around and make tons of money on casting crafter's fortune for local tradesmen.

    They pass around a ring of sustenance and wait 1 week for it to attune each time?


    Kydeem de'Morcaine wrote:
    Unless of course, you're going to sell them cheap enough to make it worth while for the merchant to cart them all over the country until he can find a buyer for all of them."

    The listed sell price is already that cheap for most things. Remember, the merchant also has extradimensional storage solutions. Exotic barding would probably sell for scrap prices in most places, which is still 1/3.


    Kydeem de'Morcaine wrote:


    The handy haversack is a good value, but I wouldn't say it unbalances anything. The only problem I have with that (and the classsic bag of holding) is that it encourages some players to pick up and try to sell everything that isn't nailed down.
    But I just say "The village doesn't have the market demand for 357 arrows, 14 suits of dire wolf barding, and 43 masterwork halberds. Unless of course, you're going to sell them cheap enough to make it worth while for the merchant to cart them all over the country until he can find a buyer for all of them."

    On a related note. If you quarter a dire boar and put the chunks in a bag of holding; will the meat go bad, smell vile, or will blood drip through the burlap bag?

    Actually, even if everyone has a Handy Haversack, it won't amp their weight limits all that much. What you really have to look for swiping everything is a Portable Hole. Even a type 4 Bag of Holding can't match it, not in area nor weight nor pierce-ability.

    Oh, and I never have my parties sell off one use items, like potions, arrows, alchemical items etc. Just save them for later, and that way you never have to buy them except for special occasions. Same goes for rope.

    Since there's no air in a Bag of Holding, you can treat it as being just like a resealable plastic baggie, except bigger. The Portable Hole, however, DOES have air in it. Yes, the meat will still go bad eventually and smell horrible once opened, but the Bag won't drip nor will it stink while closed. Extradimensional space and all that.


    GM_Solspiral wrote:
    Piccolo wrote:
    Basically all it does is grant a Wizard an extra 2 zero level spell slots per day, at the price of sucking up a item spot. Not bad, but it could and probably should be improved. Maybe tack on a few more 0 level spells...
    Doesn't have to be a spellcaster, only states minor spellcasters would like them. Initially I was thinking of a rogue using mage hand and slight of hand to pull some garbage, but you'd need ranged legerman to do that.

    Actually, that would be a good Rogue item if it had Detect Magic (finding areas to look for traps) and Mage Hand (tripping traps from a distance), but not what it has now.


    Conundrum wrote:
    GM_Solspiral wrote:
    Piccolo wrote:

    However, it DOES grant an extra 6 hours a day awake, which is great for crafters.

    It's best use is for spellcasters as their required down time is far less. 2 hour naps then memorize spells in 1 hr for wizards. Now wizard can take a watch at night.

    There's a group of apprentice NPCs in my game that pass this around and make tons of money on casting crafter's fortune for local tradesmen.

    They pass around a ring of sustenance and wait 1 week for it to attune each time?

    Well, it takes a week to actually kick in, and THEN you benefit from the Ring. So you can't just pass it around.

    RPG Superstar Season 9 Top 32

    didn't catch that on my first pass on reading the item... happens. Will have to revise that plot so they all have one they are making enough money getting a 50% cut on master work items sold by local craftmen benefiting from their crafter's fortune spells.


    GM_Solspiral wrote:
    didn't catch that on my first pass on reading the item... happens. Will have to revise that plot so they all have one they are making enough money getting a 50% cut on master work items sold by local craftmen benefiting from their crafter's fortune spells.

    Or you could spend time and effort on things other than accounting exploits to try to gain extra cash.

    But as the saying goes, there's no "wrong way" as long as you are having fun... You may as well house rule that the ring works the way you've been doing it.


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    I have found minor amusement out of potions of Create Water, although this is mostly because my GM allows me to just pour two gallons of water out of a one ounce vial.


    I like that Proxima. I'm a gonna steal that.

    RPG Superstar Season 9 Top 32

    Adamantine Dragon wrote:

    Or you could spend time and effort on things other than accounting exploits to try to gain extra cash.

    But as the saying goes, there's no "wrong way" as long as you are having fun... You may as well house rule that the ring works the way you've been doing it.

    Its a sideplot for my PCs, I'm the GM. Its a kingmaker game, there's a few places the plot can go its a puzzle basically. If pushed one way the kid could end up unionizing the workforce in their kingdom and possibly changing kingdom alignment ect. If pushed another they could turn into a political enemy, an evil cabal, or possible future allies and cohorts.


    I miss the Ring of the Darkhidden, cheap and effective for all the Underdark campaigns 3/3.5 was fond of.


    dot


    .


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    An item that I think is g** d*#ned amazing is the Buffering Cap for 2k.
    once per day convert the bonus damage of a critical hit into nonlethal damage.

    Also a massive vote for the Circlet of Persuasion, +3 to all your CHA based skills is crazy for only 4.5k.

    The Cloak of Resistance is amazing for the benefits it gives, as failed saves are very painful.

    Also I love the wand of Truestrike for truely broken CMBs.

    Scarab Sages

    Ravingdork wrote:
    Aelryinth wrote:

    Muleback Cords, if you can live without your Cloak of Resistance.

    A number of cool items in this thread take up the cloak slot. Good thing they are so cheap; it makes them easier to combine.

    Take the cloak of the hedge wizard for example:

    4,000gp for cloak of the hedge wizard that grants a +1 resistance bonus on saves
    7,750gp for cloak of the hedge wizard that grants a +2 resistance bonus on saves
    12,750gp for cloak of the hedge wizard that grants a +3 resistance bonus on saves
    19,750gp for cloak of the hedge wizard that grants a +4 resistance bonus on saves
    28,750gp for cloak of the hedge wizard that grants a +5 resistance bonus on saves

    Or half that if you craft it yourself.

    How can you combine two magic items like those 2 cloaks?


    Eretas wrote:
    How can you combine two magic items like those 2 cloaks?

    Under Magic Item Creation, look at the last section on Adding New Abilities (the last paragraph in the PRD gives a great example), as well as a couple of references higher up Multiple Different Abilities.


    Aelryinth wrote:

    ...

    Muleback Cords, if you can live without your Cloak of Resistance...

    I don't think anyone except maybe a monk or high charisma paladin should try to go without a cloak of resistance.

    I've seen many try it, and they are almost always failing LOTS of saves and can't seem to figure out why. duh...


    Kydeem de'Morcaine wrote:
    Aelryinth wrote:

    ...

    Muleback Cords, if you can live without your Cloak of Resistance...

    I don't think anyone except maybe a monk or high charisma paladin should try to go without a cloak of resistance.

    I've seen many try it, and they are almost always failing LOTS of saves and can't seem to figure out why. duh...

    That's why you sew the cloak to the cords and wear both. :) Only 500gp more.

    Scarab Sages

    Nice trick !


    Eretas wrote:
    Nice trick !

    Yep, honestly I prefer mobile builds, so usually I'm more than happy to pay an extra 1500gp for +8 str. Even on my str builds, that's a lot.

    And my GM is letting me make an Unfettered Eidelon (each level in Eidelon is a class level equivalent) which ended up being a Barriar type (centaur goat). Being quad, with high str and muleback cords, he can drag 6.5 tons. :)


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    mdt wrote:
    Kydeem de'Morcaine wrote:
    Aelryinth wrote:

    ...

    Muleback Cords, if you can live without your Cloak of Resistance...

    I don't think anyone except maybe a monk or high charisma paladin should try to go without a cloak of resistance.

    I've seen many try it, and they are almost always failing LOTS of saves and can't seem to figure out why. duh...
    That's why you sew the cloak to the cords and wear both. :) Only 500gp more.

    Unfortunately, PFS and some GM's don't allow combining magic items. =-(


    Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

    I've only met one GM who made it clear he thought it was overpowered and disallowed it.

    And I don't really play PFS.


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    Handy Haversacks. Need I say more?

    I love playing 18+ strength characters equipped with Muleback Cords and Heavyload Belts. I always have high STR characters have these as backups in his inventory.

    Heavyload Belt:

    Aura faint transmutation; CL 1st
    Slot belt; Price 2,000 gp; Weight 3 lbs.
    DESCRIPTION

    This wide leather is held together with two strands of oxen skin threaded through holes on each end.

    The belt’s wearer is affected as though subject to a permanent ant haul spell.
    CONSTRUCTION REQUIREMENTS

    Craft Wondrous Item, ant haul; Cost 1,000 gp.

    Muleback Cords:

    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 wearer’s 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, it only contributes to the amount of equipment or material the wearer can carry.
    CONSTRUCTION REQUIREMENTS

    Craft Wondrous Item, bull's strength; Cost 500 gp.

    Ant Hault:

    The target's carrying capacity triples. This does not affect the creature's actual Strength in any way, merely the amount of material it can carry while benefiting from this spell. It also has no effect on encumbrance due to armor. If the creature wears armor it still takes the normal penalties for doing so regardless of how much weight the spell allows it to carry.

    I think I calculated it out with a 20 str character at being able to drag something like 15000 pounds or something. Just put all the loot, dead allies, and that dragon carcass on the sled, and I'm draggin' it back to town.

    Oooh, I just thought of something... Put those two magic items on a pack mule or something xD.

    Edit: Need those boulders moved? Check. Need that felled ancient oak rolled out of the road? Check. Need to carry a near TPK + Gear and Loot back to a healer? Check.


    I've only just got into pathfinder recently but overall my favorite experience so far is when me and my DM made a cursed item. Ok so some back-story to this is one of my group members just didn't like my character even after I was fixing everyone stuff and covering most of the expenses and what not to keep the party going smoothly(since my guy is basically a craftsman/merchant). Eventually it got to the point where we felt the to roleplay a campfire conversation to help our characters get to know each other. However even after this the player(our cleric) still felt like I was shady and was up to something. So I worked with my GM to give him a reason we made a cursed hat that gives him +1 to all knowledge checks since his guy was another player but teleported to into the game(normally he wouldn't know anything so seemed helpful). He accepted without question and now he has to sleep 1.5X as much as we do.


    A wand of Protection from Evil 750gp: cheap way to give a charmed/dominated npc/player another will save without blowing your valuable dispel.

    scroll of Obscuring Mist 25gp: at some point, your gm will throw an army of archers against you and you'll render them useless with a 25gp spell.

    Robe of Infinite Twine 1k: infinite rope and string, my players rolled this item as random loot and get so many uses out of it.

    Boots of the Cat 1k: minimum damage from falls so 20d6 becomes an automatic 20 damage.

    Pirate's Eyepatch 2.6k: +2 swim and climb, once per day expeditious retreat or touch of the sea.

    Gloves of Reconnaissance 2k: see through 15 feet of solid material 10 rounds a day.

    Swarmbane Clasp 3k: Kill swarms with your normal weapons.

    Bandages of Recovery 200gp: If your ability scores are drained you can restore them at double speed every time you rest, they don't stop working until you heal to full so you can wear them for longer expeditions.


    I once made a halfling with a Ring of Enlarge Person. She pretty much wore it all the time, and so most people thought she was a half-elf or a human maybe. :)


    dotting

    Scarab Sages

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    Boots of the Earth
    Source Inner Sea Gods pg. 261
    Aura faint conjuration and transmutation; CL 3rd
    Slot feet; Price 5,000 gp; Weight 5 lbs.

    Description
    These sturdy leather dwarven boots have soles made of thick gray marble. As a move action, the wearer can plant her feet and draw strength from the earth, gaining fast healing 1 and a +4 bonus to CMD to resist bull rush, repositionAPG, and trip combat maneuver attempts. These effects end if the wearer moves or is moved, knocked prone, or rendered unconscious.

    Construction
    Requirements Craft Wondrous Item, bull's strength, cure light wounds; Cost 2,500 gp


    kyrt-ryder wrote:
    Fergie wrote:

    A continual flame spell cast on something.

    As a third level light spell, it stops parties from getting utterly destroyed by creatures that can spam darkness. About the best effect you can get for 50gp.

    Actually, you want it heightened to 4th level, because Deeper Darkness is often 3rd level and continual flame will only beat it if it's higher level.

    Furthermore, my recommended target item is a shuriken kept in a light-proof pouch. It's a free action to draw shuriken (they draw like ammunition) and it's a free action to drop anything, so without sacrificing any actions you can get your light source out.

    Buy several as you can afford it, and you could spend an attack or two expanding the field of light beyond the spot you dropped the first one. Remember a given square has an AC of 5.

    A durable 'light arrow' in the hands of your archer. Light up any spot in line of sight. Recover when done.

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