What Items Should PCs and DMs Know?


Advice


Hey all, I'm new to the PF forums and noticed a trend in the experienced players' posts - magical items that every player should have (or at least be aware of).

I've DM'd a few homebrew campaigns, but they usually ended early (12th level was my highest) due to moving, graduating, etc. I don't have great knowledge in the way of magic or common items, so I was hoping for some help.

What items should all players know about? General ones (rope, bedrolls (is there a point in using/not using them?)), magical ones (handy haversack?), class-specific (thieve's tools), whatever. I didn't know about weapon oils until today, and didn't know the PCs should generally have a big bag o' weapons during the earlier levels to overcome the odd DR monster out. What items would you recommend, from level 1-10 perhaps? I already know about the +enhancement and cloak of resistance magic items, but not too much else.

Silver Crusade

I keep reading here on the forums that there's 6 magic items that everyone should supposedly have. I believe these are:

1. Magic weapon
2. Magic armor
3. Cloak of Resistance
4. Stat booster (belt/headband) for their primary stat
5. Ring of Protection
6. Amulet of Natural Armor

Obviously, not all of this applies to all characters. Wizards can skip the first two, while some classes need double of #4 if they have both a physical and mental stat that are important enough to boost.

Another thing that a lot of people overlook is that if you have easy access to buy scrolls (as in PFS, and some home games where you can readily buy low level scrolls in a major city), then every spellcaster should have a library of useful scrolls on them at all times. This way, you don't have to prepare every spell under the sun. For instance, Comprehend Languages doesn't come up often, but it's nice to have on a scroll for when you need it. This also increases the spells you can cast in a day. So comb the spell lists for useful utility spells to buy as scrolls, and maybe a few backup offensive spells to keep from running out, too.


Yeah, that's what I've mainly come to learn was those main 6, but nothing really outside of that (other than a bag of holding xD). Having excess scrolls is a good suggestion, thanks! I can see a lot of those coming in handy for the non-spontaneous spellcasters. I think it's sometimes hard for my friends and I to get out of the mindset of "be as frugal as possible to get the big stuff earlier." Sounds like we need to, though!


1 person marked this as a favorite.

10-ft pole.

Most important item in an adventurer's inventory.


low levels

(Spiked) Gloves/Cestus : always-ready weapons (worn) that cover your bludgeoning and/or piercing needs.

A light melee weapon for ranged characters. You'll regret not having one, the day your DM throws fogs/grapplers/... at you (gloves are great).

A ranged weapon for melee characters. Because sometimes it's best not to get hit in the first place (shoot through bars/arrow slits, hit'n'run, ...).

rope, 10ft-pole, mirror, torch (if noone has light-giving cantrips)

fishing net + hammer + pitons (watching my DMs face was glorious, when I pulled that one out to climb up a chimney that had spikes at it's bottom, also great for making your own ambush traps or hide in weird places)

flour : to pinpoint/detect invisible creatures (depends on dm ruling though)

higher levels

Muleback Cords / Handy Haversack
Immovable Rods (x2)
Ring of Forcefangs (imho better then brooch of shielding)
Seducer's Bane (vs enchanter-loving DMs)
Ring of Invisibility
Necklace of Adaptation
Metamagic Rods (Enlarge Spell, Silent Spell, Empower Spell, Maximize Spell, ...)


In a similar vein... does anyone have a handy list of all the items that provide flight? I've seen numerous articles and guides that say "Once you reach mid-levels, of course, you'll have Flight"--but they don't specify how that happens.

Yes, the arcane casters will see it on their spell lists. Yes, there are potions/scrolls/wands of those spells. But I'm curious about magic items that provide on-demand, long-term flying capability.

There's Wings of Flying, and... what else?

Silver Crusade

Potion of Fly is the obvious early solution, for occasional use at 750 gp per shot. In PFS, that's 2 prestige, so it's not that bad, even at low levels. Winged boots are good when you can afford them.


Nails wrote:
10-ft pole.
Kyoni wrote:

low levels

(Spiked) Gloves/Cestus : always-ready weapons (worn) that cover your bludgeoning and/or piercing needs.

A light melee weapon for ranged characters. You'll regret not having one, the day your DM throws fogs/grapplers/... at you (gloves are great).

A ranged weapon for melee characters. Because sometimes it's best not to get hit in the first place (shoot through bars/arrow slits, hit'n'run, ...).

rope, 10ft-pole, mirror, torch (if noone has light-giving cantrips)

fishing net + hammer + pitons (watching my DMs face was glorious, when I pulled that one out to climb up a chimney that had spikes at it's bottom, also great for making your own ambush traps or hide in weird places)

flour : to pinpoint/detect invisible creatures (depends on dm ruling though)

higher levels

Muleback Cords / Handy Haversack
Immovable Rods (x2)
Ring of Forcefangs (imho better then brooch of shielding)
Seducer's Bane (vs enchanter-loving DMs)
Ring of Invisibility
Necklace of Adaptation
Metamagic Rods (Enlarge Spell, Silent Spell, Empower Spell, Maximize Spell, ...)

WOW, thanks so much for the great list!! I haven't even heard of some of these before, and the others have great versatility and utility. I'll make sure to look them up =D And I'd definitely rule that flour can let you outline a normal invisible creature - I like to reward players for creativity like that ^^

Scarab Sages

Calybos1 wrote:

In a similar vein... does anyone have a handy list of all the items that provide flight? I've seen numerous articles and guides that say "Once you reach mid-levels, of course, you'll have Flight"--but they don't specify how that happens.

Yes, the arcane casters will see it on their spell lists. Yes, there are potions/scrolls/wands of those spells. But I'm curious about magic items that provide on-demand, long-term flying capability.

There's Wings of Flying, and... what else?

Carpet of Flying, Broom of Flying, Winged Boots, Flying Ointment, floating Feather Token, Figurines of Wondrous Power that give you Flying Mounts, Actual flying mounts, if you include Air Walk, then Slippers of the Lights Step, Slippers of Cloud Walking, and the Harp of Storms.


1 person marked this as a favorite.

I've always been a fan of the Ring of Sustenance. A lot of it's utility can be hand-waved away, honestly (if your GM doesn't do a lot of nighttime random encounters, etc.), but I still like it. It's a good bonus to add on top of another ring ($2,500 base price to $3,750 as a secondary effect - I believe that's how it works, anyway).

Also, Boots of Striding and Springing give a nice 10' bonus to movement speed. That can be pretty handy and they're not terribly expensive.


Imbicatus wrote:
Calybos1 wrote:

In a similar vein... does anyone have a handy list of all the items that provide flight? I've seen numerous articles and guides that say "Once you reach mid-levels, of course, you'll have Flight"--but they don't specify how that happens.

Yes, the arcane casters will see it on their spell lists. Yes, there are potions/scrolls/wands of those spells. But I'm curious about magic items that provide on-demand, long-term flying capability.

There's Wings of Flying, and... what else?

Carpet of Flying, Broom of Flying, Winged Boots, Flying Ointment, floating Feather Token, Figurines of Wondrous Power that give you Flying Mounts, Actual flying mounts, if you include Air Walk, then Slippers of the Lights Step, Slippers of Cloud Walking, and the Harp of Storms.

Thank you, and I dearly hope you weren't reciting that list from memory.


Horseshoes of speed are also surprisingly cheap.

Silver Crusade

EWHM wrote:
Horseshoes of speed are also surprisingly cheap.

Unfortunately, they can only be used in sets of 4, so tieflings with hooves can't wear them.


Fromper wrote:
EWHM wrote:
Horseshoes of speed are also surprisingly cheap.
Unfortunately, they can only be used in sets of 4, so tieflings with hooves can't wear them.

Though centaurs...?


you might want to have a look at this great stuff from Ashiel...

Forum
Google Doc


Kyoni wrote:

you might want to have a look at this great stuff from Ashiel...

Forum
Google Doc

I believe I'm in love <3 Thank you so much! Lots of great info here ^_^

Silver Crusade

psi_overtake wrote:
Fromper wrote:
EWHM wrote:
Horseshoes of speed are also surprisingly cheap.
Unfortunately, they can only be used in sets of 4, so tieflings with hooves can't wear them.
Though centaurs...?

I'd assume they work for centaurs. I just have a friend who wanted them for his tiefling, and discovered that they don't work.


smelling salts
air crystals
weapon blanches
bladeguard
1st-level potions (50g)
oils and elixirs
antivenom
antiplague
vermin repellent
crowbar
compass
spring-loaded wrist sheaths
clw wand


Lamontius wrote:

smelling salts

air crystals
weapon blanches
bladeguard
1st-level potions (50g)
oils and elixirs
antivenom
antiplague
vermin repellent
crowbar
compass
spring-loaded wrist sheaths
clw wand

Thanks for more goodies!! I'm glad to know that we at least did the Wand of CLW xD

Are all of these in the core rulebook, or also in the APG/etc.?


a lot of them are in the CRB and APG, but virtually all of them can be found in one place in Ultimate Equipment


There is the book for all your gear needs right there!

I am fond of pellet bombs 50gp for basic boom d6 piercing, d6 bludgeoning, and d6 fire in 10 ft radius, Ref for half (dont remember DC). Can get other types for silver, cold iron, or adamantine.


I've participated in many threads about "best items" or "best magic items" etc.

In the end though, I'm afraid these sorts of discussions really tend to support the trend towards similarity in character creation.

When there is general agreement in what the top six items a character needs are, that, to me, is really an indictment of the game design. If the goal of the game is to create unique and interesting characters, then the answer to these questions should end up all over the map, not "yeah, you just have to get a ring of protection and a cloak of resistance dude."

Scarab Sages

1 person marked this as a favorite.

The d20 system in general is balanced around the idea that as characters gain levels, they will gain bonuses to hit/damage, stats, saving throws, and AC from items. I would be happier if those bonuses were built in to leveling instead of being assumed to be there in the form of equipment. It gives more freedom to GMs to run a low magic world without worrying about adjusting CL. It gives incentives for PCs to spend wealth they earn on things like building a base of operations, obtaining art, or other roleplaying goals that don't provide a concrete mechanical bonuses. Wheel of Time RPG did a very good job of this.

Of course, having that happen will require a complete re-write of all rulebooks or extensive house ruling, so I don't think it will ever happen.


Adamantine Dragon wrote:

I've participated in many threads about "best items" or "best magic items" etc.

In the end though, I'm afraid these sorts of discussions really tend to support the trend towards similarity in character creation.

When there is general agreement in what the top six items a character needs are, that, to me, is really an indictment of the game design. If the goal of the game is to create unique and interesting characters, then the answer to these questions should end up all over the map, not "yeah, you just have to get a ring of protection and a cloak of resistance dude."

I can agree to an extent, but I'm just looking for what's useful or even nearly necessary. I don't think that if everyone buys a tent and rations that there's a problem with the system, likewise if most parties pitch in for a bag of holding. They're just items that are so generally useful that they're generally bought by most parties (generally).


also there is a big difference between answering the questions of someone asking advice when new

and addressing big six issues for longtime players who feel like they are in a rut


Lamontius wrote:

also there is a big difference between answering the questions of someone asking advice when new

and addressing big six issues for longtime players who feel like they are in a rut

Perhaps, but it doesn't take long before the "Big Six" issue becomes apparent even to novice players.

As far as the "tent, flint and tinder" discussion, the best way to deal with that is the way most RPGs do. With the inclusion of an "adventurers kit" that is expected to have all that stuff without all the bookkeeping, much like a spell component pouch.


define long


Adamantine Dragon wrote:


As far as the "tent, flint and tinder" discussion, the best way to deal with that is the way most RPGs do. With the inclusion of an "adventurers kit" that is expected to have all that stuff without all the bookkeeping, much like a spell component pouch.

Pathfinder's kit.


Rynjin wrote:
Adamantine Dragon wrote:


As far as the "tent, flint and tinder" discussion, the best way to deal with that is the way most RPGs do. With the inclusion of an "adventurers kit" that is expected to have all that stuff without all the bookkeeping, much like a spell component pouch.

Pathfinder's kit.

I just checked pg 155+ for kits and didn't find anything like that. Is there one in the CRB, or maybe it's in Ultimate Equipment?


there are class-based and situational kits available in Ultimate Equipment

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / What Items Should PCs and DMs Know? All Messageboards

Want to post a reply? Sign in.