Roughtrade Posted June 13, 2022 Clone Share Posted June 13, 2022 A Random Collection of Things I Have Found Useful Mostly for Pathfinder Guided Weapon Uses Wisdom for +Hit and +Damage instead of Strength. Costs as "+1" for determining price. A hold over from 3.5 but in the early days appeared in the appendices of official Pazio publications. Can currently be found on the D20PFSRD and the Archives of Nethys. Ioun Torch A small crystal, dull grey and oddly shaped with multiple facets. When held at the height of your eye, palm open, it begins to glow with a soft (insert your favorite color here) tinted light that illuminates the area. Hands Free Light for 75 Gold. Easily within reach of many First Level Characters. Don't leave home without it. Do Not Buy Everburning Torch, which you still need to hold and costs 35 Gold more! Sleeves of Many Garments The wearer of these sleeves can, when she slips them on, choose to transform her current garments into any other non-magical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form. Always Clean, Always in Fashion, Assists with Disguises. For someone with the Extremely Fashionable Trait, this is rather a 'must have' magic item. And only 50gp more than required for the Trait. Pro-Rating Wand Charges If you can convince your GM, maybe you can buy a wand that isn't at full fifty charges... For Clerics, Druids, Wizards Zero Level Wand = 7.5gp per Charge Remaining. First Level Wand = 15gp per Charge Remaining. Second Level Wand = 90gp per Charge Remaining. Third Level Wand = 225gp per Charge Remaining. Fourth Level Wand = 420gp per Charge Remaining. Not Magic but Useful/Fun Blue Book This book details the seedier entertainment establishments in one major city. It contains the names of brothels, burlesque houses, and gambling halls in that city. By consulting the book for 1 hour, for the next 24 hours you gain a +2 circumstance bonus on Knowledge (local), Bluff, and Diplomacy checks to gather or use information in that city. At the GM’s discretion, you can use it in settlements near that city for a +1 bonus. Price 5 gp; Weight 1 lb. (In the SRD) Acrobat's Pillar 50gp Surefoot Training Blocks 50gp Spend an hour using each, (2 hours total) make an Acrobatics Check at DC15 (for each), gain a +2 circumstance bonus to Acrobatics checks for balance and moving through Attacks of Opportunity. Vagabond Kit (150gp) Bedroll : Blanket : Waterskin (Applejack) : Flint & Steel : Blue Book for Current City : Cooking Kit : Mess Kit : Deck of Cards : Ioun Torch Bounty Hunter Kit (108gp) Hammock : Bear Trap : Moonrod (5) : Sunrod (10) : Silk Rope (100ft) : Masterwork Manacles : Masterwork Fetters : Waterskin (Water) : Gear Maintenance Kit: Trail Rations (6 Days) : Grappling Hook : Hammer : Pitons (12) : Crowbar : Signal Horn Flirting Kit (80gp) Grooming Kit : Scented Soap : Waterskin (Wine) : Collection of Trashy Romance Novels : Courtier's Clothing : Miscellaneous Jewelry (60gp) : Scarves (6gp Various) : Perfume (Rare) Link to comment Share on other sites More sharing options...
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