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


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Silver Crusade 4/5 5/55/55/5 RPG Superstar 2013 Top 8

RainyDayNinja wrote:

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.

Don't forget to keep track of your bonus types. If memory serves most of these are competence bonuses, so won't stack with other copetence bonuses (like being specialized in a skill which is already a class skill for you, or the various skill boost items).

5/5 5/55/55/5

Matthew Pittard wrote:


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

Belt, Minotaur

And that's one of the new, BETTER items.

Its not horribly priced.

It recognizes that you will have a strength belt and adds a cool rider onto a strength belt

I mean your 12th level character could be fully geared... or have an apparatus of the crab.

A ninth level character would have to dump half their WBL into the cloak of the bat....

Liberty's Edge 2/5 *

BigNorse: You think the 7k cost to ignore Difficult terrain as long as you are doing certain actions is worth it? I just dont see how. I dont see the logic in awarding that ability to be 7k.

I would like to see the math behind half of the wondrous item costs in the core rulebook. I sometimes think they were more or less a direct port from D&D.

5/5 5/55/55/5

Matthew Pittard wrote:

BigNorse: You think the 7k cost to ignore Difficult terrain as long as you are doing certain actions is worth it? I just dont see how. I dont see the logic in awarding that ability to be 7k.

I would like to see the math behind half of the wondrous item costs in the core rulebook. I sometimes think they were more or less a direct port from D&D.

Didn't say it was GOOD.

I said it was better.

Its sub optimal, partially because the slippers exist. But its not the outright inanity of the old wondrous items like the aforementioned apparatus of quali.. the crab.

Liberty's Edge 2/5 *

We should make a list of ridiculously priced items that Pathfinders can buy which would serve no purpose! but would still take all their wealth!

5/5 5/55/55/5

Matthew Pittard wrote:
We should make a list of ridiculously priced items that Pathfinders can buy which would serve no purpose! but would still take all their wealth!

The list of things that DON"T do that is shorter, and its mostly what people buy.

Its not just that these items are themselves bad, its that they set the standard for items to follow, resulting in wondrous item prices that are usually completely out of whack with their actual benefit.

Grand Lodge 4/5

Not to mention that people tend to think other items are underpriced when compared to these items, like the cracked purple prism Ioun stone, that gives 1 levcel of spell storing.

5/5 RPG Superstar 2015 Top 32

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A bard or evangelist with the Flagbearer feat can get a lot of use out of The Banner of Ancient Kings (18000, Land of the Linnorm Kings). If you thought you were buffing absurdly before, just you wait. +4 to your effective bard level for the purposes of inspire courage and double the effects of the Flagbearer feat. Tack on to that the ability to reroll mind effecting saves every round that you're still wielding the banner, and +4 to initiative so you can get your buffs out there sooner.

Sovereign Court 5/5 Owner - Enchanted Grounds, President/Owner - Enchanted Grounds

DesolateHarmony wrote:

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... =/

What FAQ? I went looking and couldn't find anything related to metamagic rods other than it needed to be a spell (not a spell-like ability).

Grand Lodge 4/5

Drogon wrote:
DesolateHarmony wrote:

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... =/

What FAQ? I went looking and couldn't find anything related to metamagic rods other than it needed to be a spell (not a spell-like ability).

This one.

Sovereign Court 5/5 Owner - Enchanted Grounds, President/Owner - Enchanted Grounds

Jeff Merola wrote:
Drogon wrote:
DesolateHarmony wrote:

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... =/

What FAQ? I went looking and couldn't find anything related to metamagic rods other than it needed to be a spell (not a spell-like ability).
This one.

But, how does that make the metamagic rod a wasted purchase?

And, how does that FAQ pertain to the "working of the spell slot needed"? I have to admit, I'm unsure even of what DesolateHarmony is talking about with that phrase.

4/5 5/5 **

That FAQ from the Feats & Skills section is about applying metamagic feats normally, not from the use of metamagic rods.

Core Rulebook and Ultimate Equipment wrote:

Metamagic Rods

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell-like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Thus a fireball modified by a metamagic rod is still a 3rd level spell and only uses a sorcerer's 3rd level slot.

Staff of the Master wrote:
In addition, this staff can be used to cast spells using any metamagic feats known by the wielder without increasing the spell’s level. This consumes a number of charges equal to the number of spell levels increased by the feat. No more than one feat can be applied to a spell cast by the wielder in this way. Using the staff for this purpose does not increase the casting time of the spell.

Seems pretty simple. If you know Quicken Spell yourself (not with a metamagic rod), you can apply it to a fireball at the cost of four staff charges and only use up a 3rd level slot.

5/5 *****

Some people thought that if you memorised, say, a dazing fireball, you could use a lesser metamagic rod on it as the spell remained a level 3 spell for effects such as DC or whether it would penetrate a globe of invulnerability. Chaning that has a knock on effect on the effectiveness of rods generally. They are still good picks but they work on fewer things.

Grand Lodge 4/5

DesolateHarmony got a Lesser Rod with the intention of combining it with the character's normal metamagic feats, such as, say, an Empowered Fireball. That FAQ clarifies that a spell with metamagic qualifies as whichever level is worse for the caster, so for the purposes of rod use it would be a 5th level and ineligible for use with a Lesser Rod.

Sovereign Court 5/5 Owner - Enchanted Grounds, President/Owner - Enchanted Grounds

Dan Simons wrote:

That FAQ from the Feats & Skills section is about applying metamagic feats normally, not from the use of metamagic rods.

Core Rulebook and Ultimate Equipment wrote:

Metamagic Rods

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell-like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Thus a fireball modified by a metamagic rod is still a 3rd level spell and only uses a sorcerer's 3rd level slot.

Staff of the Master wrote:
In addition, this staff can be used to cast spells using any metamagic feats known by the wielder without increasing the spell’s level. This consumes a number of charges equal to the number of spell levels increased by the feat. No more than one feat can be applied to a spell cast by the wielder in this way. Using the staff for this purpose does not increase the casting time of the spell.
Seems pretty simple. If you know Quicken Spell yourself (not with a metamagic rod), you can apply it to a fireball at the cost of four staff charges and only use up a 3rd level slot.

Hm. I still don't see what he's saying is a problem.

The use of both items requires you to actually cast the spell, which makes sense. The staff is more versatile, the rod doesn't require you to have the feat. The staff to quicken would be usable twice on anything you have available (assuming it is fully charged and you know the metamagic feat) while the rod is usable three times on any 3rd level or lower spell you have available (no feat knowledge necessary). I just don't see a point of confusion regarding spell slots.

But I will stop derailing. Thanks for trying to clear things up for me, guys.

Edit: Ah. Thanks, Jeff. I can now go about my day without this conundrum completely locking down my brain.

4/5 5/5 **

Ah yes, I see. That's correct, since you're talking about adding a metamagic rod to a spell that's already been modified by a metamagic feat normally. However, I would think you can modify a fireball with a metamagic feat you know, say Empowered, using a Staff of the Master, and then use a Lesser Metamagic Rod to add a different metamagic effect, like Selective. Neither changes the level of the spell.

Adds the Staff of the Master to my wizard's shopping list.

Sczarni 2/5 RPG Superstar 2014 Top 16

Angry Wiggles wrote:
A bard or evangelist with the Flagbearer feat can get a lot of use out of The Banner of Ancient Kings (18000, Land of the Linnorm Kings). If you thought you were buffing absurdly before, just you wait. +4 to your effective bard level for the purposes of inspire courage and double the effects of the Flagbearer feat. Tack on to that the ability to reroll mind effecting saves every round that you're still wielding the banner, and +4 to initiative so you can get your buffs out there sooner.

My poor cleric/bard flagbearer died in the dark to a triplet of babaus who wouldn't let his daylight shine. But yeah, that Banner is amazing for that very specific character design. I stacked it with the insight bonuses granted by the Leadership subdomain ability for true ridiculousness.

3/5

Arkos wrote:
My poor cleric/bard flagbearer died in the dark to a triplet of babaus who wouldn't let his daylight shine.

Death By Larry Wilhelm Optional Encounters... it's an affliction that's been around for years.

-Matt's loathing of optional fights knows no bounds.

2/5

Dan Simons wrote:

Ah yes, I see. That's correct, since you're talking about adding a metamagic rod to a spell that's already been modified by a metamagic feat normally. However, I would think you can modify a fireball with a metamagic feat you know, say Empowered, using a Staff of the Master, and then use a Lesser Metamagic Rod to add a different metamagic effect, like Selective. Neither changes the level of the spell.

Adds the Staff of the Master to my wizard's shopping list.

Just make sure the spells that you're augmenting don't have a somatic component, since you'll have no free hands. :)

3/5

Skaldi the Tallest wrote:
Just make sure the spells that you're augmenting don't have a somatic component, since you'll have no free hands. :)

It's worth noting that for quite a few characters, two hands is not a limitation.

-Matt

5/5 5/55/55/5

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"Why is your druid turning into an octopus on land?

"Just watch....

2/5

Mattastrophic wrote:
Skaldi the Tallest wrote:
Just make sure the spells that you're augmenting don't have a somatic component, since you'll have no free hands. :)

It's worth noting that for quite a few characters, two hands is not a limitation.

-Matt

Cool beans. I've not run into them, but I've only been at this for a short while compared to most folks on these forums.

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

So I'm looking to save up for one last big item for my offensive-casting cleric before Eyes of the Ten. Right now I'm torn between a metamagic rod of persistent spell and upgrading my WIS headband to a +6. The other option of course is just buying smaller items to boost AC, saves, etc. Any other suggestions?

I've already got spellguard bracers, engineer's workgloves, headband of inspired wisdom +4, robe of infinite twine, lesser metamagic rod of bouncing spell, and lesser metamagic rod of persistent spell.

Silver Crusade 2/5

Jeff Merola wrote:
DesolateHarmony got a Lesser Rod with the intention of combining it with the character's normal metamagic feats, such as, say, an Empowered Fireball. That FAQ clarifies that a spell with metamagic qualifies as whichever level is worse for the caster, so for the purposes of rod use it would be a 5th level and ineligible for use with a Lesser Rod.
Drogon wrote:
Edit: Ah. Thanks, Jeff. I can now go about my day without this conundrum completely locking down my brain.

Jeff has it exactly right. My sorceress is Arcane Bloodline, and fireball is her specialized spell. She has magical lineage for it, and knows several metamagic feats herself.

At 12th level, she can cast 6th-level spells, and until that faq, an intensified, empowered, elementally changed to cold, and quickened by the rod fireball was a real possibility. Now, however, the quickened spells will be toned down to just intensified or elementally changed to cold. Which is probably better, but I would have much rather gotten the staff of the master with all of my savings.

Silver Crusade 4/5 5/55/55/5 RPG Superstar 2013 Top 8

RainyDayNinja wrote:
So I'm looking to save up for one last big item for my offensive-casting cleric before Eyes of the Ten. Right now I'm torn between a metamagic rod of persistent spell and upgrading my WIS headband to a +6. The other option of course is just buying smaller items to boost AC, saves, etc. Any other suggestions?

My vote is for smaller items that will boost your AC and saves. You need to make your saves. Eyes of the Ten will give you enough cash that you can make some big purchases either during or after it.

5/5 *****

RainyDayNinja wrote:

So I'm looking to save up for one last big item for my offensive-casting cleric before Eyes of the Ten. Right now I'm torn between a metamagic rod of persistent spell and upgrading my WIS headband to a +6. The other option of course is just buying smaller items to boost AC, saves, etc. Any other suggestions?

I've already got spellguard bracers, engineer's workgloves, headband of inspired wisdom +4, robe of infinite twine, lesser metamagic rod of bouncing spell, and lesser metamagic rod of persistent spell.

What level 4-6 spells are you casting that you would definitely want to persist? Plane Shift and?

Personally you seem to be lacking a Cloak of Resistance which always feels mandatory to me.

Liberty's Edge 4/5 RPG Superstar Season 9 Top 16

andreww wrote:

Personally you seem to be lacking a Cloak of Resistance which always feels mandatory to me.

My personal approach to "mandatory" items is that it will be more fun to be the only one (or at least one of the few crazies) who goes another direction.

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

I have a cloak. I just didn't list the boring defensive stuff.

Dark Archive 4/5

Blink ring.
It will save your life. You can not be grappled. You take half damage from area effects and if you're a melee type. Just get ghost touch on your weapons.

4/5

Sin of Asmodeus wrote:

Blink ring.

It will save your life. You can not be grappled. You take half damage from area effects and if you're a melee type. Just get ghost touch on your weapons.

Since you are also on the Ethereal Plane, ghost touch is not sufficient to strike.

5/5 *****

Thrawn007 wrote:
andreww wrote:

Personally you seem to be lacking a Cloak of Resistance which always feels mandatory to me.

My personal approach to "mandatory" items is that it will be more fun to be the only one (or at least one of the few crazies) who goes another direction.

And that is fine until something targets you with a save or suck and you spend hours of the game sitting around doing nothing.

Liberty's Edge 4/5 RPG Superstar Season 9 Top 16

andreww wrote:
Thrawn007 wrote:
andreww wrote:

Personally you seem to be lacking a Cloak of Resistance which always feels mandatory to me.

My personal approach to "mandatory" items is that it will be more fun to be the only one (or at least one of the few crazies) who goes another direction.
And that is fine until something targets you with a save or suck and you spend hours of the game sitting around doing nothing.

1) Have a book to read in order to earn 2 chronicle sheets in 1 night.

2) Make sure you build unoptimized enough that you sucked before the save. Then the laughs on the enemy for targeting you instead of someone more useful.

Liberty's Edge 2/5

What are folks opinions on Staff of Courage for 19,200 as a support oracle of life?

"This sturdy-looking hickory staff is capped with a figurine of an angelor other benevolent spirit, wings and arms outstretched as if in welcome. This staff allows use of the following spells:

Bless (1 charge)
Remove fear (1 charge)
Prayer (2 charges)
Remove paralysis (2 charges)"

Dark Archive 4/5 *

Pathfinder Rulebook Subscriber
Zach Williams wrote:

What are folks opinions on Staff of Courage for 19,200 as a support oracle of life?

"This sturdy-looking hickory staff is capped with a figurine of an angelor other benevolent spirit, wings and arms outstretched as if in welcome. This staff allows use of the following spells:

Bless (1 charge)
Remove fear (1 charge)
Prayer (2 charges)
Remove paralysis (2 charges)"

I would think by the time you have enough fame to get this, you have low level slots to spare for casting Bless and Prayer, both of which should be among your spells known and can get scrolls of Remove Fear and Remove Paralysis in case you need them. I think you're better off spending the money elsewhere.

Grand Lodge 5/5

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My level 13 Cleric does not have a Cloak of Resistance. He has the Protection Domain, though, so he has a +3 resistance bonus to all his saves already.

Rainy Day Ninja, have you looked into a Malleable Symbol? Its 10k(?), and lets you shape the area of effect for your Channels.

5/5 *****

Zach Williams wrote:

What are folks opinions on Staff of Courage for 19,200 as a support oracle of life?

"This sturdy-looking hickory staff is capped with a figurine of an angelor other benevolent spirit, wings and arms outstretched as if in welcome. This staff allows use of the following spells:

Bless (1 charge)
Remove fear (1 charge)
Prayer (2 charges)
Remove paralysis (2 charges)"

At the level you can afford this Bless and Prayer are barely worth the standard action they take to use. The others can very easily be scrolls as they dont have much caster level dependant effects. Not worth dropping 19k on.

3/5

In terms of itemization, I'll talk about both big ticket items and cheap stuff (mostly consumables) that most characters should have.

first, the cheap stuff:

snapleaf (750 gp) UE: casting of both featherfall and invisibility is good. casting both as an immediate action? awesome.

bead of newt prevention (1000 gp) UE: a bead that breaks if someone casts baleful polymorph on you. worth having at least one, if not more.

jingasa of the fortunate soldier (5000 gp) UE: +1 ac (luck bonus) and crit protection once a day? yes please. I know that someone else mentioned it. just adding my $.02.

wand of featherstep (750 gp) APG for spell: a good first level wand, and cheaper than the boots, but requires umd unless you're a bard or ranger (or maybe inquisitor, not sure).

Wand of resist energy (4500 gp) Core: resist energy is one of those spells that I feel is better than the higher level version (protection from energy). A wand frees up prep casters for other spells.

Wand of lesser restoration (4500 gp) Core: I'll add my voice to those who recommend this item. well worth the money.

Scroll of breath of life (1125 gp) Core: I'm of the opinion that every 10+ character should have one. It's a lot cheaper than the alternative, and it can help anyone in the party.

Now on to the more big ticket items:
Darklands goggles (20,000 gp) UE: for 7k more than the goggles of the night, get 120' darkvision as well as a bonus to perception and underground survival.

Stone of good luck (20,000 gp) UE: add a +1 luck bonus to all d20 rolls. 10k cheaper than the ioun stone, too.

+1 stat tomes (27,500 gp) Core: cheap enough to afford after 3 mods or so at 7-11, and they can help either shore up a missing stat or make your good stat better.

Pearls of power/runes of spell knowledge/boro beads (varies by spell level) UE: Even if you can't cast spells, these are useful as there are spells you want to have cast on you. 9k to let your caster cast haste on the party again can be a lifesaver.

Here are a couple of really expensive items I'd recommend for when your character is looking at the super high end of things:

eyes of the dragon (110,000 gp) UE: 120' darkvision: check. 30' blindsense 60': good. double lowlight vision: also good. double normal vision distance? this item is only missing a bonus to perception checks.

Crown +scepter +orb of heaven (246,000 gp for the set) UE: As long as you're good aligned, these items give you access to the higher end of good aligned spells (holy aura, Holy sword, Searing light, holy smite) multiple times a day. The crown gives you an aura of menace like a hound archon. the scepter counts as a +1 holy, bane (evil outsiders) Morningstar. Expensive, I'll grant, but if you're good aligned, the sheer amount of benefits are hard to beat.

2/5

RainyDayNinja wrote:

So I'm looking to save up for one last big item for my offensive-casting cleric before Eyes of the Ten. Right now I'm torn between a metamagic rod of persistent spell and upgrading my WIS headband to a +6. The other option of course is just buying smaller items to boost AC, saves, etc. Any other suggestions?

I've already got spellguard bracers, engineer's workgloves, headband of inspired wisdom +4, robe of infinite twine, lesser metamagic rod of bouncing spell, and lesser metamagic rod of persistent spell.

My cleric went with upgrading her headband, but that was to have enough WIS to get a bonus spell when she levelled to 13 (I wasnt sure if we would be able to make purchases). As an offensive caster your WIS is probably high enough not to be in that same situation, so I wouldnt recommend that item. Its hard to say not to worry about the small boosts to defensive stats without knowing what they are. Overall, though, I say go with the persistent rod because throwing out persistent spells will probably bring you the most enjoyment.

Liberty's Edge 3/5

One thing I haven't seen mentioned is...

Spectral Shroud (26,000 gp) UE: Constant see invis and the ability to go ethereal for a minute once per day. Pricey, but it grants a constant, very useful buff, and the ethereal ability is useful for being able to fly through a door and unlock it from the other side, or similar hijinks.

Very useful on my ninja since he doesn't have a way of detecting invisible creatures, otherwise, and it's a bad thing when the party scout can't spot the invisible ambush.


For Druids:

Deliquescent Gloves. 8,000gp Designed to fit any hand, claw, tentacle, or alien limb.

The grant you the corrosive weapon ability with a weapon, unarmed strike or natural weapon.

Stack this with Amulet of Mighty fists and choose your flavor. Makes Octopus and Dire Tiger an even better choice.

I really want to say Scarab Breastplate but I have yet to find a vermin form to make it worth it.

Scarab Sages 2/5

64,000 gold may be a lot, but a Robe of Gates might be pretty neat for a Summoning-based character. It maximizes all variable amount of summoning, though forcing the summons to be adjacent to you. If you have Supirior Summoning, that is 4 Large Elementals, or 5 Hound Archons that you can use.

Dragonmaw Nunchaku (29,902g) is also nice. 1/day - Free Confusion on Critical Hit. But that might not be the main attaction, the other one is the other 1/day. 1/day - When you disarm a creature the previous round, as a standard action, you make a 10-ft radius Blade Barrier. The damage is the 12xWeapon Damage Dice. So if you disarm a creature with a Large Greatsword, that is 36d6 worth of damage.

Scarab Sages 4/5

lostpike wrote:

For Druids:

Deliquescent Gloves. 8,000gp Designed to fit any hand, claw, tentacle, or alien limb.

The grant you the corrosive weapon ability with a weapon, unarmed strike or natural weapon.

I'm planning on picking these up for my unarmed Monk to help with damage output.

Scarab Sages 5/5 5/55/55/5

lostpike wrote:

For Druids:

Deliquescent Gloves. 8,000gp Designed to fit any hand, claw, tentacle, or alien limb.

The grant you the corrosive weapon ability with a weapon, unarmed strike or natural weapon.

Stack this with Amulet of Mighty fists and choose your flavor. Makes Octopus and Dire Tiger an even better choice.

I really want to say Scarab Breastplate but I have yet to find a vermin form to make it worth it.

I'll put those on the shopping list, just to bellyrub the oozes.

Shadow Lodge 4/5

Crown of conquest(UE p. 241)

This crown of steel and gold projects an aura of menacing power. The wearer gains a +4 competence bonus on Intimidate checks, and whenever he confirms a critical hit, the crown creates a prayer effect centered on the crown’s wearer (caster level 5th).

For a sum of 24,600 gp your crit-happy character can become a buffer. A great boon for the economy of actions as well.

Scarab Sages 2/5

Muser wrote:

Crown of conquest(UE p. 241)

This crown of steel and gold projects an aura of menacing power. The wearer gains a +4 competence bonus on Intimidate checks, and whenever he confirms a critical hit, the crown creates a prayer effect centered on the crown’s wearer (caster level 5th).

For a sum of 24,600 gp your crit-happy character can become a buffer. A great boon for the economy of actions as well.

And if you have the Fate's Favored trait, that is +2 to all the stuff Prayer gives you. Win/Win for everyone!

Shadow Lodge 4/5

Pfft, munchkinism.

Scarab Sages 2/5

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I don't think that would be something a person who would min-max would take. Seeing that it takes a 1/4 of their overall income, one would have considered obtaining the Jingasa of the Fortunate Soldier and the Headband of Fortune's Favor, rather that press the luck on dice roll. The two items total would be half the price (12,700g) and it would go for things that people would usually need (AC/Saves). Another would be what I had suggested before, the Silver Spindle Ioun Stone with Divine Favor. That would be, based upon level, +3/+3 or +4/+4 on Attack/Damage, 3/day.

I would think that the Crown of Conquest would be more of a support role, like you had suggested, rather than something to squeeze out overall statistical Defense or Offense.

Grand Lodge 4/5

Cao Phen wrote:

I don't think that would be something a person who would min-max would take. Seeing that it takes a 1/4 of their overall income, one would have considered obtaining the Jingasa of the Fortunate Soldier and the Headband of Fortune's Favor, rather that press the luck on dice roll. The two items total would be half the price (12,700g) and it would go for things that people would usually need (AC/Saves). Another would be what I had suggested before, the Silver Spindle Ioun Stone with Divine Favor. That would be, based upon level, +3/+3 or +4/+4 on Attack/Damage, 3/day.

I would think that the Crown of Conquest would be more of a support role, like you had suggested, rather than something to squeeze out overall statistical Defense or Offense.

Might be something for a Butterfly's Sting PC to pick up to lend to his friendly neighborhood crit target.

Although it might be a bit odd for the rules, again.

After all, the stinger is the one who confirms the crit, even though he doesn't use it himself.

2/5 ****

Surprised this hasn't been mentioned:

Winged Boots or Wand of Fly (16K or 11.5K).

So many encounters become much easier if the fighter can fly.

If you've got a Shadowdancer in the party, run, do not walk, to your nearest magic item shop and buy the Amulet of Ghosttouch Fists (4K) for your Shadow Pet. This lets your Shadow float through doors and open them from the other side, pick up weapons that have been disarmed, or fly past Rune Lords and grab their spell component pouches.

I am also a fan of Wands of Blur (4.5K) - 3 minute charges that in addition to a 20% miss chance, prevent sneak attack damage, and allow the subject to hide in plain sight if they've got any ranks in Stealth.

I'm a fan of the Wisdom boosting Ioun stone in a Wayfinder. The Dex Boosting Ioun stone grants Improved Unarmed Strike, which is also useful, especially for reach melee types who need to threaten in close.

The cracked pearlescent Ioun Stone is 3.4 K. It's also the "Never have to pay for Raise Dead." magic item, as it doesn't grant fast healing. It grants regeneration[/1]. Regeneration works even you're past negative CON. It will take you a few hours to get over being dead. This is vastly preferable to blowing 24 PA on a Raise Dead and two Restorations over two weeks.

For about one mission in four in PFS, the Spectacles of Comprehension are life-savers. Comprehend Languages as an always-on power is damned useful.

My fighter uses Gloves of the Cheating Apprentice, because nobody expects the fighter to use Mage Hand or Prestidigitation.

The Jade Wayfinder (2 PA) is great because [i]guidance is generally more useful than light. Discerning is less useful because there's always someone who has Detect Magic, but I've found it useful on my "scout ahead" characters or my fighter that nobody expects to be smart.

The Ring of Ferocious Action isn't quite as useful as the Ring of Freedom of Movement, but it's something every fighter should consider when NPCs start using slow.

My Sorcerer has +1 Spell Storing Bracers of Armor. He loads them with Vampiric Touch, and if he gets the extra action to cast a spell, casts Shocking Image.

He's only got an AC of 11, but if you hit the image, you take 2d6 electric damage. If you hit him, you take 5d6 damage and he gets the same back in temp HPs. It's a nice "buy time while the other people come save my bacon" bit.

My Eldritch Knight spent 6 scenarios where the only 3rd level spell he could cast was Heroism. He bought a Lesser Rod of Extend Spell and passed Extended Heroism out like candy. Also, Extend Spell is better than Empower Spell for spells that do damage over time, like Acid Arrow and Black Tentacles or Acid Fog.

I am a fan of the Lesser Ring of Spell Storing for non-casters. It's 18K, so is only 50% more than a 3rd level wand, but it lets you give the fighter the ability to buff himself.

For Sorcerers, getting a Ring of Spell Knowledge III with Cure Moderate Wounds means you're now a healing bot. (You can do it with a Ring of Spell Knowledge II and Cure Light as well.)

My Sorcerer will probably be saving up for a Ring of Wizardry III. Not that it's going to be TERRIBLY useful...but being able to cast 14 fireballs per day without using higher level slots is worth the "wasted" expenditure just to see other player's faces go "You bought WHAT? OK, that's insane..." :)

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

Err... there are a couple things wrong with your post.

You can't hide in plain sight with Blur. It doesn't grant you concealment, so you can't use it to make Stealth checks.

The Ioun Stone you mentioned does not bring you back from the dead. "When worn, the ring continually allows a living wearer to heal..."

But, so we don't bog down this thread, if you have questions just do a search over in the Rules Forum to find out why.

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