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awa
2009-08-27, 07:03 PM
What would you say are good low cost items magic or otherwise under 1000 gold. Preferable these are not consumable items like potions.
Please include what they do and where their from.
Lets avoid dragon magazines

jokey665
2009-08-27, 07:04 PM
belt of healing from the magic item compendium. heals you every day and costs 750gp.

Deepblue706
2009-08-27, 07:28 PM
Heavy Catapult. 800 gp.

Needs a crew of 4 to operate, deals 6d6 damage, and has range increments of 200ft.

The Lighter version only needs a crew of 2, costs 550gp, but deals 4d6 damage.

Both are in the DMG.

Lysander
2009-08-27, 07:33 PM
Bag of tricks. What else do you need in life?

Or why not Hand of the Mage. Gives anybody a permanent telekinetic power.

sadi
2009-08-27, 07:38 PM
I'm assuming 3.5 since you didn't specify. It depends on what class you are. A pearl of power (1st) is relatively cheap at 1000, and let's you recast a spell you've already cast as a non spontaneous caster, and at low levels having an extra spell per day is useful. (on srd/dmg) Arcanist's Gloves out of magic item compendium have some uses. Don't think we're allowed to stat stuff that's not srd, just a generic it gives a bonus to caster level a limited amount of times per day on 1st level arcane spells for 500 gold

woodenbandman
2009-08-27, 07:46 PM
Tree Feather Tokens. The tree they create never expires. A tree is quite useful, if only for raw materials.

Telonius
2009-08-27, 08:01 PM
Just from Core:
Caltrops - Sorry, Mr. charging Barbarian, you have to go around.
Everburning Torch - Seeing is always good.
1 square yard of linen- see if you can get your DM to substitute terry cloth for linen. As long as you know where it is, many DMs will count it as providing a circumstance bonus to a wide array of tasks.

Tukka
2009-08-27, 08:07 PM
From the MIC:

crystal of adaptation, least (500 gp) -- put it on your armor to be protected from the elements

restful crystal (500 gp) -- put it on your armor to sleep in it comfortably. Nice on it's own, and good for mitigating the drawback of Savnok's Tooth (Tome of Magic).

crystal of return, least (300 gp) -- put it on your mwk or magic weapon to draw it as a free action.

armband of elusive action (800 gp) -- avoid an AoO 1/day.

acrobat boots (900 gp) -- +2 competence bonus to Tumble checks, 3 charges that can be burned in varying amounts for temporary enhancement bonuses to speed

arcanist's gloves (500 gp) -- 2/day increases caster level of a level 1 arcane spell by 2. Very nice to extend the duration stuff like mage armor or grease at low levels, or to give a boost to ray of enfeeblement, or increase the range of a spell a bit, etc.

cloak of elemental protection (1000 gp) -- 1/day gain resistance to energy 10 (specified on use) for 1 round

chronocharm of the horizon walker (500 gp) -- 1/day move half your speed as a swift action

chronocharm of the uncaring archmage (500 gp) -- 1 round casting time reduced to a standard action 1/day ... nice for low-level summoners.

Some of the other chronocharms are OK too, and you can wear them all simultaneously.

reliquary holy symbol (1000 gp) -- up to 3 extra turn undead attempts per day.

healing belt (750 gp) -- of course.

everfull mug (200 gp) / everlasting rations (350 gp) -- between them, they should produce enough food and drink to sate a human indefinitely. A field provisions box (2000 gp) may be a better deal for the whole party though.

Various special holy symbols from Complete Champion (350 gp) -- most of them give CL boosts for specific types of spells, some of them do other nice things. Ehlonna's gives +1 hp per HD to SNA/SM summons, Fharlanghn's gives an additional +5 ft boost to move speed when you cast any movement buffing spell. Note that arcane casters can use them too if they meet the the alignment/worship requirements.

Also:

wand of cure light wounds / lesser vigor, CL1 (750 gp) -- They're expendable, but you will happily use them. I like to hold the healing belt charges in reserve to use during combat if needed, or at the end of the day.

sadi
2009-08-27, 08:07 PM
That reminds me, flour and marbles. Every character I make has flour and marbles with them.

Darrin
2009-08-27, 08:49 PM
We just had a similar thread (http://www.giantitp.com/forums/showthread.php?p=6734140) a couple weeks ago. Here's my list, culled from 2000 GP down to 1000 GP.

Feather Token: Tree has already been mentioned, but two other big winners:

Feather Token: Swan Boat (450 GP) and Feather Token: Whip (500 GP). The whip attacks independently as a dancing magical weapon, so at low levels it's a cheap way to bypass DR/? magic. You'll need to check with your DM if the whip does lethal or nonlethal damage and has the same limitations when used on a target with a +1 armor bonus or +3 natural armor bonus. If he says it has the same limitations as a normal whip, then you can at least have it make trip attacks.

The Swan Boat is even better. It can be used wherever the tree token can be used to block doorways/passages, divide or break up combat formations, provide hard cover, a safe place to sleep, bridge a short gap, a couple tons of firewood, or if dropped from a short height, 20d6 falling object damage (*no save*).


Cloak of Elemental Protection (MIC p. 87, 1000 GP). Activate as an immediate action, so you can respond to an attack with the correct energy resistance.

Eggshell Grenade, Dust (Oriental Adventures p. 78, 10 GP). The best 10 GP you'll ever spend. Throw as a grenade-like weapon, if it hits, target is blinded for 1d4 rounds NO SAVE, and a chance to blind everyone else within 10'.

Flour Pouch (Dungeonscape p. 32, 1 SP). Poor Man's Glitterdust. Throw as a splash weapon, and any invisible creature within 5' is coated with dust. You still get a miss chance, but now you know where they are. Even if you miss, any creature walking across the flour spread on the floor would also reveal their location.

Ghostblight (CompAdv p. 122, 100 GP). Attack incorporeal foes as if your weapon had Ghost Touch for 3 rounds.

Glyph Seal (MIC p. 161, 1000 GP). Almost like a portable contingency spell. Attach this to an easy-to-open object (belt pouch, shirt pocket, etc.) and have one of your spellcaster buddies cast any 1st or 2nd level spell into it, and you can activate it later as a free/swift/immediate action, similar to quaffing a potion but without the restrictions of a potion.

Hearthfire (RoS p. 160, 10 GP for 12 uses). Cubes of gel that when you get them wet, glow like a torch for 24 hours. But the duration need not be continuous, so you can dry them off and use them again later.

Jumping Caltrops (MIC p. 162, 250 GP). Fire-and-forget battlefield control that (if I understand the entry correctly) can be used over and over again.

Marbles (A&EG p. 24, 2 SP). Someone already mentioned these, essentially a 5'x5' square of non-magical grease. Like caltrops, they take a standard action to deploy, but you could get a familiar, animal companion, wild cohort, or possibly a trained animal to spread them for you.

Noxious Smokestick (ECS p. 121, 80 GP). Works like a standard smokestick, but anyone inside the fumes must make a Fort save DC 15 or become nauseated for 1 round.

Panic Button (CompSco p. 115, 750 GP). Somewhat expensive for one-shot items, but if you're not wearing armor you can activate them as a swift action. There are a few interesting spell effects here, including: dimension door 30', expeditious retreat, and dimensional anchor (try and find THAT for less than 28000 GP!).

Screaming Flask (CompMage p. 135, 40 GP). 1d8 sonic damage in a 15' cone plus a chance to deafen.

Stonebreaker Acid (A&EG p. 35, 20 GP). 5d10 damage to stone objects, ignores hardness. On average, 8-9 flasks of Stonebreaker Acid can destroy a 5'x5'x5' square of solid stone in 2 rounds.

Talisman of the Disk (MIC p. 188, 500 GP). Tenser's Floating Disk at will. In addition to its primary function (carrying around 2 gallons of beer), it can also be used to give you something like pounce: give the Talisman to your favorite ubercharging meatshield so you can use his movement to ride along into battle as a floating sidecar, allowing you to full attack alongside him. If the DM is still feeling generous, you may also get a +1 height advantage for being 3' higher than your opponent.