[RPG] What magic items are good to add non-combat versatility at high levels for a fighter


My Sylph Mythic Champion 1/Fighter 7 (using the Mutation Warrior archetype) is having trouble deciding on good magical items to help them survive coming up on level 10 and high-end content. This is an extremely high-magic realm (dragons flying through the sky occasionally and GM specified high-stat rolls). I feel like my build has pure damage-dealing covered, but I know that DPS isn't the key to survival at higher levels. I'm primarily looking for items that add versatility to a martial class in non-combat encounters.

The campaign doesn't have ridiculous RP requirements, but I'd like to be able to do something other than hack n slash. The ability to mimic spellcasting could be useful, as well as skill bonuses and other magic effects that increase my ability in conversations and other things a Fighter would struggle with.

What magic items (Wondrous and otherwise) will help my character survive?

My build is:

  • Medium STR, High DEX, Medium CON, High INT, Medium WIS, Low CHA
  • Mutation Warrior Discoveries: 2 Vestigial Arms (one from level 7, one from Extra Discovery Feat)
  • Multiweapon Fighting replaces TWF. (This was also GM OK'd to allow Imp/Greater Multiweapon)
  • Weapon Finesse and Dervish Dance. I'm multiweilding Scimitars.
  • Other functionality feats such as Power Attack (because Scimitars don't use Pihranna) and Maneuvers to taste
  • High Acrobatics and Perform Dance skills (for movement and moneymaking)
    Weapon Finesse
  • Heavy Blades focus for fighter weapon abilities
  • The level 20 concept is using Mythic Champion and Step Up feat tree to approach and full attack for 13+ swings with high crit and automatic confirms from Fighter 20.

Best Answer

A long-running Pathfinder campaign in which I was involved that ended when characters were level 14 included—at one point or another—a half-orc inquisitor, a human barbarian, a human cleric, and a vanara druid. The campaign had the PCs as police detectives in the Magic: The Gatering setting Innistrad. Adventures involved a great deal of investigation and mundane legwork plus plenty of we've-discovered-your-evil-plot-so-it's-over! sort-of reveals in addition to beating the crap out of a lot of evil outsiders and undead.

This list is in no way comprehensive and instead limited to items I've seen used in play in an 18-month-long campaign that had a significant combat encounter only about every other session. I've further limited the list to only the items a fighter could employ.

  • The half-orc inquisitor wore the bracers of the falcon's aim (4,000 gp; 1 lb.) that grants a +3 competence bonus on Perception skill checks in addition to other effects; the jingasa of the fortunate soldier (5,000 gp; 3 lbs.) which, while a combat item, I'd be remiss were I not to recommend; and the mushroom vest (500 gp; 3 lbs.) that lets the wearer treat falls as 20 ft. shorter, which, admittedly, isn't the boots of the cat (1,000 gp; 1 lb.), but the boots slot is premium real estate in Pathfinder. When needed, he'd doff the vest and don a robe of infinite twine (1,000 gp; 1 lb.). I'm pretty sure he also wore the heavyload belt (2,000 gp; 3 lbs.) and the muleback cords (1,000 gp; 0.25 lb.) so that the weight he could lift, drag, or push was measured in tons. At later levels, he discovered the gloves of reconnaissance (2,000 gp; 0 lbs.) and cried a little, regretting he'd not been wearing them all along, then never took them off.
  • The human barbarian with the drunken rager archetype had several utility magic items so that, despite not casting spells, he could feel useful during investigative portions of the session. These included the cloak of the hedge wizard (transmutation) (2,500 gp; 1 lb.) that cost 50% more because it was combined with his cloak of resistance +3 (4,500 gp; 1 lb.), a wayfinder (500 gp; 0 lbs.) with an ioun stone (clear spindle) (4,000 gp; 0 lbs.) so that together they resonated with an immunity to mental control as per the spell protection from evil, the ioun stone (eastern star) (4,000 gp; 0 lbs.) so as to be able to read and understand all languages, the noble's vigilant pillbox (3,600 gp; 0 lbs.) because of its detection abilities, the ring of the sophisticate (11,000 gp; 0 lbs.) so he could find a bar anywhere, and, later in the game, the expensive drinking horn of bottomless valor (24,000 gp; 2 lbs.) that was useful also as a source of endless booze so as to freely liquor up suspects and witnesses to get them to talk.1
  • The human cleric's player's first big purchase for any of his characters is almost always the hat of disguise (1,800 gp; 0 lbs.), which is probably near the top of almost anybody's Versatile Magic Items list. Looking back, I would suggest now that he buy first—and later pay the extra 50% to combine the hat with—a cap of human guise (800 gp; 0 lbs.) because it's cool, too.
  • The vanara druid's elephant animal companion wore a belt of the weasel (10,000 gp; 1 lb.) so that the elephant could more easily enter people's homes during investigations. (Shockingly, folks were still uncomfortable having an elephant in their homes.) However, the party soon realized the belt's utility value, and the belt ended up as often on a party member as the elephant. If the belt seems overpriced, then reread the universal monster ability compression that the belt also grants: it's awesome ("You can squeeze through a space how little exactly?"). The vanara druid herself wore a ring of eloquence (3,500 gp; 0 lbs.) but custom made so as to include, instead of its typical languages, the four elemental languages so that she could communicate with her summoned allies.

In retrospect, we weren't using several items that we probably should've been using. In addition to several ioun stones (cracked orange prism) (1,000 gp; 0 lbs.) each for the casters because more 0-level spells is incredible, I'd want now, for instance, the headband of intuition (7,000 gp; 1 lb.), at least one insistent doorknocker2 (5,000 gp; 2 lbs.), and the treasure hunter's goggles (6,400 gp; 0 lbs.).

1 The drinking horn supplemented his low-level purchase, the tengu drinking jug (1,000 gp; 2 lbs.). He'd tired of the one gallon of sake or plum liquor ("Tastes like pruno") the jug could create each day, even though it was sort of free.
2 Two doorknockers are better so that you can make a door then make another door on the other side to recover the first doorknocker, but even just one's great for a case of the lookarounds.