MagicItemGuide[PF]

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    Anzyr's Magic Item Emporium

    Shopping for new magic items can be a pain. So many choices are out there and everyone has

    to have the latest model of magical trinket. Well fret no more humble murder-hobos of the world,

    leave it to Anzyr to tell you exactly why you are going to buy that +CON belt. (No exceptions,

    unless you're dead... no seriously dead people get a pass.)

    Belts:Let me tell you why you are buying a +CON belt.

    2,000 GP- Bladed Belt:

    When is a belt not a belt? When you wield it in your hand of course! While Bladed Belt is a

    technically a belt slot item you won't really be using it in that slot. For 2,000 GP can you really

    beat having a magic Axe-a-sword-a-ma-spear?

    4,000 GP- Belt of Mighty Constitution/Giant Strength/Incredible Dexterity +2:

    Probably your first purchase to fill this slot. You Dexterous types might want to skip the Belt of

    Mighty Constitution +2 for now, since +1 AC/Reflex/and Presumably to hit is hard to pass up.

    People swinging Two-handed weapons, think about getting the Belt of Giant Strength. Otherwise,

    get the damn CON belt.

    10,000 GP- Belt of Physical Might +2:

    If for some reason you feel you can skimp out on one of the 3 physical stats (ie. STR), this is

    eventually going to be your endgame belt of choice.

    15,000 GP- Cord of Stubborn Resolve:

    Question 1: Are you a barbarian? If yes, you may want this belt. Question 2: Have youconsidered dipping Oracle for the Lame Curse (which is the least Lame thing a Barbarian can

    have)? If you are dip allergic, get your rage-cycling here, 1d6 nonlethal is nothing. Also gets

    bonus points for being a +2 CON belt.

    16,000 GP- Belt of Physical Perfection +2:

    Would you like to boost your initiative, your AC, your HP, your fortitude save *and* get some

    carrying capacity and some melee hit and damage? Belt of Physical Perfection , except no

    substitutes.

    Body:Not to be confused with the Chest or Armor magic item slot.

    3,750 GP- Vestment, Druid's:

    Wild Shape is a longer duration buff that you start with limited uses of. This helps with that for the

    less than the price of a +2 stat item. A great purchase for your local tree huggers.

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    5,000 GP- Vestment, Mnemonic :

    Lets you swap a spell slot to use a scroll without actually using it. Help your spontaneous caster

    to be more spontaneous and a bit more prepared for anything.

    6,000 GP- Harness, Eidolon Anchoring:Losing your eidolon at a critical moment can suddenly leave you without a lot of staying power.

    This harness lets you burn a summon monster SLA to let your eidolon hang around a turn. Best

    of all it works regardless of whether or not you are conscious. I mean you are playing a half-elf

    summoner anyway, but still.

    16,000 GP- Robe of Arcane Heritage:

    Perfect for Sorcerers, especially if you have two bloodlines. Getting your bloodline powers four

    levels early is probably worth spending some gold on. Also buffs their effects! Its even great for

    people who use Eldritch Heritage to turn your -2 effective Sorcerer level into a +2. Furthermore

    you can take it off and put it back on to manipulate bloodlines that give you a choice.

    67,000 GP- Otherworldy Kimono:

    Gets Anyzr's "Best in Slot" seal of approval for those of you who like to cast spells. Does it have

    a 7th level "No Save please leave the fight" ability once a day? Sure. But let's talk about the fact

    that gives you a +4 bonus on your checks to overcome Spell Resistance. That's like taking 2

    feats! And it stacks with them!! Oh, and if you trap an something in your Kimono that bonus

    jumps to +6! Oh yeah, also save you money on Cloak of Resistance since it gives +4 to your

    saves as well and just because this is the Kimono that can that bonus to your saves also jumps

    to +6 when something is trapped. Martials who would like 1/day Maze that comes with +4/6 to

    saves may also approve of this Kimono.

    Chest:Don't confuse these items with the things you find in Dungeons.

    1,000 GP- Shirt, Quick Runner's:

    Do you like to full attack? Do you have 3 or more natural attacks before level 6 and would really

    like to use *all* of them? Ever feel that maybe you are bit too close to a guy carrying a sharp,

    pointy metal object? This shirt lets you turn your swift action into a move action. That's quite the

    ability, even limited as it is to 1/day. Still if you are ok with doing lots of laundry feel free to buy

    multiples and swap them on the fly for swift into move conversions per day per 1,000 GP.

    4,000 GP- Sash of the War Champion:

    This amounts to +1 to Will Saves and AC. Not a bad deal for 4,000 GP.

    5,000 GP- Sipping Jacket:

    Any true member of the gentry has a good Sipping Jacket, for all sort of Swift Action potion

    abuse. Be especially careful to check potions you plan on using to make sure they are round

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    based duration. Can get a bit pricy and sadly Alchemical Allocation will not help.

    6,000 GP- Cackling Hag's Blouse:

    Best Item in slot for Witches. Swift. Action. Cackle. Oh sure it gives you Cackle if you don't

    already have it, but why would you not have it?

    Eyes:Always a good idea to keep an eye out, especially if it fills this slot.

    2,500 GP- Eyes of the Eagle:

    Do you like spotting your enemies before they stab you in the surprise round? +5 Perception in a

    little used slot goes a long way avoiding unpleasant surprises.

    2,500 GP- Goggles of Minute Seeing:

    +5 to disable device. Only use if you are the group's designated corp... I mean trap finder.

    12,000 GP- Lenses of Figment Piercing:True Seeing can be an expensive acquisition, but having to interact with illusions can be real

    bother. These lenses allow you to make your will save against Illusion (Figment) spells when you

    first see them.

    Feet:Best to be quick on these.

    1,000 GP- Boots of the Cat:

    For 1,000 GP these boots cap the possible damage you take from falling at 20. Suddenly you

    can totally survive that fall into the ravine, even if you are extremely low level. Still remember to

    look before you leap, I make no promises regarding sharp rocks or spikes.

    2,000 GP- Slippers, Feather Step:

    Completely ignore all difficult terrain and even be able to 5 ft. step in it. For 2,000 GP this is steal

    for any character.

    4,000 GP- Sandals of Quick Reaction:

    Gives you both move and a standard action in the surprise round. More actions that can help you

    handle the threat or run away faster than your friends is a good deal.

    5,500 GP- Boots of Striding and Springing:You are really buying these for the +10 enhancement bonus to your base land speed, though the

    +5 to acrobatics does not hurt. Remember you only have to outrun your friends, not the monster!

    10,500 GP- Shoes of the Lightning Leaper:

    1/day escape from perilous predicament. Deal some lightning damage as you make your

    escape. Best of all its only a standard action to activate, leaving you a move to run even further

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    away with!

    12,000 GP- Boots of Speed:

    If you plan on full attacking, you are going to want the benefits of Haste. For 12,000 GP and a free

    action (very important), you get 10 rounds of haste. Pricey, but not bad.

    Hand:You have two of these, but only one slot.

    2,000 GP- Gloves of Reconnaissance:

    See through 15 foot thick walls, 10 rounds a day. Never send the Rogue ahead to scout again.

    Just peer through the wall and see what is in the next room!

    5,000 GP- Gloves, Poisoner:

    Poisons, potions, and even alchemist infusions can all be delivered with a touch or natural attack

    1/per glove/per day. That last one is good news for all you Beastmorph Alchemists out there.

    8,000 GP- Gloves, Deliquescent:

    Add the Corrosive ability to your weapons you wield in your hands and to natural attacks with

    your hands. This is only good because it stacks with Amulet of Mighty Fists and is cheaper then

    adding the Corrosive weapon special ability past a +2 enhancement bonus to your weapon. You

    can also punch oozes with your natural attacks with these on, not likely to come up often but still

    every little bit counts.

    15,000 GP- Gloves of Dueling:

    Makes it hard for you to drop your weapon and increases your weapon training bonus by +2.

    Pretty straightforward for Fighters.

    Head:If you equip the right items, you probably wont lose this.

    500 GP- Mask of Stony Demeanor:

    This is an Anzyr approved super bargain! +10 Competence bonus on Bluff checks made to lie

    and +5 to feint! Who cares about -5 to pass on secret messages. And before you ask no Im not

    missing a 0 on the cost.

    1,800 GP- Hat of Disguise:

    Being able to cast a 1st level spell at will is good stuff. Change your appearance on the fly to bluffyour enemies, hide from the law, or just plain troll everybody.

    4,500 GP- Circlet of Persuasion:

    +3 competence bonus to all Charisma-based checks. Charisma-based checks is the key words

    here, because that means Sorcerers and Oracles get a +3 competence bonus on concentration

    checks. And people who took the Noble Scion (Scion of War) feat get +3 to initiative. If you are a

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    Charisma based caster, you need this, no exceptions.

    5,000 GP- Jingasa of the Fortunate Soldier:

    +1 Luck bonus to AC (Make note Fates Favored takers). Once per day, Jingasa also allows you

    to turn a potentially life ending critical/sneak attack (Alas poor Rogue.) into a regular attack.

    8,000 GP- Goz Mask:

    This mask has a lot of minor benefits, but the big selling point is being able to see through fog,

    smoke and other obscuring vapors. Combine with the Eversmoking Bottle below to make your

    opponents lives miserable.

    12,000 GP- Cap of the Free Thinker:

    Rerolls are good. Rolling twice and taking the best result is even better. Being able to do that on

    every save against a mind-affecting effect is incredible. Remember high Will save types, even

    you can roll a 1, and this severely reduces that chance.

    Headband:The only thing a forehead is good for.

    1,000 GP- Phylactery of Faithfulness:

    Are you a Paladin? Congratulations your GM hates you. Wear this and never have to worry about

    falling again.

    4,000 GP- Headband of Alluring Charisma/Inspired Wisdom/Vast Intelligence:

    Hello Casters, pick the headband that matches your casting stat. See how easy that was? For

    the higher levels though youll probably want the Headband of Mental Prowess or the Headband

    of Mental Superiority.

    4,500 GP- Shifters Headband:

    Only 500 GP more than the stat headbands and you get a versatile +stat headband with +1

    caster level for polymorph subschool spells. Not a bad upgrade for 500 GP.

    7,700 GP- Headband of Fortunes Favor:

    +1 Luck bonus to AC is pretty considering its much rarer than resistance bonuses, but the real

    selling point is that this extends temporary luck bonuses by 1 Round. Archaeologist Bards can

    use this to really stretch their Archaeologist's Luck!

    8,000 GP- Headband of Havoc:

    The real selling point here is immediate action rage for 2 rage rounds. That being said, being

    treated as 4 level higher for the purpose of one of your rage powers is great especially since you

    can change it every rage.

    10,000 GP- Headband of Mental Prowess +2:

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    For those casters among you who can live with skipping out on one of the mental stats (ie.

    CHA), this is going to be your eventual endgame headband (the +6 version of course).

    15,000 GP- Headband of the Ninjutsu:

    Theres a lot of minor benefits for wearing this; +2 competence bonus on bluff checks to feint,

    1/day feint or reposition, +2 insight bonus on sneak attack attack rolls. But we dont care aboutany of those. The reason this is a big ticket item is that it lets you sneak attack targets with

    concealment or total concealment, though miss chance still applies.

    81,000 GP- Headband of Aerial Agility +6:

    Specifically only the +6 version and its entirely because it gives at will Fly. If you cannot cast Fly,

    thats you Fighter, strongly consider this. Its also a +6 mental stat headband, so feel free to get

    +3 Will or +3 Skills with your at will Fly.

    Neck:Never stick this out, or you might lose it.

    2,000 GP- Amulet of Natural Armor +1:

    +1 to your AC. Pretty standard, but very solid. You can skip this if you have access to Barkskin

    as the enhancement bonus to natural armor wont stack, but otherwise a great way to up AC.

    3,000 GP- Clasp, Swarmbane:

    I almost hate to recommend something so focused, but wouldnt it be embarrassing if you

    couldnt kill a swarm of bees? The automatic save against distraction is a seriously good deal

    when dealing with any swarm, because the nauseated condition is bad news.

    4,000 GP- Amulet of Mighty Fists:After the much needed cost reduction, I can safely recommend this amulet to anyone who wants

    to punch their opposition in the face with their bare hands or their bear hands.

    6,000 GP- Necklace, Fey Child:

    Lets ignore the +4 competence bonus on charisma checks when dealing with gnomes and fey.

    This amulet gives you a language, low light vision, and multiple SLAs. If you ever do find yourself

    trying to talk to non-gnomes and fey while wearing this, I strongly suggest you just take it off.

    8,000 GP- Hand of Glory:

    Basically you are paying to convert your neck slot into a Ring slot. There a number of excellentrings, which makes this a very compelling trade off. Daylight and See Invisibility once a day also

    dont hurt.

    8,000 GP- Torc of Lionheart Fury:

    Only buy if you are a 12th+ level Barbarian. If you are a 12th+ level Barbarian you just spent

    8,000 GP to become immune to all of the common fear conditions by giving yourself the

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    Fearless Rage Power. Excellent!

    9,000 GP- Necklace of Adaptation:

    Offers immunity to a weird category of things, namely all harmful vapors or gases and is

    therefore rather useful. Immunities are good and so is being able to being able to breathe

    underwater or in a vacuum.

    20,000 GP- Amulet of Magecraft:

    In the unlikely event you happen to be a universalist Wizard, this item is exactly what you are

    looking for, by allowing you to spontaneously convert any spell from a chosen school into a

    another spell from the school. Oh and you can change which school you can convert each time

    prepare spells. Extremely versatile.

    22,000 GP- Amulet of Spell Mastery:

    Lets you prepare an additional 6 levels of spells if it is your bonded object. That means you can

    use it as a pseudo-Pearl of Power (6th) and it costs 14,000 GP less! It can also do unusualbreakdowns if needed making it fairly versatile. The obvious trade-off is that Pearl of Power lets

    you pick any spell you cast during the day, but for 14,000 GP less I wont complain.

    Shoulders:Remember if you dont wear the cloak, people might stop thinking youre asuperhero.

    1,000 GP- Cloak of Resistance +1:

    Standard issue adventuring gear. Unless you are getting resistance bonuses to saves from

    somewhere else this is what you are wearing if you know whats good for you.

    1,000 GP- Muleback Cords:

    For 1,000 GP you can solve your ridiculously small light load carrying capacity if you dumped

    your STR to 7. Looking at you casters.

    2,500 GP- Cloak of the Hedge Wizard:

    Lots of good options, though melee types might really like Transmutation for the Enlarge Person

    and Expeditious Retreat. Pretty hard to beat two at will Orisons and 1/day use of 2 first level

    spells for 2,500 GP.

    24,000 GP- Cloak of Displacement, Minor:Superior to the major version by far. Ill take always on 20% miss chance over standard

    activation, only 15 rounds per day 50% miss chance any day. Seriously though, miss chance is

    an amazing defense to have and this cloak does it extremely well.

    Wrists:Almost as handy as opposable thumbs!

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    200 GP- Sleeves of Many Garments:

    Super bargain alert! For the same price as a Royal Outfit, you can have all of the outfits with

    these fancy sleeves. This includes lots of non-magical clothing with minor benefits ranging from

    both Hot and Cold Weather Outfits, to Dilettantes and Doctors Outfits and course Diving and

    Swarm Suits. Swarmsuit is particularly fun with these Sleeves as you wont have to wander

    around at half speed until you meet a swarm.

    1,000 GP- Bracers of Armor +1:

    Tempted to not put this here. On one hand PF has made it so these can grant armor qualities.

    On the other hand, you can no longer wear them to get a superior AC bonus along with another

    piece of armor for armor enhancements. Basically a gold sink for Monks that have high WIS and

    DEX but for them its good stuff.

    1,050 GP- Bracers, Burglars:

    They can turn into masterwork thieves tools, but the real winning ability here is the 1/day ability

    to take 10 on a Disable Device check while in danger or distracted. If you dont get access to theRogues skill mastery, but are playing his role, these are great option, especially in multiples.

    4,000 GP- Bracers of Falcons Aim:

    If you are playing an archer type character and are not in PFS, these are the only wrists youll

    ever need. +1 competence to ranged attacks, 19-20/x3 critical for all your bows and crossbow,

    and just because +3 competence on spot checks. A fantastic best in slot item for bow users.

    5,000 GP- Bracers, Spellguard:

    This exists solely to make the Tunic of Careful Casting look bad. For the same price you get the

    same +2 bonus (though only to cast defensively, but thats really the big thing) and you also get toroll your concentration check to cast defensively twice and take the higher result 3/day. If you

    really feel the need this does stack with the Tunic of Careful Casting.

    7,200 GP- Bracers, Longarm:

    3/day as a swift action these let you increase your reach by 5ft until the start of your next turn. No

    penalty for natural attack/unarmed strikes though weapon users take a -4. Best for those who

    punch stuff and would like to do it from 5 more feet away.

    8,000 GP- Vambraces, Duelists:

    +1 deflection is nice, but the big benefit is that 1/round you get to reduce your offhand attack roll

    penalty by 2. If you have two-weapons, be sure to pick these up.

    8,000 GP- Vambraces, Merciful:

    One Mercy every 3 level sure is a real downer when you dont have the right Mercy to fix a status

    condition. Luckily this item lets you add any mercy that you have not selected to your lay on

    hands. Its whatever Mercy you need, which is the key selling point, since hopefully you dont

    really need to remove more than 1 condition off someone on a regular basis.

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    Slotless:Because you can never have too many magic items.

    75 GP- Ioun Torch:

    Hands free light source for extremely cheap. Forget those torches and sunrods. Its basically a

    cheap version of what people have been doing with dull gray ioun stones and continual flame.

    200 GP- Formula Alembic:

    Lets you turn a potion or extract into a formulae for your formulae book. Cheap so theres no

    reason not to as this gives you easy access to a wide variety of extracts.

    200 GP- Hybridization Funnel:

    Turn 2 splash weapons into one splash weapon. This is only really useful at low level, but a 2d6

    touch attack, with an additional 1d6 possible burning as a touch attack is pretty solid at low

    levels.

    250 GP- Travelers Any-Tool:

    Its the perfect masterwork tool for whatever (well most) Craft skill you have. Can also be a

    shovel, hammer or pair of scissors. Crazy versatility for 250 GP is a good deal by me.

    400 GP- Tree Feather Token:

    You may have noticed a lack of consumables or limited use items up this point and thats

    because they tend to be wastes of hard earned GP. Tree Feather Token is the exception here.

    Theres just too much you can do with a 400 GP instant Tree. Normally Im against items that

    require a lot of GM adjudication also, but again its an instant tree. Im sure youll think of

    something to use it for.

    500 GP- Ioun Stone, Dusty Rose Prism (Cracked)

    +1 competence bonus to Initiative for only 500 GP! Remember going first can also mean going

    last and for this price you cant afford not to buy this Ioun Stone.

    500 GP- Wayfinder (Standard):

    The standard Wayfinder is extremely solid providing minor benefits in the form of light and +2

    circumstance on survival to avoid becoming lost. The big reason to have one is that it upgrades

    one of your ioun stones allowing the ioun stone to grant you both its regular and upgraded effect.

    A must buy. I will assume the use of Resonant Powers Method 1 for purposes of this guide. PFStreats these differently, so outside of PFS be cautious about the fact that a stone only has a 75%

    chance to be amplified. Furthermore, outside PFS cracked and flawed ioun stones can be used

    to get amplified benefits though only 25% of the time. The big winner of the Ioun upgrade lottery

    is Clear Spindle for continuous protection from evil.

    900 GP- Book of Harms:

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    So, for 900 GP you get some pre-recorded spells, nothing fantastic, but hey you werent planning

    on taking Fireball as one of your level up spells anyway so nothing lost either. The real draw here

    is the boon that can be used once a day to Maximize any spell (and this stacks with other

    effects). Oh sure you take 1d4 x spell level in damage, but did you see that last part about free

    metamagic?

    1,000 GP- Anatomy Doll:

    As a way to harm your harm your enemies, this magic item leaves much to be desired. But if

    you happen to be healed by negative energy (ie. Black-Blooded Oracles and Dhampirs), for only

    1,000 go and drop of your blood, you gain unlimited healing at 1 negative energy per turn.

    1,000 GP- Bookplate of Recall:

    This is to help you get through those early levels of spellbook paranoia Wizards. While nothing

    can keep you safe from the GM, this does help to thwart random thefts.

    1,000 GP- Boro Bead (1st):Recharge any 1st level infusion. Very handy for Alchemists. The real winner here though is the

    4,000 GP 2nd level Boro Beads to get back your Alchemical Allocations.

    1,000 GP- Page of Spell Knowledge (1st):

    Lets a spontaneous caster expand their spells known. 1,000 GP for some utility first level spells

    is a no brainer.

    1,000 GP- Pearl of Power (1st):

    Lets a prepared caster recall a 1st level spell. People who enjoy having Enlarge Person cast on

    them can buy them for their friendly neighborhood caster as well.

    1,000 GP- Ioun Stone, Orange Prism (Cracked):

    Add any cantrip or orison to your spells known or prepared. Thats pretty impressive considering

    it can give cantrips that are off of your list and it doesnt care what kind of caster is using it.

    1,500 GP- Ioun Stone, Opalescent White Pyramid (Cracked):

    This Ioun stone grants you weapon familiarity, which lets you treat any one weapon as a martial

    weapon. Basically, this item lets you get an exotic weapon proficiency for free which is an

    absolute steal for only 1,500 gp.

    1,800 GP- Efficient Quiver:

    Carries your arrows, carries your bows (or your staves) and I guess Javelins for those who are

    into that. Either way a must have for archers.

    1,800 GP- Scabbard of Vigor:

    A 1/day buff a weapons enhancement bonus. The duration is is limited based on the bonus you

    select. The +3 version last for 3 rounds which is probably +2 hit and +3 damage with that

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    weapon early on. Not bad for a big fight.

    2,000 GP- Blood Reservoir of Physical Prowess:

    A very short potential +8 inherent bonus to your STR (or your DEX/CON). This is only really here

    for Blood Money abuse, since the keywords are lasts until the end of your next turn. Potentially

    a bit too niche to be listed here, but it truly shines there.

    2,000 GP- Handy Haversack:

    You are going to buy this item. This fantastic piece of magical gear lets you carry all your other

    magical gear (well 120 pounds or 12 cubic ft.). To make this item even better retrieving anything

    from the Handy Haversack is only a move action that doesnt provoke attacks of opportunity. No

    ifs, ands or buts, buy this item.

    2,000 GP- Ioun Stone, Vibrant Purple (Cracked):

    Stores one spell level worth of magic for only 2,000 gp a fraction of what most such things cost.

    These can be used in a pinch to give magic-less classes a needed buff (say Enlarge Person), orhelp a caster dip into another casters 1st level spells. Fill them up on an off day and they can

    even be used to stretch your casting resource.

    2,165 GP- Journal of the Beast Within:

    Oh look some formulaes and even some pretty useful ones (Crafters Fortune!) at that, but thats

    not the reason were here. Make your +4 Mutagen into a +6 Mutagen at the low cost of taking a -2

    hit to all your mental scores. Make it count!

    2,400 GP- Sovereign Glue:

    Once you stick two objects together with they are permanently stuck together, a condition thatsurprisingly difficult to remove. Sure the Universal Solvent is cheap, only 50 GP, but thats

    essentially the only RAW way to unstick the two objects. Again, Im againt consumables, but you

    can come up with a lot of mean uses for this. And by mean I mean creative of course.

    2,500 GP- Bag of Holding Type I:

    Why is this here if Handy Haversack is already on the list? A fair question, but mostly its because

    for 500 GP more the Bag of Holding gives you more than double Haversack storage space. So

    when you need to carry back everything that isnt nailed down, youll want a place to put it. That

    stuff goes in the Bag, keep your adventuring gear in your Haversack though.

    2,635 GP- Tome of the Transmuter:

    You are buying this because it comes with Explosive Runes! Not really, but I do love the love the

    smell of Explosive Runes. Anyway, the Boon on this is a free +2 Natural Armor for the duration of

    a transmutation spell with a range of personal. Pick a long duration buff and enjoy some nice

    bonus AC.

    4,000 GP- Ioun Stone, Clear Spindle:

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    Eating and drinking are a pain. Youre a busy adventurer on the go and this item lets you ignore

    those mundane concerns. Oh, make sure to put it your Wayfinder for continuous Protection from

    Evil for only 4,500 GP total. All around amazing.

    4,500 GP- Knights Pennon, Battle:

    4,500 GP for a 1/day use of Heroism. Heroism has a long duration and this is cheap option for it.For most classes this is a 3rd level spell and +2 morale on attacks, saves and skill checks very

    nice.

    5,000 GP- Admixture Vial:

    A free discovery is worth 5,000 GP easily. Sure its only 1/day and restricted to 3rd level or lower

    extracts. But unlike Combine Extracts it doesnt upcharge you 2 levels for the mixture.

    Alchemists will love saving action economy with this.

    5,000 GP- Bone Razor:

    Ok, no its not the second coming of Azan-gund (2 points to people who got that). Still, freeAnimate Dead that doesnt count against Animate Deads control pool or require any onyx and

    can be of any HD is quite solid. Best part is anyone can use it, get each party member one and

    you gain free minions equal to the size of your party.

    5,400 GP- Bottle, Eversmoking:

    This bottle produces a 100 ft. radius (!) cloud of smoke that totally obscures vision. A must have

    for Ifrits with the Firesight Feat or for anyone with a Goz Mask.

    6,000 GP- Stone Familiar:

    Familiars are fragile creatures. This makes them a poor choice for storing all your magicalknowledge. Witches with Stone Familiars can store 500 levels of spells in them and use it to

    teach spells to a new familiar, like Mr. Toadsworth the Third.

    7,200 GP- Boat, Folding:

    Its box, its a boat, its a ship. If you feel you are going to need some kind of seafaring vessel, this

    convenient box/boat/ship should be your choice.

    7,500 GP- Manual of War:

    Retrain your Fighter bonus feat for the day. Works for one feat per day and can be ended early if

    needed. Flexibility is a good thing.

    9,000 GP- Decanter of Endless Water:

    Infinite water sure, but we all know that you want to do creative things with the Geyser function.

    Like flood the dungeon. Or invent a propulsion system. One or the other.

    10,000 GP- Ki Mat:

    Theres 24 hours in a day. Thats potentially 24 more Ki Points a day with this Ki Mat. Of course

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    you should be using some of that meditation time to beat people up with your bare hands/fancy

    arrows. Still this item helps stretch a limited resource further, always a good thing in my book.

    12,500 GP- Book, Blessed:

    Durable, waterproof, can hold 1000 levels of spells and oh yeah, it lets you add spells to it

    without paying the material costs. This will easily make up its value considering that 9th levelspells cost 810 GP in writing costs alone. A must have for all prepared arcane casters.

    13,000 GP- Lyre of Building:

    Makes inanimate objects irrevocably immune to attacks. The second effect though is what were

    after. 30 mins of playing the harp gets you 3 days of construction performed by 100 humans

    magically. And after the first hour you can continue to play by making a mere DC 18 Perform

    check. Im not sure what exactly 12 or more days work by 100 humans can accomplish, but Im

    willing to bet its fairly impressive.

    16,000 GP- Scabbard of Keen Edges:Yes, 16,000 GP is a lot to be spending on a feat, but its very cheap when you consider that it lets

    you get the Keen property on a weapon of your choice, or multiple weapons of your choice 3/day.

    Keen Edge has a 10 min/level duration so with 3 uses you should be good to go even on a long

    adventuring day.

    17,000 GP- Broom of Flying:

    All day 30 ft. flying for only 17,000 GP. If you dont have access to Flying you are going to want

    one of these for when combat goes all three dimensional on you or even just to get across that

    perilous cliff edge that seems to be in every campaign ever.

    20,000 GP- Portable Hole:

    A 6 ft. Radius, 10 ft. deep hole. That you can fold up. If you dont know how to use this item,

    rewatch Looney Tunes until you have a better idea. It can be used to store an entire party inside

    to ride along one member, but this can be dangerous. Also, avoid the bag of holding/portable

    hole situation. Handy Haversacks are fine though (at least by the rules).

    20,000 GP- Stone of Good Luck (Luckstone):

    +1 Luck (+2 for the Fates Favored) to Saving Throws/Ability Checks/Skill Checks. Keep in mind

    that Initiative and Concentration are ability checks. Enjoy better saves and skills as well.

    20,000 GP- Strand of Prayer Bead (Bead of Karma):

    Mandatory on casters. Keep in mind it benefits all casters, though arcane casters will need to

    make a Use Magic Device check. Technically this a standard Strand of Prayer Beads that

    happens to be missing all the beads except Bead of Karma, which is incidentally the only one

    you should care about. Bead of Karma gives you a whopping +4 caster levels for 10 mins.

    Perfect for casting long duration buffs and getting level dependant bonuses out of spells. Also

    useful before a big fight to give your spells that extra oomph. You just arent going to get this

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    many caster levels for this cheap anywhere else. If you are a caster, get it.

    25,000 GP- Ioun Stone, Orange Prism (Flawed):

    +1 Caster level for a -2 penalty to your casting stat. Feel free to use this only for casting buffs on

    yourself at the start of the day or if you really feel you need that edge on beating a SR check. Get

    this after the standard Orange Prism Ioun Stone though. -2 to your primary casting stat is a largepenalty for 5,000 gp price difference.

    28,000 GP- Ioun Stone, Pale Green Prism (Flawed):

    +1 morale bonus to attack rolls, saves, skill checks and ability checks. Potentially more useful

    than its 30,000 GP counterpart, since it can be combined with a Courageous Weapon to get the

    morale bonus up to +3. While this does overlap with Heroism and Greater Heroism somewhat,

    this also adds to ability checks, so +3 morale to initiative here I come.

    30,000 GP- Ioun Stone, Orange Prism:

    Ok, for this item Ill reprint the full text: +1 caster level. Luckily thats all that needs to be saidhere, +1 caster level means a boost to your level dependant effects (like say duration) and helps

    you overcome SR. Great for all casters.

    30,000 GP- Ioun Stone, Pale Green Prism:

    +1 Competence bonus to attack rolls, saves, skill checks and ability checks. Ability checks is a

    very nice addition since that goes to initiative and concentration.

    Magic Armor and Shields:It will keep you safe for now, which gives you more time toworry about the later.

    +1 Bonus-

    Brawling:

    An excellent enhancement that can only be applied to light armor, because the developer hates

    monks. Still if you happen to not be a Monk (or are ok with giving up your class features) than +2

    to unarmed hit, damage and grapple as well as making your unarmed attacks count as magic for

    bypassing DR is pretty good for a +1 magic enhancement.

    Deathless:

    For only a +1 bonus this magic enhancement works overtime by absorbing 10 points of harmfulpositive or negative energy per attack! That can save you a lot of hit points in the long run, but

    wait theres more! It also gives you a 25% chance to straight up ignore negative levels (plural!)

    from an attack. Can only be put on armor so make sure you get it on yours!

    Fortification, Light:

    A 25% chance to turn a critical or sneak attack into a regular hit is pretty good deal. Really for +1

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    bonus just getting the chance at all is fantastic. Still the later version are also worth it though the

    best cost/effect ratio is light.

    Spell Storing:

    As written this magic enhancement is useless since the chances you have a swift action when

    you are stuck is highly unlikely. However, it is supposed to be an immediate action and this guidewill assume that is the case. In that case, loading up your armor with a touch range debuff that

    you can then use as an immediate action on being hit is quite good for only a +1 bonus.

    +2 Bonus-

    Animated:

    This ones for shields only and has suffered a massive downgrade from its 3.5 version. Still 4

    rounds worth of an extra hand can be used to your advantage, though youll need to burn a move

    action to let it go (because evidently thats hard).

    +3 Bonus-

    Wild:

    Druids love this magic enhancement bonus, especially on a suit of +1 dragonhide fullplate. All of

    the AC, none of the maximum Dex cap. Only functions in while in Wildshape, but I dont think you

    were planning on leaving it anytime soon.

    + Additional Gold-

    3,750 GP- Shadow:Yes, it is 1,250 gp more expensive than a Cloak of Elvenkind, but since it does not take up any

    enhancement bonus this is a pseudo-slotless +5 competence bonus to stealth. Even better, its

    upgraded version are on of the few ways to get +10 and +15 to skills. And the best part is you

    still have your magic enhancement bonus to work with. A must for sneaky types.

    5,000 GP- Comfort:

    Its always weather appropriate, not counting against you in hot weather and working like cold

    weather clothes when it gets chilly out. The real draw is that it reduces the ACP of armor with

    this enhancement is reduced by one, getting you ACP free mithril breastplate or just reduced

    penalties in general.

    5,000 GP- Rallying:

    A very specific item, but especially cheap for giving all your allies within 30 ft. +4 on saves

    against fear effects. This is especially cost efficient for Bards, Cavaliers and Paladins who give

    their allies +6 instead. Since its a paid enhancement this is essentially a pay 5,000 gp, get

    better saves deal which is a great deal.

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    7,500 GP- Hosteling:

    Sometimes an adventure requires you to enter a dungeon (or even worse civilization) and

    suddenly your horse/tiger/bear cant manage to get in. Hosteling provides an inexpensive hands

    free storage space that allows you to release them when the dungeon gets wider or Baron Von

    Balkershal double crosses you at the ball. BALKERSHAL!! *shakes fist*

    10,000 GP- Delving:

    Unlimited duration burrow speed of 10 ft. Sure its only through soil, but wont your enemies be

    surprised when you ignore their fancy castle walls?

    30,000 GP- Determination:

    Dying is bad. Living is good. Paying 30,000 GP may seem like a lot, but for a 1/day automatic

    Breath of Life when you hit 0 or less HP its a pretty fair price. While you hopefully will never need

    this to activate, its nice to have when it does.

    Specific Armor and Shields-(A quick note, if you cannot get these further enhanced, they are all going to be less useful than a

    non-specific magic armor or shield.)

    1,100 GP- Mithril Shirt:

    Did you notice that Mithril Shirt only weighs 10 lbs.? Well luckily it does, which makes 2 pounds

    lighter than a normal Chain Shirt made out Mithril. Why? How the hell should I know, I just sell it.

    3,300 GP- Dragonhide Plate:

    Full plate that pandas to Druids. You want to make this Wild so you can get a juicy armor bonus

    while you kill people with your bear hands. Wild also lets you avoid the polarizing effect that thearmor can have on dragons, which may save you from a grizzly fate. Kodiak.

    11,160 GP- Enchanted Eelskin:

    Depending on how much of your campaign is going to be taking place underwater, this armor

    can be super bargain. This +1 slick leather armor gives a laundry list of special abilities provided

    that the wearer is immersed in water. Underwater this gives a 30 ft. swim speed and the ability to

    breath water, gains the shadow property and allows the wearer to take a full-round of actions

    during the surprise round. Thats a lot of magic in one item provided of course youll be

    immersed in water.

    12,1600 GP- Boneless Leather:

    Once you get over the fact that this probably looks exactly like what Voldo is wearing, you might

    be able to appreciate this armor. The +1 leather armor takes care of 2,160 gp of its cost, so

    what do you get for the remaining 10,000 gp? Well for starters a +5 untyped bonus to escape

    artist. Also, a +5 untyped bonus on acrobatics to reduce fall damage. And an untyped +5 to your

    CMD. Oh ya and DR 5/slashing and piercing. Thats a lot of untyped bonuses and well worth

    consideration.

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    22,400 GP- Celestial Armor:

    This +3 chainmail is essentially cheating by having a maximum dexterity bonus of +8, 6 points

    higher than base chainmail and even beating mithril chainmail by 4. Thats effectively +4 more

    AC if you have the requisite +8 dexterity on top of it having the other benefits mithril would like an

    ACP of -2 and 15% ACF. The +3 bonus alone accounts for 9,000 gp of the price so spending13,000 GP for the higher maximum dexterity and once a day fly spell is a great deal. Oh and it

    doesnt judge you based on what end of the alignment pool you swim in so evil characters can

    wear this just fine.

    26,500 GP-Mithril Full Plate of Speed:

    A suit of +1 mithril full plate is going to run you 12,650 so for slightly more than 13,000 gp you

    also get 10 rounds of haste exactly like Boots of Speed (which are 12,000 gp) but

    pseudo-slotless, which frees up your Feet slot. Mind you this requires a particular character who

    wants all those benefits, but Im sure someone wants full plate and haste.

    Magic Weapons:Dont forget to name it!