
Artemis Moonstar |
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So, I'm looking to make a character for a home game that seems to have just the right item at just the right time. Naturally, this would require pre-quest research and prep (in-game, not meta-game).
To this end, I'm looking for character options that let me reach into my pocket and grab whatever. The ones I know of so far are:
Deep Pockets - Pathfinder Chronicler PrC - 100gp per class level, including potions and scrolls
Well-Prepared - Halfling Feat - 1/Day, dc 10 + (item's GP value) to 'happen to have' a mundane item
Secret Stash Deed - Grit Feat - 1 grit and GP value to retrieve firearm ammunition
To assist in this concept, and just because I like the idea of carrying a dragon carcass back to town with my bare hands, I'm also looking for ways to pump carrying capacity.
Deep Pockets - Pathfinder Chronicler PrC - Strength counts as 4 higher for light load.
Heavyload Belt - Wondrous Item, Belt - Continuous Ant Haul spell.
Muleback Cords - Wondrous Item, Shoulders - Strength treated as 8 higher than normal for carrying capacity.
Burdenless - Armor Enchantment (4K gold) - Carrying Capacity is increased by 50% across each load.
Clockwork Arm - Wondrous Item - In addition to other cool stuff, 1 clockwork arm can allow one to lift 1-1/2 max load over his head. Two arms can lift double.
Cut your Losses - Feat - Treat strength as 2 higher for carrying capacity, plus other stuff.
Odds are it's going to be a human with racial heritage halfling, as a Filcher rogue (GM lets 'heritage' apply to just about everything). I haven't stated anything out yet, just trying to weigh my options. Possibly a smuggler rogue would more fit the theme.
Anyone mind letting me know if I missed anything? Or if there're any wonky problems with rules I might encounter?

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I would ditch Secret Stash Deed.
Human with Racial Heritage(Halfling) makes it work better.
Also, there is the Muscle of the Society trait: Treat your Strength score as 2 higher for the purpose of determining your carrying capacity.
Honestly, a good Bag of Holding, or Handy Haversack works better than some of the listed items.
Love the build concept.

Thanael |

Check out the top 5 items thread for ideas:
Robe of useful Items
Feather Tokens
Also:
Folding boat
Instant Fortress
Rod of Lordly Might

VRMH |

Secret Stash combines well with the Alchemical Tinkering spell - first you pull an alchemical cartridge out of your... erm... wherever, and then you change it into something else.

jhpace1 |

If you're willing to go third-party with psionics, The Mind's Eye from Wizards of the Coast had a power called "Call Item". It let you teleport any 10 gp or less item from the Equipment List to your hand for a few minutes. The power scaled up to 1,000 gp, allowing you to get common, not masterwork, items all the way up to a spyglass.
Call Item was never translated to Dreamscarred Press because of copyright issues, but the third-party data remains in cyberspace for psionic characters. I've used the power for the last 3 psionic characters that I've played, and it's interesting roleplaying a power that lets you get common thieves' tools, a compass, sunrods, pickaxes, shovels, etc. any time you need them.

sunbeam |
Call Item:
"You call a piece of nonmagical equipment worth 10 gp or less 'from thin air' into your waiting hand. (Actually, it is a real item hailing from some other random location in space and time.) You don't have to see or know of the item to call it—in fact, you can't ever call a specific item. You just specify the kind (silk rope, basket, torch, or some other item). This power cannot call weapons, armor, psionic items, masterwork items, living creatures, or valuable treasures (see Table 7-8 in the Player's Handbook for typical items called by this power). The item is made of ordinary materials appropriate for its kind. Using called items as spell components causes the spell to fail. If you relinquish your grip on the item you called for 2 or more consecutive rounds, it automatically returns to wherever it originally came from. Items gained by call item are distinctive due to their astral glimmer."
I totally want to do this for my toilet paper needs.

jhpace1 |

If you relinquish your grip on the item you called for 2 or more consecutive rounds, it automatically returns to wherever it originally came from.
I totally want to do this for my toilet paper needs.
I had though of it as a particular "dirty" way of using up consumable items - sunrods, torches, etc. But if you want to "aim for the bottom" (ahem), go right ahead.

Thanael |

Creation sub school gives you at level 1:
The cleric subdomain Flotsam gives at level 6:
This object always has the broken condition upon being withdrawn from the water. The water you reach into must be at least deep enough to fully immerse yourself in it. At 12th level, objects you retrieve are not broken. At 20th level, you can retrieve objects worth up to 5,000 gp. If retrieving an object that would not normally float, assume it rests on top of or is entwined with debris that does float. Objects retrieved in this manner disappear after 24 hours, if not already used up or otherwise destroyed before then.

Thanael |

Of course you need to research mundane equipment, potions and scrolls
Cheap items you really enjoy
Lesser known low level spells
If alchemical items fall under mundane you need to research those too.
Neither Filcher nor smuggler fit the concept for me. I'd rather go archaeologist or archivist or if you're set on rogue maybe underground chemist or go for the investigator hybrid class.