Cheap magic items you really enjoy


Pathfinder First Edition General Discussion

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Feather token oak.
It can block entrance . Offer cover, Druid can use it for teleport, Druid can use it for treabt tree .


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Imbicatus wrote:

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

Fast healing 1 for 5k? Wow, if nothing else keep a pair of these in your backpack for when the battle is over.


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Seconds on using the Feather Token - Oak. Although in one game (where the industrial revolution was kicking in and trains/railways were running) I thought about using a couple to derail a train...planting it in the track just enough ahead of the train that there was no way it could stop...then the entire item got banned outright, heheh. Also great for decorating your city when you don't want to wait decades for nice big trees to grow along your boulevard.

Feather Token - Anchor. A key (and cheap) component in my "destroy the navy" strategy. Invisible flying spellcaster flies over and lands on a ship and triggers it. Ship grinds to a halt for no apparent reason. While the crew starts wondering what's going on, spellcaster flies up a couple hundred feet and opens up his Treasure Stitched piece of cloth, triggering the command word...

Which then releases a 9x9x9 piece of stone (read 50 ton block of doom) to plummet onto the stationary ship below.

For a relatively cheap investment, you can "Pearl Harbor" an entire fleet.


Instant Fortress. Really great for setting up instant defensible positions.


Dot


An Instant Fortress is 55,000gp. Enjoyable, yes. Cheap, no.


For what it does, it's massively cheap.


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Things all my characters get at some point:
- Ladies Hand Mirror: {custom item} Prestidigitation at-will 900gpv
- Mithral Armor magicked to as high a bonus as I can afford: cost varies.
- Continual Flame cast on a hair ribbon: usually about 50gpv up to about 100gpv. It is an everlasting light source which can be tied into my hair or onto any object for a versatile light source.
- Vibro Weapons: +1 sonic weapons (if available) if not then corrosive, electrical, flaming, or frost in that order of preference.
- Boots of Levitation
- Endure Elements clothing
- Hat of Disguise (mostly to make my clothes always look new and in the latest style- but it has other uses; like setting up some aliases for use in a variety of situations)
- Travel Cloak (if the GM is allowing 3e items) -it keeps you dry and can become a tent and has daily food and a bottomless flask of either cold water or hot tea.
- magic containers of any type from bags of holding to portable holes but typically a Hewards Handy Haversack.

at level 1 I can usually afford the flame ribbon, and I add to the list as I level up. Usually completing the list fairly quickly depending on the GM of course.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I can't remember what it's called, but I found an item in a module that granted its wearer the cyclops' flash of insight ability. It was less than 5,000gp I think. Ridiculously powerful at any price.


The cyclops insight ability is off the map overpowered in a player's hands.

Sovereign Court

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Quarterstaff of Entwined Serpents from Inner Sea Gods. For 5k, cast Magic Missile at will. It even gives you two missiles! The +1 quarterstaff is just gravy.


Dot.


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Personal favorite of mine: feather token (anchor). Swing a pillow full of them at someone. When youre about to hit them, say tye command word.

Then tell the party that henceforth all party arguments are to be settled by pillowfight.


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Snapleaf. 750g. Caster level 5, immediate action, invis and featherfall. Absolutely priceless, as my rogue has slippers of spiderclimb and spends a lot of time on the ceiling in combats.
You can also get in close, and after the first hit of 5 drops you to half health or worse use the leaf and hopefully be missed for the rest of the round. Even better for PFS, since they fall exactly on the 2PP cost cap.

Springsheath 5g. Daggers, CLW wands, Inflict wands (for my monk inquisitor), all kinds of nifty swift action fun (and for 2HF who happen to get grappled occasionally).

Smelling Salts. 25g. Healer stable but at negative hp? Need to interrogate a stable enemy and don't want to waste a heal spell? Just use these and get to act as if staggered. If you happen to be staggered or unconscious from some spell/effect you get a new save on exposure.

+1 MW Darkwood Buckler. 1205g. No reason not to carry one, if you don't use another shield (and aren't a DD or Monk). +2 AC in surprise situations, no penalty on attacks or spells even when you do need to use that arm for something.

Gloves of Reconnaissance. 2000g. Always be ready for the first 10 fights a day, (note, user needs darkvision to benefit to the fullest), by laying hands on the door before you open it.

Shawl of life-keeping 1000g. Instantly restore up to 10hp when you drop below 0 each day, for the low low cost of a couple CLW charges in advance.

Quick-change cloak 1500g. For infiltration types, absolutely fantastic. Take the time to get the disguise right before hand (take 20) and then have up to 3 changes at will.

Cloak of the Hedge Wizard. 2500g. Various uses for non-casters to get a couple of their favorite spells.

Shield Cloak 1000g. Light wooden shield as needed for non-armored situation, or merely for those monks who want the defense without actually loosing their monk abilities. Can be enchanted as a shield as well. (and for those who say it should still count, I point you to countless movies where this technique is used by martial artists)

Cloak of Fiery vanishing. 2600g. Lots of fun with this one, especially if you have evasion, and a good enough ref save that burning hands is not a bad thing for you to deal with.

Sovereign Court

TGMaxMaxer wrote:

+1 MW Darkwood Buckler. 1205g. No reason not to carry one, if you don't use another shield (and aren't a DD or Monk). +2 AC in surprise situations, no penalty on attacks or spells even when you do need to use that arm for something.

It has no Armor Check Penalty, but it still applies penalties for weapons used in that hand.


Edited to not look stupid after re-reading the rules.

Sovereign Court

No worries. Bucklers are still good, and the -1 to hit can be worth it if you're a highly skilled archer who occasionally gets enemies in his face.


Ascalaphus wrote:
No worries. Bucklers are still good, and the -1 to hit can be worth it if you're a highly skilled archer who occasionally gets enemies in his face.

That always confused me about bucklers. In one sentence they say an archer can use them without penalty, but a couple sentences later they say any weapon used with that hand takes a -1. Which is it?


I read it as specific trumps general on that part. You can use a bow or crossbow without penalty, but any -other- weapon takes the -1.

My original post was referring to the armor check penalty for characters not proficient with them, since they have no armor check penalty.

Silver Crusade

Ravingdork wrote:

These are by far my favorite cheap magical items and whenever I make a new character I have to convince myself not to get them again.

Feather Step Slippers - Ignore any and all difficult terrain.
Hat of Disguise - Look like anyone.
Mask of Stony Demeanor - Hide it with your hat, and tell great lies too.
Robe of Infinite Twine - What can't you do with unlimited, everlasting rope and twine?
Traveler's Any-Tool - Just. Wow. Not only is it incredibly versatile, it's cheaper than some of the tools it can turn in to.

The mask and hat are both head slot items.


Same with the Mithral chain shirt; no armor check penalties. Even mages can wear them though they do have a small spell failure chance, but that can be magiced away. Giving you nice armor for your wizardlings.


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

These are by far my favorite cheap magical items and whenever I make a new character I have to convince myself not to get them again.

Feather Step Slippers - Ignore any and all difficult terrain.
Hat of Disguise - Look like anyone.
Mask of Stony Demeanor - Hide it with your hat, and tell great lies too.
Robe of Infinite Twine - What can't you do with unlimited, everlasting rope and twine?
Traveler's Any-Tool - Just. Wow. Not only is it incredibly versatile, it's cheaper than some of the tools it can turn in to.

The mask and hat are both head slot items.

So? You could alternate between them as needed. Or forge them into a single item (since they are so cheap). Just because they share the same slot doesn't preclude them from being on a "Cheap Magic Items You Really Enjoy" together list. It just means you can't benefit from both items simultaneously.


Ravingdork wrote:
I can't remember what it's called, but I found an item in a module that granted its wearer the cyclops' flash of insight ability. It was less than 5,000gp I think. Ridiculously powerful at any price.

Would love to know what this item is if anyone knows.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Found it.

I guess it's third party material, which I didn't realize when I was looking at the adventure in the store. That explains why it's so freakishly unbalanced. There is no reason to not have ten of these things on every character, alternating from one to the next once the previous one is used up for the day.


Ravingdork wrote:

Found it.

I guess it's third party material, which I didn't realize when I was looking at the adventure in the store. That explains why it's so freakishly unbalanced. There is no reason to not have ten of these things on every character, alternating from one to the next once the previous one is used up for the day.

Sweet, now how convince my unsuspecting GM that he should allow this lol.


Aranna wrote:
Same with the Mithral chain shirt; no armor check penalties. Even mages can wear them though they do have a small spell failure chance, but that can be magiced away. Giving you nice armor for your wizardlings.

Is there a spell that I forgot that gets rid of spell failure?


Kydeem de'Morcaine wrote:
Aranna wrote:
Same with the Mithral chain shirt; no armor check penalties. Even mages can wear them though they do have a small spell failure chance, but that can be magiced away. Giving you nice armor for your wizardlings.
Is there a spell that I forgot that gets rid of spell failure?

In 3.5 there was a +1 armor ability, but I'm not sure with pathfinder


Dot.

Also Rings of Sustenance.
Also I made this thing. Never need cleric orisons again. (Well, not often, anyway.) :)


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There are a lot of cracked & flawed Ioun Stones that are worth picking up, including some extremely cheap +1 competence skill bonuses. My favorites max utility/min cost ones are:

Amber Spindle, cracked
+1 Resistance to Fortitude, Reflex or Will Saves. Price: 3,400 gp

Dark Blue Rhomboid, cracked
+1 competence bonus on Perception & Sense Motive checks. Price: 400 gp

Dusty Rose Prism, cracked
+1 competence bonus on initiative checks. Price: 500 gp

Mossy Disk
+5 competence bonus on one Knowledge skill. Price: 5,000 gp
Cracked: +1 competence bonus on one Knowledge skill. Price: 200 gp

Orange Prism, cracked
Add one cantrip or orison (determined when the stone is created) to spells known/prepared. Price: 1,000 gp

Pale Green Prism, cracked
+1 competence bonus on attack rolls or saving throws. Price: 4,000 gp

Pale Lavender Ellipsoid, cracked
Absorbs spells of 1st level or lower. After 5 spell levels, then burns out. Price: 2,500 gp

Pearly White Spindle, cracked
Regenerate 1 hit point of damage per hour. Price: 3,400 gp

Vibrant Purple Prism, cracked
Stores one spell level, as a ring of spell storing (minor). Price: 2,000 gp

And the most important Ioun Stone for an Ioun Stone user:
Western Star
As a standard action, its user can alter his appearance as with a disguise self spell. When so disguised, the user can render the western star and other ioun stones in his possession invisible. Price: 4000 gp


RegUS PatOff wrote:

Orange Prism, cracked

Add one cantrip or orison (determined when the stone is created) to spells known/prepared. Price: 1,000 gp

I have absolutely no idea what I would do with this, but would this allow me to cast a Cleric's Orison as a Wizard? Or the other way around? If it does, does that open up anything to a character?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Nope. People had been doing that for years, but it was recently clarified in a FAQ that no ability grants you access to another class' spell list unless it specifically says it does.

Sovereign Court

Even so, both as wizard or cleric I constantly want more cantrips/orisons.


Almost all the Ioun Stones are so useful, but, man, do you start to look like a dweeb when you have too many.

Been thinking about that operation you can do to put them right in the skin. Seems like you'd get too glittery too fast for my liking, though.


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Implanted Pearly White Spindle Ioun stones may only regenerate 1 HP/hour but that is enough to save three charges on a wand of CLW. Also, if you get them implanted then technically you can regenerate lost limbs as per the regenerate spell.


feather token tree :
1. spell component for druids.
2. block passage
3. make fast cover


Tiny Coffee Golem wrote:
Kydeem de'Morcaine wrote:
Aranna wrote:
Same with the Mithral chain shirt; no armor check penalties. Even mages can wear them though they do have a small spell failure chance, but that can be magiced away. Giving you nice armor for your wizardlings.
Is there a spell that I forgot that gets rid of spell failure?
In 3.5 there was a +1 armor ability, but I'm not sure with pathfinder

This is what I was thinking of.


Aranna wrote:
Tiny Coffee Golem wrote:
Kydeem de'Morcaine wrote:
Aranna wrote:
Same with the Mithral chain shirt; no armor check penalties. Even mages can wear them though they do have a small spell failure chance, but that can be magiced away. Giving you nice armor for your wizardlings.
Is there a spell that I forgot that gets rid of spell failure?
In 3.5 there was a +1 armor ability, but I'm not sure with pathfinder

This is what I was thinking of.

Dang! Got my hopes up again. Just to be dashed on the rocks of reality.

Sovereign Court

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Determination armor special ability. It's a flat 30,000 so it's more or less for 10th level and up, but wow is it valuable. It's essentially an interrupt that gives you a breath of life the instant you hit 0 or fewer hit points. Even at minimum caster level that's 5d8+9 healing that can even bring you back if you're brought to negative con score.

PRD Said wrote:
Determination: A shield or armor with this property provides the ability to fight on against seemingly impossible odds. Once per day, when the owner reaches 0 or fewer hit points, the item automatically provides a breath of life spell.


So under Table: Estimating Magic Item Gold Piece Values

It states Use-activated or Continuous Spell Effect: Spell level x caster level x 2,000gp

I believe that this allows some custom item creation of 0 lvl and 1st lvl spell effects which could be quite nice.

Ideas:

(not so broken)
Flask of Create Water: Infinite water? Weee.

Ring of Air bubble: Now you can shoot that gun underwater or put your hand over your mouth to avoid poison clouds and long swims.

Quiver of Abundant Ammunition: Infinite non-magic arrows? Why not.

Glasses of Read Magic: Let the Fighter or the Rogue use that scroll of knock.

x of Message: Keep in touch with the rogue while he is scouting.

Hat of endure elements: Better off as a potion or wand imo.

(more broken)
x of Infernal Healing: Fast healing 1 for cheap.

x of Mount: Yay a free horse for an hour.

(broken af)
x of True Strike: +20 on every attack?? (Your DM: No, you can't have that.)

Ring of Vanish: Hide whenever, wherever, and turn it back on when it runs out.

Protection From Evil: We usually spam one of the 6 wands we have of it anyway, so why not. (Still really good though.)

Necklace of Mending: For the Construct or War-forged = infinite health. Otherwise meh.


You missed the part where it says:

Quote:
If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half.

This changes the pricing on many items. Some spells, such as true strike and infernal healing, don't fit into any of those categories, which means any pricing would have to be especially approved by a GM. And a GM would be especially foolish to allow those two examples as a continuous effect.


I did play a game where another player had a continuous 'enlarge person' ring, though, priced at 4000gp, and I had a similarly continuous 'lead blades'. That was an unusually permissive GM, though.


A continuous effect Enlarge Person is already possible through Permanency, at 2500gp IIRC. A ring that does the same isn't really more powerful, just more difficult to dispel.


More difficult to dispel is a pretty big deal, though, seeing as how a single successful dispel means that you're out another 2500gp, and thus have now spent more than the ring.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Still broken because you can always take off the ring as necessary. With permanent enlarge person, you are ALWAYS large, even when it would be a distinct disadvantage.


Ravingdork wrote:

Found it.

I guess it's third party material, which I didn't realize when I was looking at the adventure in the store. That explains why it's so freakishly unbalanced. There is no reason to not have ten of these things on every character, alternating from one to the next once the previous one is used up for the day.

Ravingdork beat me to what I was going to say, but I can still contribute! I believe the Cyclops Helm is actually indeed first party and it's just an SRD mistake. Archives of Nethys has it listed under the Emerald Spire, and to my knowledge Archives only posts 1st-party material. And yes, it is freakishly overpowered.

Here

Somebody mentioned the Circlet of Persuasion, but one extra use from it is that it also gives you +3 to initiative with Noble Scion: War, in addition to boosting your social skills. Amazing item.


Even with 4x pricing a lvl 0 or 1 continuous spell effect is still less than 10k which is relatively affordable at mid level. Though most spells are probably only at 2x cost. Still worth taking note in my opinion. Some options are good to make charges/day items too. True strike 2/day is not too bad for example and would be quite cheap.

Best option is probably a Quiver or Pouch of Abundant Ammunition 4,000g

I suppose this also allows for Poison arrows or Alchemical Creations to be replaced technically.

Silver Crusade

True Strike wrote:


School divination; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, F (small wooden replica of an archery target)
Range personal
Target you
Duration see text
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.

If you had this on an item, it would take a standard action to use (so no attacks for you that round), and then your first attack on the next round would be at +20, but only the first attack. So you'd only spend half your rounds attacking.

You could make it Quickened, but that becomes a 5th level spell with a 9th level caster, which results in a price of 90,000gp, or 81,000gp with a command word. It still needs a swift action to activate and only affects the next single attack roll.

Trying to make it an item with a permanent duration would be folly. All that would do is change the duration from 'from now until the end of your next round, until discharged' to 'forever, until discharged', where 'discharged' is as soon as you make any attack roll whether you want to use True Strike or not. It's a one-use item that costs 8,000gp, instead of an 'at-will' item which costs 2,000gp, 1,800 if command word activated.


To be honest, when I am GM, I rarely let me players create their own magic items. Since they almost never buy anything except the big 6 and condition removal scrolls, I don't believe their statements of being bored with all the 'standard stuff' in the books. They have almost never tried anything else to get bored with it.
Every time it turns out they found some weird, twisted, corner-case, loophole that let's them have something stupidly powerful for an even more stupidly low price.

Well, except for that one guy. I have one player that just makes weird things. Clockwork golem that trims the grass after you teach it where the yard boundaries are located. An invisible servant to write words in the air with sparklers. An automatic beard, nose, ear, scalp hair trimmer. Windows and shutters on his home that randomly change size, shape, and color. Things like that.
He's been known to spend nearly 1/3 of his wealth on things like that. "Hey if I could make magic things, I would make magic things to make my life more comfortable and entertaining."


Kydeem de'Morcaine wrote:

To be honest, when I am GM, I rarely let me players create their own magic items. Since they almost never buy anything except the big 6 and condition removal scrolls, I don't believe their statements of being bored with all the 'standard stuff' in the books. They have almost never tried anything else to get bored with it.

Every time it turns out they found some weird, twisted, corner-case, loophole that let's them have something stupidly powerful for an even more stupidly low price.

Well, except for that one guy. I have one player that just makes weird things. Clockwork golem that trims the grass after you teach it where the yard boundaries are located. An invisible servant to write words in the air with sparklers. An automatic beard, nose, ear, scalp hair trimmer. Windows and shutters on his home that randomly change size, shape, and color. Things like that.
He's been known to spend nearly 1/3 of his wealth on things like that. "Hey if I could make magic things, I would make magic things to make my life more comfortable and entertaining."

I spent half of the gold I got from a 100k story item I got my hands on for a 7th level Page of Spell Knowledge for my sorcerer. For Mage's Magnificent Mansion. For endless parties.

I can say that spellcasters probably use that sort of stuff for kicks way more than anyone else would give them credit for.


aceDiamond wrote:
Kydeem de'Morcaine wrote:

To be honest, when I am GM, I rarely let me players create their own magic items. Since they almost never buy anything except the big 6 and condition removal scrolls, I don't believe their statements of being bored with all the 'standard stuff' in the books. They have almost never tried anything else to get bored with it.

Every time it turns out they found some weird, twisted, corner-case, loophole that let's them have something stupidly powerful for an even more stupidly low price.

Well, except for that one guy. I have one player that just makes weird things. Clockwork golem that trims the grass after you teach it where the yard boundaries are located. An invisible servant to write words in the air with sparklers. An automatic beard, nose, ear, scalp hair trimmer. Windows and shutters on his home that randomly change size, shape, and color. Things like that.
He's been known to spend nearly 1/3 of his wealth on things like that. "Hey if I could make magic things, I would make magic things to make my life more comfortable and entertaining."

I spent half of the gold I got from a 100k story item I got my hands on for a 7th level Page of Spell Knowledge for my sorcerer. For Mage's Magnificent Mansion. For endless parties.

I can say that spellcasters probably use that sort of stuff for kicks way more than anyone else would give them credit for.

Yeah, sometimes you just get an idea in your head. "I could do this... I can do this... I WILL." Who's going to stop you? You're a 9-level caster.

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