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FYI looking up the spell Celestial Healing it is a 1 round casting with a duration of CL/2 which is RoundDown[CstrLvl/2 r (min 1)] and gives Fast Healing 1 and a Good aura for the duration.
Then looking at the
PFSGGuide wrote:All potions, scrolls, and wands are available only at the minimum caster level unless found at a higher caster level on a Chronicle sheet.so a Wand of Celestial Healing 1@1 chg[50] $750/2PP is available for purchase in PFS. For the purposes of this thread you have better choices...
Fighters, Clerics, Paladins etc should get a Wand of Cure Light 1@1 [50] as the healing rate is way faster than a Wand of Infernal Healing and the Paladin avoids any hint of breaking his vows.
Wizards, Sorcerers, Bards etc should get the Wand of Infernal Healing 1@1 [50] as it is more cost effective and they can heal out of combat.
(Bolding mine)??? why Fighters? or did you mean Rangers?
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You also have a 25% chance of hitting yourself, which will likely make your situation worse since you already went below 0. This could even cause you to kill yourself.
Actually... no, probably not. Hitting yourself will remove the temporary hit-points that will be going away anyways. Unless you roll exceptionally low on the temps (and/or high on the 1d8+Str damage), you'll simply lower the temps, maybe knock yourself out. In that case, the confusion effect doesn't matter at all. From the perspective of not being a target, it might even be the safest option.
Stephen Ross wrote:(Bolding mine)??? why Fighters? or did you mean Rangers?Fighters, Clerics, Paladins etc should get a Wand of Cure Light 1@1 [50] as the healing rate is way faster than a Wand of Infernal Healing and the Paladin avoids any hint of breaking his vows.
He may have meant Rangers, but Fighters also, as generally more characters can/will use cure light wounds wands than infernal healing.
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it was an example... basically combat types really need the higher healing rate of CLW as where non-combat types can use the more efficient but slower IH. The rate of healing is statistically important at lower levels where it may match the rate of damage and the HP total is lower.
Casters should use items on their spell list.
Characters that are LG or have some sort of alignment restriction should avoid the use of items that violate or seem to violate those restrictions.
Fighters need a CLW Wand in PFS as nobody likes a mooch. The Fighter hands off his wand to someone that can use it on him in combat. This mechanic is required in PFS as there is no cost sharing for items. Alternatively the character can spend 4PP and get a wand of CLW and IH. That way they can use either as the situation calls for it.
All in all it's a player's decision as to what they buy for that character.
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What? You want to anoint me with evil because it's - and let me quote unquote here bah gads - "cost-effective"? And you've done this anointing business hundreds of times during your tenure? Uh-huh. Hmm...
Boss, is it too late to ask for a post in Tianjing? Maybe Nirvana? See, I've had enough. This is world is dead to me. Dead!
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Stephen Ross wrote:so a Wand of Celestial Healing 1@1 chg[50] $750/2PP is available for purchase in PFS. For the purposes of this thread you have better choices...You can buy wands with limited charges in PFS?
IMHO: it looks like Stephen was trying to say something like ...
"a Wand of Celestial Healing (CL-1) with charges[50] Cost = $750/2PP is available for purchase in PFS."
in other words, in PFS you could buy a fully charged 1st level wand that has 50 charges for 750gp or 2PP.
edit: I guess if he were actually talking about buying a wand with one charge it would have to be Caster Level 50 to cost 750gp... but that is not legal in PFS (and would only net a character 25 HP healing right? for 750gp...)
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Torches are standard equipment, or should be at least. Besides illumination, they provide a possible answer to swarms. That said, I also like an everburning torch. Not only is a light source that doesn't get consumed, but it can be used to dispel Darkness too.
Please review the means of using an everburning torch to "dispel Darkness". I fear you are in for a shock. Darkness will suppress the light given off by the typical everburning torch (which is only a 2nd level spell).
Even a higher level continual flame will not "dispel" the darkness, it will just not be suppressed by it. In order to use it to "dispel" the darkness the caster would have to touch the object radiating the darkness while casting, as it's range is touch.
I actually consider Sunrods to be better than torches (and light spells) as they create more light (30' radius rather than 20', and double that for Low Light Vision races). And they last longer (a lot! six hours!), and aren't subject to high winds or putting out with water (YMMV on the water part, some judges have Sunrods extinguished by water).
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my solution to Darkness (aka magical darkness) is to simply use 1) ioun torch or heightened ioun torch, 2) a Wand of Obscuring Mist, 3) wait, 4) casting Fireball, Stone Call, Entangle (make the area a hazard zone) into the darkness... lol.... 5) using a Silent Image, Ghost sound, Ventriloquism to create a valid target in the darkness to get ambushers to reveal themselves.
Having a caster that can identify the spell is crucial to the wait strategy.
IFF you have a caster that can identify the locus (point of origin of the spell) then he can bag it and end the Darkness via Line of Effect. Sundering the item works but may require more actions.
Normal darkness can be countered as above or using the regular means. As you know it's going to be dark for hours, most people wait (sleep) or use torches, lanterns, or Darkvision (scroll).
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andreww wrote:I am not aware of any heightened ioun torch. If you want heightened continual flame you need to find a PC caster capable of doing it for you.Some DMs require that you can cast a heighten spell to have a heightened continual flame
Every GM should require that. You cannot buy spells with metamagic feats applied, you need to have a PC caster who can heighten the spell to get one.
Or are you suggesting that some GM's require the individual with the object be capable of creating it because that is entirely wrong.
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Finlanderboy wrote:andreww wrote:I am not aware of any heightened ioun torch. If you want heightened continual flame you need to find a PC caster capable of doing it for you.Some DMs require that you can cast a heighten spell to have a heightened continual flameEvery GM should require that. You cannot buy spells with metamagic feats applied, you need to have a PC caster who can heighten the spell to get one.
Or are you suggesting that some GM's require the individual with the object be capable of creating it because that is entirely wrong.
For example, kyle baird told me if a player can not cast a heightened continual flame themselves they can not have it.
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andreww wrote:For example, kyle baird told me if a player can not cast a heightened continual flame themselves they can not have it.Finlanderboy wrote:andreww wrote:I am not aware of any heightened ioun torch. If you want heightened continual flame you need to find a PC caster capable of doing it for you.Some DMs require that you can cast a heighten spell to have a heightened continual flameEvery GM should require that. You cannot buy spells with metamagic feats applied, you need to have a PC caster who can heighten the spell to get one.
Or are you suggesting that some GM's require the individual with the object be capable of creating it because that is entirely wrong.
Kyle Baird was incorrect in this case.
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For example, kyle baird told me if a player can not cast a heightened continual flame themselves they can not have it.
I see no support for that position in the Guide at all.
In fact it explicitly says that you can carry a continual flame spell from one scenario to another. It doesn't say it has to be your own continual flame and players can clearly cast spells to the benefit of one another.
In fact you could go out and use spellcasting services to buy a regular non heightened one if you wanted to and it would persist.
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He claimed you can not audit it. He would allow a normal continual flame, but not a hieghtened one unless you can do it yourself.
I do not agree, but I understand where he comes from.
The guide does not say anything about metamagic spells carrying over. But once he said that since he is who he is. Other people i know now enforce that.
So you may get table variance on it.
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He claimed you can not audit it. He would allow a normal continual flame, but not a hieghtened one unless you can do it yourself.
I do not agree, but I understand where he comes from.
The guide does not say anything about metamagic spells carrying over. But once he said that since he is who he is. Other people i know now enforce that.
So you may get table variance on it.
A lack of an audit trail does not make an option illegal.
If I go to a convention and play my wizard at a table with another wizard and we trade spells that is entirely legal. I may well record the other wizards PFS number on my sheet and have the GM sign it off but when I return to my home region there is no realistic way for my local GM to audit that it actually happened. It is however clearly a legal thing for me to do.
This is no different.
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He claimed you can not audit it. He would allow a normal continual flame, but not a hieghtened one unless you can do it yourself.
I do not agree, but I understand where he comes from.
The guide does not say anything about metamagic spells carrying over. But once he said that since he is who he is. Other people i know now enforce that.
So you may get table variance on it.
Kyle Baird is not now, nor has he ever been a PFS authority. He is a PFS GM, a scenario author, and, presumably, a PFS player, but his rulings have nothing to back them up.
The closest thing he has to a real ruling, and it is still waiting confirmation from above, is what to do about the missing wand (not on the chronicle sheet) from The Confirmation.
As mentioned, getting a spell cast for you by another PC (the only way for most Martial PCs to get one) is perfectly legal. If the spell is one of the ones explicitly designated as lasting past the current scenario, it remains in effect, whether it is a simple Masterwork Transformation or a Heightened Continuous Flame.
If I ever run into one of the GMs you are warning me about, I will simply leave their table, since they would have to object early on, since I tell the GM about it right out of the box; and pass on the information to their local Venture organization to discuss with them off the clock.
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If I ever run into one of the GMs you are warning me about, I will simply leave their table, since they would have to object early on, since I tell the GM about it right out of the box; and pass on the information to their local Venture organization to discuss with them off the clock.
I have seen worse Dm rulings that have no logic or cheat.
This has some kind of logic or vague interpretation to it, and so I will not fight it.
I have a wizard that can do heightened continual flame and I warn the player that some DMs do not accept it is heightened.
As for kyle I have 3 parts of my core underlined and marked because he was 100% sure he was right about incorrect rulings. Although he has a reputation and it carries weight.
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Ghost Salt weapon blanch on ammunition is a great (and cheap) way to be prepared for incorporeal creatures. From what I understand it transfers between scenariosAs long as the use of the blanch is accounted for on a Chronicle sheet (under items used) their effects would not go away between scenarios. In general, however, poisons and weapon blanches should be applied to weapons at the start of scenarios rather than the end to lessen the chance of you needing to keep track of whether they're still in effect at the start of the next session.
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Phylotus wrote:Ghost Salt weapon blanch on ammunition is a great (and cheap) way to be prepared for incorporeal creatures. From what I understand it transfers between scenariosAs long as the use of the blanch is accounted for on a Chronicle sheet (under items used) their effects would not go away between scenarios. In general, however, poisons and weapon blanches should be applied to weapons at the start of scenarios rather than the end to lessen the chance of you needing to keep track of whether they're still in effect at the start of the next session.
Thank you for the link Kevin :-)
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He claimed you can not audit it. He would allow a normal continual flame, but not a hieghtened one unless you can do it yourself.
All you have to do is write directly on the chronicle you got it at "Acquired continual flame item heightened to lvl 4, cast by player John Doe PFS# 1234567-12." And have the GM sign it. Then show the disbelieving GM where on your ITS you paid for it. Perfectly auditable. I probably would disallow a heightened continual flame item myself if I didn't have the caster's name, PFS #, and the GM's signature.
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Finlanderboy wrote:All you have to do is write directly on the chronicle you got it at "Acquired continual flame item heightened to lvl 4, cast by player John Doe PFS# 1234567-12." And have the GM sign it. Then show the disbelieving GM where on your ITS you paid for it. Perfectly auditable. I probably would disallow a heightened continual flame item myself if I didn't have the caster's name, PFS #, and the GM's signature.He claimed you can not audit it. He would allow a normal continual flame, but not a hieghtened one unless you can do it yourself.
This would require the Auditor to TRUST the player... And some people have a problem with that...
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Alexander McGuire wrote:This would require the Auditor to TRUST the player... And some people have a problem with that...Finlanderboy wrote:All you have to do is write directly on the chronicle you got it at "Acquired continual flame item heightened to lvl 4, cast by player John Doe PFS# 1234567-12." And have the GM sign it. Then show the disbelieving GM where on your ITS you paid for it. Perfectly auditable. I probably would disallow a heightened continual flame item myself if I didn't have the caster's name, PFS #, and the GM's signature.He claimed you can not audit it. He would allow a normal continual flame, but not a hieghtened one unless you can do it yourself.
The problem with that is that if you can't trust the player, no amount of auditing will help.
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A character may have one each of the following spells that carries overs from scenario to scenario: continual flame, masterwork transformation, secret chest, and secret page.
yes... it's in the Guide...
I am CLEARLY suggesting that you have another character (not NPC) cast a heightened Continual Flame on a gray(burned out) ioun stone or your current ioun torch (IMO eliminating the initial casting on it, can there be 2 on the same object? While there is a benefit to having 2, PFS is a simple format and casting the special spell on it makes it a unique item and players can have only 1 Cont Flame... Honestly I'd rather not get into exactly what happens as that is your table GMs call, if you don't like it sell the original back at half and spend the $25 on a gray ioun stone). Yes, the caster needs the Heighten Spell feat, be able to cast Continual Flame, and have the higher spell slot available. The keeper of the stone must pay for the casting of the spell. This is a clear process that has existed in PFS for well over 2 years. Mincing terms or clarifying nomenclature is ok (this is the message boards).
As Martin Weil and Alexander McGuire pointed out you should have your GM sign off on the item and note what it is on your chronicle. Again, that is a standard process.
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Matthew Morris wrote:someone mentioned grappled, swallowed whole. don't forget the simple cestus.For some builds, of course, the simple spiked gauntlet is probably better, since no skill penalty...
Edit: And it is in the CRB, so no extra books required, and Core legal.
I'm a big fan of the humble Feather Token:Tree for this application.
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Alexander McGuire wrote:This would require the Auditor to TRUST the player... And some people have a problem with that...Finlanderboy wrote:All you have to do is write directly on the chronicle you got it at "Acquired continual flame item heightened to lvl 4, cast by player John Doe PFS# 1234567-12." And have the GM sign it. Then show the disbelieving GM where on your ITS you paid for it. Perfectly auditable. I probably would disallow a heightened continual flame item myself if I didn't have the caster's name, PFS #, and the GM's signature.He claimed you can not audit it. He would allow a normal continual flame, but not a hieghtened one unless you can do it yourself.
Actually, the GM would have to trust the GM who signed it that he had made sure that the caster had the requisite spells and feats.
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zefig wrote:I'm a big fan of the humble Feather Token:Tree for this application.I am not sure what you think is going to happen if you try and make a 60' tree grow inside the stomach of a monster which you are trapped inside but I can guarantee it isn't likely to go well for you.
Get hurt by the stomach, or get hurt by the tree as it explodes the monster; I know which one I'd rather take.
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zefig wrote:I'm a big fan of the humble Feather Token:Tree for this application.I am not sure what you think is going to happen if you try and make a 60' tree grow inside the stomach of a monster which you are trapped inside but I can guarantee it isn't likely to go well for you.
My fondest memory of this item was when my very acrobatic Sylph monk-rogue needed a way to quickly get onto a platform about 30ft up. The ladder was some distance away. Then I remembered that we found a feather token: tree earlier in the scenario and that I was holding on to it... so I asked the GM if I could throw the token at my feet, and then jump onto the tree as it grew and hop off when it took me past the platform. He said it would be a moderately difficult acrobatics check to pull off. I nailed it. =D
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zefig wrote:I'm a big fan of the humble Feather Token:Tree for this application.I am not sure what you think is going to happen if you try and make a 60' tree grow inside the stomach of a monster which you are trapped inside but I can guarantee it isn't likely to go well for you.
I'm not trapped in here with you, you're trapped in here with me!
Entirely up to the GM, really. I did it once after being swallowed by a giant frog as a 9th level natural weapon barbarian. COULD I have just full attacked to get out? Sure. But inventing the tree frog was so much more amusing.
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I don't see why tracking this is anything less trustworthy than tracking spells in spell storing items, scribing spells from another player, training an AC to add a trick, the numerous boon chronicles that require you to list another player's PFS number, or anything else, really. Especially if the GM for the scenario initials beside it.
Also, Kyle hasn't contributed to the conversation, so we don't really know if something was misunderstood at the time or what the context of the question was.
Here is a post from Mike Brock. It doesn't say anything about Heightened, but it does confirm that even a PC playing for no credit can cast Continual Flame for another player. So clearly one player can cast it for another. I don't see any reason why, if it's Heightened when it's cast, it couldn't be tracked as such.
EDIT: Of course, Mike surrounds that whole message with it not being the rule yet. But that's referring to the non-credit PCs being able to do the things that a for-credit PC can already do.
Lord Laird Bates
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James Anderson wrote:As of two days ago: Add Celestial Healing to the wands list. Same thing as Infernal Healing, but with GOOD instead of evil.Not quite the same thing to be fair. It's significantly less powerful. As a wand it will heal 1 hp. A 20th level caster would get the 10 infernal healing gives.
I just looked at the spell and if by not as powerful you mean doesn't last as long then you are right.. at least at earlier levels. Celestial Healing- Fast healing. Duration 1 round/2 levels. Materials needed- 1 drop of blood from a good outsider or a 1 dose of holy water. The blood isn't given a gp cost so a caster with eschew materials could cast this without.
Infernal Healing- Fast Healing. Last for 1 minute. Need drop of blood from an evil outsider or a dose of unholy water. So I'd say Infernal Healing is better, a neutral sorcerer with a wand of Infernal Healing could easily heal himself and other characters depending on their alignment after combat.|
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though I ran out of beerzefig wrote:I'm a big fan of the humble Feather Token:Tree for this application.I am not sure what you think is going to happen if you try and make a 60' tree grow inside the stomach of a monster which you are trapped inside but I can guarantee it isn't likely to go well for you.
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Joe Ducey wrote:I just looked at the spell and if by not as powerful you mean doesn't last as long then you are right.. at least at earlier levels. Celestial Healing- Fast healing. Duration 1 round/2 levels. Materials needed- 1 drop of blood from a good outsider or a 1 dose of holy water. The blood isn't given a gp cost so a caster with eschew materials could cast this without.James Anderson wrote:As of two days ago: Add Celestial Healing to the wands list. Same thing as Infernal Healing, but with GOOD instead of evil.Not quite the same thing to be fair. It's significantly less powerful. As a wand it will heal 1 hp. A 20th level caster would get the 10 infernal healing gives.
Yeah, that's exactly what I meant. And since duration is 1 round/2 levels while Infernal Healing is 1 minute (aka 10 rounds) it doesn't catch up in rounds until 20th level. So yes, significantly less powerful in terms of amount it heals. It makes a wand (CL 1) give 1 HP per charge back, while Infernal gives 10 hp per charge. I mean I guess if you found a wand CL 20 wand then it's just as good (though the gold value of such a wand is 15000gp versus the 750gp for the CL 1 Infernal Healing wand).
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the process of buying items, marking chronicles, verification is something we all know and do. Bringing comments about mistrust etc isn't going to help. It's also not what *THIS* thread is about.
Someone should start or continue a thread about casting heightened spells... again, not what this thread is about.
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PFS Items that can save you in 2015
We all know death is an expensive and unfortunate experience, but there are some items you can buy that can help keep you alive and survive a scenario...
Rather than a general gear list, let's keep it focused on real "game changers" and things that will keep you up in a scenario, and under $5000(GP).
format - item name, price($ or GP), "("slot")", source, description(short).
=== staying alive & active ===
Potion Sponge $2 (none) ARG container that works underwater but Full r actn to drink [1 use]. Suitable for potions of Monkey Fish 1 ACG, Touch of the Sea 1 APG, Air Bubble 1 UC {lets you drink other potions and cast}, Cure Lgt Wnd 1 CRB (or you could use a waterskin(sm) $1 and argue about it).
Hex Nail $20 (none) ReignWinterPlyrGuide +2 rst all sv hexs, spels, SLA, SU of fey, hags, witches [1 use]. Circumstantial before you get a Cloak +2 $3000 (shoulders) CRB.
Smelling Salts $25 (none) APG [dozens uses as Full actn (stoppered)] low level compromise to consciousness and for a save vs staggered or unconsciousness. Useful to question people who are below 0 Hps. It's better to cure your friends, but consciousness is better than unconsciousness...
Potion: Cure Light Wounds 1@1 $50 (none) CRB heal 1d8+1 HPs. Always have one on your person as sometimes the person giving it to you cannot use a wand or read a scroll. Usually a move actn to get out and a standard to drink, or a Full actn to give to someone else.
Wand: Cure Light Wounds/Infernal Healing 1@1 $750 or 2 Prestige (none) CRB heal 1d8+1/10(over 10r) HPs. Don't be a mooch, buy one and get cured.
Potion: Remove Blindness 3@5 $750 (none) CRB std to drink and remove condition. Expensive but can beat waiting for the cure.
Scroll: Lsr Restoration 2@3 [5] $750/2PP CRB. It's gonna happen so bounce back in rounds (or you took Allnight).
Tourmaline Sphere Ioun stone $1000 (none) PS Primer +2 CON for HP limit on dying. So 2 extra rounds and a nice buffer. Wayfinder: +1 Con chks to stabilize SoS. The cracked is okay but overly specific.
Scroll: Breath of Life 5@9 $1125 (none) CRB cures 5d8+9 HPs & brings back from dead within 1r with 1 neg lvl (see spell). Need some action economy with this to make it work effectively. Cheaper than a Raise Dead and keeps you in play. A Scroll of Restoration might be handy.
Ageis of Recovery $1500 (neck) Ult Equip +2 rst bonus on "second" saves, if less than 0HP heal 2d8+3 HPs [1 use {then expended}]. Action ecenomy as it auto activates. This will save your butt if you are not killed outright by a critical or awesome damage! Combine with Talismans for A(disintegrates) then T action.
First Aid Gloves $4500 (hands) PFS Primer {Breath of Life [5 of 10 chgs] so $2250 per}. For 5+ level characters. Handles that action economy but the owner of the gloves bears the cost of your Breath of Life, buy a set and give one to your healer.
cracked Pearly White Spindle Ioun stone $3400 (none) PS Primer Regenerate (as spell) 1 HP/hour, immune to bleed damage, regrow body parts (slowly). Long term survivability and beauty maintainer(lol).
Talisimans(various) Occlt Adv. May wear up to 3. Activation condition is listed after the benefit. I'd suggest the last 3 after your Ageis as if your aegis crumbles to dust you must be in deep doo-doo. The permanent ones exceed the cost ceiling.
. . Beneficial Winds: fall 5'+ -> Feather Fall 1@1 $50.
. . Freedom: grppld, entngld, paralyzd -> 3r Freedom of Movement 4@7 $900.
. . Healing: less than 50%HP-> Cure Crit 4@7 4d8+7 $2400.
. . Life's Breath: dead -> Breath of Life 5@9 $3500.
Clear Spindle Ioun stone $4000 (none) PS Primer sustains crtr w/o food or water. Wayfinder: Protection from possession and mental control (as Protection from Evil so only from bona fide Evil sources/casters). Anti-Dominate Person for low Will PCs vs BBEG.
for casters a wand with an escape/defence spell as wands do not provoke AoO! Have a curative wand in one wrist sheath and a Shield or Vanish in the other.
The Pathfinder Tales Chronicle (Boon) for owning the book Queen of Thorns real$10 $0GP (none) as an immediate action, gain temporary HP and the Confused Condition for 3 rounds...
=== Helpful ===
Unseen Servant/Familiar/etc to hand it to you for Action Economy.
Spring loaded wrist sheath $5 pop wands, potions, and usually scrolls as a swift action (Action Economy), double check with your GM. Get TWO.
Bandolier $5 UltEquip. Holds 8 items with mov actn to recover, same as backpack. If your hands are free (with GM agreement) you could pull 2 as a mov actn for a little action economy, if GM says no then don't buy it. If you are using this you should not be next to an opponent due to provoking AoO. Replaced by HH at higher levels (next item).
Vermin Repellent $5 AA. Swarms DC15 Fort to enter your square, dur 4hr. Buy 2.
Handy Haversack $2000 UltEquip. 80lb/8cuft, 2@20lb/2cuft. Pulling items from a HH is a MOV actn that does not provoke an AoO. Caster's might consider an Unseen Servant to pull and hold items for you.
Alchemist's Fire $20. buy 4 and 6 $0.1 plain lamp oils, throw when it looks dead or if you just want to burn it. Throw in order; AF(ignites)(1d6 then 1d6), oil(1d3 then 1d3), oil, oil... catching on fire Reflex DC15 to avoid otherwise 1d6(fire)/r, success puts fire out.
Continual Flame w/Heighten $50 + your ioun torch or dull gray ioun stone($25) {note that you can only have ONE such item}. You'll need a party caster of 7+ CL with the spell to do it for you.
the usual potion assortment, Antiplague, Antitoxin, Twitch Tonic, Feather Step.
Blood boiling pill $75 +2 alch INIT, +2 save vs cold efcts, RndUp(1.5*dmg from bleed efcts) for 8hrs.
cracked Vibrant Purple Prism Ioun stone $2000 (none) PS Primer stores 1 spell level as Ring of Spell Storing minor(Std actn, Spl @ minimum level) (so you can cast it)! Rcc'd; Cure Light Wnd, Air Bubble, Expd Rtrt, Grease, Ill Calm, Obs Mist, Phan Blood, Prot Evil, Shield, True Strike, Vanish.
Rod Metamagic Lsr Reach $3000. Reach out and touch someone. Range Close means you don't have to move and spell must be cast (aka not on a scroll)(Vampiric Touch at close range). Reach $11000(Disintegrate at long range, Flesh to Ooze at medium range, Breath of Life at close range), Lsr Silent $3000, and Lsr Extend $3000 are useful.
Caster's Shield (to 3rd level) $3153 UltEquip.
Mnemonic Vestment $5000 UltEquip (spontaneous caster-Oracle) use your slot to cast item's spell.
Vanishing Sheath $5000 AdvClsGd (again, some GM leeway required but more likely than mundane item).
Sipping Jacket $5000 (chest) UltEquip - use Dur:(Inst or N*r) potions round by round as swift actn.
=== Combat ===
Smoke Stick $20 or Wand: Obscuring Mist(for casters) 2PP CRB. The wand is more effective and usually can hinder ranged attacks, useful in Darkness to balance out advantages.
Jingasa of the Fortunate Soldier $5000 (head) UltEquip +1 luck AC; negate critical or sneak Atk extra damage as immd actn [1/d]. Good for most martial types. Circlets are in this same slot (but not Headbands).
Swarmbane Clasp $3000 (neck) Ult Equip - Deal full weapon damage to swarms, automatically succeed on saves vs. swarms distraction. A backup item to wear (as non-active) and swap your neck slot items around if you need it.