120,000 GP to spend, and not a clue what to do with it. Ideas?


Advice

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As the topic says, I have all this money to go on shopping spree the likes I've never had. I've only played low level campaigns before where ANY magic item was a big deal. Now I've signed up for a new game, and my cleric has a bigger budget to start out with than any I'm used to having. It's a bit daunting, for even after spending most of the day looking up items I'm not even half way through.

I haven't finalized my build yet as I keep wondering if I can find some item to build something around. Like... I know I want a decent Wisdom, but I could give myself more balanced stats and buy a headband of inspired wisdom. Then I second guess myself, thinking what if lock myself out of some awesome must have item because I didn't know it existed?

Anywho, I feel I could nail down the character more if I could get a feel on magic items, and not feel I was screwing myself over. Right now, I know she's going to be a Good aligned human cleric traveling with a Paladin... and that's about it lol. If anyone could give advice on some of the better options for magic items, I'd appreciate the help. Thanks for your time!


At the basics, you want to cover the "big 6"

* a magic weapon
* magic armor
* stat-enhancing item (Headband of Wisdom)
* cloak of resistance (upgrade your saves)
* ring of protection
* amulet of natural armor

This is the cheapest and easiest way to ensure that you have enough AC to stand in the front line, enough saving throws to not be dominated instantly, and a way of acting effectively in combat.

Spending (up to) 20k on each of those and then spending the rest on scrolls of condition removal -- remove blindness, restoration, remove curse, possibly with a wand of cure light wounds -- will give you a reasonable set of toys for almost all circumstances.


Those are indeed all nice options. I thought of most (missed the amulet of natural armor) but wasn't sure if I should spend all of it on the basics. There are so many wondrous items, rings, staves, etc, I wasn't sure if I should focus only on defense and lock myself out of everything else.


Are you going to be focused on combat or casting? That will prove to be a big influence on what your needs will be. Give us some more info also, like what level you will be starting out at.


Well, those are a boring set of items. But nobody every said "d--n! I wish I had two fewer points of armor class." And they're always useful. If you bring along a lantern of revealing and never come across an invisible opponent, you aren't really getting use out of the lantern.

So, as I said, a "reasonable" equipment set "for almost all circumstances." But very dull.


A flying carpet.

It's a bit of a niche item, but it lets you fly without spending spells on it. You can transport stuff on it. You can let other people use it.


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I recommend buying 8000 badgers at 15 gp each.


Oh, thought I put level down, sorry. We're starting at level 12, with a little extra gold for that starting level. Our characters are supposed to be nobles, leading our people and all that. We're being given leadership as a bonus feat to have our own followers.

As for my role, I'd like to focus more on casting, but not be worthless in combat if possible.

Orfamay, you're right in that they are 'dull' but still always useful. I will likely grab those standard six, but wasn't sure how much to spend on each of them, if it was worthwhile to get cheaper versions so I could get.... something else really awesome, I guess. I kept coming back to metamagic rods and pearls of power, for example. Handy stuff, but likely not as good as pure defense. I guess I was just wondering if there was something out there that was worth getting over the best possible defense, you know?

Sorry if I don't make sense. My mind wanders a bit :)


To be perfectly honest, you don't actually NEED to max out those standard six. That is, one point more or less makes a lot of difference when it comes to the price to pay, but not that much in practice.

That's why I think that when you have this much money to throw around, you should spend some of it on things you just find fun or practical in some other way. Not just to optimize stats.


Jingasa of the Fortunate Soldier (even better if you have the fates favored trait)

Can never go wrong with a Ring of Freedom of Movement (very pricey but oh so worth it)

It's cheaper to get a +4 Wis headband and a Rod of Splendor (+4 slotless Cha & extra fluff) than getting a +4 Headband of Mental Superiority. Or swap out the +4 Wis headband for a Phylactery of Positive Energy if you want to focus channeling.

Eyes of the Eagle. Cheap +5 perception.


You could skimp a little in the area of magic weapon and armor bonuses and use the long duration spells in the morning to make up for the deficiency.

I think that weapon and armor enhancement is probably the best place to save yourself cash to buy more casting gear.

Liberty's Edge

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With 120,000 GP you could buy a nice estate, retire, and live the good life! :)


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Let's go through the basics, then look at some niche items:
Magic Weapon (equivalent +3 = 18k)
Some nice options are +1 Holy, +1 Disruptive (Cleric Classic Club - say that three times fast), or +2 Spell Storing

(a)Magic Armor +3 (9k)
(a)Magic Shield +2 light fortification (equivalent +3) (9k)
or
(b)Magic Armor +4 (16k) if you're thinking you need two hands

Headband of Inspired Wisdom +4 (16k)

Cloak of Resistance +3 (9k)

Ring of protection +2 (8k)

Amulet of Natural Armor +2 (8k)

With (a), you've spent 18+18+16+9+8+8 = 75k
With (b), you've spent 18+16+16+9+8+8 = 73k
So you've got about 45-47k left

Here's a quick pass totaling 41.4k:
Handy Haversack (2k)
Ring of Invisibility (10k)

Metamagic Rod: Empower, Lesser (9k)
Metamagic Rod: Extend, Lesser (3k)

Brooch of Shielding (1.5k)
Boots of the Cat (1k)

Cure Light Wounds wand x2 (1.5k)
Grave Salt (1.1k)

Pearl of Power 1st lvl x2 (2k)
Pearl of Power 2nd lvl (4k)

Ioun Stones:
Cracked Amber Spindle (3.4k)
Cracked Dark Blue Rhomboid (0.4k)
Cracked Dusty Rose Prism (0.5k)
Cracked Vibrant Purple Prism (2k)

You might also want to take a look at Ashiel's Guide to Adventure Preparation, Tricks, and Strategies. Especially consider the Ghost Touch net idea.

(edited to correct math error)

Liberty's Edge

RedDogMT wrote:
With 120,000 GP you could buy a nice estate, retire, and live the good life! :)

I'd buy what you absolutely need to and invest it in estate for your faith and start a place of worship. Also you can use it as a sanctuary and maybe even attract lower level character npcs to write scrolls or brew potions while you are gone and maybe by farm land. Then again it really depends on who you worship.


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Portable Hole.

I can't count the number of adventures where we've found a piece of treasure worth $lots that weighs too much for a bag of holding. Hell, there are villains that keep their money in silver just so you won't be able to carry it all away.

I second the call for a flying carpet, since it's a good way to get around and bring friends. Though if the game is mostly overland and you're willing to burn money on something not particularly effective, an Airship (Ultimate Campaign?) is 50k and allows you to travel in style. At 60k you can get it as a colossal Animated Object (Ultimate Magic) which can act on your verbal commands.

Assuming you do that, you don't even need the portable hole, you have a ship's hold.

With 60k left?

- +1 Bashing steel shield
- +2 Full Plate
- +1 Holy (on your shield)
- Handy Haversack
- Ring of Sustenance (no more food, and you don't sleep much)
- +2 Ring of Protection
- +2 Amulet of Natural Armor
- Headband of Wisdom +4
- Pound the remaining 3k into a wand of cure light, enough diamond dust to cast Restoration, and scroll of True Seeing.

Also some incidentals like clothes, rope, holy symbol tattooed on your face, etc.

Definitely not as powerful as other builds, but if your adventure consists of exciting overland travel, you do it in style. Even if you don't do the airship, you really ought to get some of the expensive spell components and scrolls. When a party member needs a restoration spell bad (or a raise dead), it's a good idea to have the materials at the ready.


Make your weapon and shield sanctified to count as holy symbols


If you got extra money laying around, you could always go for permanent ability score boosts in form of:

-Manual of bodily health
-Manual of gainful exercise
-Manual of quickness of action
-Tome of clear thought
-Tome of leadership and influence
-Tome of understanding


Hmmm... what do the forums suggest for armor? I'm looking over the Evangelist archtype, which looks nice in theory as it adds bardic performances buffs, but it comes at the cost of a domain, medium armor proficiency and shield proficiency. I could take feats to remedy the lost armor, I suppose, but if I wore Mithral Full Plate (Or Celestial Full Plate) the armor check penalty is only -3, and the bardic performance could grant +3 bonus to attack. Celestial full plate and celestial shield give overland flight together as well, which doesn't hurt. But is a clestial shield stuck at +2 bonus? Are there no +3 Celestial shields, for example?

I like the concept of a cleric in a celestial armor/shield set up, but I'm torn on shields. I was trying to see if I could make a cleric with a spear and shield, but spears don't seem to have much love in pathfinder. I could go shortspear and shield, but the damage is surprisingly weak. I'd need two hands to make a spear work, and then no more shield. Why do the pesky rules always have to get in the way of a good time, I ask you? ;)

Anywho, this thread has give me a lot of good ideas to test out. I'm hoping to have a character put together today with any luck. I'll likely make a post to show off the ideas, get feedback, etc. Fun times ahead!

Thanks again for the ideas so far, and I look forward to armor suggestions ;)


I think at level 12 you need to suck it up and memorize Magic Vestament and Greater Magic Weapon every day. So Mithral Full Plate and an Adamantine Longspear should be good enough with the spells above making them each +3 for 12 hours. I would honestly go with maximum wisdom and everything else secondary, because spell DCs are either high enough to land or not high enough to waste actions on. Unfortunately it usually works out for clerics to put their lowest stat in intelligence, and with 2+ skills forget about being useful with skills, you are useful with spells instead.

I think that spending your money on something like a metamagic rod of Dazing can pay off in the right game, but you need a free hand to cast and a free hand to hold the rod, so it would have to be your main weapon instead of a spear.

Dazing Blade Barrier is a rough, rough spell.


I probably will have those spells, but enchantments can be dispelled, so having a back up never hurts... or so I'm told.


Well, people do say it happens, but I've never been hit with a Dispel Magic ever, nor has anyone I game with regularly. I would be ecstatic that my caster opponent is trying to debuff us rather than hit us with battlefield control or save-or-lose 90% of the time.

You can make a very scary melee cleric or a very scary caster cleric, but splitting the difference is not rewarded at all. For a melee cleric it could easily be worth spending 90% of your wealth on AC, saves and a nasty weapon. For a caster cleric it would be crazy to waste money on a weapon when one fourth level spell slot covers for an 18k gold item.


Good suggestions all. I've done the math on this too.

Ring of Sustenance - 2,500 gp (no food/water needed, less sleep)
Handy Haversack - 2,000 gp (storage)
Bag of Holding - 2,500 gp for a Type I, and everybody forgets that it weighs 15 lbs just by itself. A Type II weighs 25 lbs, a Type III weighs 35 lbs, and a Type IV weighs 60 lbs, empty or not. The best you can do is roll up a Type I and hang it under your 5-lb. Handy Haversack for a total of 20 lbs. Add in an Efficent Quiver (1,800 gp) to store your arrows, bolts, bows, and javelins, as well as your wands and swords.

I've crafted my own alternative to the Glove of Storing (10,000 gp), I call it the Belt of Shrinking Pockets (+6,000 to any belt), which I then found as Security Belt for 12,500 gp in the Ultimate Equipment guide. (My Belt of Shrinking Pockets doesn't hide its' aura.)

At low levels a Heavyload Belt - 2,000 gp, 3 lbs. using the Ant Haul spell is a godsend, at least until you get a Belt of Strength. This is typically what I get at Level 3-5, adding on Shrinking Pockets at Level 9-10.

Belt of Physical Perfection +6 - 144,000 gp for +6 to Strength, Dexterity, and Constitution. This is the priciest, you might have to drop down to a +2 belt for 16,000 for Level 12.
Headband of Mental Superiority +6 - 144,000 gp vs. 16,000 gp again, this is for Intelligence, Wisdom, and Charisma. Once you have your Belt and your Headband, you've maxed your scores, unless you use level-bumping or tomes.

Rope of Knots (Ultimate Equipment) - 6,000 gp, much better than the standard Rope of Climbing for 3,000 gp, and the Rope of Knots heals itself as well.

Necklace of Adaptation - 9,000 gp for proof against gas attacks and drowning

Decanter of Endless Water (9,000 gp) and Sustaining Spoon (5,400 gp), to feed others, because you never know when you're going to be lost in the dark, deep, dungeon, and everybody starts eying your Ring of Sustenance when their own food runs out, or someone's animal companion or familiar runs out of food. You may need a second Bag of Holding Type I-IV with a toilet seat on it, however.

Campfire Bead - the best 750 gp you'll ever spend on making sure you have fire, and torches, in a dungeon.

There are other class-specific items, like the Vest of Escape (5,200 gp) for the Rogue (comes with lockpicks), or an All Tools Vest (1,800 gp) for the crafter as well as a Traveler's Any-Tool (Ultimate Equipment, 250 gp). Don't forget the Mallet of Building (Ultimate Equipment, 5,000 gp) for the Rope of Knots to nail it on the side of a cliff, or to make anti-vampire stakes in a hurry. These are cheap, or at least accessible, at Level 12.

Most armors and weapons are personal choices, but everybody needs a Scabbard of Vigor (1,800 gp), at least for the adamantine/cold iron/silvered longsword or dagger, as well a Scabbard of Stanching (5,000 gp) to protect against bleed damage at higher levels. As for daggers, get a Dagger of Doubling (10,302 gp), especially if you throw daggers.

Silver Crusade

I recommend focusing on a wisdom and charisma based build and memorizing as many spiritual weapon spells as you can slot. Take feats and traits that boost your casting, and pump wisdom as much as you can. I would also recommend worshipping Sarenrae just for the spiritual weapon with the largest critical threat range, and the fact that you can get the Good and/or the Healing domains from her, which are both very nice.

The Good domain gives you Touch of Good, which can be a godly power, especially since your bonus will be starting at +6. You'll also be starting with 2 uses of Holy Lance, the level 8 domain power, which can be a nice buff for one of your front liners.

The Healing domain gives you Healer's Blessing, which is the equivalent of a free Empower on every cure spell you cast. The level 1 Healing domain power is less useful, but that's more than made up for by Healer's Blessing.

I also agree with everybody else that you are much better off spending the vast majority of your gold on "boring" items that will see every day use.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Use it to earn Magic Capital then invest it into item creation. With the right feats and traits backing it up, you can get nearly ten-fold the aforementioned amount in magical items.


Ravingdork wrote:
Use it to earn Magic Capital then invest it into item creation. With the right feats and traits backing it up, you can get nearly ten-fold the aforementioned amount in magical items.

Ten-fold? That sounds.... well, amazing. How would I make that happen?


bookwormbabe29 wrote:
Ravingdork wrote:
Use it to earn Magic Capital then invest it into item creation. With the right feats and traits backing it up, you can get nearly ten-fold the aforementioned amount in magical items.
Ten-fold? That sounds.... well, amazing. How would I make that happen?

By causing your DM to bring on the falling rocks, presumably.

RPG Superstar 2012 Top 16

Jingasa of the Fortunate Soldier for your hat. +1 Insight AC, and negate a crit or sneak attack 1/day.

You have Shield of Faith, so you don't truly need a Ring of Prot, but I'd get a +1 just for backup.

Use the Efficient Quiver to store coins, and a haversack for other stuff. Fill the Quiver with staves and rods hollowed out to hold coins. At a 'mere' 10 coins per inch, 18 javelins x 36 inches and 6 staves x 72 inches, you can hold about 11,000 coins without a problem. And it's weightless, so you don't have to worry about encumberance. Use the Haversack for other stuff if you like (potions, scrolls, etc). And you can hold 60 arrows or bolts if you like.

Wands of CLW. Most healing you do should be out of combat.

Amulet of Nat Armor +3. Should double as your holy symbol. As suggested above, sanctifying armor and shield as backup holy symbols is a good idea.

Ring of Sustenance. So you never get caught sleeping.

I think there are holy symbols that help with Channeling?

You want a +1 Undead Bane Ghost Touch weapon, and slap Greater Magic weapon on it.

You want +1 Medium Fortified Mithral BP, and Probably a +1 Shield of Arrow Deflection. Slap Greater Magic Vestment on both.

For all three of the above, buy a Medium Metamagic Rod of Extend so they last literally all day.

If you can get some way of getting a long term Death Ward, very high priority. It will make you the terror against undead.

You want a +4 Wis buffer at your level, and either a 2/2 buffer for Str and Con, or a +4 Con buffer. Divine Power can actually take care of the Strength for combat.

A Wayfinder with a clear spindle ioun stone insures that the spells that do get through your incredible will save generally still won't do anything to you.

You need some method of flying. You should have some form of dimensional travel, like blink or dim door or something.

A Ring of Free action is pricey but invaluable if you want to swing it.

Most of the rest you will take as scrolls, potions, or just use your active spells.

Most DM's will not let you take Item creation feats and double your gear at the start of any game, so don't try it.

Your domains and feats will have a huge influence on certain things.

Good luck, and happy gaming!

==Aelryinth


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Cat = 3cp, 8lb

120000gp = 12000000cp

12000000cp/3 = 4000000 cats or one 32000000lb cat.

Extra points if it's the size of a normal cat, just incredibly dense.


Throw the most amazing party, ever.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
bookwormbabe29 wrote:
Ravingdork wrote:
Use it to earn Magic Capital then invest it into item creation. With the right feats and traits backing it up, you can get nearly ten-fold the aforementioned amount in magical items.
Ten-fold? That sounds.... well, amazing. How would I make that happen?

Focused Overseer from Paizo's Quests and Campaigns, allows you to earn capital for 25gp each (rather than the usual 50gp or 100gp).

The downtime rules clearly state you can apply magic capital towards magical item creation COSTS at a rate of 100gp per point of magic capital.

The second Deific Obedience from the Torag boon (from Inner Sea Gods) and the Eldritch Smith and Hedge Magician traits grant a 20% discount on the cost of making items.

Example: A magical item costing 100,000gp market price (100%) would generally cost 50,000gp to craft (50%). However, due to my character's abilities, I only need to cover 40,000gp (40%).

Therefore, I would need to earn 400 magic capital during my downtime, which would set me back 10,000gp (10%) rather than the full market price of 100,000gp. The time it takes to earn that much can vary widely between characters, ranging from 2-3 points a day to maybe 10-20 points a day for a character with a mini business empire.

That's how you get 90% savings more often than not. I call it the artificer build. :D

(I have a whole thread discussing this in much more detail here.)

I hope that helps.


Hookers and Blow.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Oh, and if you have enough downtime, you sell all your newly crafted magical items for 600,000gp and start all over again. :D


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With that much gold to spend here's my list of reccomended stuff:

The classics:

1) A suit of armor.
A +3 or +4 suit should serve. If you're not using a shield then you need to consider +5 in case you want to go frontlining. If not then just save your cash and go for +2.

2) A weapon.
Depending on your chosen role you will need a fitting weapon, for combat you will need to go for +4 for accuracy, if you don't intend to go into melee then you should at least bring a +2 weapon for those times casting spells is ineffective.

3) Cloak of resistance.
Nobody likes to fail saves, failing saves generally means something bad is about to happen and you WANT to make that save. If you focus on casting and blew up your WIS then a +2 is enough, if you spread out your stats then a +3 or even +4 is advised. Ask your GM if he will allows you to combine items, I find Cloaks of resistance +x to be booring, a "Resistant Hedge wizards cloak +x" is much more fun.

3) Ring/Neck slot AC item.
If you're going into melee, you will need to buy a Ring of protection and an Amulet of natural armor. At this level you should go for +2 or +3. Also check if the GM will allow you to combine item effects on these slots as i mentioned for cloaks of resistance, an Energy resistant Ring of protection is rather thematic.

4) Backup weapon.
I dont care if your dex is 7 and your BAB is below average, never go anywhere without a ranged weapon, even just a crossbow. You don't even need to spend money on it, you'll find some magical ammunition eventually.

5) Second Backup weapon.
If you're going into melee, you need a backup of your primary weapon, there will come a time where you're standing directly in front of the BBEG and you realize that he just made your favorite Sword fly a bunch of feet in some terribly inconvenient direction, you will be so relieved to remember that you bought a +1 Backup and kept it in your Handy haversack just in case.

6) Handy haversack.
Its just so handy, it will save you tonnes of time, in and out of combat.

7) Potions and scrolls.
I have a list memorized of potions and/or scrolls that I never go anywhere without once i've hit certain wealth threshholds. Invisibility, Darkvision, Fly, Air bubble and See invisibility are just a few of the most important potions/scrolls i never leave home without once i get to the wealth youre at.

8) Hireling.
A simple commoner who gets handsomely paid to travel with you and run errands for you. He doesnt even need to enter the dungeon with you, just make him hunt for your food for you, set the camp for you, watch for travelers and trespassers, cook the food, set some tripwire traps around your camp, run into town to buy some necessities or even gear (once you're sure they can be trusted).

9) Metamagic Rods.
At a certain point some Metamagic rods become so good that it becomes hard to reason why you would'nt buy them. At this level you should give the Quicken rod a serious though, its nearly 40k gold so its a big pill to swallow, but if you focus on spells then its a great replacement for your weapon. Other interesting rods include Echoing spell (the lesser variant basically grants you 3 extra level 3 spells per day), Extend spell is great, Reach spell is situationally amazing, silent and still spell rods have their merits, the list goes on. Rods again are an example of an item which you should ask your GM if he allows combining or modifying, Rods that are also weapons is already a thing, and you should ask your GM to let you use it as a holy symbol.

10) Staves.
Honestly speaking staves arent all that great in conventional games. But with this much money to blow then a staff is a characterful item to own, especially if your GM lets you make your own. Just remember to follow the pricing rules to the letter, they are a bit complex sometimes.


For a cleric, Pearls of Power are handy. I will second the suggestion for the Ring of Freedom of Movement. I always get one as soon as I can reasonably afford it.


+1 for idea to buy a +1 armor, shield, and weapon with other enhancements, then use 2x magic vestment and Greater magic weapon to boost them all to +3.

Ghost touch for sure, undead bane maybe, disruption maybe, spell storing is good for weapon or armor (at this level dimensional anchor is fantastic in a spell storing , arrow catching for shield.


If you have the crafting feats, and the GM allows pre-game-start crafting, then you can extend the gold even further (as mentioned by others above).

Still, as you have Leadership and a slew of followers, why not spend any gp above your typical WBL on them?

Of course, being noble, don't forget your noble's outfit and plenty of jewelry. Maybe the Sleeves of Many Garments so you can keep up with the latest trends.


bookwormbabe29 wrote:


As the topic says, I have all this money to go on shopping spree the likes I've never had. I've only played low level campaigns before where ANY magic item was a big deal. Now I've signed up for a new game, and my cleric has a bigger budget to start out with than any I'm used to having. It's a bit daunting, for even after spending most of the day looking up items I'm not even half way through.

Today, on "Pimp My PC ... "


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If you're all nobles, talk to your GM about what kind of fluff comes with the characters. Do you come with a noble estate and titles as background material? Or is he going to want you to put down money for your noble villa, temples, or whatever under the downtime rules and will he let you earn capital with them? That's something to consider before you go visit Magic Mart.

Other than that, are you looking to optimize, or are you looking to have fun? And how lunatic are you willing to get? I mean, if you wanted to, you could theretically purchase a mithral waffle iron, get it enchanted, take improvised weapon proficiency, and then wander around the countryside slaying werewolves with your +2 lyncanthrope bane mithral waffle iron.

Otherwise, beyond the Big 6, go for something that just feels right. I really like "creature comfort" or unusual items to make things fun. Consider:

Living Garments
Drinking Horn of Bottomless Valor
Cauldron of Flying
Expedition Pavailion
Insistent Doorknocker

Grand Lodge

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I will throw in my suggestions:

Headband: +6 headband of Wisdom- 36,000
Body: Celestial Armor 22,400
Shield: Celestial Shield-13,170
Ring 1: Sihedron Ring- 35,000 (+3 Ring of Protection and Cloak of resistance rolled into 1 item)
(106,570g spent)

Nifty items:

Head:
Circlet of Persuasion- Channel energy is a Charisma check
Jingasa of the F. Soilder- +1 Luck bonus to ac (combos with fates Favored Trait)

Eyes:
Deathwatch Eyes

Boots:
Boots of the Cat- Clerics tend to fall in many different ways.
Sandals of Quick Reaction

Gloves:
Gloves of Storing

Neck:
Amulet of Natural armor
Periapt of Health

Shoulders:
Cloak of Displacement
Cape of the Mountebank
Cloak of the Hedge Wizard- 2,500 is cheap for some of these spells to never prepare again.

Wrists:
Bracers, Spellguard
Bracers, Longarm (reach with touch spells yay)

Slotless:
Luckstone (Fates favored combo)
Wayfinder with clear Ioun stone (Pro evil mind protection)
Knight's Pennon Battle- Heroism 45 minutes a day
Pearl of power 1-3
Handy Haversack- best scroll case in the known universe
Efficiency quiver- Because it can store wands and Rods and allow free action retrieval as if they where ammo.

Rods:
Lots are good.

Weapons:
Unless your a Battle cleric I wouldn't buy or swing weapons...I use the spell Divine Trident and attack touch ACs instead. You can also pick up weapons as you find them. Sell at the end and use Divine trident till you pick up another Weapon between sells.

Staves:
Expensive

Wands:
Cure light/moderate wounds
Lesser restoration
Bless

Scrolls:
Remove X
Heal

Potions:
Remove Blindness because reading a scroll blind is impossible.

Also as for character advice I highly like the trait:
Fate favored and Transmuter

+1 CL on transmutation spells and extending a Buff as if extended is great...Eagles splendor is a good one if you want more and better channels....But any will do to help you save $$ on a belt of buffing a secondary stat.

Fate Favored Speaks for itself by adding +1 to the Luck bonus.

Luckstone+ Fates Favored= +2 luck bonus on saving throws, ability checks, and skill checks.

Jingasa of the F. Solider+ Fates Favored= +2 luck to AC

Divine Favor +Fates Favored= +4 Luck Bonus on attack and damage rolls.

Fates favored + Prayer= +2 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks for you.


Fruian Thistlefoot wrote:

Potions:

Remove Blindness because reading a scroll blind is impossible.

Braille scrolls?

Grand Lodge

Quote:
Braille scrolls?

No such thing in the Pathfinder world.

Shadow Lodge

Your own three-deck, three-masted ship with forty guns.

Silver Crusade

Fruian Thistlefoot wrote:


Circlet of Persuasion- Channel energy is a Charisma check

Lot of good suggestions in the rest of his post, but I wanted to point out this is incorrect. A Charisma check is a d20 roll that is modified by your Charisma modifier or a skill that uses your Charisma modifier.

You only roll d6s when you channel energy.


Buy two scrolls of Greater Create Demiplane and two scrolls of Permanency. Costs 52000gp, roughly, and so long as you remember to prepare Plane Shift twice a day you can return to your own private home base with 4800ft of real estate. If you have the Travel Domain you can also get Teleport, to move yourself back from where ever Plane Shift lands you on your return (assuming your GM doesn't allow a return to the same location thing).

Mostly, just for fun.


Pathfinder Lost Omens Subscriber
JonGarrett wrote:

Buy two scrolls of Greater Create Demiplane and two scrolls of Permanency. Costs 52000gp, roughly, and so long as you remember to prepare Plane Shift twice a day you can return to your own private home base with 4800ft of real estate. If you have the Travel Domain you can also get Teleport, to move yourself back from where ever Plane Shift lands you on your return (assuming your GM doesn't allow a return to the same location thing).

Mostly, just for fun.

wait why buy scrolls?


Because Greater Create Demiplane is a level 9 spell, beyond a 12th level Cleric, and Permanency isn't on the Cleric Spell List.


Pathfinder Lost Omens Subscriber
JonGarrett wrote:
Because Greater Create Demiplane is a level 9 spell, beyond a 12th level Cleric, and Permanency isn't on the Cleric Spell List.

but you can just get him to cast the spell for you...? might be problems with familiarity though. You can have him make the 2nd casting create a gate to like a backpack or something.

Grand Lodge

Quote:


Lot of good suggestions in the rest of his post, but I wanted to point out this is incorrect. A Charisma check is a d20 roll that is modified by your Charisma modifier or a skill that uses your Charisma modifier.

You only roll d6s when you channel energy.

Maybe my understanding of what constitutes as a charisma check. Let me break down how I understand it and if I am wrong please show me. I try to find the actual rulings.

First the Item in question:
Circlet of Persuasion

This delicately engraved silver headband grants its wearer a +3 competence bonus on Charisma-based checks.

Well what all is covered in Charisma Based check?

Quote:

You apply your character's Charisma modifier to:

Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device checks.
Checks that represent attempts to influence others.
Channel energy DCs for clerics and paladins attempting to harm undead foes.

Also:

Quote:
Charisma: Temporary increases to your Charisma score give you a bonus on Charisma-based skill checks. This bonus also applies to any spell DCs based on Charisma and the DC to resist your channeled energy.

Notice the bold parts about DC to resist your channeled energy. If it does not give that bonus I would like to know but as far as I am reading it a Circlet of Persuasion makes the DC of your channel energy higher.

If I am wrong I'd like to know where my misunderstanding is.


Your channel energy DC isn't a check you make. It's a check other people make.

Grand Lodge

oh I thought it was like this:

Using Channel energy to harm undead

Typical will DC=15

With A Circlet will DC=18

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