The Paths Of Dread (or The Candle In The Dark)

Wish-list: Need or Greed!

This log is for people to make comments that mention
Magic Items that they feel they NEED,
or just want out of GREED!

Please include the Accurate name,
Cost in either Gold Pieces or Weapon Enhancement,
and the source-book with the page number
the item or ability can found on.

After a number of requests are made,
I will try and update the base post with the requests,
to clear way for new requests.

Let’s hear it!

*All requests are subject to DM overview
and base limitations may be added at a later date.


To have an idea of a “reasonable” requests,
here is the “Character Wealth By Level” table from 3.5 DMG

Lvl : Single Character Wealth

“2nd 900 gp
3rd 2,700 gp
4th 5,400 gp
5th 9,000 gp
6th 13,000 gp
7th 19,000 gp
8th 27,000 gp
9th 36,000 gp
10th 49,000 gp”

Cut it at lvl 10,
and I KNOW Pathfinder changed this.


~Party Suggestion NEEDs

Alchemist’s Fire 20gp
Tindertwig 1gp
Parchment 1gp
Paper x5 1gp
Silk Rope 10gp
Climber’s Kit 80gp
Healer’s Kit 50gp
Holy Water 25gp (15gp via Church?)
Antitoxin 50gp


Beneficial Bandolier (1,000gp) PathFinder


Keoghtom’s ointment AKA Restorative ointment (4,000gp) DMG

“Contains five applications.”
“Acts as neutralize poison, remove disease, or cure light wounds.”


Visit Clothier’s (Pathfinder Outfits)

~Party Suggestion GREED

Goodberry Bracelet (2,000gp) MIC Pg.108

Creates 5 pseudo-Goodberries per day,
which can be empowered by Wis enhancing items you wear


Clasp of Energy Protection, Least (500gp) MIC Page 24

Resistance 5 to specific energy type, prevents up to 25 damage per day.
(Attaches to any Masterwork armor and can be swapped out.)


Vanguard Treads (3,100gp) MIC pg. 145

Various stability- and movement-based effects


Watch Lamp (500gp) MIC pg. 147

Creates torchlike light at shoulder.


Also Items based after the following tales;

“The Soldier and Death”
“The Luck Child”
“A Story Short” AKA “The Stone Soup Fable”
“Hans my Hedgehog”
“The Three Ravens”
“Sapsorrow” AKA “Straggletag”



NEED ???

GREED for Gungrave

The Easy Travel armor enhancement;

“you can carry up to a medium load as if it were a light load…”
“In addition, you can walk for up to 10 hours in a day before having to make Constitution checks to avoid taking nonlethal damage.”

1,500gp. Magic Item Compendium Pg. 10

Discuss with DM if +1 on armor is required first! ~VB



Potion CMW*
Sombal poison 75gp#
Thieves’ tools, masterwork 100 gp
mirror, metal, small 10gp

spoon, metal ?
bandages ?

scissors ???
12 iron spikes in sack 12gp 4sp 6cp
waxcoated mapping tablet 1gp
stylus for tablet 5sp
pair of tweezers 5sp
keymaking set 150gp

opium 25gp
1 qt. Benedictine
balm of gilead

amulet of magical precognition
amulet of spell deflection

hot pants
mithril bra and panties
stocking ladder
sloganised t shirt of disrtaction

behind of gates
vest of natural armor +3 18000


amulet of the astral plane
Rod of harry reasoner

*Cure Moderate Wounds
#Same as Drow Poison?


Silus NEEDS:

Wilding Clasps (Magic Item Compendium p190) 4,000gp
(I need at least one, but I could use ~4)

Rod of Lesser Metamagic, Extend (Dungeon Master’s Guide p237) 3,000gp
(For now, a lesser one will suffice, but I will need to upgrade sometime past level 11)


Belt of Battle (Magic Item Compendium p73) 12,000gp

Wildshape Amulet (Magic of Faerun p167) 40,000gp

Druid’s Vestments (Dungeon Master’s Guide p268) 10,000gp


~Ash Hill’s Greed

Battle Mask (50gp) PFSRD

50 gp 2 lbs. Grants +1 to demoralize in combat.


A Spring Loaded Wrist Sheath (5gp) PFSRD

5 gp 1 lb. Swift-Action draw a small weapon or some ammo. Full-action reload.


Song Collar (15gp) Races of Stone, Page 159-160

Song collar 15 gp 2 lb. Practice a composition for a week and gain a +2 to perform it.


Roar Cord (15gp) PathFinder


Heavy Sickle (12gp) Planar Handbook, Page 69

Sickle, heavy / 12 gp / 1d8 / ×2 / 6 lb./ Slashing, One-handed

“This sickle, slightly larger than those generally used as weapons, enjoys popularity among the vicious tieflings that make their home in the Abyss.”


Sphere of Awakening (1,800gp) MIC pg. 186

“1/day allies within 60 ft. awakened from sleep, immune to tiring effects”
“…In addition, any fatigue or exhaustion affecting you and those allies immediately ends. Furthermore, you and all affected allies gain immunity to fatigue, exhaustion, and sleep
effects for 10 minutes after the sphere is activated.”


Enemy Spirit Pouch (2,100gp ) MIC Pg. 97
“+1 on attack rolls against creatures of a specific type, extra bonus for rangers”
(The actual details would have to be arbitrated.)


[MIC p. 200]
Price (Item Level): 4,000 gp (8th)
Body Slot: Face
Caster Level: 7th
Aura: Moderate; (DC 18) transmutation
Activation: —
Weight: 1 lb.

This steel mask is covered with tiger skin and
fi tted with actual tiger teeth.
A mask of the tiger provides you with the
benefi t of the Track feat (or, if you already
have that feat, a +5 competence bonus on
Survival checks). In addition, you gain
low-light vision.

+1 Blurring Spider Silk Armor

[MIC p. 9]
Price: +1 bonus
Property: Armor
Caster Level: 5th
Aura: Faint; (DC 17) illusion
Activation: Swift (command)

This armor appears indistinct, as though its
edges were smeared.
When you activate this armor, your appearance becomes distorted and hazy,
as if you were affected by a blur spell.
The blurring property functions three times per day,
and the effect lasts for 5 rounds.

+1 Harmonizing Sickle

+1 Cruel Heavy Sickle

+1 Psychokinetic Shortbow

Weapon abilities of note:

Price +1 bonus
Aura faint necromancy; CL 5th; Weight —

When the wielder strikes a creature that is frightened, shaken, or panicked with a cruel weapon, that creature becomes sickened for 1 round. When the wielder uses the weapon to knock unconscious or kill a creature, he gains 5 temporary hit points that last for 10 minutes.

Price: +5,000 gp
Property: Weapon
Caster Level: 15th
Aura: Strong; (DC 22) illusion
Activation: Swift (mental)
This weapon is made of a dull black material,
and its edges seem indistinct.
A shadowstrike weapon can reach through
your own shadow to catch foes off guard.
Once per day, you can activate the prop-
erty to add 5 feet to the weapon’s reach
for a single attack. The target is denied its
Dexterity bonus to AC for this attack.

Price: +1 bonus
Property: Melee weapon
Caster Level: 5th
Aura: Faint; (DC 17) illusion
Activation: —; see text
A strange melody seems to emanate from
within this weapon.
A harmonizing weapon accompanies you
in song if drawn, granting a +2 competence
bonus on Perform (sing) checks.
In addition, if you hold a harmonizing
weapon when you begin a bardic music
effect, the weapon can continue the
effect for you, allowing you to focus on
other efforts. One round after you begin a
bardic music effect that allows or requires
continued use or concentration (including
inspire courage, countersong,
fascinate, inspire competence, inspire greatness,
song of freedom, and inspire heroics), the
weapon picks up and continues the per-
formance flawlessly for 10 rounds, until
you start another bardic music effect, or
until you command it to end as a swift
(mental) action.

Price: +1 bonus
Property: Weapon
Caster Level: 10th
Aura: Moderate; (DC 20) evocation
Activation: Standard (command)
This silvery-white weapon has a smooth sheen
and is difficult to grip tightly.
Upon command, a psychokinetic weapon
glows from the inside with lethal psionic
energy. Such a weapon deals an extra 1d4
points of force damage on a successful
hit. This extra damage is not affected by
damage reduction, and it affects incorporeal
creatures even if the attack would
normally miss due to the incorporeal miss
chance. The energy does not harm you
while wielding the weapon.
Projectile weapons bestow this property upon their ammunition.




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