Best general purpose wayfinder and stones?


Advice

Scarab Sages

I'm looking at wayfinders at the moment and there are some rather interesting if specific situation ones. So I figured I'd ask the voice of experience my questions 3.

1) What do people think is the best general purpose wayfinder to have for a wizard magic class.

2) As above but for someone not a wizard magic class.

3) What are good general purpose in stones for the above wayfinders.

To be clear I'm not necessarily looking for the most powerful just the most generally useful.

Assume 20th level, 10 mythic character with unlimited resources and all splatbooks. I'm looking for suggestions to compare what I can get against and/or work for.

Sovereign Court

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While not exactly a wayfinder, an Ioun Gauntlet can give you an enhancement bonus (which is uncommon) to some skill checks that might be useful.
Wayfinder of Hidden Strength is relatively cheap, and can grant some very useful abilities. Most of the time once you slot an ioun stone you tend not to remove it, so the drawback is fairly negligible. Though it does suppress the resonant bonus of the ioun stone.
For 1) basically any wayfinder with an Orange Prism in it. That being said, the Ebon Wayfinder is one of the cheapest that can socket 2 ioun stones and provide resonance bonuses.
For 2) I find the Smugglers Wayfinder to be cheap and fairly useful. It takes some planning, but you can smuggle a weapon (quarterstaff/dagger) or contraband with it.
For 3) as a caster, the best ioun stone and resonant bonus is the Orange Prism. +1 CL and when you cast any spell roll 1d4-2 (and +1 from the stone itself so at worst you are at 0). In general, I always pick up up 2 of the Cracked Pale Green Prisms once I can reasonably afford them (+1 to attacks or saves). At 4k each, its cheaper to grab one of those for saves then upgrade your Cloak of Resistance to +3. Also important to note that the Flawed version is a Morale Bonus, and the Cracked and Normal are Competence.
Similarly, I usually purchase a cracked Dusty Rose Prism for +1 initiative and eventually the regular version for +1 AC for 5k. Again, cheaper to purchase then upgrading your ring of protection to +2.
The grab bag stones: Deep Red Sphere socketed if you need Improved Unarmed Strike, Incandescent Blue Sphere socketed if you need Blind-Fight, Southern Star for a swim speed and socketed for underwater breathing, or Opalescent White Pyramid if you need weapon proficiency but don't want to spend a feat, and socketed for Weapon Focus.


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To tie into the AMAZING response from Firebug, and to enhance your review of the Ioun Gauntlet (Somewhat) and the Wayfinder of Hidden Strength (Primarily) mentioned above. I've grabbed all the ioun stones from AoN, and sorted them by type of stone, least expensive to most, and have included the types that the WoHS can use below.

I don't know to better format this into a prettier chart but... It serves a purpose.

Ellipsoid's:

Cost * Name Strength Shape * Effect
500 gp * Agate Cracked Ellipsoid * 80% success one-use augury
800 gp * Agate Flawed Ellipsoid * 100% success one-use augury, lose any abilities to reroll some checks for 24 hours after use
1,000 gp * Agate Normal Ellipsoid * 100% success one-use augury
2,000 gp * Emerald Cracked Ellipsoid * 1 temporary hit point (stacks)
2,500 gp * Pale Lavender Cracked Ellipsoid * Absorbs spells of 1st level or lower (see text)
10,000 gp * Emerald Flawed Ellipsoid * 5 temporary hit points (stacks), 1 negative level (stacks)
10,000 gp * Lavender and Green Cracked Ellipsoid * Absorbs spells of 2nd level or lower (see text)
18,000 gp * Pale Lavender Flawed Ellipsoid * Absorbs spells of 3rd level or lower, deals user damage (see text)
20,000 gp * Emerald Normal Ellipsoid * 5 temporary hit points (stacks)
20,000 gp * Pale Lavender Normal Ellipsoid * Absorbs spells of 4th level or lower (see text)
36,000 gp * Lavender and Green Flawed Ellipsoid * Absorbs spells of 6th level or lower, deals damage to user (see text)
40,000 gp * Lavender and Green Normal Ellipsoid * Absorbs spells of 8th level or lower (see text)
68,000 gp * Sepia Normal Ellipsoid * Contains the powers of multiple ioun stones, but also drains powers from nearby ioun stones

Prism 's:

Cost * Name Strength Shape * Effect
500 gp * Dusty Rose Cracked Prism * +1 competence bonus on initiative checks
800 gp * Magenta Cracked Prism * +2 competence bonus on checks with any one skill
1,000 gp * Orange Cracked Prism * Add one 0-level spell to user’s spells known or prepared
2,000 gp * Vibrant Purple Cracked Prism * Stores one spell level, as a ring of spell storing (minor)
4,000 gp * Dusty Rose Flawed Prism * +1 insight bonus to AC, –2 penalty to Constitution
4,000 gp * Pale Green Cracked Prism * +1 competence bonus on attack rolls or saving throws
5,000 gp * Dusty Rose Normal Prism * +1 insight bonus to AC
12,000 gp * Magenta Flawed Prism * +2 enhancement bonus to any one ability score; can only be changed 4 times
16,000 gp * Magenta Normal Prism * +2 enhancement bonus to any one ability score
25,000 gp * Orange Flawed Prism * +1 caster level, –2 to primary casting ability score
28,000 gp * Pale Green Flawed Prism * +1 morale bonus on attack rolls, saves, skill checks, and ability checks
30,000 gp * Orange Normal Prism * +1 caster level
30,000 gp * Pale Green Normal Prism * +1 competence bonus on attack rolls, saves, skill checks, and ability checks
36,000 gp * Vibrant Purple Flawed Prism * Stores three levels of spells, as a ring of spell storing (minor), casting time increased
36,000 gp * Vibrant Purple Normal Prism * Stores three levels of spells, as a ring of spell storing

Rhomboid 's:

Cost * Name Strength Shape * Effect
200 gp * Pale Blue Cracked Rhomboid * +1 competence bonus on one Strength-based skill
300 gp * Dark Blue Flawed Rhomboid * +2 competence bonus on Perception checks and a –1 penalty to initiative checks
400 gp * Dark Blue Cracked Rhomboid * +1 competence bonus on Perception and Sense Motive checks
400 gp * Vermilion Cracked Rhomboid * +1 competence bonus on Acrobatics and Swim checks
1,400 gp * Pink Cracked Rhomboid * +4 competence bonus on one type of check affected by Endurance
1,800 gp * Pale Orange Cracked Rhomboid * Reduce the cost of material components needed to return you to life
6,000 gp * Pale Blue Flawed Rhomboid * +2 enhancement bonus to Strength, –2 penalty to Constitution
6,000 gp * Pink Flawed Rhomboid * +2 enhancement bonus to Constitution, –2 penalty to Dexterity
8,000 gp * Dark Green Normal Rhomboid * Notice poison within 5 ft.
8,000 gp * Pale Blue Normal Rhomboid * +2 enhancement bonus to Strength
8,000 gp * Pink Normal Rhomboid * +2 enhancement bonus to Constitution
8,000 gp * Vermilion Flawed Rhomboid * +5 competence bonus on Acrobatics and Swim checks, –2 to Constitution
10,000 gp * Dark Blue Normal Rhomboid * Alertness (as the feat)
10,000 gp * Vermilion Normal Rhomboid * +5 competence bonus on Acrobatics and Swim checks
12,000 gp * Onyx Cracked Rhomboid * In pairs, +2 enhancement bonus to Constitution (stacks)
12,000 gp * Pale Orange Flawed Rhomboid * Store your soul prior to death; one use only
16,000 gp * Onyx Flawed Rhomboid * +2 enhancement bonus to Constitution (stacks/doesn't stack)
24,000 gp * Onyx Normal Rhomboid * +2 enhancement bonus to Constitution (stacks)

Sphere's:

Cost * Name Strength Shape * Effect
200 gp * Deep Red Cracked Sphere * +1 competence bonus on one Dexterity-based skill
200 gp * Incandescent Blue Cracked Sphere * +1 competence bonus on one Wisdom-based skill
200 gp * Pink and Green Cracked Sphere * +1 competence bonus on one Charisma-based skill
200 gp * Scarlet and Blue Cracked Sphere * +1 competence bonus on one Intelligence-based skill
200 gp * Turquoise Cracked Sphere * +1 competence bonus on Ride checks
600 gp * Tourmaline Flawed Sphere * Take a bit longer to die from negative hit points; -1 penalty to stabilize checks
800 gp * Tourmaline Cracked Sphere * +1 insight bonus on saves versus death effects
1,000 gp * Nacreous Gray Flawed Sphere * Protects against the appearance of aging
1,000 gp * Tourmaline Normal Sphere * Take a bit longer to die from negative hit points
3,400 gp * Nacreous Gray Cracked Sphere * Protects against one type of ability damage from aging
5,000 gp * Turquoise Flawed Sphere * +5 competence bonus on Ride checks
6,000 gp * Deep Red Flawed Sphere * +2 enhancement bonus to Dexterity, –2 penalty to Constitution
6,000 gp * Pink and Green Flawed Sphere * +2 enhancement bonus to Charisma, –2 penalty to Constitution
6,000 gp * Scarlet and Blue Flawed Sphere * +2 enhancement bonus to Intelligence, –2 penalty to Constitution
6,000 gp * Turquoise Normal Sphere * +5 competence bonus on Ride checks and Fleet (as the feat) for your mount
7,200 gp * Incandescent Blue Flawed Sphere * +2 enhancement bonus to Wisdom, –2 penalty on Perception checks
8,000 gp * Deep Red Normal Sphere * +2 enhancement bonus to Dexterity
8,000 gp * Incandescent Blue Normal Sphere * +2 enhancement bonus to Wisdom
8,000 gp * Pink and Green Normal Sphere * +2 enhancement bonus to Charisma
8,000 gp * Scarlet and Blue Normal Sphere * +2 enhancement bonus to Intelligence
10,000 gp * Deep Brown Normal Sphere * Know how far you are above or below sea level
10,000 gp * Nacreous Gray Normal Sphere * Protects against aging
12,000 gp * Crimson Cracked Sphere * In pairs, +2 enhancement bonus to Intelligence (stacks)
16,000 gp * Crimson Flawed Sphere * +2 enhancement bonus to Intelligence (stacks/doesn't stack)
24,000 gp * Crimson Normal Sphere * +2 enhancement bonus to Intelligence (stacks)

Spindle 's:

Cost * Name Strength Shape * Effect
500 gp * Iridescent Cracked Spindle * +4 competence bonus on Constitution checks to hold breath
1,000 gp * Clear Cracked Spindle * Sustains creature on half normal food
2,000 gp * Clear Flawed Spindle * Sustains creature without food, but it must consume twice the normal amount of water
3,400 gp * Amber Cracked Spindle * +1 resistance bonus on one save (stacks)
3,400 gp * Pearly White Cracked Spindle * Regenerate 1 point of damage per hour
4,000 gp * Clear Normal Spindle * Sustains creature without food or water
6,000 gp * Amber Flawed Spindle * +1 resistance bonus on saves per stone (stacks)
10,000 gp * Amber Normal Spindle * +1 resistance bonus on saves (stacks)
12,000 gp * Iridescent Flawed Spindle * Sustains creature without air, but creature is always staggered
12,000 gp * Silver Cracked Spindle * Gain the use of a 0-level spell-like ability
16,000 gp * Silver Flawed Spindle * Gain the use of a 1st-level spell-like ability; take 1d3 Charisma damage on each use
18,000 gp * Iridescent Normal Spindle * Sustains creature without air
18,000 gp * Pearly White Flawed Spindle * Regenerate 4 points of damage per hour
20,000 gp * Pearly White Normal Spindle * Regenerate 1 point of damage per 10 minutes
24,000 gp * Silver Normal Spindle * Gain the use of a 1st-level spell-like ability

Scarab Sages

Thanks for the indepth replies they help give me a starting point (honestly I want the wayfinder of the stars, however as I said that's very niche in its use unless your playing starfinder).

Never heard of an ioun gauntlet before took a look at its details interesting though not really what I'd use and if I did I think I'd be unable to resist making jokes about Thanos coming for my infinity stone.


How about the Headband of Twisted Intelligence? It's a +2 Headband of Int (can always be upgraded as normal) that can hold 2 Ioun Stones, and grant both their resonant powers. It however stops working if you also have a wayfinder.

Scarab Sages

That one would probably be pretty useful for a mage.


Firebug wrote:
I find the Smugglers Wayfinder to be cheap and fairly useful. It takes some planning, but you can smuggle a weapon (quarterstaff/dagger) or contraband with it.

Take note that most GMs would balk at you trying to smuggle an object that won't fit in a 1x1x1-foot cube, even though its weight and chopped-to-bits volume aren't otherwise a problem.

Scarab Sages

Slim Jim wrote:
Firebug wrote:
I find the Smugglers Wayfinder to be cheap and fairly useful. It takes some planning, but you can smuggle a weapon (quarterstaff/dagger) or contraband with it.
Take note that most GMs would balk at you trying to smuggle an object that won't fit in a 1x1x1-foot cube, even though its weight and chopped-to-bits volume aren't otherwise a problem.

I thought that was in the rules?

Sovereign Court

I mean, where does it say its a 1x1x1 cube? No bag of holding actually describes the interior dimensions other than the total volume. The only restriction in this case is that the object has to pass through a 3" hole.

Scarab Sages

Firebug wrote:
I mean, where does it say its a 1x1x1 cube? No bag of holding actually describes the interior dimensions other than the total volume. The only restriction in this case is that the object has to pass through a 3" hole.

https://www.d20pfsrd.com/magic-items/wondrous-items/r-z/wayfinder-standard/ wayfinder-smuggler-s/

the compass’s interior is replaced with a small extradimensional space that can hold up to 10 pounds of material occupying no more than 1 cubic foot of space.

Are where I'm getting my information from.

Sovereign Court

And that agrees with me. It is 1 cubic foot of space, but does not specify that it is a 1x1x1. Since its magic and unspecified I always went with the extra dimensional space is just floating in a bubble that can take the shape of whatever is inside it.

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