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Thread: WISH LIST: Gear and Items

  1. #1
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    Talking WISH LIST: Gear and Items

    TSW suggested starting this thread and it seems efficient. Post here for your "wish list" and some will show up as Loot, and some will be available other ways (particularly once someone is crafting.)

    But please restrict your requests to things that can be found on the official Paizo website PRD. Particularly no third party stuff, period.

    What IS available to you includes the book Ultimate Equipment, which I plan to open up in full somewhere around Character Level 3.

  2. #2
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    Mammon wakes up in a strange room filled with fantastic and strange items. There are magnificent weapons, glorious suits of armor, the finest clothes he's ever seen, beautiful works of art and an assortment of other creations for which he has no name. As he peruses through the giant room, he wonders if he is in the first vault. Of all the items he sees during his time in what he presumes is the vault, he wishes he possessed these the most:
    1. The Big Six
    2. Armor of the Pious
    3. Handy Haversack
    4. Circlet of Persuasion and/or Jingasa of the Fortunate Soldier
    5. Scabbard of Keen Edges Vigor, Eh. Close enough.
    6. Sleeves of Many Garments
    7. Dusty Rose Prism (Ioun Stone)
    Last edited by TheShieldWolf; 03-05-2017 at 12:41 PM.



  3. #3
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    Quote Originally Posted by TheShieldWolf View Post
    Mammon wakes up in a strange room filled with fantastic and strange items. There are magnificent weapons, glorious suits of armor, the finest clothes he's ever seen, beautiful works of art and an assortment of other creations for which he has no name. As he peruses through the giant room, he wonders if he is in the first vault. Of all the items he sees during his time in what he presumes is the vault, he wishes he possessed these the most:
    1. The Big Six
    2. Handy Haversack
    3. Circlet of Persuasion
    4. Jingasa of the Fortunate Soldier
    5. Scabbard of Keen Edges
    For those who haven't heard the phrase, "The Big Six" items of Pathfinder are (with bonuses depending on your current character level)...


    • Ring of Protection (a deflection bonus to Armor Class of anywhere from +1 to +5)
    • Amulet of Natural armour (a Natural Armor bonus to Armor class, +1 to +5)
    • Weapon (Or amulet of Mighty fists) (a weapon with a magical enhancement bonus of +1 to +5, or if you're a monk an amulet making your punches +1 to +5)
    • Armour (enhancement bonus of +1 to +5)
    • Cloak of Resistance (grants resistance bonus to all saves of +1 to +5)
    • A stat enhancing item (Usually Belt of... or Headband of...) (self-explanatory)



    I appreciate how Mammon's wish list was phrased in the context of a dream of Abadar's Great Vault. Very cool!
    Last edited by magrat4; 04-28-2016 at 03:36 PM.

  4. #4
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    For your convenience when potion shopping in the future...

    1) Potions Level One available to you:

    Air Bubble (UM) (3 minutes breathe easily despite being underwater, underground, etc.)
    Comprehend Languages (understand all spoken and written languages for 1 minute)
    Cure Light Wounds (cure 1d8+1)
    Disguise Self (dramatically alter your appearance including your clothing and equipment and details like height/weight/age/gender and what type of humanoid you are (including elves and half-orcs etc and so forth) for 10 minutes)
    Endure Elements (you do not need to make Fortitude saves against extreme heat or cold for 24 hours)
    Expeditious Retreat (your move speed increases by 30 feet for 1 minute)
    Illusion of Calm (UC) (3 minutes you appear to stand completely still, even when making melee attacks or thrown weapon attacks or casting spells or moving 5 feet; anyone who hits you or touches you gets Will DC 13 to disbelieve)
    Jump (get +10 on Acrobatics checks for jumping only for 1 minute)
    Entropic Shield (ranged attacks against you have 20% miss chance---rolled by GM---for 1 minute)
    Longstrider (get +10 to your movement speed for 1 hour)
    Pass Without a Trace (drinker leaves no footprints or scent trail or other sign of passing for 1 hour)
    Protection from Evil (+2 deflection bonus to AC and +2 resistance bonus to saves against evil foes for 1 minute, AND mental control effects like compulsions do not work on you for the duration of this spell, AND evil summoned creatures can't use their natural attacks against you unless they have Spell Resistance)
    Remove Fear (+4 to Will saves vs fear effects AND it suppresses any current fear effects you already suffer)
    Sanctuary (creatures cannot attack the drinker of this potion without making a Will save DC 13 BUT the spell ends if the drinker makes an attack)
    Shield (+4 force shield bonus to AC for 3 minutes)
    Shock Shield (UC) (+2 force shield bonus for 3 minutes, negates magic missiles, dismiss as free action to deal d6 electricity damage to all within five feet including you, Reflex DC 13 half)
    Speak with Animals (for 1 minute you can clearly communicate with animals, but you may still need to make a Handle Animal check to make them friendly and helpful in attitude rather than terse or evasive or hostile; some animals will be clever and some will be very dumb and some will be willing to do you a favor; personally I love this spell)
    Youthful Appearance (UM) (for three hours appear up to half your age but without changing your size category or age ability modifiers)

    2) Potions Level Two available to you:

    Aid (+1 morale on attack rolls and saves vs fear, 1d8+3 temp HP for 3 minutes)
    Alter Self
    (like Disguise but you gain effectively +1 to your Dexterity modifier if you become a Small humanoid creature OR gain +1 Strength modifier if you take the form of a Medium humanoid AND if the form you take has darkvision or scent or a swim speed of 30 feet then you get that benefit as well)
    Barkskin (+2 natural armor bonus for 10 minutes)
    Bear's Endurance (gain effectively +2 to your Constitution modifier for 1 minute, increase Fortitude saves by +2 and your Hit Points by 2 HP per your character level)
    Blur (gain 20% miss chance against all attacks for 1 minute)
    Cat's Grace (gain effectively +2 to your Dexterity modifier for 1 minute, increases Reflex saves by +2 and your Armor Class and Touch AC by +2 AND CMD)
    Cure Moderate Wounds (cure 2d8+3 HP)
    Darkvison (gain darkvision and see perfectly in darkness out to 60 ft for 1 hour)
    Delay Poison
    (any poison effects are suppressed for 1 hour, but after that hour subject must deal with the consequences IF they failed any Fort saves)
    Eagle's Splendor (gain effectively +2 to your Charisma modifier for 1 minute, increases all Charisma based Check results by +2)
    False Life (gain 1d10+1 Hit Points for 1 hour)
    Fire Breath (belch a 15 ft cone of fire three times: first cone is 4d6, next cone is 2d6, third and final is 1d6; Reflex save DC 15 for half damage)
    Fox's Cunning (gain effectively +2 to your Intelligence modifier for 1 minute, increases all Intelligence based Check results by +2)
    Invisibility (gain +40 to Stealth Checks while you and all your gear are totally invisible---attackers have 50% miss chance against you IF they can locate your square with a successful Perception check; this spell ends if you attack)
    Owl's Wisdom (gain effectively +2 to your Wisdom modifier for 1 minute, increases Will saves by +2 and Wisdom based Check results by +2)
    Protection from Arrows (gain Damage Resistance 10 vs non-magic arrows and other non-magic ranged attacks for 1 minute)
    Resist Energy (Ignore 10 points of a specific kind of energy damage EACH TIME that damage tries to effect you for 10 minutes, BUT you must specify type---fire, cold, electricity, acid, or sonic)
    Restoration Lesser (restore 1d4 points of ability damage AND remove the fatigued condition if it is present, or downgrade the exhausted condition to merely fatigued)
    Spider Climb (gain a Climb speed of 20 feet and +8 to Climb checks; but you do NOT need to make a Check to move up a smooth vertical or horizontal surface even upside down; keep your Dexterity bonus to AC while climbing; you must have both hands free to Climb)

    Potions Level 3 available to you:

    Ablative Barrier (UC) (2 hours for up to 15 points of damage, the first 5 of each attack against you become nonlethal and you get +2 armor bonus to AC till discharged)
    Burrow (UC) (3 minutes gain burrow speed 15 ft, or 10 in medium or heavier armor; loose material collapses behind you 1 round after you leave; can only move 5 feet through stone; does not help you breathe)
    Cure Serious Wounds (3d8+5)
    Nap Stack (treat 2 hours sleep like a full-night's sleep, regaining all abilities, usable 1/per week)
    Neutralize Poison (druid version) (roll d20+5 vs DC of poison to stop its effects)
    Protection from Energy (absorb 60 points of damage from a specified energy for up to 1 hour or till discharged)
    Remove Blindness/Deafness
    Remove Disease (roll d20+5 vs DC of poison to stop its effects)
    Resinous Skin (UC) (1 hour gain DR 5/piercing, +4 bonus to CMD vs disarm and saves against effects that make you drop something, +2 CMB to grapple/maintain, and foe striking you with a manufactured weapon must make a Reflex save or their weapon is stuck to you with Strength check DC 15 to retrieve it)
    Water Breathing (up to 10 hours breathe water)
    Water Walk (up to an hour tread easily on water/quicksand/lava/etc.)


    Last edited by magrat4; 03-31-2017 at 07:17 PM.

  5. #5

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    Is there an Item that would allow flint to cast detect magic? I want to detect more magic

  6. #6
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    Quote Originally Posted by Grayson Tagger View Post
    Is there an Item that would allow flint to cast detect magic? I want to detect more magic
    Yes! Your desire is noted and such loot can be arranged or made available to purchase.

  7. #7
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    Soon-ish in game you will have an opportunity to have your weapons enchanted. Here is the list of what can be added...


    Here's a list of choices from Ultimate Equipment and Advanced Class Guide that are +1 enchantments...

    Bane: your +1 weapon is +3 attack and damage vs designated foe (humanoid +subtype like human, outsider +subtype like evil, etc)

    Corrosive/OR Flaming/OR Frost/OR Shocking: Deal extra 1d6 acid/fire/frost/electricity with each hit

    Countering: +2 combat maneuver defense vs disarm or sundering AND you get an immediate CMB check to perform the same maneuver against your opponent without provoking an AOO

    Defending: at start of turn as Free action you can transfer weapon’s current enhancement bonus to your AC instead (stacks with ALL other AC bonuses including itself you dual wield to defending weapons) till your next turn

    Guardian: like defending except the bonus goes to your Saving Throws

    Keen: Double critical threat range

    Menacing: if you are adjacent to a creature flanked by your allies (whether you are participating in the flank or not) the flanking bonus increases from normal +2 to +4

    Merciful: Weapon deals nonlethal damage and deals extra d6 nonlethal damage (this ability can be suppressed at will)

    Spell Storing: Store one spell of up to 3rd level in the weapon and release it as a Free action after a hit. Repeat.

    Throwing: Melee weapon can be thrown 10 feet.

    Thundering: on a successful crit, deal 1d8 sonic damage extra and target makes Fort save DC 14 or is permanently deaf

    Vicious: deal extra 2d6 damage but you take 1d6 damage

    Possible choices I assumed would not interest you for +1 enchantment:

    Allying (give your ally’s weapon +1 enhancement unless their weapon already has +1)
    Benevolent (+3 instead of +2 if you take Aid Another action to boost someone’s attack roll)
    Called (Swift action call weapon to your hand from 100 feet away even if it is in another creature’s possession)
    Courageous (small boost to Will saves vs fear)
    Cruel (if a creature you strike is shaken or frightened or panicked they are also sickened (-2 everything 1 round) and if you kill a target you gain 5 temp HP for 10 minutes
    Cunning (Helps you crit a creature if you have at least 5 relevant Knowledge ranks)
    Dispelling (spell storing but only stores dispel magic, +1 to check)
    Distracting +5 DC to target’s next concentration check after successful hit
    Fortuitous once per round after making a successful AOO immediately make a second AOO with a -5 penalty
    Ghost Touch (normal damage vs incorporeal creatures and can be wielded by incorporeal creatures)
    Grounding/Neutralizing/Planar/Quenching/Thawing: Deal extra damage to a creature of the Air/Earth/Outsider/Fire/Cold subtype) and boost defense against elemental damage)
    Heartseeker (ignore miss chance with melee weapon so long as you target the right square)
    Limning outline struck creatures in faerie fire
    Mimetic borrow some of a creature’s energy resistance/immunity after a successful hit for one round (10 resist…stacks up to 30 after three hits)
    Seaborne (fight normally underwater as if affected by freedom of movement)
    Vampiric (absorb target's HP)

    And all the ranged abilities: Adaptive (strength mod to damage), Distance (double range), Seeking (ignore concealment)
    Last edited by magrat4; 10-28-2017 at 03:51 AM. Reason: expanded list

  8. #8

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    daylight grenade.... preferably something that is used x/day

    not sure if such a thing exists, but I want it.

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