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Expletive
2014-01-24, 08:52 AM
Since I haven't seen one, this thread is for listing magic items giving typed bonuses for the purpose of stacking them as high as possible. Items and Effects will be sorted by bonus types. Bonus types like "Armor", "Shield", and "Natural Armor" are omitted and for now I'm only listing Items and some spells. It's not exactly comprehensive but I hope it helps anyone who's tried google-ing for things like "Stacking different bonus types"


Items:
Numerous items made with craft alchemy provide bonuses. A list is here (http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances)
Dragon's Blood: Crafted with the dragoncrafting feat, it provides a +1 to fort and will saves for 1 minute.
Flask of the Reaper: 1/day +5 to fortitude vs. poison for 1 minute.
Spells:
Mutagenic Touch: Alchemist 4. Target gains half your mutagen's bonus, but twice it's penalty.
Orchid's Drop: Alchemist 3. Provides a +2 bonus to saves for 1 hour/level but has a 500gp material component.


Items:
Farwatcher:+20 on perception and Profession (Astronomer) checks to see celestial bodies
Sniper Goggles: +2 damage on each ranged sneak attack die
Tools, Amazing Tools of Manufacture: +4 bonus on one type of craft checks, and can craft items faster.
Stone Cloak +5 to stealth
Shawl of the Crone +4 on charisma based checks to imitate an old lady
Tightfit Belt: +5 to escape artist checks
Banner of the Ancient Kings: +4 bonus to Initiative, as long as you're holding the pole or spear to which it's attached.
Wayfinders and compasses: +2 on survival to avoid becoming lost
Ring of Mighty Blows:+2 on rolls to confirm critical hits with unarmed strikes


Because there are so many of them and they're relatively easy to find, I'm going to omit most items that give single skill bonuses of this type.

Items:
Ioun Stone, Pale Green Prism: +1 on attack rolls, saves, skill checks, and ability checks. Cracked versions let you pick between Attacks and Saves.
Stinging Stilleto: Spend a standard action to get a +1 bonus on your next attack roll against a creature.
Feychild Necklace:+4 on checks to interact with gnomes, +2 with fey and -2 with anyone else.
Ioun Stone, Cracked Magenta Prism: It only gives +2 bonus on one skill, but the user can change it once per day.
Boltering armor property: +2 bonus on saves vs any creature damaged with an attack.
Ioun Stone, Cracked Dusty Rose Prism +1 bonus on initiative checks.
Gauntlets of Skill at Arms: +1 bonus on attack and damage rolls on any traditional elven weapon the user is already proficient with. (longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows, and any weapon with the word “elven” in its name)
Belt, Anaconda's Coils: +2 bonus on grapple combat maneuver checks.


Items:
Runeforged Weapon: +1 to AC
Boots of the Mastodon: +2 to AC while attempting to overrun
Rod of Balance:+4 to AC when fighting defensively, instead of the usual +2
Pauldrons of the Serpent +2 to AC against attacks of opportunity.
Cape of the Swashbuckler: +1 bonus to AC
Spells:
Haste: +1 to AC and Reflex Saves
Blessing of Fervor: +2 to AC and Reflex Saves
Death from Below: Get a +1 dodge bonus for every size category bigger the attacking creature is than you.
Aspect of the Stage: +2 to AC against attacks of opportunity.
Shining Cord: +2 to AC vs target hit by ranged touch attack


Items:
All-Seeing Eye: +1 bonus on Save DCs for divination spells, and +1 on dispel checks against divination
Fervent Weapon Property: +4 bonus on Bluff, Disguise, and Sleight of Hand checks to conceal the weapon from members of other religions
Ioun Stone, Dusty Rose Prism: +1 to AC and +2 to CMB and CMD if used in a wayfinder.
Runeforged weapon Property: +2 bonus to initiative checks.
Patriotic weapon property: Like Fervent, but for nationalities.
Ioun Stone, Cracked Tourmaline Sphere +1 bonus on saves against death effects.
Serpent's Band: +2 on saves vs effects with the emotion descriptor.
Arrowmaster's Bracers: +20 on a ranged attack roll once per day
Cape of Bravado: +1 to AC
Pendant of the Souk: +2 on saves to disbelieve illusions
Maw of the Wurm:+4 on saves to resist a dragon's frightful presence.
Knowledge Pendant: +10 on a single skill check once per day
Darksire Amulet: +4 on diplomacy vs evil outsiders
Rod of Alertness: +1 on initiative
Ring of Grit Mastery: Spend grit for +2 bonus to initiative.
Spells:
Foresight: +2 to AC and Reflex Saves
Bestow Insight: +2-6 bonus on one skill the caster has ranks in.
Moment of Prescience: Up to +25 on any one check.
Sharesister: +1,2,or 3 bonus on caster level for another creature, but you take 1, 4, or 6 negative levels for the duration.
Ancestral Communion: +4 on a knowledge check.
True Strike: +20 on next attack roll.
Shining Cord: +5 on opposed peception and sense motive, +5 on spellcraft to counterspell vs target of ranged touch attack.
Ancestral Memory: +5 on int-based skill checks
Whispering Lore: +4 bonus on knowledge checks based on current terrain.
Find Traps: +1/2 caster level on perceptions to find traps.
Anticipate Peril: +5 bonus on initiative
Tactical Acumen: additional +1 to AC or Attack rolls if already gaining a bonus from flanking, higher ground, cover, etc.
Resilient Resevoir: Gain insight bonuses to singular attack, damage, skill, or combat maneuver roll based on times damaged during it's duration.
Vex Giant: +4 on combat maneuvers made against one foe larger than you
Kiss of the First World: +2 on charisma based skill checks
Know the Enemy: +10 on a knowledge check relating to a creature type you encountered that day.
Bomber's Eye: +1 on attack rolls with thrown weapons.


Luck Blade: +1 to saves
Stone of Good Luck: +1 to saves, ability checks, skill checks.
Symbol of Luck: When used by a halfling with the luck or adaptable luck to channel energy, grants a +1 bonus to saves for a few rounds.
Amulet of Bullet Protection: +1-5 bonus against firearm attacks targeting touch AC.
Dragonbane Divination Sticks: +3 to one save type, determined randomly each day.
Rhombocrystal: +1 bonus on reflex saves, but only if Nivi Rhombodazzle is your patron.
Staff of the Heirophant: +2 to AC and Saves. +2 to ability checks, attack rolls, saves, and skill checks for 1 day after using it's true resurrection ability.
Trapspringer's Gloves: +1 on saves vs traps
Cloak of Arachnida: +2 on fortitude saves vs poison from spiders
Robe of Stars: +1 on saves
Staff of Power: +2 on AC and saves.
Gunfighter's Poncho: +2 to touch AC
Jingasa of the Fortunate Soldier: +1 to AC
Intelligent Item: Some intelligent weapons can provide a +2 bonus on attacks, saves, and checks.
Spells:
Divine Favor: Up to a +3 on attack and damage rolls.
Divine Power: Up to a +6 on attack, damage roll, strength checks, and strength based skill checks.
Burst Bonds: Attempt to break a grapple with up to a +5 bonus on the check
Deadly Juggernaut: Cumulative +1s for each enemy slain over the duration. Applies to attacks, damage, strength checks and strength based skill checks.
Crafter's Fortune: +5 on next craft skill check
Unwilling Shield: +1 to AC and saves
Prayer: Allies gain +1 on attack, damage, saves, skills.


Ioun Stone, Flawed Pale Green Prism: +1 on attacks, saves, skills, and ability checks
Rallying Armor Property: Allies within 30ft get +4 bonus on saves vs. fear
Courageous Weapon Property: Bonus to saves vs fear equal to weapon's enhancement.
Designating Ranged Weapon Property Allies get +2/+2(lesser) or +4/+6(greater) on attack/damage rolls against enemy shot with this weapon
Invigorating Weapon Property: +2 on attack rolls after defeating a living foe.
Runeforged Weapon Property: +2 on saves vs spells of the weapon's opposed school.
Vest of the Vengeful Tracker: +1 on first attack/damage roll against successfully tracked creature.
Ring of the Ecclesiarch: Leadership followers gain +4 bonus vs enchantment
Knight-Captain's Lance: 3/day Allies gain +2 bonus on next attack roll against your target
Suzerain Scepter: Whenever you provide a morale bonus to a cohort, follower, animal companion, familiar, bonded mount, or your charmed or summoned creatures, that bonus increases by 1
Dragonslayer's Shield: +2 bonus against frightful presence.
Ring of Elemental Command: +4 on attack rolls against creatures from the plane of the Ring's associated element.
Rod of Steadfast Resolve: +2 on saves vs fear, or +4 if they have the human subtype.
Lord's Banner, victory. Allies of the Banner's owner get +2 on attacks, saves, skill checks.
Challenger's Gloves: +1 on attack rolls against target slapped by the glove.
Candle of Invocation: +2 attacks, saves, skills. Has alignment restrictions.
Wyrmslayer's Shield: As dragonslayer's, only +6
Form Fixing Gauntlets:+2 on unarmed strike, natural attacks, and combat maneuvers against shape changers.


Ring of Terrible Cost: Sacrifice 2-10 hitpoints to add a +1-5 bonus on a single attack, damage, skill, or save.
Sanguine Talisman: +3 to AC
Symbol of Unholy Command: +1 to DC of Command Undead feat.
Dastard Armor Property: +2 bonus to AC against target of smite good or challenge. Usable by evil only.
Hamatula Hide: Barbarians with the Fiend totem Rage Power get +1 to AC while raging.
Skinsaw Mask: +1 bonus on slashing weapon damage against living creatures.
Crown of Hell: +4 bonus on will saves against compulsions.


Items:
Demon Senses: +8 Racial Bonus to perception
Ring of the Sea Strider:+8 racial bonus to Swim
Spells:
Geniekind:+2 on saves against paralysis, poison, sleep, stunning.
Spider Climb:+8 racial bonus on climb checks
Angelic Aspect: +4 on saves vs poison
Ape Walk:+8 on climb checks.


Resistances bonuses only give bonuses to saving throws, and they don't stack. Of particular note, however, is the Otherworldly Kimono. As far as I know, it's the only item that grants a +6 resistance bonus, though it only applies during the duration of the item's maze ability.


Spiritualist Rings: +4 on saves against positive and negative energy effects.
Crown of Heaven: +5 on Knowledge(planes) about good or evil outsiders.
Redeemed Weapon Property: Bonus equal to weapon's enhancement on saves against spells and abilities of evil outsiders.
Champion Armor Propery:+2 bonus to AC against target of smite evil or challenge. Usable by good only
Inquisitor's Bastion Vambraces: Bonus to CMD and Checks to cast defensively equal to the inquisitor's protection judgement's bonus to AC
Splendorous Ring: +2 sacred bonus on charisma checks to influence creatures fascinated by it's ability.
Halo of Inner Calm: +2 bonus on saves, but only when worn by a tiefling of good alignment.
Scepter of Heaven: +2 on caster level checks to dispel evil magic.