What all these missions mean to you: Upgrades! (a.k.a. Late Game Gear)


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Scarab Sages 2/5

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So there have been many threads that dove into the concept of what you should grab at the beginning of your Pathfinding occupation, such as Wands of Cure Light Wounds, Alchemist's Fire, Sunrods, etc. However, this thread is aimed to see how do you spend your accumulation of gold around mid/late game (Levels 7-11). I did not include Level 12 or beyond, since that is the Seeker (Retirement) levels.

Now taking a look at Fame limits, if you complete every mission and secondary mission, without completing any Modules, your Prestiege is 64 before your last mission ((10 x 6)+(2 x 2)). The average lowest would be 32 for completing the primary, and no secondary (this excludes situations where you get 1 exp, no prestiege).

With this, our Max Gold Buy Limit ranges from 16,500g to 120,000g. This is a huge range. Paizo "expects" us to not have the 100% completion rate, and assumes that we would fail at least 25% of the secondary missions. This would result in a Prestiege of 56, or a MGBL of 70,000g. And we can set the example as that.

Calculating the amount of gold a player "should" have by not playing out of tier and such, I have the estimation of the gold in a player's 1-11.2 levels is roughly about 100,000g to 110,000g.

So now we have our two numbers, we can now expand to ideas and suggestions of what people could possibly use towards their path to Seeker. There are the standards of Headbands +X, Belts +X, Cloak of Resistance +X, but how about things that can change things more drastically, or what you think is pretty awesome.

I can sort of start off:

- Crown of Ash - 29,900g - You gain Low-Light Vision, +4 Saves against Enchantment Spells, and DR 5/cold iron. Extra charisma check bonuses to talk to Fey/Gnomes.

- Silver Spindle Ioun Stone - 24,000g - 3/day - Can cast a single 1st Level Wizard/Cleric/Druid Spell. Your Character Level is your Caster Level. Suggestion: Divine Favor. This gives your character up to +3 Attack/Damage (Luck) for 1 Minute.

- Animal Totem Tattoo - 12,000g - Gives you various Druidic Totem Transformation abilities depending on which animal type you choose. CAn use it in 1-minute increments, 5/day. Example: Eagle Tattoo gives you an average fly speed of 30 feet, Low-Light Vision with a +4 Perception (Racial), or a Bite and 2 Talons for natural weapons.

- Dragon's Tail - 32,310g - A +2 Dragonbane Guisarme that Staggers (DC Fort 20) on every hit.

- Zul - 18,395g - A +1 Humanbane Trident that can do 1d4 Dexterity Damage and Slows as an Immediate Action after a hit. Save for the Slow, not the Dexterity Damage. Can trigger the Immediate Action 7 times per day.

- Skin of Klendar the Troll King - 16,315g - +2 Hide Armor that gives you 5 Temporary Hit Points. The Temporary Pool regenerates 1 Hit Point per Round. If combined with a Lifesurge Weapon, you can increase the regeneration value per round.

- Staff of the Master - 30,000g - Can use any Metamagic you know as charges off the Staff. Example: Maximized takes 3/10 Charges. Quickened takes 4/10. Magus/Wizards/Sorcerers/Witches can recharge it using 4th level spells.

What do you all have that you think is pretty neat? Remember the two numbers in your purchasing costs (100,000g, 70,000g MGBL)

5/5 5/55/55/5

Scrolls of lesser restoration and other ways of dealing with ability damage seem to be the high level version of CLW.

Sczarni 5/5 5/55/5 ***

I had one character that just bought a wand of it for 4500.

Sczarni 5/5 5/55/5 ***

My 11th level Armor Master and my 9th level Inquisitor each have a set of Adamantine Full Plate (16,500gp). DR 3/- is nice (or DR 6/- in the case of the Armor Master). Once my Magus hits 13th he'll pick up a set, too.

My Tengu nabbed a +3 Amulet of Mighty Fists, a Headband of Ninjitsu, and a Ring of Invisibility, but he played up during his entire career, and has more wealth than any other of my characters.

My Gunslinger grabbed a +1 Greater Reliable Musket just before she hit 12th, and used it during the Siege of the Diamond City.

My Druid is currently saving up for a set of +1 Hostelling Wild Green Dragonhide Full Plate, @ just under 27k, but the Hostelling part may have to wait.

The Exchange 3/5

Phylactery of Positive Channeling is a great buy for channelers at those high levels. At 9th level, taking a 5d6 channel to a 7d6 channel can make hell of a difference and it sounds better shaking 7 dice as opposed to 5. With this item only being +11,000 gold its not incredibly expensive either.

5/5 5/55/55/5

Codanous wrote:
Phylactery of Positive Channeling is a great buy for channelers at those high levels. At 9th level, taking a 5d6 channel to a 7d6 channel can make hell of a difference and it sounds better shaking 7 dice as opposed to 5. With this item only being +11,000 gold its not incredibly expensive either.

Occupies the headband slot though, so its good if you don't cast offensive spells but if you're trying to get in that slay living its a pain.

2/5

My problem with big purchases like that is the saving up. I just dont have the dedication to go 5-6 games making no purchases to eventually afford some named item. For thematic reasons I want to play a character with a staff but the only way I can see to reasonably afford one that I would even bother to use is as a wizard with an arcane bond.

My cleric bought a wand of lesser restoration after almost dying to a shadow and then never used it.

The zul looks... interesting because of the dex dmg (a common weak point among some specifically difficult enemies) but I dont know where its from. I should hope it doesnt catch on.

Anywho, theres a reason the big 6 items are so entrenched, they are often simply your best/most efficient use of gold when it comes to items. The uses for specific items are often so narrow that to be worthwile they would have to be borderline gimmicky (like the zul or some unthought of interaction between one item and a trait from an old book and a certain reading of a special prestige class).

Liberty's Edge 1/5

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(Thanks for the tip about the Animal Totem Tattoos, one of my characters will definitely make that next on her list to buy!)

- Gloves of Reconnaissance - 2,000g - See and hear what's on the other side of up to 15 feet of solid material, 10 rounds/day

- Eyes of the Eagle - 2,500g - +5 to perception

- Gloves of First Aid - 4,500g - 2 casts of Breath of Life, without UMD

Melee

- Incandescent Blue Sphere Ioun Stone - 8,000g - +2 wisdom, and when slotted in a wayfinder, gives the Blindfight feat as a resonance effect.

- Bane Baldric - 10,000g - 5 rounds of swift-action bane anything (+2 hit, +2 dmg, +2d6 dmg) for a light or one-handed weapon, every two days. If the weapon is already a +1, that will make it overcome silver and cold iron DR on the target.

- Adamantite +1 (merciful, cruel, courageous, furious, etc) weapon - 11,000g - Allows you to overcome hardness of objects, kill golems, and not worry about your weapon being destroyed. Or...

- Adamantite +1 Holy weapon - 21,000g - Most of the truly nasty things we fight are evil anyway, right? Bypass good DR and do an extra 2d6 damage per hit against any evil target.

- Boots of Speed - 12,000 gold - 10 rounds per day of free action haste. Or...

- Mithral Full Plate of Speed - 26,500g - Excellent heavy armor with only -3 ACP and a +3 dex bonus, with 10 rounds per day of haste, activated as a free action.

- Juggernaut's Pauldrons - 40,000g - Constant +4 CMD and ferocity. At will enlarge person. Immediate action deadly juggernaut spell, 3 times/day after landing a killing blow.

Casters

- Dweomer's Essence - 500g - A consumable that boosts your spell penetration by +5 for a single cast.

- Ring of Sustenance - 2,500g - From now on, you only need 2 hours of sleep a night. If only I'd had one in college. Combine this with the Fast Study feat, and the GM will probably never manage to deprive you of the ability to prep your spells again!

- Fortunate Charm - 3,000g - Once per day, re-roll a concentration or skill check roll

- Lesser Extend Metamagic Rod - 3,000g - 3 times per day, double the length of your spells. I particularly like this for 10 min/level buffs, like Heroism, Barkskin, See Invis, and Magic Circle vs Evil. You can also use it on hour/level buffs like Mage Armor and False Life the day BEFORE you head into the dungeon.

- Mnemonic Vest - 5,000g - A spontaneous caster with this vest and a scroll library is a true Schrodinger's wizard. Once per day you can cast from a scroll, using one of your appropriate level spell slots, without consuming the scroll AS IF YOU CAST THE SPELL YOURSELF. Yes, that's your DC's, your caster level, everything. I consider this a must-buy for sorcerers and oracles.

- Lesser Persistent Metamagic rod - 9,000g - 3 casts per day, make your enemies roll their saves twice and take the lower roll. Ridiculously good for debuffing and SoL casters. Persistent stinking cloud is a beautiful thing, and a persistent Aqueous Orb makes me laugh.

- Reach Metamagic Rod - 11,000g - Extend any 3 of your spells per day to the next range category. Kill the enemy before they can hurt you. Never a bad thing! (The lesser version is only 3,000g.)

- Ring of Invisibility - 20,000g - Buff, summon, and heal in relative safety.

Silver Crusade 5/5

I've got to second Nefreet's mention of a Wand of Lesser Resto. My rogue picked one up going into Waking Rune. Between that, No Plunder No Pay, and The Ruby Phoenix Tournament, my party burned off 20-25 charges from it. As an added bonus, no one ever really expects people to have it. I also picked up a wand of haste and have not regretted my purchase.

3/5

My sorceress, Violetta, has some big ones: Staff of the Master (absolute must-have... how else do you quicken a 8th level spell?), Scarab of Protection (say no to level and con drain), and a Ring of Freedom of Movement (another no-brainer for a caster).

The BIG upcoming purchase (pending successful completion of "The Moonscar") will be a Tome of Leadership and Influence +5 at 137,500gp... that will give her a 35 charisma.

That said, I think for most characters, the little things (especially consumable) are actually a better investment than big-ticket items; I know my rogue (11th level) takes a more utility-belt approach to magic items, with good effect. He may have nothing over 8k gold (a ghost-touch +1 short sword).

Violetta is all about save-or-suck, so very intensive investment is more of a thing.

Dark Archive 2/5

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My alchemist wears a Frontovik's Gas Mask - 17000g, head slot. Allows its wearer to breathe anywhere, including underwater and space, makes you immune to harmful gasses and vapors (including cloudkill), and lets you see through normal and magical clouds, fog, and mist as long as you're inside the area of it. Plus, it's an awesome WW1 era gas mask that you get to come up with a cool story of how you got it. Great for my stinking and smoke cloud lobbing alchemist. Also great to pass to party members. I know my friend's Tetori Monk likes to be able to grapple freely inside the could of poisonous gas.

Shadow Lodge 3/5

I think the Decoy Ring is usually a better choice than the Invisibility Ring (it's almost half price) - the only downside is that you need to be in melee to activate the Decoy Ring (since it's activated on a withdraw action).

4/5

Invisibility ring all the way for casters and other folks that don't do well when "surprised".

Scarab Sages 5/5

Gloves of Reconnaissance are a 2000 gp item that every high level character (and many medium level parties) should have.

For spontaneous casters, a Mnemonic Vestment seems to be a must have (only 5000 gp) - (I know of a certain oracle that owns 4 of these - one they use the once a day power on one, they change their robe.

Remove Blindness potion - not so common at mid-levels but higher levels should spend the cost.

Wand of Suppress Charms and Compulsions (4500gp) is very useful - though a Wand of Calm Emotion would be almost as good.

Dark Archive 4/5 5/5 ****

Strong candidates, in my experience would be:

- Seeking(+1 enhancement) added to any ranged weapon (avoiding miss chance is without compare!). Heartseeker for melee weapons is also good (basically, the same thing).

- Jingasa of the Fortunate Soldier (5000gp) - for this item, I personally think the +1AC is icing on the cake... voiding a crit or sneak attack can be far more important!

- I'll second Gloves of Healing. 4500gp gives you two Breath of Life activations, without the need for UMD, and without having to deal with table variation on Spring-Loaded Wrist Sheaths and scrolls!

- Ghost salt blanch (mostly for ranged weapon's ammunition) - 10 shots of "ghost touch" on ammunition, for a mere 200gp. Great for archers, but still really good for gunslingers (you can't blanch alchemical charges, but it can be better to hit once for full damage, than try and hit twice for half) - gets somewhat better if you have Vital Strike, since you can take that single shot for additional damage!

- As a friend has said multiple times... Swan Boat (450gp)!! "Everyone need Swam Boat!" (Thank you, Taco).

- Toppling Spell Metamagic Rod (Lesser) can be nice, for a mere 3000gp... better than taking the feat, really... get Toppling on your Magic Missiles, and trip up to 5 targets! Also useful on Admonishing Ray (2nd level), or Force Punch (3rd level).

Others I am not 100% sure about...

I've been thinking about making my wizard's bonded item a Ring of Wizardry II. Spendy, sure, but there are SO many cool 2nd level utility spells that he could have on hand.

Silver Crusade 4/5

It's helpful if you can put the relevant source (if not from Core book) in parenthesis next to the item. I really like threads like this and I currently only own the Core and APG. UE is next on the hit list I think.

4/5

I like either Feather Step Slippers (ignore difficult terrain) or Boots of the Cat (take minimum damage when falling).

I'm also a fan of the Cloaks of the Hedge Wizard for characters without arcane spells.

Sczarni 5/5 5/55/5 ***

Silbeg wrote:
Seeking (+1 enhancement) added to any ranged weapon (avoiding miss chance is without compare!).

You still may encounter table variation with Seeking. Apparently it's missing a certain subscript on the ranged weapon abilities chart, which leads people to believe that Seeking can only be placed on ammunition.

(but follow the link so we don't clutter up this thread with an off-topic discussion)

Scarab Sages 4/5

As my sorcerer approached Seeker level, I went with a Ring of Spell Knowledge II, which is great for versatility. Also, once he did hit 12th, it meant Quickened Ill Omens followed by Flesh to Stone. Next was a Carpet of Flying, boosting his Charisma headband to +6, then a Staff of the Master, which I'd probably have bought before the carpet, had I realized it existed. He'd had a Mnemonic Vestment for a long time, too. And a Ring of Spell Knowledge I.

5/5 *****

Why would you want to spend 20k or a carpet of flying for a sorcerer? Wouldn't you be better off grabbing Overland Flight as a spell and buying something else?


Carpet of flying allows you to carry things other than yourself.

Grand Lodge 2/5

Jokon Yew wrote:
Carpet of flying allows you to carry things other than yourself.

So does a decent STR score. <--- Says my 20 STR Eldritch Knight. ;D

Dark Archive 4/5 **

Ah, now I know my next purchase for my sorcerer. I had been considering some other robes along with pages of spell knowledge but the mnemonic vestment is much more versatile, and I can carry a range of scrolls with me. Very nice. Anyone know offhand what the higher tier amount is for

Spoiler:
debt of the kirin boon
?

Grand Lodge 1/5

Chris O'Reilly wrote:

My problem with big purchases like that is the saving up. I just dont have the dedication to go 5-6 games making no purchases to eventually afford some named item. For thematic reasons I want to play a character with a staff but the only way I can see to reasonably afford one that I would even bother to use is as a wizard with an arcane bond.

Rest of Post:
My cleric bought a wand of lesser restoration after almost dying to a shadow and then never used it.

The zul looks... interesting because of the dex dmg (a common weak point among some specifically difficult enemies) but I dont know where its from. I should hope it doesnt catch on.

Anywho, theres a reason the big 6 items are so entrenched, they are often simply your best/most efficient use of gold when it comes to items. The uses for specific items are often so narrow that to be worthwile they would have to be borderline gimmicky (like the zul or some unthought of interaction between one item and a trait from an old book and a certain reading of a special prestige class).

Yup. Not ez not spending the money. I saved up nearly all my gold except for a few necessary purchases (+2 int headband) until I hit about 8th level to get my Orange Prism Ioun stone (only 27k for us Qadirans), but now that I have it, I love it. Every spell I cast now adds another 0 - 3 caster level as its resonance bonus. I feel like a wild mage. :D

But yeah, it's difficult, not just resisting the urge to spend all that coin on your character sheet, but only just now at 9th level getting a +3 cloak of resistance. Gah. Saves are rough.

4/5 *** Venture-Captain, Pennsylvania—Pittsburgh

Boots of Speed: 12,000g
Haste for ten rounds a day. Perfect if you can't cast it on your own. Ultimate Equipment.

Grand Lodge 1/5

And to add to the late game purchases (though, it's more a mid-game purchase):

Figurine of Wondrous Power (Ivory Goats) :: For 3 hours, once per two weeks, you get a +3 heavy lance and +5 longsword for 21k. And none-too-shabby companion to help fight beside you.

Even more epic if you have Companion Figurine feat from Classic Treasures Revisited. You can activate the Goat of Terror two times per two week period at 6 hours a piece. And your horse gains an 30' aura of terror... how badass is THAT?

Liberty's Edge 2/5

Silbeg wrote:

- I'll second Gloves of Healing. 4500gp gives you two Breath of Life activations, without the need for UMD, and without having to deal with table variation on Spring-Loaded Wrist Sheaths and scrolls!

I cannot find these, where is this item?

5/5

Zach Williams wrote:
Silbeg wrote:

- I'll second Gloves of Healing. 4500gp gives you two Breath of Life activations, without the need for UMD, and without having to deal with table variation on Spring-Loaded Wrist Sheaths and scrolls!

I cannot find these, where is this item?

Pathfinder Society Primer IIRC

EDIT: Yep, pg. 24

4/5 5/5 **

They're actually called First Aid Gloves, and yes, they're in the Pathfinder Society Primer.

Dark Archive 4/5 5/5 ****

Dan Simons wrote:
They're actually called First Aid Gloves, and yes, they're in the Pathfinder Society Primer.

Sorry about that... I was working from memory... which is not nearly as good as I wish it were.

But, I can confirm (now) that the page reference that Sniggevert gave was correct.

Now, let me go sulk in the corner and wish my memory were as eidetic as I seem to think it is.

Silver Crusade 2/5

I sure do wish that I had known about Staff of the Master before I spent 35k on a lesser metamagic rod of quicken. That's when I learned of the faq about working of the spell slot needed for the metamagic rods... =/

Gloves of Reconaissance have been mentioned, but I also have eyes of the eagle (just as good--lenses of detection) to hand off to the best perceiver in the group.

Silver Crusade 1/5 *

I *counts on fingers* fifth the Boots of Speed. I love these on my archer inquisitor to go with his Bane Baldric and +2 adaptive composite longbow. He's a total beast doing upwards of 150 damage in a single round if all of his attacks land (which they usually do).

5/5 *****

Jokon Yew wrote:
Carpet of flying allows you to carry things other than yourself.

Isn't the Handy Haversack a much better option for that. Unless you are wanting to carry other party members I suppose but then you are likely to run into the weight limit unless you buy the larger version.


andreww wrote:
Jokon Yew wrote:
Carpet of flying allows you to carry things other than yourself.
Isn't the Handy Haversack a much better option for that. Unless you are wanting to carry other party members I suppose but then you are likely to run into the weight limit unless you buy the larger version.

Handy Haversacks can't carry rangers with +1 holy bows.

Grand Lodge 4/5

Jokon Yew wrote:
andreww wrote:
Jokon Yew wrote:
Carpet of flying allows you to carry things other than yourself.
Isn't the Handy Haversack a much better option for that. Unless you are wanting to carry other party members I suppose but then you are likely to run into the weight limit unless you buy the larger version.
Handy Haversacks can't carry rangers with +1 holy bows.

Sure they can! Maybe not in one piece, but they can carry them.

Grand Lodge 4/5 5/5 *

Jeff Merola wrote:
Jokon Yew wrote:
andreww wrote:
Jokon Yew wrote:
Carpet of flying allows you to carry things other than yourself.
Isn't the Handy Haversack a much better option for that. Unless you are wanting to carry other party members I suppose but then you are likely to run into the weight limit unless you buy the larger version.
Handy Haversacks can't carry rangers with +1 holy bows.
Sure they can! Maybe not in one piece, but they can carry them.

Well TECHNICALLY they COULD carry a small (ie Gnome/Halfing) Ranger with +1 Holy Bows.

But I don't see how a ranger wielding Ribbon Decorations can be threatening. (Long day folks)

5/5

I've been getting Unfettered Shirts for a few of my higher level characters. Freedom of Movement, at a command word, 1/day for 10 minutes. Not as good as constant Freedom of Movement, but on the other hand it's only 10,000 gp.

Scarab Sages 4/5

Thomas Graham wrote:
Jeff Merola wrote:
Jokon Yew wrote:
andreww wrote:
Jokon Yew wrote:
Carpet of flying allows you to carry things other than yourself.
Isn't the Handy Haversack a much better option for that. Unless you are wanting to carry other party members I suppose but then you are likely to run into the weight limit unless you buy the larger version.
Handy Haversacks can't carry rangers with +1 holy bows.
Sure they can! Maybe not in one piece, but they can carry them.

Well TECHNICALLY they COULD carry a small (ie Gnome/Halfing) Ranger with +1 Holy Bows.

But I don't see how a ranger wielding Ribbon Decorations can be threatening. (Long day folks)

Didn't mean to derail the thread, but I was under the impression a Carpet of Flying works like a mount, at least from the discussions I'd seen in the rules forum, which would allow moving while casting a full-round spell (like a metamagic spell for a sorcerer) with the associated concentration check, of course. I ran it by my GM for Eyes of the Ten and pointed him to the rules forum posts, and that was his take as well. However, I just checked again and found a James Jacobs post stating that's not the case. I still think RAW it reads as though you activate it once as a standard, then it can move by verbal command on its own. But I'll go by JJ's reading as the most official response so far. So, not as good. I still like the image of my Osirion now Venture Captain floating into all of his briefings on the carpet, so I'll go ahead and keep it.

To not continue the derail, here is the James Jacobs post.

Liberty's Edge 2/5 *

Like Chris mentioned , a lot of us find it incredibly difficult to save (buy nothing) over multiple chronicle sheets.

I also find the pricing on some items a bit ridiculous for what they do.

5/5 5/55/55/5

Matthew Pittard wrote:

Like Chris mentioned , a lot of us find it incredibly difficult to save (buy nothing) over multiple chronicle sheets.

I also find the pricing on some items a bit ridiculous for what they do.

Almost anything outside of the christmas tree is going to be ridiculously priced. A lot of it comes from the 2e idea that you'd be using what you found, so price was kind of irrelevant. The idea that you'd customize your gear along with your character has created a new paradigm, and the old pricing scheme just doesn't fit anymore.

Liberty's Edge 2/5 *

BigNorseWolf:

Which brings up an interesting point. PFS was designed originally for 3.5 (and we thus got lower income to reflect that magical items were cheaper in 3.5). When we shifted to the Pathfinder ruleset, we got more money.

There is an item below I was looking at for my Barbarian

Belt, Minotaur

Aura faint transmutation; CL 4th
Slot belt; Price 11,000 gp; Weight 1 lb.
DESCRIPTION

This belt grants its wearer a +2 enhancement bonus to Strength, and the ability to ignore difficult terrain while charging or making an overrun, bull rush, or trample attempt. Treat the enhancement bonus to Strength as a temporary ability bonus for the first 24 hours the belt is worn.

Which while good .. is a whole stack of coin considering that for 5k extra I can get +4 to str,

Im just now sure 7k is a great price to be able to ignore difficult terrain whilst bullrushing, trampling (when was the last time a pc got trample?). Charging is certainly there but its a very conditional item if you are facing a single big bad guy.

5/5

Matthew Pittard wrote:

There is an item below I was looking at for my Barbarian

Belt, Minotaur

Aura faint transmutation; CL 4th
Slot belt; Price 11,000 gp; Weight 1 lb.
DESCRIPTION

This belt grants its wearer a +2 enhancement bonus to Strength, and the ability to ignore difficult terrain while charging or making an overrun, bull rush, or trample attempt. Treat the enhancement bonus to Strength as a temporary ability bonus for the first 24 hours the belt is worn.

Which while good .. is a whole stack of coin considering that for 5k extra I can get +4 to str,

Im just now sure 7k is a great price to be able to ignore difficult terrain whilst bullrushing, trampling (when was the last time a pc got trample?). Charging is certainly there but its a very conditional item if you are facing a single big bad guy.

Just get the +4 belt and Feather Step Slippers, so your hulking barbarian can prance daintily through the worst of the undergrowth and rubble.

Liberty's Edge 2/5 *

Zefig: Yeah there is that way too, I was more showing an example of pricing variation. 7k for an ability you need to charge, overun to use seems a bit excessive.

5/5 5/5 ***

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Pathfinder Adventure Path Subscriber

OK, so I'm going to try to do my best not to repeat others' suggestions. Most of the suggestions above are really cool items, and very good at what they do. Rather than rehashing or seconding items already mentioned (with one exception) I'll do my best to keep it in 7-11, without wandering too far into Seeker territory by separating those out. I've avoided the building block items like lesser extend rods and wands that tend to show up in the 3-7 game, except for a couple spots where I mentioned them alongside a big brother. After the list became too ridiculously long, I spoilered them for organizational purposes.

Seeker Bait:
These particular items are too pricey or don't provide enough benefit for my taste in the 7-11 game, but are perfect for Seekers who are focused in that particular specialty. Like all items at this price point, they're much more build specific than things I'll list further down.

-Metamagic Rod of Dazing Spell (54,000 gp; Ultimate Equipment, Advanced Player's Guide): While the aforementioned Staff of the Master is a great item, there are a few metamagic effects that are crucial at high levels and that I don't think are worth putting a feat into to use the Staff with. Dazing is one. Its one of the big three metamagic feats, but you're only getting three uses out of it whether you buy the rod or the staff. Meanwhile, there aren't that many hot options at spell level 7-9 for this feat; the two most powerful choices, icy prison and chain lightning, are covered by the regular rod. Since this guy is cheaper than Quicken, a single Staff is worth five Persistent spells for less than the cost of a full Persistent rod, and they don't make Heighten rods, Dazing Spell is the Big Three metamagic feat that I consider rod bait. Others will feel differently.

-Strand of Prayer Beads (45,800 gp; Core Rulebook): This item is one that's almost worth saving for at the 7-11 level; my oracle has been hoarding for this since 9th. +4 caster level at high levels is amazing, especially for Magic Vestment (which, unlike Greater Magic Weapon, has no downside over traditional enhancement bonuses). The extra beads are gravy, you're paying for the big caster level bump. Not to shabby as a combat trick on dictum (or holy word if that do-goodering is more your thing), either.

-Robe of Runes (44,000 gp; Rise of the Runelords Anniversary Edition): This robe has four charges, which renew each day at dawn. As a free action, the wearer can recall a spell he or she has already cast that day by spending charges equal to the spell's level. For the remainder of the round after remembering your spell, you get +2 to caster level and save DC for every spell you cast. You are dinged on price for the robe's worthless +4 enhancement bonus to Intelligence (if you cast save or dies, you will have a +6 stat item; if not this is the wrong robe for you). It won't work for spontaneous casters, but for prep-based save or suck builds (like witches and wizards with the Void elemental specialist school) its stellar.

-Ring of Freedom of Movement (40,000 gp; Core Rulebook): I wanted to give this one special mention, because I disagree with the assessment that its a must-have for casters. I feel like this one belongs on fighters more than spellcasters, because of the nature of freedom of movement. The majority of effects freedom of movement trumps are reactive; the exceptions are paralysis and stun, both of which high level casters have answers for but high level fighters don't (because spell turning is personal). For many high level casters, the much less expensive Unfettered Shirt will do the job just as well for one fourth of the cost and let you save you 30k for...

The Staples:
These items are as close to automatic as any high level item can get; there's no such thing as an "automatic" item at high levels because unlike in the early levels by 12th two fighters are wildly different based on their feats, archetypes, and so on, but these items are good for almost (almost) every build.

-Ring of Evasion (25,000 gp; Core Rulebook): The king of the ring slot, the Ring of Evasion! In my opinion this is, straight up, the best ring out there. Invisibility is nice, but nothing beats Evasione. It works for everyone, all the time, and works on some really nasty effects. We're not just talking about fireball either; don't forget the nasty breath weapons like this one that the Evasion effect gets you out of. Damage prevention is the second best defense in Pathfinder RPG (dealing damage is the best one), and the Ring of Evasion is awesome damage prevention.

-Stone of Good Luck (Luckstone) (20,000 gp; Core Rulebook): Another CRB gem, the stone of good luck a +1 luck bonus to saves, skill checks, and ability checks. The bump to saves alone is sweet. The bump to everything else is gravy, and your cleric will thank you when they can stop spending rounds on prayer and start doing useful things with those high level actions. Oh, the best part? +1 to initiative. You can't go wrong with bumps to initiative.

-Dueling weapon enhancement (14,000 gp; Pathfinder Society Field Guide): There are two versions of this upgrade, but the more broadly applicable one is from the Pathfinder Society Field Guide. Most characters will be buying this for the +4 enhancement bonus to initiative. There's some other stuff too, if you're a feint build, but that +4 to initiative for a flat bonus is really, really nice. If nothing else, put it on your spiked gauntlet.

Versatile Suggestions:
Not as automatic as the above, these useful items are good starting points when picking late career gear. They're versatile and useful, but not necessarily the best option for a specific class or build. They're for if you don't have some kind of class-specific must have like the Boots of Speed or Gloves of Dueling.

-Flawed Pale Green Prism Ioun Stone (28,000 gp; Seekers of Secrets): At first blush, the 28k for a +1 morale bonus to attacks, saves, skills, and ability checks doesn't look so hot; heroism and good hope are just better options. However, you'll notice this hits ability checks, which includes initiative. As the ubiquitous Courageous weapon enhancement applies here, this little fellow can make a gross initiative modifier even better at higher levels, especially for a barbarian doing Courageous/Furious enhancement tricks. The rest of the bumps aren't anything to sneer at either, but its the initiative that pushes this one from the scrap heap to the shopping cart.

-Staff of Journeys (27,200 gp; Ultimate Equipment): I want to give this honorable mention because its just so awesome. Most staves are caster-specific, but this and the (grossly overpriced) Staff of Bolstering are items that I'd totally consider buying on a non-caster to hand out to my caster party member on the condition they recharge it at the end. The buffs it grants, especially freedom of movement, are just so handy. A solid item.

-Minor Cloak of Displacement (24,000 gp; Core Rulebook): 20% miss chance, that, unlike its grossly overpriced "major" cousin, is always on. Shut off sneak attack, and as an added kicker sometimes things will miss you. Not automatic, but solid. 'Nuff said.

-Glove of Storing (10,000 gp; Core Rulebook): A handy way to smuggle items, juggle handheld stuff for those who need a hand free (like, to cast spells or lay on hands) or avoid the pesky drawing as a move action rules. Versatile and useful; right up my alley.

-Boots of Escape (8,000 gp; Ultimate Equipment, Advanced Race Guide): I'm not a fan of boots that aren't Boots of Speed, but if you're not the haste type or you have some other way to get haste as a free action (magus?) then these aren't half bad. They let non-gnomes get out of jail free 1/day, a handy function in itself, and if you're a gnome (or have sufficient UMD), you can use them to full-on escape up to 400 feet away. Not half bad.

-Fog-Cutting Lenses (8,000 gp; Rise of the Runelords Anniversary Edition): These apply a penalty to Perception in exchange for letting you see through magical fog and mists. Its pricey and from a pricey (in real money terms) book, but man are they handy when you want to go a-murder-hoboin' in fog cloud or sleet storm. Not a bad item for a high level controller to hand off to the party hitter, and something my own high level wizard carries around as a loaner item.

-Hand of Glory (8,000 gp; Core Rulebook): Back to old faithful. See invisibility and daylight each 1/day, plus an extra ring slot. Its handy for a non-caster, though I'll admit its hard to give up an Amulet of Natural Armor due to the relative scarcity of barkskin.

-Jaunt Boots (7,200 gp; Ultimate Equipment): I know I just said that I am not a fan of boots that don't give you haste as a free action, but these are as close as I've come to setting the Boots of Speed aside. Moving 15' with your 5' step is awesome, especially for casters, and if you're a pure casting type who never swings a weapon I could see going this route over the Boots of Speed.

Build-Specific Toys:
These are a few build-specific ideas I've taken from my own characters. I've noted what the general purpose or role of the character in addition to price and source.

-Greater Metamagic Rod of Piercing Spell (24,500 gp; Ultimate Equipment, Advanced Player's Guide; non-magi spellcasters): An upgrade to the Dweomer's Essence in that it refreshes every day. Really, really handy when you can afford it, and eventually in every spellcaster's wish list (even if you don't end up with it). Don't go lesser or medium. Go big or go home. ;)

-Ring of Revelation (24,000 gp [superior], 16,000 gp [greater], 10,000 gp [lesser]; Oracle): This thing is stellar for oracles. Absolutely rockin'. Pick up an extra revelation? Sure. Where it really shines is if you have sufficient UMD to emulate a different revelation (DC 21 UMD check), at which point it allows you to add useful revelations from outside your Mystery. A solid choice for an Oracle, but completely class specific.

-Gloves of Dueling (15,000 gp; Ultimate Equipment, Advanced Player's Guide; Fighter, Myrmidarch Magus): +2 to your weapon training bonus. If you have the weapon training class feature, get this. Surprised it wasn't mentioned earlier in the thread.

-Metamagic Rod of Ectoplasmic Spell (11,000 gp; Ultimate Equipment, Advanced Player's Guide; primary arcane spellcasters): Ectoplasmic Spell is one of those metamagic feats that, because its a +1 and really, really handy when you need it, you think about picking it up. Divine spellcasters often have an alternate effect versus incorporeal undead, but for a primary arcane caster this can make your battlefield control magic stick even against higher level incorporeal creatures. The Lesser version is arguably better, because your best incorporeal crowd controls are 3rd level (slow is made of win against ghosts), but I like the medium version because it also gets some useful wall spells, icy prison, chain lightning, and can catch a Persistent slow.

-Ring of Tactical Precision (11,000 gp; Cavalier, Inquisitor, Holy Tactician Paladin): Increases the variable numeric effect of any teamwork feat or the Aid Another action by 1. If you're built around teamwork feats, particularly the Holy Tactician archetype of Paladin, this thing rocks. It also works well with the Bodyguard chain of feats, bumping the AC increase by 1.

-Spellstrike Gloves (8,000 gp; Ultimate Equipment; magus): Treat ranged touch spells as touch spells for Spellstrike 3/day. Not as good as some other glove slot items, but useful at the price point and a solid option for things like Rime Snowball.

-Gloves of Elvenkind (7,500 gp; Advanced Race Guide; elf spellcasters): For any elf, a +5 bonus to concentration checks to cast defensively. If you qualify (and aren't using the Glove of Storing to pull Staff of the Master/Metamagic Rod shenanigans) these are great.

There is a vast selection of great high level items out there; one of the reasons I like 7+ play is because unlike the early levels, where items are fairly predictable and tend to follow a few well-defined paths, high level items are all over the map based on your feats, classes, and tactics. While some items are clearly superior, fewer items are flat-out wrong choices. I'm sure others can add even more to this list, but hopefully unlike low level "must have" lists this thread will serve as a starting point for players to go digging to find the item that is just right for their build.

Edited because I caught a couple of formatting errors.

Scarab Sages 2/5

Gloves of Elvenkind does not state that it is elf-specific in the text of the item:

Additional Resources wrote:
Racial equipment and magic items can be purchased and used by any race as long as the specific item permits it (for example, only halflings can purchase and use solidsmoke pipeweed).

Gloves for everyone!

3/5 RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

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If you have other plans for the gloves slot, you can instead get spellguard bracers. That's +2 to cast defensively, and 3/day you can roll twice and take the better result. It's good for clerics, who occasionally need to wade into melee to deliver a heal or breath of life.

Don't forget all the ioun stones out there either:
Tourmaline Sphere, 1000 gp: treat your Con as 2 points higher to determine when you die.
Tourmaline Sphere (cracked), 800 gp: +1 to saves against death effects
Dusty Rose Prism (cracked), 500 gp: +1 init
Pale Green Prism (cracked), 4000 gp: +1 to all attack rolls, and another for +1 to all saves
Not to mention all the +1 to skills for a measly 200 gp each.

Grand Lodge 5/5

Every Diviner should get Sandals of Quick Reaction. 4000gp to let you take both a Standard and a Move action in the Surprise round, which you should be getting to act in every time. If you already get both Standard and Move in the surprise round, you get +10ft movement during the surprise round instead.

Clerics: Pyxes of Redirected Focus: 1000gp. Swap a prepped Domain spell for the other Domain spell you get at that spell level.

Grand Lodge 2/5

Seth Gipson wrote:
Every Diviner should get Sandals of Quick Reaction. 4000gp to let you take both a Standard and a Move action in the Surprise round, which you should be getting to act in every time.

As a now 12th-level diviner, I have to disagree. Having acted in a great many surprise rounds, I can't think of a single time when after casting my spell as a standard action I then thought "Gee, now if only I could take a move action too!"

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It does let you move before casting your spells. Like throwing up an emergency force sphere that protects more than yourself, or a resist energy on the frontliner, or getting into a better tactical position before a haste, or to break up 'fireball formation' before combat starts.

5/5 *****

I tend to agree with Walter although EFS is an immediate so doesn't count against your standard action...:) It is only 4k and what else do you want in the boot slot at this level? Feather Step Slippers are great a low level but there comes a point when you are flying all the time and difficult terrain stops being an issue.

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