Magical equipment items


Pathfinder First Edition General Discussion

Grand Lodge

I have made an equipment-focused fighter (knotted rope).

Can you buy magical mundane items in pfs.

1. magic rope +1
2. adamantine shovel +1

etc? Where do you find info on that?


Groma Ropewalker wrote:
I have made an equipment-focused fighter (knotted rope).

I can't find this archetype anywhere. Can you link to it?


I just realized that you mean the Equipment Trick (knotted weapon) that lets you use a knotted rope as a Spiked Chain.

Generally you can only add Enhancement Bonuses to weapons, that is, those items listed on weapon tables. Improvised weapons like a length of rope or a shovel aren't normally eligible. (An 11th level Monk of the Open Hand can use Ki to add Enhancement Bonuses to improvised weapons.) You could have a +1 Lasso, although it still wouldn't cause damage.

But in your hands the rope would seem to qualify as a Spiked Chain. So if you took VMC Magus or took Advanced Weapon Training (Warrior Spirit) I believe you could use those abilities to temporarily enhance the rope in your hands.

With this build I'd be sure to get a Robe of Infinite Twine as soon as possible.

Grand Lodge

Yes, that trick. I can eventually just buy the magic spiked chains, but I think it would be fun to try to buy magic rope.

My character is a surveyor / ropemaker (one who makes ropes). I think I'll eventually do the throw anything to get the tangle capability. The whip is another nice feature but would mean consuming another feat.

Using the Overladen Henchman mini.

I want to eventually buy Traveler's Any-Tool and Burglar's Buckler as well.


That sounds like fun. :)


I've been thinking about this build. You might consider an Occultist (or possibly a Battle Host Occultist for the extra feats). The Transformation Base Focus Power, Legacy Weapon, would let you enhance your rope once you have the Equipment Trick. Maybe first take a level in a full BAB class to take Equipment Trick at level 1, and from then on take Occultist.


I think this is easy to solve in a fair and fun way.
.

.

.

1. Make or purchase a masterwork knotted rope, using the costs for masterwork weapons. (Pay 301 gold, or craft the equivalent.)

2. Have it enchanted with the Magic Weapon or Greater Magic Weapon spells, in the same way that any other magic weapon would be made.
(cost: 2,000 gold for +1, 8,000 gold for +2, etc.)

3. Fight!

The Exchange

Fighter lets me get a feel for the rope and equipment trick from 1 and then possibly recalibrate from 1st->2nd. I was considering a dual into Vigilante or Unchained Rogue, but you have an interesting point about the Occultist. My occultist has been less exciting then I'd hope (not many books to eat as a Tome Eater in pfs recently.)


For this build I think Occultist offers a few particularly good things.

(1) Legacy Weapon. Adding Enhancements and Special Abilities to the rope is key. As I mentioned, a Fighter can take VMC Magus or Warrior Spirit to do something similar, but Fighter 1/Occultist X gets the power earlier and gets more uses per day than either of those.

(2) The Philosopher's Touch Focus Power to overcome DR cold iron, silver, and eventually even adamantine.

(3) Spells like Versatile Weapon, Magic Weapon, and Greater Magic Weapon that can be used with, or in place of, the abilities above.

Together these give you a lot of flexibility with a weapon that can't be permanently enhanced.

There are also few magic items like Deliquescent Gloves and Helms of Brilliance that can give the rope some powers.

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