Stuff To Buy


Advice


So Theoretically Say I had 3,000,000gp to spend. What would the the best stuff to spend it on? Also some stuff could be cool stuff, but only like 250,000gp. The rest on awesome Equipment/Potions/Pets/Ect.

Grand Lodge

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Depends entirely on the character, and how they take part in a fight.

A good portion of that gold should be put to enchanting weapons/armor/items.

imo, Boots of Speed [10 rounds of Haste] is among the best footwear items out there.


All the +4/5 stat manuals, to start.

A Champion of the Gilded Host can't hurt.

A couple of Pale Orange Ioun Stones just in case.

A Scepter of the Arclord might be cool if you are not a spellcaster.

A Flying Skiff is a sweet ride.

Silver Crusade

Also the books that give you +6 to attributes on consume would be important.

But yeah, all the +4/5 stuff.

Personal opinion: A transportable circle of teleportation, dunno, i love teleporting.


Invest in mundane minions, with that amount of money you could throw 10K out and own a massive organization without much sweat.
Economy of action and being able to get things done even when you're not actually present is very useful.


An elephant.


Retire. Buy a brothel. Oh, and a tankard of endless mead.


An permanent antimagic demiplane so no one magically comes and steals all your stuff and an admantine golem to protect said stuff.

Grand Lodge

MuertoXSky wrote:

Also the books that give you +6 to attributes on consume would be important.

But yeah, all the +4/5 stuff.

Personal opinion: A transportable circle of teleportation, dunno, i love teleporting.

Haha like a portable hole but teleporting??

Could be great fun!!


Your own private airship/yacht.


Claxon wrote:
An permanent antimagic demiplane so no one magically comes and steals all your stuff and an admantine golem to protect said stuff.

Can you give me some more info on this like the price and what else I could do with it or what I have to do with it. Thanks!

The Exchange

1. Buy a scroll of Create Greater Demiplane

2. Buy an Adamantine Golem

3. Give your plane the "magic with a duration is permanent" property.

4. Cast Antimagic Field a few times.

5. ???

6. Profit


Thanks Convert


Hookers and Blow


Spencealot wrote:
Claxon wrote:
An permanent antimagic demiplane so no one magically comes and steals all your stuff and an admantine golem to protect said stuff.
Can you give me some more info on this like the price and what else I could do with it or what I have to do with it. Thanks!

Well, it's easiest if you're a wizard or arcanist.

You need to be 17th level so you have access to greater create demiplane. This will allow you to create 340 10ft cubes per casting, and with every casting of the spell you can select the properties of the space you create. Including making it a dead magic zone. You can then make it permanent duration with the spell Permanency at a cost of 22500 gp per "area" created by create greater demiplane. After casting permanency you can cast create greater demiplane one last time to make the whole plane dead magic (which is effectively an antimagic spell for the whole demiplane). Make sure you add a portal during one of the casting so you can get to the material plane, before making it dead magic.

Now, if you have to hire a spell caster...well there isn't an exact price since 9th level spell casters don't exactly grow on trees to purchase spell casting services from, but you can use the formula to determine it should cost 1530 gp per casting of create greater demiplane, and 450 gp for permanency.

An adamantine golem costs 600,000 gp or 350,000 if you can craft it yourself.

Basically you can make your own world and use the golem to protect it. Without magic the admantine golem is basically impossible to defeat.


300,000,000 rats.

I assure you, this is an excellent idea.


Claxon wrote:

...

Basically you can make your own world and use the golem to protect it. Without magic the admantine golem is basically impossible to defeat.

By "impossible", you mean "not actually that hard for a hostile level 20 wizard*", right?

Spoiler:

Lantern Archons can blow right through it's DR with their (Ex) pew pew rays. 3 rounds of Wish-Porting in 20+ bound Lantern Archons should well and truly knock it into the negatives and keep it there. If the Golem rolls badly on it's initiative roll then it's possible that the second and third waves are unnecessary - a surprise round and a normal round of fire from 22 Lantern Archons deals 230 average damage. Port in an angel with the last batch and have it loot the place while the Lantern Archons are hosing the now helpless golem with laser fire. Wait for several minutes and then wish-port the angel out, along with all surviving Archons(this might take 2 or 3 castings). This could end up costing the caster 100kgp or more in wish costs, but if the golem is sitting on a million GP worth of stuff then it's totally worth it. Doubly so if you can have the angel (or five) drag the Golem out, kill it, and set up an ambush against the thin pasty level 20 commoner that owns the place(AMFs cut both ways).

Note that this is pretty much the worst case, where the demiplane is a 15x30x15ft room. If there is 20ft of headspace for the golem then you only need two Archons that are held* out of reach while whittling down it's health (slowly outracing it's Fast Healing).

*Their flight is (Su), so the Angel needs to hold them above the Golem


See, this is why high levels are a nightmare. Hellish unbeatable deathtraps turn into face-rolling sessions if you can figure out a single vulnerability in the deathtrap.

*Because it's always a wizard in these scenarios. Always.


If you're going to break the game, then go all the way!

Ebony Blade
Excalibur
Holy Grail
Lightsaber
Mjolnir
Disc of Tron
The Glaive
Golden Fleece


Snowblind wrote:
Claxon wrote:

...

Basically you can make your own world and use the golem to protect it. Without magic the admantine golem is basically impossible to defeat.

By "impossible", you mean "not actually that hard for a hostile level 20 wizard*", right?

** spoiler omitted **
See, this is why high levels are a nightmare. Hellish unbeatable deathtraps turn into face-rolling sessions if you can figure out a single vulnerability in the deathtrap.

*Because it's always a wizard in these scenarios. Always.

That depends highly on how your GM adjudicates wish vs dead magic. I wont debate it here, but I don't let it work and I believe there is sufficient reason to do so.

Also, do note you have to get the golem out of the dead magic zone to actually kill it. Which was more my point.

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