the most helpful magic items every character should have


Advice

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Hi everyone,

I know I've read discussions on the messageboards in the past about the magic items every character should have: cloak of resistance, ring of protection, etc. ... but I just can't seem to find any of those threads right now, and I'd really like to find them before tomorrow night's PFS game.

Can anyone point me in the right direction?

Thanks!


Also, same question for mundane adventuring gear. Thanks again!


For magicial, Bag of Holding and/or Handy Haversack

For mundane, you gotta have chalk. Both powdered and in stick form. You can afford the copper piece.


You need the Big Six:

Magic weapon
Magic armor & shield
Ring of protection
Cloak of resistance
Amulet of natural armor
Ability-score boosters

Also something to fly, for when you're trapped by magic, to see the invisible, etc.

Scarab Sages

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Potion of gaseous form - it's the "get out of death free" card.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Kimera757 wrote:

You need the Big Six:

Magic weapon
Magic armor & shield
Ring of protection
Cloak of resistance
Amulet of natural armor
Ability-score boosters

Also something to fly, for when you're trapped by magic, to see the invisible, etc.

The Big Six will vary by class. I doubt a wizard is going to have much use for the first two.


jasonm777 wrote:

Hi everyone,

I know I've read discussions on the messageboards in the past about the magic items every character should have: cloak of resistance, ring of protection, etc. ... but I just can't seem to find any of those threads right now, and I'd really like to find them before tomorrow night's PFS game.

Can anyone point me in the right direction?

Thanks!

There is a pair of magical boots that negates 2d6 of falling damage from any drop.

So you can drop 29 feet with no trouble or injury. You can easily make your acrobatics to take that up to another 10.

God yes it is good.


i'm gonna shorten this because iv'e tried to make this post twice already and my computers being a little s*%!

armor and weapons for wizards
weapons:
defending
guardian
hell even limning is useful when only you have a see invis up
menacing isn't the worst out there either

armor:
mithral armored kilt = 0% spell failure and light armor
can be given
fortification (for the rogues that love to sneak up on wizards)
determination (well your going to take damage at some point so might as well be prepared)
deathless ( 25% chance to make vampire monks a little bit less nasty?)
shadow ( ill take a +15 competence bonus to stealth any day of the week. just because they can see invis doesn't mean they can see ME)

for necromancers : UNDEAD CONTROLLING
has anyone even looked at this?
imagine having a bloody skeleton of ... oh i dunno
this s~++

https://sites.google.com/site/pathfinderogc/bestiary/monster-listings/aberr ations/drakainia

https://sites.google.com/site/pathfinderogc/bestiary/monster-listings/drago ns/jabberwock

hell if your DM will allow you to mix up the pools,
A F!+!ING TERRASQE
that's right
if you manage to kill the terrasqe and animate it, it only take this armor and 4 HD from your own pool to have a BLOODY SKELETON TERRASQUE
now i'm not sure if it gets to keep all its attacks or anything like that but... just think about it

and if these aren't your forte, maybe just a bunch of smaller skeletons
if your trying to make a statement, give one of your followers a +1 chain shirt of UNDEAD CONTROLLING and have them charge 30 1 HD bloody skeletons into the middle of town
yeah the guards will take their stuff, but if you can afford this i assume you can just take it back in the middle of the night

i'm just trying to point out that weapons and armor have abilities available for people who don't plan on using them to slap people with

sorry if it seems a bit ranty
very tired

OH and btw, boots of the cat are much better than just 2d6 of fall damage
they make you take MINIMUM damage from falling
oh look the dragon just snatched me and flew 800 ft upwards in a few rounds? i take 80 points of damage instead of 80d6
its a HUGE help for people with flying mounts that become targets, or people that spend a lot of time up in the air

EDIT sorry for the multiple posts, like i said my computer is throwing a fit


I Think almost every PC eventually Will want the Jingasa of the fortunate soldier.
The power to make one crit a Day go away is awesome.
And only 5500 is cheap.

Shadow Lodge

For Mundane equipment, a Weapon Cord for weapon wielders, 11ft pole, sack of flour, bag of marbles, cloak, dagger, etc.

For Magical Equipment, Sleeves of Many Garments, Traveler's Any-Tool, Dueling Guantlet/Cestus[if you have cash], Cloak of Resistance, Jingasa of the Fortunate Soldier, Ring of Protection, Boots of the Cat or of Springing and Striding, Headband of [insert adjective here] [insert mental ability score here], Belt of [insert adjective here] [insert physical ability score here], etc.


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a lot of people think you can only have one magic item per slot but for a mere price of 50% more cost of the cheapest item in the slot, you can have boots of the striding and springing cat

maybe a cloak of minor displacing resistance?

Shadow Lodge

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AmyGames wrote:

a lot of people think you can only have one magic item per slot but for a mere price of 50% more cost of the cheapest item in the slot, you can have boots of the striding and springing cat

maybe a cloak of minor displacing resistance?

True, but individually these items don't need custom crafting nor do they need GM approval of optional/house rule, and several don't give it.. Together, they do.


its not a house-rule btw

http://paizo.com/prd/magicItems/magicItemCreation.html

in the big chart, its under the special tab thing

Multiple different abilities Multiply lower item cost by 1.5

it doesn't even need DM approval

that's like saying you have to ask the dm if your allowed to craft an INT item

it doesn't add any power to the items, it just allows you to get the items you want, even if two of them share the same slot

EDIT alright, if yall say so ill go with the DM approval thing
its simply not worth discussing


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Custom items require DM approval.


A party should pick up one pair of boots of the earth ASAP to offset CLW wand costs. Unlimited free out of combat healing? Yes please! If you have craft wondrous item (which you should anyway) it's barely more expensive than one CLW wand anyway.


what is ISG ? i'm not seeing the boots on the SRD, but i see another discussion about them


Cloak of displacement (Minor) is not something to sniff at for any PC who's likely to get into combat. cloak of elvenkind is also pretty good.

Potion of infernal healing/cure X wounds.
Potion of blur.
Potion of Ablative Barrier.


AmyGames wrote:
what is ISG ? i'm not seeing the boots on the SRD, but i see another discussion about them

Inner Sea Gods


Pearl of Power.

Even if you are not a caster you can help casters cast on you. Mage armor for the no/low armor types, an extra CLW from the Cleric or Druid, Endure Elements, or any number of other useful spells. Or you can loan it to the caster so he can go boom an the BBEG one more time. Maguses can never hae too many Shocking Grasps.


Any melee character should have a Keen weapon. You increase your chances for crits from 1/20->1/10->1/5->1/4

1/4 chance to crit is pretty powerful, but even going from 20 to 20-19 is huge - especially on x4 weapons or with crit feats (and you save yourself from having to spend a feat on Improved Critical!)


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AmyGames wrote:

its not a house-rule btw

http://paizo.com/prd/magicItems/magicItemCreation.html

in the big chart, its under the special tab thing

Multiple different abilities Multiply lower item cost by 1.5

it doesn't even need DM approval

that's like saying you have to ask the dm if your allowed to craft an INT item

it doesn't add any power to the items, it just allows you to get the items you want, even if two of them share the same slot

EDIT alright, if yall say so ill go with the DM approval thing
its simply not worth discussing

Those are guidelines for GMs who are interested in creating other magical items. They even say that prices resulting from the charts should be compared to existing items before deciding on a final price. Guidelines are not hard and fast rules.


well the boots from the inner sea gods sound AMAZING
i don't know exactly how they work, but they'd be well worth the investment if its just fast healing 1

for multiclass fighters, sash of the war champion or whatever its called is like
required

for mounted people horseshoes of speed are fantabulous

cap of the free thinker is awesome for anyone (because dominate and such can be really bad when your AM BARBARIAN turns his telephone pole towards you)

golembane scarab is good
swarmbane clasp is decent (except for melee types, then its really good)

ioun torch is very useful early game

bag of tricks for s*!*s and giggles

OH i forgot my one of my favorite surprisingly useful magic items
the lyre of building
what you want to camp for the night? let me build us a nice and cozy
MINIATURE CASTLE

we need to cross the river of blood in the tainted lands?
hold on for an hour while my three hundred invisible workers BUILD US A BOAT
OH look a (insert obstacle) that we have to climb?
let me make us some stairs
oh we have to get down now?
how about a slide

i may seem a bit ranty but this was like... my bards...thing
and it was so fun
i used it to build statues of myself everywhere that we won a battle


AmyGames wrote:


for mounted people horseshoes of speed are fantabulous

Speed is pretty meh, horses already go fairly fast.

Horseshoes of Zephyr are so much better, because you can charge through difficult terrain, walk on water, and even avoid mechanical based traps!


it gives you the option of having reasonable speed and riding something better than a horse
but i mean
that item is equivalent to a mythic path ability
and for the cost 30ft speed is huge
you gotta think, this also gives them a bonus to acrobatics (i think)

say your chasing someone else who is also on horseback, how do you catch up to them?
oh i spent 1500 gp to catch them before they were out of the city
no biggie

and with DM approval you can have speedy horseshoes of the zephyr

RPG Superstar 2012 Top 16

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LazarX wrote:
Kimera757 wrote:

You need the Big Six:

Magic weapon
Magic armor & shield
Ring of protection
Cloak of resistance
Amulet of natural armor
Ability-score boosters

Also something to fly, for when you're trapped by magic, to see the invisible, etc.

The Big Six will vary by class. I doubt a wizard is going to have much use for the first two.

Replace the magic weapon with a Metamagic Rod, probably lesser Ectoplasmic for your first one, and others as you get the coin. Incorps have no str score, so Ectoplasmic Webs totally bollox them.

Instead of magic armor, you're eventually going to get bracers of defense. Note that wearing a mithral kilt is going to cancel out bracers COMPLETELY, or vice versa...so will casting Mage armor.

You want a Ring of Sustenance, so you never get caught sleeping, and won't ever run out of food or water.

You want a CLW wand because it's the cheapest way of healing yourself that's widely accepted.

You'll want some means to fly, because when you need to fly, you need to fly. Potions early, winged boots later.

You want something to carry gear and loot. The Haversack is classic, but there's smaller versions permissible. For pure ability to carry coins and gems loot, an Abundant Quiver stuffed with hollow poles the size of javelins and staves can hold immense amounts of coin...and still have room for all your wands.

Wands of spells that you don't need often, aren't caster level dependent, but when you need them, you might need them for everybody. Knock, Resist Energy, etc.

Some way to sense the invisible.

Some way to do AoE damage, even if it's just alchemist fire.

A way to bypass all DR you run up against...silver, cold iron, whatever. Oils of align weapon and silversheen and the like if you don't have +3 to +5 gear.

The Jingasa of the Fortunate Soldier is an insight bonus to AC, which is hard to come by, and negates a crit. One of the best things you can buy.

A Wayfinder with the ioun stone that makes you immune to mind control magic from evil casters.

If you are a Wizard, Pearls of Power for cheap repeating spells.
If you are a sorcerer, Pages of Spell Knowledge for extra spells known.

At some point, an adamantine weapon. Cause the best way to knock a door down and surprise people is to instead come through the wall next to it.

At later levels, a Death Ward or something similar. Because all that negative energy stuff deserves being useless.

Some way to see the invisible. A Permanent Spell would be nice.

If you're a melee, some way to put up an Antimagic Shell around yourself and screw the enemy caster might be a good investment at higher levels.

FOr prepared casters, scrolls of those rarely used spells you don't want to dig out of your books and have to memorize, but that can absolutely save the day. Like, say, water-breathing.
Spont casters, too, even moreso, but you'll probably have to buy them.

For wizards...lots of spells in your spellbooks. So you have the solution to the problem, even if it takes time to get it.

==Aelryinth


i agree with your tactic of dealing with doors, but a pick might be better than a weapon
maybe even a magical one

Scarab Sages

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[quote = Aelryinth]At some point, an adamantine weapon. Cause the best way to knock a door down and surprise people is to instead come through the wall next to it.

I'll second that! I used to have a fighter with an adamantine axe. His battle cry was "Snap into a Slim Jim!"


WTF 29 posts and NOBODY has mentioned GLOVE OF STORING!!???
My ALL-TIME favorite item, who needs quickdraw? Who needs to hide their weapons?


glove of storing is good
i guess i just never really read it
"hand over all your weapons" "okay!"

20 minutes later

"no Mr. Bond, i want you to..aghh... uhhn.. what the hell is that? where'd you get a gun?"


Continual Flame cast by a cleric on any item defeats almost all darkness effects short of deeper darkness. Not bad for 50gp.


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Feather token: tree. Swallowed whole? Now there's a 60 foot tree ripping a hole to your escape.


that's an awesome use of feather token
never thought of that, although it might just not work, just like you cant cast a wall of stone to cut someone in half

phylactery of positive channeling isn't the worst thing ever
i don't see why people on this forum dislike channeling

i like hand of glory because there is a lot of very useful rings such as
ring of evasion
ring of FOM
ring of invisibility
ring of sustenance
greater ring of inner fortitude

hell make an item intelligent just so you have a second opinion
spend some money and give it skill points in knowledge skills
as long as you share its goal (which you as the creator get to set) it shouldn't have you do EGO checks


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I want a glove of storing intelligent item that acts like a sock puppet when it talks

Grand Lodge

For mundane equipment, I suggest twine, caltrops, chalk and candles. twine can be made into tripwires and traps, caltrops are self explanatory. chalk can be used to mark directions in dungeons and forest, as can candles. Paper and ink also..just in case you come across someone you cant communicate with...this very thing happened in a pbp I am in....


Pound of pepper. Basically sneezing powder, same effects on invisible creatures as flour, and you can flavor your stew.


AmyGames wrote:

that's an awesome use of feather token

never thought of that, although it might just not work, just like you cant cast a wall of stone to cut someone in half

Up to the GM I'm sure, but it does lack the clause that wall of iron has. I'm guessing people didn't think of this as a use when making it either including my GM when I busted it out. My group thought it was hilarious and awesome.


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Khrysaor wrote:
Feather token: tree. Swallowed whole? Now there's a 60 foot tree ripping a hole to your escape.

"That adventurer turns and grins every time he is swallowed. Once he went in with a thumbs up. It is weirding me out."


Hey, the same feather token can be used by someone with fly to drop 60 foot trees on people.

Not sure what the damage on having a large tree hit you at terminal velocity is, but I'm pretty sure it's big.

Silver Crusade

I've found some incredible usefulness in Marvelous Pigments. Sure, you're using some ranks to craft, but the idea of having just about anything you'd need a brush stroke away is pretty nice.

Had a sniper use it once to create lava underneath himself (it's an inanimate object, and it doesn't say the things made can't be harmful), cover it up with some magical cover, and wait for the party to storm him. As soon as they charged him, they were all neck deep in lava and screaming. Great moment in GMing from such an oddly useful item that doesn't see that much play.


CommandoDude wrote:

Any melee character should have a Keen weapon. You increase your chances for crits from 1/20->1/10->1/5->1/4

1/4 chance to crit is pretty powerful, but even going from 20 to 20-19 is huge - especially on x4 weapons or with crit feats (and you save yourself from having to spend a feat on Improved Critical!)

It depends on the melee character, the crit range, the crit multiplier, and the type of campaign. A 20 x2 weapon isn't typically worthwhile to get keen on, granted, most players don't use weapons with low crit ranges and/or multipliers. You could also have a campaign on an elemental plane where a lot of monsters are immune to critical damage.


Once my characters str was so ridiculous, he carried a frigate to the top of the mountain, and threw the damn thing on top of a BBEG Titan-gianty guy that was sleeping
Needless to say the injured BBEG was really pissed off, and an epic battle insued

Btw

Mules are like
The best mundane animals
They'll do whatever
What a dragon cave? Okay I guess I'll go in
Oh my a zombie
You guys should probably deal with this
Even yaks have fears
Mules don't give a f%#*


For a hyper-realistic campaign: any items with the "Comfort" enchantment, so that armor and/or clothing are never too much or too little in extreme environments. :)


AmyGames wrote:


Mules don't give a f&$!

Honey badger?

************

Feather token tree I found to be a great item other than my one example above. Block a 5 ft opening, get out of a pit in a hurry, provides total cover, drop from above, use from within, can act as a flotation device unless you have the boat version, branches provide quick weapons in club form, firewood, use the tree and then warp wood for more creativity.


There's a guide here which is sorta a greatest hits for magic items by slot.


FuelDrop wrote:

Hey, the same feather token can be used by someone with fly to drop 60 foot trees on people.

Not sure what the damage on having a large tree hit you at terminal velocity is, but I'm pretty sure it's big.

The rules for the damage of heavy things being dropped on you is scary. Not so much if you have evasion, but otherwise it can be a lot of damage.

If I recall we calculated that a centaur falling on someone or curb stomping them (with weight not an attack) was above 2d6 damage. May have been higher, centaurs are very heavy.

d6 per 100 pounds isn't it?


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Every party should have at least either one campfire bead and/or one endless bag of dung.


OH
Btw
For a mere 53000gp, you can have an intelligent item cast cite critical on you every round
At will
For ever
Even while you sleep.....


DM Under The Bridge wrote:
FuelDrop wrote:

Hey, the same feather token can be used by someone with fly to drop 60 foot trees on people.

Not sure what the damage on having a large tree hit you at terminal velocity is, but I'm pretty sure it's big.

The rules for the damage of heavy things being dropped on you is scary. Not so much if you have evasion, but otherwise it can be a lot of damage.

If I recall we calculated that a centaur falling on someone or curb stomping them (with weight not an attack) was above 2d6 damage. May have been higher, centaurs are very heavy.

d6 per 100 pounds isn't it?

how much does a tree weigh?

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