Do you have any custom magic items you want to share ill start.


Homebrew and House Rules

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Ring Of Constant Companion

Aura moderate conjuration; CL minimum caster level
Slot ring; Price 60,000 gp; Weight - lbs.

DESCRIPTION
This Ring was created by a Lonely exiled Drow Wizard whos friends kept dying around him, the ring resembles a black spider on a silver band.
On command the Spider Climbs of the band slowly increasing in size till it is a giant spider as if by summon monster 2

The spider remains out until it is killed or untill commanded to return to the ring

If the creature is killed it can not be summoned again for 3d6 rounds.

Unlike with summon monster the spider is always the same spider.

Unlike Summon monster the spider is an awakened animal and gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes magical beast (augmented animal). An awakened animal can't serve as an animal companion, familiar, or special mount. As such the animal is not required to serve you but is required to stay within 600 feet of you or it becomes stored back in to the ring

The spider is dependent on the Ring being worn by a conscious individual to remain summoned. When not summoned the spider is considered dead and if raised, reincarnated, or resurrected the ring becomes inert

While inert the next creature to touch or be touched (ie: a touch attack) while the ring is attended becomes linked to the ring if that creature dies within 1 year there essence becomes stored in the ring.

The creature Stored within Can be resurrected using the summoned creature as the body.

The creature Stored within is symbolized by the creature depicted on the ring and the depiction changes when the creature changes.

What ever non intelegant creature is stored within gains the awakened traits
an awakened animal and gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes magical beast(augmented animal). An awakened animal can't serve as an animal companion, familiar, or special mount. As such the animal is not required to serve you but is required to stay within 600 feet of you or it becomes stored back in to the ring

CONSTRUCTION
Requirements List requirements - Planar Binding, Summon Monster 4, Small Spider Painted in Spider Venom ; Cost 30,000 gp.


low level unseen servant item at will. Can take a number of shapes. usually something carried on the person representative of a servile role, such as a bell.

RPG Superstar 2009 Top 8

A ring of acid resistance that has the added quirk that the user can only speak and understand Terran while it is on.


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Bag of marbles: The bag is mundane and holds 50 marbles but some marbles are magical. 1D30 magical marbles. Roll for the type.
1. Cats Eye. When crushed summons a tiger for 20 rounds or 10 minutes. Typical summoned creature.
2. Clear. When a magic item is viewed through the marble, all functions and command words are shown. The marble then shatters into harmless dust.
3. Rainbow Aggie. When thrown, what it hits is affected by a beam of prismatic spray.
I need more marbles, and the price should be near the rod of wonders.


Goth Guru wrote:

Bag of marbles: The bag is mundane and holds 50 marbles but some marbles are magical. 1D30 magical marbles. Roll for the type.

1. Cats Eye. When crushed summons a tiger for 20 rounds or 10 minutes. Typical summoned creature.
2. Clear. When a magic item is viewed through the marble, all functions and command words are shown. The marble then shatters into harmless dust.
3. Rainbow Aggie. When thrown, what it hits is affected by a beam of prismatic spray.
I need more marbles, and the price should be near the rod of wonders.

That sounds like fun imagine someone accidentally playing a game of marbles and cracking one.

It would be cool if the marbles all look the same until removed from the bag and will only work within 1 min of being removed from the bag.


Mistah J wrote:
A ring of acid resistance that has the added quirk that the user can only speak and understand Terran while it is on.

I see a whole line of these Blue ones, clear ones, red ones


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Giant thread of custom magic items. I don't have anything new to add to the list right now though.


"Bag of boulders"

Essentialy the bag can be used to cast Shrink Item once per day and it automatically re-casts on items in the bag. The net effect is that you can have up to 5 (i think) shrunken items in the bag. My characters with rings of telekinesis use it to carry around boulders used for hurling. The naturally pick boulders that are the exact maximum weight they can move with telekinesis.


I thought of another marble.
4. Red cross. The marble is clear but with an inclusion of a red cross. When it touches a being with damage, it pops and casts cure mod. You can throw it at undead as it will sense them as damaged.
You can use identify on a bag of beans, but you would have to use a spell on each different marble. :)


Goth Guru wrote:

I thought of another marble.

4. Red cross. The marble is clear but with an inclusion of a red cross. When it touches a being with damage, it pops and casts cure mod. You can throw it at undead as it will sense them as damaged.
You can use identify on a bag of beans, but you would have to use a spell on each different marble. :)

The "red cross" marble is a fine idea, but I always do my best to avoid real world political or religious imagery in my fantasy RPG worlds. So if I had these in my world they would more likely simply be white marbles, or perhaps clear marbles with a white patch in them.


What's the holy symbol of the diety of healing? Use that as an inclusion.
5. The black marble. When it brakes, the largest piece radiates darkness for 3 minutes.


Staff of sausages.
A fat brown sausage sits suspended in the air on the end of this staff. Twice per day when the command word of "Sausages!" is spoken by the wielder, four fat and cooked sausages shoot up into the air, falling into surrounding squares. Thus providing two meals per day in total.

Pouch of Fairy Bread
A delicious treat contained within a fey-made pouch. Once per day a piece of wonderful fairy bread can be drawn out and eaten. Does not function as a full meal, but may be useful for bribes or a snack.

Sword of the Lordran Wights.
A +1 longsword or bastard sword, a dark and ancient blade made of iron. Upon striking a foe causes a fort save of DC 15. If the target fails, they are nauseated for 2 rounds.


Re do on the Bag of Tricks I once had a gnome spell caster of mine make.

Barrel of laughs
2 summons a day, useable up to 10/week
Cannot have more then one summon out at a time.

01-30 Balloon Bat 1/8
31-60 Monkey CR ¼
61-75 very confused Kobold dressed in a clown outfit CR 1/4
76-90 Giant centipede (made of animated juggling balls) CR ½
90-100Male hobgoblin in drag CR 1/2

Instead of a furry ball as a summoning key the barrel of laughs uses a banana cream pie.
Any creature summoned appears in a puff of confetti


Here's a Bastard Sword/Longsword I'm planning on having made for my Gunslinger:

Weapon: Durandal (Bastard Sword)
Name: The Red Queen
Grade: Artifact
Material: Painite (+18,000)
Properties: +3, Painite Power, Keen, Exceed System (+72,000)
Total Market Price: 90,035 Gold Pieces
Damage: 1d10, 17-20 x3
Exceed System Description: As a once/day ability for every 4 character levels, if the wielder has 2 ranks of Knowledge (Engineering), (s)he may switch the lever on the hilt of the Red Queen and rev up the weapon to unleash the Exceed System as a full-round action, combusting the raw power generated from the blade and causing the next 3 attacks to deal an additional 1d8 points of Fire Damage and grant a +2 Haste bonus per attack. The wielder may use this action while staggered, but will only get 2 charges, and doing this action draws attacks of opportunity.

These "charges" granted from the Exceed System may be exhausted through a number of ways, whether through regular attacks, a combination of a Vital Strike and a regular attack, an Improved or Greater Vital Strike, or any version of Cleave. The damage is cumulative, allowing a Vital Strike to deal an extra 2d8 Fire Damage, an Improved or Greater Vital Strike to deal an extra 3d8 Fire Damage, and all versions of Cleave to deal 1d8 Fire Damage to up to three targets the wielder first attacks (3d8 Fire Damage, or 3 charges, is the maximum amount allotted from activating the Exceed System). However, the haste bonus does not stack with itself when consolidated on a single target. It does, on the other hand, stack with all other haste bonuses.

Once these attacks are exhausted, the wielder may not be able to utilize the Exceed System until one round has elapsed since all charges have gone. (Example: If the wielder activates the Exceed System on the first round of combat and the wielder exhausts all the charges on the second round, the wielder must wait until the fourth round in order to activate the Exceed System again.)

In addition, any criticals dealt with the Red Queen will generate an Exceed System charge to be utilized on the next attack, regardless of if the Exceed System was enabled or not. If any criticals come with secondary effect rules such as a "Critical Card", they may choose this option instead of another secondary critical effect, at the wielder's discretion. This choice must be made before the wielder draws his critical card. The extra charge stacks with a partially full gauge (that is, previous charges from the maximum allotted that) the wielder has on the weapon, and can be applied to the character's attacks accordingly. The Exceed System cannot go beyond its limit of 3 charges, and any charges gained or exhausted this way have no effect upon the Exceed System's cooldown.

Painite Power Description: This is an effect generated from the material this weapon was crafted with, increasing the weapon's critical multiplier by 1.

Requirements: Level 9, Strength 16, Dexterity 12, Intelligence 10, Critical Focus, Exotic Weapon Proficiency (Bastard Sword), Knowledge (Engineering) as a Class Skill

Crafting Requirements: Craft Magic Arms and Armor Items, CL 10, Keen Edge, Knowledge (Engineering) 5 ranks

Cost: +4 Base Enhancement Modifier, 9,000 Gold pieces worth of Painite, 20,000 Gold Pieces worth of Engineering Materials


Movin wrote:

Re do on the Bag of Tricks I once had a gnome spell caster of mine make.

Barrel of laughs
2 summons a day, useable up to 10/week
Cannot have more then one summon out at a time.

01-30 Balloon Bat 1/8
31-60 Monkey CR ¼
61-75 very confused Kobold dressed in a clown outfit CR 1/4
76-90 Giant centipede (made of animated juggling balls) CR ½
90-100Male hobgoblin in drag CR 1/2

Instead of a furry ball as a summoning key the barrel of laughs uses a banana cream pie.
Any creature summoned appears in a puff of confetti

Give the hobgoblin exotic weapon rolling pin and or frying pan. Pink Tafita and the name Danny Tosh would just complete it.

Can you give the Kobold hideous laughter as a gaze attack?


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Studded cod piece of bludgeoning +1


It's not magic, but I designed a weapon modification that allows an anti-paladin to pierce his own hand and have his blood run down the blade.

Since anti-paladins are immune to disease but still carry the disease, this allows their basic melee strikes to be diseased as long as they're carrying something.

It's more flavour than anything since the effects of the disease won't probably show up for days.


6. Sunstone. When it breaks, it releases authentic sunlight in a 30ft radius, for 1 round.


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The Sap of Friendship!

If a party member is doing something you all know to be a boneheaded thing the person holding the sap has a stealth bonus and attack bonus of +20 (or more depending on how boneheaded the thing was/is).
Upon a successful strike the target falls unconscious and does not wake up until the possibility of the bonehead maneuver occurring or continuing passes.


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An Axe of Sharpness (sharp wit that is) aka Smart Axe. It was the wish of a player to have an axe of sharpness shortly after we had a run in with a Skeleton Warrior who had a sword of sharpness.
My players know that I have just as much time to mess with their wish as they took making the wish, so he got an intelligent and very smart axe. It saved his life on a couple of occasions and ticked him off most of the other times.


The killjoy dagger: on the flat of the blade is carved the word Killjoy.
At all times it ignores magic adjustments to armor. Because it extends into neighboring planes it strikes ethereal creatures as if it had ghost touch. Dragons are effected as if they were wearing scale mail, adjusted for size. To make, it requires 8 masterwork daggers and someone who can cast plane shift or wish.


Is this like a joke magic item thread? Or a more serious thread like the one MagiMaster linked to earlier?


Magic items come in all descriptions. Serious of joke, it is how they are used which makes them effective. Don't have me mention the Book of Wondrous Inventions, oops. I mentioned it. The style of play people used in my campaigns dictated what kind of magic items were coming. Some were serious and some were stupid, but they were all used effectively.
The Smart Axe was given to a character who needed to be reined in a bit, so when he got out of line it brought him back in. The sap of friendship was a weapon I developed for use against a 'good necromancer'. He kept wanting to do things that would severely hurt the party and the only way to stop him was to knock him out. He never saw combat.
The party was happy, overall, on both occasions. So you could say that even though these items may sound like a joke, they had some serious effects.


Bumping this thread...I didn't mean to stall it.
*releases clutch slowly and applies gas equally*


You might try re-posting your items with the breakdown of how they were made. Some people (such as myself) like to see the mechanics behind the creation in case the item actually sees use. I design lots of magic items for my own use, but I was recently made aware that anything you post via the forums, technically becomes intellectual property of Paizo so they can use it at a later date. Any item, feat, spell, class etc that you post, you are signing away your rights to, so you could never put together some little booklet you plan on selling that includes those items. It's why I stopped posting in the other item thread, I'd love to write up a '1001 custom items' pamphlet one day. Also, no one else was really contributing anymore, so I just let it die.


Okay Tels, and thank you for all the info! I was unaware of that.
Well, where to start?
The Sap of Friendship
GM created magic item in response to an out of control player and a rogue who saw fit to calm him down.
After the second sub-smart action of said character, the powers that be granted special abilities to the rogues sap.
A bonus of 20 is applied to stealth and backstab when countering a team members sub-smart action.
For completely bone-headed actions the sap can dimension door just itself and the hand that wields it for auto subdual of said bone-head.
If the sap is used on an opponent of the party, it operates as a normal sap...unless a critical roll is made. On a Natural 20 you draw a card from the Critical Hit Deck and the opponent becomes the friend of the sapper.
This means any attack on the 'friend' is an evil act (being your friend and all). It also means that when your new friend commits evil acts against others they will toss your name about and cut you in on the loot.
Bad Karma for misuse it seems.

The Axe of Sharpness aka Smart Axe
This axe acts as a great axe as well as a weapon of sharpness (rolls of 18-19 take off a random limb and a roll of 20 takes off the head)
This axe was modified by a wish spell and gained Intelligence as well as slight animation in the form of a mouth.
The mouth can bite for half the damage of the normal axe damage and talk. It is capable of making a 'god call' in the case it's wielder is otherwise unable to or not smart enough to. (The same 5% rule for god calls remains in effect for the axe as the wielder).
If the wielder does not heed the wisdom of the axe then said axe will be forced to take action itself.
Example of actions when ignored:
A half-orc character had started banging the axe against a wall due to a dispute. The axe cast fascinate on the wielder and he failed. Until he was able to make the save vs the spell he stayed in place banging the axe against the wall. The party went ahead, leaving him there. When the half-orc made his save he say the party there looking at him (they were dopples) He went ahead and lead the 'party' through the maze to a dead end. When said half-orc tried to walk past the party to go the other way they attacked. The half-orc put up a fierce fight, but eventually lost.


Jar of Eyeballs:
This is a custom item I created for a campaign, that got more powerful as the owner leveled up--

Stage 1: Automatically preserves anything put in it (i.e. Gentle Repose) and an extradimensional space to hold as many eyeballs as are put in.

Stage 2: Grants a +5 bonus to Perception

Stage 3: Can take a swig of the preserving fluid inside once a day to get the effect of a Countless Eyes spell.

Stage 4: Becomes animated, floats along in the air beside you

Stage 5: Gains a Gaze attack (though I can't remember what it did now...)


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Hmm... Well, I figure I might as well go ahead and post all the items I've ever shared via these boards.

Amulet of Bestial Might
Aura faint transmutation; CL 1st
Slot neck; Price 9,700 gp; Weight

Hanging from this rough, leather thong is a bull’s hoof, with a cat’s fang and a bear’s claw on either side of it. The amulet of bestial might has three charges, renewed each day at dawn, that can channel the physical attributes of an animal to the wearer. As a swift action, the wearer can benefit from either a bull’s strength, cat’s grace, or bear’s endurance spell. As a standard action, the wearer can benefit from two of the spells, and as a full round action, the wearer can benefit from all three spells. Each spell the wearer benefits from has a duration of 1 minute, and consumes one charge from the amulet. The amulet of bestial might can only be activated once per round.

Construction
Requirements
Craft Wondrous Item, bear’s endurance, bull’s strength, cat’s grace Cost 4,850 gp

Construction Process:
This one appears, simpl, but it’s slightly complex. The Table: Estimating Magic Item Gold Piece Value states that Ability Enhancement items have a price of bonus squared * 1,000 gp. However, that’s not what I want. What I want here; is a temporary bonus that last only 1 minute. This is significant, because, if I followed the chart exactly, it would cost almost, 40,000 gp for an item that only lasts 1 minute per charge, depending on its use. Frankly, I think this is unrealistic, and I think the Continual Use + Chargers Per Day formula fit this item exactly.

Bear’s Endurance: 1 * 1 * 2,000 * 2 = 4,000
Bull’s Strength: 1 * 1 * 2,000 * 1.5 * 2= 6,000
Cat’s Grace: 1 * 1* 2,000 * 1.5 * 2= 6,000

4,000 + 6,000 + 6,000 = 16,000
16,000 / (5 / 3) = 9,638 ~ 9,700 gp.

===================

Headband of Animal Senses
Aura faint transmutation; CL 1st
Slot head; Price 9,700 gp; Weight

This rough leather strap wraps around your head. Hanging from the back of the strap are two feathers, one of an eagle, the other of an owl. In the center of the strap lie two claws from a fox that would fall between your eyes. The headband of animal senses[i] has three charges, renewed each day at dawn, that can channel the mental attributes of an animal to the wearer. As a swift action, the wearer can benefit from either a [i]eagle’s splendor, fox’s cunning, or owl’s wisdom spell. As a standard action, the wearer can benefit from two of the spells, and as a full round action, the wearer can benefit from all three spells. Each spell the wearer benefits from has a duration of 1 minute, and consumes one charge from the headband. The headband of animal senses can only be activated once per round.

The bonuses granted from the headband of animal senses do not give additional spells per day, but do increase the DC of spells cast while under the effects of the headband.

Construction
Requirements
Craft Wondrous Item, eagle’s splendor, fox’s cunning, owl’s wisdom Cost 4,850 gp

Construction Process:
I think this one is just like it’s brother, the Amulet of Bestial Might.

Eagle’s Splendor: 1 * 1 * 2,000 * 2 = 4,000
Fox’s Cunning: 1 * 1 * 2,000 * 1.5 * 2= 6,000
Owl’s Wisdom: 1 * 1* 2,000 * 1.5 * 2= 6,000

4,000 + 6,000 + 6,000 = 16,000
16,000 / (5 / 3) = 9,638 ~ 9,700 gp.

===================

Warning Bell
Aura faint abjuration, evocation and illusion; CL 4th
Slot –; Price 2,500 gp; Weight 2 lbs.

This foot tall bell hangs from a stand, and is a boon to any party travelling through the wilderness. When a command word is spoken, the speaker must mentally choose a password that he can give to others in the area. Speaking the password while entering will not trigger the warning bell.

After the warning bell has been activated, any tiny or larger creature that enters a 50 ft radius circle, centered on the bell, triggers an escalating set of warning signs. Within the first 15 ft of the intrusion, the bell begins gently ringing, which is clearly audible to all within 30 ft that have spoken the password, and faintly audible to those within 40 ft that have spoken the password. If the intrusion continues past the first 25 ft, the ringing gets louder and is clearly audible to all within 40 ft, and faintly audible within 50 to those that have spoken the password; in addition, the warning bell will cast faerie fire upon all that have intruded within its warded area. If the intrusion continues, the ringing escalates again to the sound of a dozen church bells ringing vigorously, and is clearly audible to all within 100 ft, and faintly audible to all within 200 ft.

The bell can only be used once per day, for 8 hours, before requiring 24 hours to recharge.

Construction
Requirements
Craft Wondrous Item, alarm, faerie fire, ghost sound Cost 1,250 gp

Construction Process:
This one is fairly simple, I think, though it can seem complicated at first. It’s largely a command word item, useable once per day.

Alarm: 1 * 4 * 1,800 = 7,200
Faerie Fire: 1 * 1 * 1,800 = 1,800
Ghost Sound: .5 * 4 * 1,800 = 3,600

7,200 + 1,800 + 3,600 = 12,600
12,600 / (5 / 1) = 2,520 ~ 2,500 gp

===================

Gorilla Gloves
Aura faint transmutation (polymorph); CL 3rd
Slot hands; Price 10,800 gp; Weight 1 lbs.

These leather gloves are made from the skin of a gorilla. When a command word is spoken, the wearer of the gorilla gloves has the power of his blows significantly enhanced. His unarmed damage dice is increased by one step, and he gains a +4 competence bonus on grapple and reposition combat maneuver checks. These effects last for 3 minutes, after which, the command word must be spoken again.

Construction
Requirements
Craft Wondrous Items, animal aspect Cost 5,400 gp

Construction Process:
I came across the Animal Aspect spell while randomly clicking on spells on the PFSRD. I saw the effects of the Gorilla aspect, and immediately wanted that aspect of the spell in a magic item for my monk. The creation was fairly simple, but I had to limit it to command word otherwise the price for a constant effect animal aspect was going to be around roughly 24,000. I say roughly, because you’re only getting 1 of 6 effects the spell provides.

Animal Aspect: CL 3 * SL 2 * 1,800 = 10,800 gp

By the way, I checked, there is no price modifier for competence bonus to combat maneuvers. However, I figure since you’re only benefiting from 1 of 6 spell effects, the bonus for the combat maneuvers would be included in the price .

===================

Thunderbomb
Aura faint evocation; CL 5th
SlotPrice 780 gp; Weight 1 lbs.

While appearing as a normal thunderstone, the thunderbomb has been magically enhanced to a devastating degree. When used like a thunderstone, the thunderbomb detonates with explosive force, in addition to the noise it makes as a thunderstone, dealing 6d6 points of force damage to all within a 5 ft radius burst (DC 14 Reflex save for half). The thunderbomb is consumed in the explosion and can’t be used again.

Construction
Requirements
Craft Wondrous Item, explosive runes Cost 405 gp

Construction Process:
This is, quite obviously, a grenade. I created this item because my GM is going to screw me over one of these days. My wizard carries pre-cast explosive runes on him at all times (in a Handy Haversack) and one of his favorite attacks is to turn invisible, and mage hand an explosive rune in front of someone. When they look at it, BOOM! Now I can do it without him trying to use my paper against me.

Explosive Runes: (CL 5 * SL 3 * 50) + 30 (thunderstone price) = 780 gp

===================

Amulet of Whispers
Aura faint tansmutation; CL 1st
Slot neck; Price 1,500 gp (lesser) or 3,000 gp (greater); Weight

These amulets are a boon to companions that need to communicate over distances, but don’t want to be overheard. Each amulet of whispers is created individually, but with the ability to tie together. When all of the desired amulets are gathered, those who wish to tie them to one another must form a circle with the amulets touching. After 1 minute, they amulets will resonate, signaling the formation of their bond.

After they have been tied together, the wearer of an amulet of whispers can whisper, and be heard clearly by one another, even over the sound of battle. As long as any two tied amulets are within 100 ft of each other, they will work. This means if Amiri is within 100 ft of Merisiel, but not Seoni, then Amiri and Merisiel can hear one another, but not Seoni. However, if Mirisiel is also within 100 ft of Seoni, then both Amiri and Seoni can hear Merisiel, but not each other.

The messages spoken need not travel in a straight line, and can circumvent barriers as long as there is an opening. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the messages from reaching the recipients.

The greater amulet of whispers functions just like the lesser version, but has a rage of 400 ft and an additional feature. By grasping their greater amulet of whispers and speaking the name of a wearer of another greater amulet of whispers that is tied to their own, one can whisper a message that can only be heard by the one named.

Construction
Requirements
Craft Wondrous Items, Reach Spell (greater), message Cost 750 gp (lesser) 1,500 gp (greater).

Construction Process:
This is, and isn’t, my own item. Back in 3.5, a friend was playing a wizard (named Wynn), that wanted to create this item. However, she could never figure out how to do so, and refused anyone’s help. She wanted to call them Wynn’s Earrings of Hearrings, but alas, it wasn’t to be so. The amulets are largely continuous Message spells, but the greater has a little more juice in it.

Message (lesser): CL 1 * SL 0.5 * 2,000 * 1.5 = 1,500 gp
Message (greater): CL 1 * SL 1 * 2,000 * 1.5 = 3,000 gp

The 1.5 is for the 10 minute per level duration of the spell Message.

===================

10,000 Needles
Aura faint conjuration (healing); CL 1st
Slot –; Price 1,400 gp; Weight 3 lbs.

Despite the name, there are not actually 10,000 needles in this beautiful container. These needles are used for a rare, and oft misunderstood form of healing called acupuncture. By inserting the needles into key points on a person’s body, they can alleviate stress, dispel fatigue, or even fix damaged muscles. After all the needles have been inserted, a feat which takes a minimum of 1 hour and a DC 15 Heal check, the needles can dispel any magical effects reducing one of the subject's ability scores or cure 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. For each additional hour the subject spends under the 10,000 needles, the subject benefits from the healing magic of the 10,000 needles, to a maximum of 3 hours per activation. Every hour the 10,000 needles are in use, requires two hours before they can be used again.

Construction
Requirements
Craft Wondrous Items, lesser restoration Cost 700 gp

Construction Process:
Acupuncture, with magic! By the way, Lesser Restoration is a first level Paladin spell. Since you always use the lowest level caster level for the spell, I’m using the Paladins. Considering the time it takes to benefit from this, I think a 30% reduction is in order.

Lesser Restoration: CL 1 * SL 1 * 2,000 * 0.7 = 1,400 gp

For you naysayers who think the Paladin shouldn’t be used…

Lesser Restoration: CL 3 * SL 2 * 2,000 * 0.7 = 8,400 gp. I think this isn’t realistic, so I’m keeping with the Paladin pricing.

===================

Bracers of the Hidden Bow
Aura faint evocation; CL 3rd
Slot wrists; Price 3,800 gp (+1); 9,800 gp (+2); 19,800 gp (+3); 33,800 gp (+4); 51,800 gp (+5); Weight 1lbs.

These supple leather bracers look like those worn by an archer. When a command word is spoken, the bracers of the hidden bow summon forth a bow made of shadows. The bow summoned by the bracers of the hidden bow is properly sized for the wielder and of masterwork quality. If the wielder has a positive strength score, a composite bow is formed with a matching strength rating. Each bow also comes with an enhancement bonus, determined at creation that the bow bestows upon the arrows it fires. The enhancement bonus can be upgraded at later times, similar to normal weapons, but no weapon properties can be added.

No ammunition is needed to use the bow formed from the bracers of the hidden bow, as arrows made of the same shadowy material of the bow, are knocked every time the string is pulled. The arrows formed can only be used by the wielder, and disappear 1 round after fired. The effects of the bracers of the hidden bow last for 1 minute, before the bow must be summoned forth again.

Construction
Requirements
Craft Magical Arms and Armor, Craft Wondrous Item, greater magic weapon, shadow weapon, caster level must be 3 times the enhancement bonus Cost 1,900 gp (+1); 4,900 gp (+2); 9,900 gp (+3); 16,900 gp (+4); 25,900 gp (+5)

Construction Process:
So I looked around for a spell that would do what I want, and I had two choices, Spiritual Weapon, or Shadow Weapon. Spiritual Weapon works almost perfectly, but the duration is way too short. If I made it continuous, it’s way too expensive. Shadow Weapon is almost perfect, except one problem, the spell description calls out only melee weapons. However, I’m fairly good at justifying my choices. The Ring of X-ray Vision is creates using the spell True Seeing. This is odd, as the spell True Seeing, specifically states:
”True Seeing” wrote:

True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. [/quore] Funny how that works. They use a spell to create a magic item, even when the spell description specifically calls out the function they desire, is not possible. I know Paizo didn’t make this item, and is carry over from older editions, but I’m using it as justification for using a spell that creates melee weapons, to create a ranged weapon, in a magic item. I think it’s a much small discrepancy between spell descriptions, don’t you?

Now, I calculated the prices of a command word Shadow Weapon, then simply added the price of a +1 to + 5 weapon to the total. I also consider them to be similar abilities, but didn’t want to make the item too cheap for what it does, so it doesn’t get a discount.

Shadow Weapon: CL 1 * SL 1 * 1,800 = 1,800 gp + the price of the modifier (2,000; 8,000; 18,000; 32,000; 50,000)

===================

Instant Painting
Aura faint illusion and transmutation; CL 3rd
SlotPrice 4,500 gp (I); 6,200 gp (II); 7,800 gp (III); 9,500 gp (IV); Weight varies

This empty frame is a marvel of a device for any that can afford it. The frame can come in any size, up to a 10 ft by 10 ft frame. This frame looks like it would contain a painting, but instead, contains highly lifelike images. By holding up the [i[instant painting[/i] the instant painting will capture the view and display it for view within the frame. If multiple images are stored, the frame will cycle through the images. Once an image has been stored, a switch on the side of the instant painting will display the images, leave the frame blank, or pause the instant painting on a chosen image. While paused, speaking a separate command word will delete the image.

Each instant painting has a limited memory capable of storing a small number of images. The type I instant painting can store up to 10 images; the type II instant painting can store up to 20 images, the type III instant painting can store up to 30 images, and the type IV instant painting can store up to 40 images.

Construction
Requirements
Craft Wondrous Item, fox’s cunning, silent image Cost 2,250 gp (I); 3,100 gp (II); 3,900 gp (III); 4,750 gp (IV);

Construction Process:
We got one of those digital picture frames for my mother for Christmas and stored some 7,000 pictures on it showing our lives from new-born – adult hood. I was watching this frame one day, when I also thought of the Harry Potter moving paintings and thought of a magical version of the digital frame for Pathfinder. The Fox’s Cunning spell provides the intelligence required for memory, and the silent image is the display mechanism. I also decided that the spells used are not used to their full power, and I applied the uses per-day mechanic and a 30% reduction as well. I decided that since Silent Image doesn’t fall under the duration modifiers present, I would use the Fox’s Cunning modifier for it instead.

Silent Image: CL 1 * SL 1 * 2,000 * 2 = 4,000
Fox’s Cunning (I): (CL 3 * SL 2* 2,000) / 5 = 2,400
Fox’s Cunning (II): (CL 3 * SL 2* 2,000) / 2.5 = 4,800
Fox’s Cunning (III): (CL 3 * SL 2* 2,000) / 1.66 = 7,229 ~ 7,200
Fox’s Cunning (IV): (CL 3 * SL 2* 2,000) / 1.25 = 9,600

Instant Painting (I) 4,000 + 2,400 * 0.7 = 4,480 ~ 4,500
Instant Painting (II) 4,000 + 4,800 * 0.7 = 6,160 ~ 6,200
Instant Painting (III) 4,000 + 7,200 * 0.7 = 7,840 ~ 7,800
Instant Painting (IV) 4,000 + 9,600 * 0.7 = 9,520 ~ 9,500

===================

Berserk Pants
Aura faint transmutation and enchantment; CL 4th
Slot feet; Price 70,000 gp; Weight 1 lbs.

These purple pants are a great aid to melee combatants, but the bane of social functions. Whenever the wearer is under a stressful situation (such as anger, fear, embarrassment, frustration etc), he must make a DC 13 Will or submit to the rage of the pants. If they fail the save, then the wearer is subject to rage and enlarge person spell. The wearer of the pants then proceeds to destroy the object that caused his stress to the best of his ability. After 1 minute of the rage, the wearer can attempt another DC 13 will save to calm down, but takes a -2 penalty on the save is the object of his stress has not been destroyed, if it has been destroyed, he instead gains a +4 bonus to stopping the rage. If he manages to calm down, the wearer is fatigued for an amount of time equal to twice that spent raging, and the berserk pants cannot be used again until an equal amount of time has passed.

The wearer can attempt to benefit from the berserk pants under non-stressful conditions by focusing his rage on a single target and attempting a DC 13 Will save to force the berserk pants to activate.

Anyone with Rage powers, such as the Barbarian class feature, cannot activate such abilities while under the effects of the berserk pants.

Construction
Requirements
Craft Wondrous Item, enlarge person, rage Cost 35,000

Construction Process:
Bob Loblaw and the Hulk inspired these pants. By the way, turns out Rage is a second level bard spell, but third level for everyone else. Go figure.

Enlarge Person: CL 1 * SL 1 * 2,000 * 2 * 1.5 = 6,000 gp
Rage: CL 4 * SL 2 * 2,000 * 4 = 64,000 gp
6,000 + 64,000 = 70,000 gp

===================

Berserk Pants, Greater
Aura moderate transmutation; CL 11th
Slot feet; Price 1,068,000 gp; Weight 1 lbs.

The greater berserk pants act just like the berserk pants except as following. You instead are subject to a transformation spell, gain a +4 size bonus to Strength and Constitution and take a -2 penalty to his Dexterity. You gain a +2 enhancement bonus to your natural armor and the Will save to resist the effects is increased to DC 19. After 1 minute of being under the effects of the greater berserk pants, you must make a Dc 19 Will save to calm down. If the object of your stress is not destroyed, you take a -6 penalty to the save, but if it has been destroyed, you instead gain a +12 bonus to the save to calm down. You are fatigued after calming down, just like the berserk pants, and the DC to force the greater berserk pants to work is increased to DC 19.

Rage powers, such as those granted by the Barbarian class, cannot be used while under the effects of the greater berserk pants.

Construction
Requirements
Craft Wondrous Item, righteous might, transformation Cost 534,000 gp

Construction Process:
These are the Hulk Smash version of the Berserk Pants :P
I initially thought of Righteous Might and Rage, or Transformation and Enlarge person for the pants but realized either of Righteous Might or Transformation would increase the cost by far too much. Then decided that if someone wanted to blow all their money, I should make a greater version, just for kicks.

Righteous Might: CL 9 * SL 5 * 2,000 * 4 * 1.5 = 540,000 gp
Transformation: CL 11 * SL 6 * 2,000 * 4 = 528,000 gp
540,000 + 528,000 = 1,068,000 gp

Maybe these should be the artifact that the berserk pants are based off of?

===================

Marauder’s Map
Aura moderate divination; CL 9th
SlotPrice 67,000 gp; Weight 1 lbs.

The marauder’s map is a boon to both guardians and thieves alike. Each map is tied to a location, limited to 1 mile in diameter, determined at the marauder’s map’s creation and cannot be changed thereafter. Once activated with a password, the marauder’s map reveals a map of the location it is tied to, and the name and creature type and location of every creature with an intelligence score of 1 or higher, including undead. Creature’s without an intelligence score, are no revealed on the marauder’s map. The marauder’s map, at first, shows the total area of the location, but by touching an area of the map, and concentrating, the user can enlarge that are of the map until they have the level of clarity they desire. The marauder’s map reveals all passageways and routes in the location it is tied to, even secret doors, and if one approaches a secret door and waits for 3 rounds, the marauder’s map will reveal how to open the door.

A separate password conceals the map, disguising it as a bit of old parchment. Creatures on the map must make a DC 15 Will save, if they make the save, they are not revealed on the map.

Construction
Requirements
Craft Wondrous Items, detect secret doors, detect thoughts, detect undead, erase, prestidigitation, prying eyes Cost 33,500 gp

Construction Process:
Some things I think should be kept in mind when I created this for Pathfinder will be quoted for reference and I will bold the most important aspects.

”Multiple Similar Abilities” wrote:
For items with multiple similar abilities that don't take up space on a character's body, use the following formula: Calculate the price of the single most costly ability, then add 75% of the value of the next most costly ability, plus 1/2 the value of any other abilities.

I figure, the Detect Spells would qualify as ‘similar abilities’ so they get a discount, but Prying Eyes, Erase, and Prestidigitation, are not similar. One may be able to wrangle the excuse that Prying Eyes and the Detect Spells are all divinations, but I don’t think most would let that fly.

”Multiple Different Abilities” wrote:
Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar, and their values are simply added together to determine the cost. For items that take up a space on a character's body, each additional power not only has no discount but instead has a 50% increase in price.

This one, I think, is very important. It says different abilities are simply added together, BUT different abilities on the BODY have an additional 50% increase in price. The Marauder’s Map occupies no slot, so the different abilities are simply added together.

”Other Multipliers” wrote:

Once you have a cost figure, reduce that number if either of the following conditions applies:

Item Requires Skill to Use: Some items require a specific skill to get them to function. This factor should reduce the cost about 10%.
Item Requires Specific Class or Alignment to Use: Even more restrictive than requiring a skill, this limitation cuts the price by 30%.

While not an alignment or class restriction, this item is really only useful if you are in the area it is tied to, combine that the Detect Spells and Prestidigitation are not as useful as the actual spell is, and I think it deserves the 30% reduction in price.

Prying Eyes CL 9 SL 5 ~~~~~~~~~~~ 81,000 [Caster Level 9 * Spell Level 5 * 1,800 = 81,000]
Detect Thoughts CL 3 SL 2 ~~~~~~~~ 10,800 [Caster Level 3 * Spell Level 2 * 1,800 = 10,800]
Detect Undead CL 1 SL 1 ~~~~~~~~~ 1,350 [Caster Level 1 * Spell Level 1 * 1,800 * 0.75 = 1,350]
Detect Secret Doors CL 1 SL 1 ~~~~~~ 900 [Caster Level 1 * Spell Leve 1 * 1,800 * 0.5 = 900]
Erase CL 1 SL 0 ~~~~~~~~~~~~~~~ 900 [Caster Level 1 * Spell Level 0.5 * 1,800 = 900]
Prestidigitation CL 1 SL 0 ~~~~~~~~~ 900 [Caster Level 1 * Spell Level 0.5 * 1,800 = 900]

81,000 + 10,800 + 1,350 + 900 + 900 + 900 = 95,850
95,850 * 0.70 =67,095 rounded to 67,000 for smexiness.

===================

Icicle Bracers
Aura faint conjuration or moderate conjuration; CL 1st or 6th
Slot wrist; Price 8,000 gp (lesser) or 24,000 gp (greater); Weight 4 lbs

These translucent blue bracers look to be made of pure ice. When worn, the wearer can call forth a dagger made of ice into his hand.

The dagger created by the lesser icicle bracers function as a masterwork dagger that also deals 1 point of cold damage on a strike. The greater icicle bracers creates a dagger that functions as a +1 frost weapon.

Either weapon can create multiple daggers in a round, allowing the wearer to throw the daggers during a full attack action. The daggers created by either version of the icicle bracers cannot be used by anyone other than the wearer of the bracers, and the daggers created by the bracers melt on the wearer’s next turn. Any feats, spells, or abilities that effect daggers, apply to the daggers created by icicle bracers.

Construction
Requirements
Craft Magical Arms and Armor, Craft Wondrous Items, icicle dagger Cost 4,000 gp (lesser) or 12,000 gp (greater)

Construction Process:
I’m sure many people have read the Drizzt books by R. A. Salvatore. If you’re like me, then you may have desired a pair of bracers like the ones Jarlaxle owned that allowed him to throw an unlimited supply of daggers. Until Pathfinder, I think the only real method of doing so, cost something like 90,000 gp for the item.
Anyway, so I used the spell to make a significantly cheaper item.
CL 1 * SL 1 * 2,000 * 2 = 8,000 gp for the Lesser version
CL 6 * SL 1 * 2,000 * 2 = 24,000 gp for the Greater version
Another possible method for creating these bracers, which would definitely change how they function, is to use the spell magic missile. The daggers would deal 1d4 +1 points of damage, but the damage would be entirely force damage, while the Icicle Spell bracer deals 1d4 piercing +1 point of cold, then becomes 1d4+1 piercing + 1d6 cold.

===================

Orb of Alarm
Aura faint abjuration; CL 1st
SlotPrice 2,500 gp; Weight 3 lbs.

This small crystal ball is about the size of a large orange and is a favorite of wealthy merchants the world over, and a bane to just as many thieves. By speaking a command word and touching the orb of alarm to an object, it marks it for later identification. Once all desired objects have been touched, a separate command word will activate the orb of alarm. Once activated, the orb of alarm paces an invisible boundary on the edges of the room it is located in. Any marked object that leave the room without first having the mark removed, by touch the orb and speaking the first command word, a loud alarm begins ringing alerting any within 60 ft of the boundary violation. Items that are placed in extradimensional spaces, such as a bag of holding or a handy haversack also trigger the alarm. The alarm continues to ring until the activation word is spoken again.

Construction
Requirements
Craft Wondrous Item, alarm, arcane mark Cost 1,250 gp

Construction Process:
Finally! A detector that works! Doncha just lurve walking into a store only for their detector to go off and everyone gives you funny looks? Yeah, personal favorite of mine too! [/sarcasm]. By the way, I notice Alarm doesn’t fit into any of the continuous modifiers; it goes from 10 minutes per level, to 24 hours. Since it falls between the 1.5 and 0.5 modifiers, I figure it doesn’t have one, also, Arcane Mark is permanent, which I think qualifies it for the ’24 hour or longer’ modifier.

Alarm: CL 1 * SL 1 * 2,000 = 2,000 gp
Arcane Mark: CL 1 * SL 0.5 * 2,000 * 0.5 = 500 gp
2,000 + 500 = 2,500 gp

===================

Butler Ball
Aura faint conjuration, and transmutation; CL 1st
SlotPrice 4,800 gp; Weight 5 lbs.

This silver ball measures 5 inches in diameter and is covered in small squares on the surface, numbering 10 in total with a circle on the bottom. Each shape is both a sensor and a ‘hand’. The butler ball floats around a building at chest height and performs menial tasks such as cleaning, mending, cooking, picking fruit, objects, etc. It is capable of very minor intelligence and can be ordered to do certain things, like cleaning a wizard’s lab without touching any of the magical reagents or concoctions, or bathing children without harming them.

Each ‘hand’ of the butler ball is treated as having a strength score of 2, so each hand is capable of lifting 20 pounds and pushing/dragging 100 pounds, but the circle ‘hand’ is used exclusively to lift itself. The butler ball is capable of understanding any command given it, regardless of language.

Construction
Requirements
Craft Wondrous Item, fox’s cunning, unseen servant Cost 2,400 gp

Construction Process:
I was watching Star Wars: A New Hope on T.V. when a commercial came right after the scene with Luke training on that sphere, and the commercial was for one of those Roomba cleaning robot things. I could totally see wealthy nobility or wizards having these floating around everywhere, and in fact, is exactly what my wizard does have. Since the Fox’s Cunning spell is in no way being used to full potential, I think it should receive a 30% reduction.

Fox’s Cunning: CL 1 * SL 1 * 2,000 * 2 * 0.7 = 2,800
Unseen Servant: CL 1 * SL 1 * 2,000 = 2,000

2,800 + 2,000 = 4,800 gp

===================

Boots of the Swift Slice
Aura faint transmutation; CL 4th
Slot feet; Price 2,880 gp; Weight 3 lbs.

These boots were originally created for a scholar that believed he could design the perfect sword strike, without having any skill with the blade. With a single uttered word, those who wear the boots of the swift slice dash 30 ft forward, leaving a trail of after-images in their wake. You can make a single attack at your highest base attack bonus to any enemy along your 30 ft dash, and your movement does not provoke an attack of opportunity. You add your Intelligence or Charisma modifier to your attack roll as a circumstance bonus, and your movement must end in an unoccupied square. Difficult terrain and other factors that slow movement, such as encumbrance, modify your speed as normal. The boots of the swift slice can be used up to 10 rounds per day, but the rounds need not be consecutive.

Construction
Requirements
Craft Wondrous Item, bladed dash Cost 1,440 gp

Construction Process:
If you ever want to feel like Fox from Super Smash Bros. these are the boots for you. I initially wanted a use activated version that activated whenever you charge, but it simply can’t be done because of the duration.

Bladed Dash: CL 4 * SL 2 * 1,800 / 5 = 2,880 gp

===================

Hwacha
Aura faint conjuration and evocation; CL 5th
SlotPrice 31,000 gp; Weight 275 lbs.

This wagon is filled with 50 iron tubes in 5 rows of 10. Each tube contains something that resembles an arrow, but fills the tube. When a command word is spoken, the arrows are launched out of the tube, as if fired from a bow. The hwacha is a siege weapon used for both offense and defense. It has a minimum range of 100 ft, and a maximum range of 400 ft. The hwacha can be tilted to alter the angle of the launch by using a crank. The one aiming the hwacha is also the one who must speak the command word; if anyone else speaks it, nothing happens. By using a move action, the hwacha’s angle of launch can be altered by up to 50 ft, by using a full round action, the hwacha’s angle can be altered by up to 150 ft.

Once launched, the one aiming the hwacha must make an attack roll against AC 10 this attack roll is only modified by the aimer’s base attack bonus, plus his intelligence modifier. No feats, spells, or abilities modify either the attack roll or damage roll Treat the hwacha as an exotic weapon for proficiency. If the attack roll misses, the hwacha’s target area deviates by 5 ft per point missed; roll 1d8 to determine the direction of deviation. The arrows fired by the hwacha rain down in a 10 ft radius circle. Those within the hwacha’s area of effect take 5d6 points of piecing damage and must make a DC 14 reflex save for half damage.

The hwacha conjures new arrows in the tubes on the following round, with the arrows fired disappearing a round after being fired. The hwacha can be fired once a round, on the aimer’s turn.

Construction
Requirements
Craft Magical Arms and Armor, Craft Wondrous Item, abundant ammunition, fireball Cost 15,500 gp

Construction Process:
Ever since that Mythbusters episode, I wanted my wizard in Kingmaker to design a Hwacha for his kingdom. This is what I came up with. It’s got a continuous Abundant Ammunition, with a Command Word Fireball spell that provides the explosive force to send the arrows flying. I know a real Hwacha uses rocket powered arrows, but I’m using something more like a bunch of mini-canon tubes.

Abundant Ammunition: CL 1 * SL 1 * 2,000 * 2 = 4,000
Fireball: CL 5 * SL 3 * 1,800 = 27,000
4,000 + 27,000 = 31,000 gp

===================

Midnight Cloak
Aura faint evocation; CL 3rd
Slot shoulders; Price 10,800 gp; Weight11lbs.

This pitch black cloak seems to disappear in areas of shadow or darkness. Whenever a person wearing the midnight cloak is within 5 ft of shadows, the cloak can be activated, via a command word, to give the wearer concealment (20% miss chance) and they may make stealth checks to hide from observation. The effects of the midnight cloak last for 3 minutes before it must be reactivated. The wearer cannot hide in their own shadow, nor can they hide in bright light. A light spell of second level or higher gives the wearer a -10 penalty to stealth checks while in the area of light. Light spells of third level or higher defeat the midnight cloak entirely. The midnight cloak does not grant invisibility, and creatures that can see through invisibility cannot see through this cloak. Creatures that can see through darkness are not affected by midnight cloak and the wearer cannot use the midnight cloak to hide from such creatures.

Construction
Requirements
Craft Wondrous Item, darkness Cost 5,400 gp

Construction Process:
I like the idea of being able to hide in shadows, but not be subject to spells like invisibility purge or the like. It’s simply a command word personal darkness spell really.

Darkness: CL 3 * 2 * 1,800 = 10,800 gp

===================

Collar of the Night Fury
Aura faint evocation; CL 5th
Slot neck; Price 14,600 gp; Weight

This small collar is designed for a bird or similar sized flying animal. The collar of the night fury hails from myths of a winged black creature that descends from the stars. No one has ever seen the Night Fury, but all claims are always accompanied by evidence of lightning striking the ground on a clear night sky.

The collar of the night fury gives winged animals, such as a hawk, the ability to send forth a lightning bolt, as per the spell, from their beaks, three times per day. The lightning bolt deals 5d6 points of damage, with a DC 14 reflex save for half damage.

Only animals with an intelligence score of 6 or higher can use this item, and it takes a DC 15 Handle Animal check to teach them how to activate the collar of the night fury.

Construction
Requirements
Craft Wondrous Item, lightning bolt Cost 7,300 gp

Construction Process:
I love the movie How to Train Your Dragon, and after watching it, I decided to name my Hawk Familiar in Kingmaker, Toothless. Now, to truly make Toothless similar to the Toothless from the movie, he needed to be able to shoot lightning. So I designed a command word 3/day lightning bolt harness. To make it more available for others, I changed it to an amulet to submit, here. I think, because it’s only useable by such a small group of creatures, it deserves a 10% discount as it’s similar to the ‘special skill or ability’ discount.

Lightning Bolt: (CL 5 * SL 3 * 1,800) / 1.66) * 0.9 = 14,638.55 ~ 14,600 gp

===================

Dart Storm Bracer
Aura faint evocation; CL 1st
Slot wrist; Price 1,800 gp; Weight

This bracer is a favorite of assassins or other characters that rely on surprise attacks. Once per round as a standard action, the dart storm bracer can fire off a salvo of four tiny metal darts that deal 1d2 points of piercing damage each. Each dart fired from a dart storm bracer requires an attack roll that crits on a 20 x2 and each dart is capable of dealing precision damage (such as from a rogue’s sneak attack). The darts fired are made of pure force (and can be used against incorporeal targets with no penalty) and disappear one round after being fired, with new darts appearing in the dart storm bracer at the beginning of the wearer’s turn.

Treat the dart storm bracer as a hand crossbow for proficiency and feats that apply to the item. The dart storm bracer has a maximum range of 20 ft, before the magic binding the darts together dissipates.

Construction
Requirements
Craft Wondrous Item, Craft Magical Arms and Armor, magic missile Cost 900 gp

Construction Process:
This is based, somewhat, off the guy from the Prince of Persia movie. I figure, this item may appear slightly overpowered, but it requires a few things to work. First, you need Exotic Weapon Proficiency (hand crossbow) in order to use without penalty, plus each dart requires an attack roll, which can easily miss. This is offset by the fact each dart can crit and apply precision damage, though it also has a very limited range.

Magic Missile: CL 1 * SL 1 * 1,800 = 1,800 gp

===================

Headband of Detection
Aura faint abjuration; CL CL 1st
Slot Head; Price 3,350 gp; Weight

The headband of detection is a useful tool for those that wishes to be alerted to the presence of others around them. Whenever a creature of tiny size or larger comes within 20 ft of the wearer of the headband of detection a mental ‘ping’ goes off, alerting the wearer to the creature’s presence, and it’s general location (behind, to the left, above etc). The mental ping will awaken a sleeping creature that is wearing the headband of detection but only from a natural slumber, not one that has been forced upon the wearer (whether from magic, poison or the like). Ethereal and astral creatures do not trigger the headband of detection. The headband of detection does not prevent a creature from being flat-footed in a surprise round, nor does it deny a creature flanking, stealth, concealment or other such bonuses; it simply alerts the wearer something is nearby.

To prevent companions from constantly alerting the wearer of a headband of detection, the wearer can touch an object to the headband, and by speaking a command word, leave a mark on the object touched. Any creature carrying an object marked will not register to the headband that marked it.

Construction
Requirements
Craft Wondrous Item, alarm Cost 1,675 gp

Construction Process:
Spidey sense baby! At least, that’s the idea. My inspiration was drawn more from FPS games and how they always include some sort of portable radar system to aid the player in locating enemies.

Alarm: CL 1 * SL 1 * 2,000 = 2,000 gp
Arcane Mark: CL 1 * SL 0.5 * 1,800 * 1.5 = 1,350 gp

===================

Shards (A Weapon Property not a magical item)

Aura moderate evocation; CL 9th; Craft Magic Arms and Armor, scorching ray; Price +2 bonus

This unusual weapon property gives a melee weapon a limited ranged attack. As a standard action a weapon with the shards ability can temporarily sacrifice a shard of it’s magic by reducing the enhancement bonus by +1. This shard of magic allows the weapon to fire off a ray of pure magic at a target within 30 ft as a ranged touch attack. The ray deals force damage equal to 1d6 multiplied by the current enhancement of the weapon. For example, a +3 weapon would fire a 3d6 ray, which would reduce the weapon down to a +2 weapon, if another ray were to be fired; it would then deal 2d6 points of force damage. Any feats or effects that modify rays, modify this attack as normal, and the ray can threaten on a 20 x2. The temporary loss of enhancement lasts for 24 hours. Only enhancement bonuses can be sacrificed in this way, not special weapon properties.

===================

I probably made some mistakes somewhere in typing this up, but I'm not too concerned about it. A lot of these items I thought up myself, while some of them have been inspired by other people. I mostly copied these from other posts I made on the forums, some of them I had to re-type because I can't find the posts.

If I did make any mistakes, or you need more explanation on the items, feel free to ask, I'd be happy share my methodology behind each item. I'm constantly tweaking the breakdown of the items so they 'work' better according to the rules.


That is one heckuva list!


Tels I like the shard weapon property it gave me an idea for one of my own i am going to mull over for a while.


Speaking of properties.
Carnivorous: The magic item will eat other items. A carnivorios bag of holding will add another storage devices volume to it'self instead of blowing up. A portable hole will vanish into the bag, which got bigger inside.
A carnivourous wand will recharge by taking charges from other items.
a potion cannot be carnivourous, but it's container can. A stone bottle with 3 doses of stoneskin in it will mysteriously refill while healing potions will evaporate. To give game balance, the charge drained must be of a higher level, or 2 charges will restore one.


@Tels: About the Instant Painting item? Where did you get that idea?


Sphen86 wrote:
@Tels: About the Instant Painting item? Where did you get that idea?

If you read the "Construction Process" spoilers, I try to give a little insight into the inspiration for the items, and a little breakdown of the thought process behind the creation of the item, such as justification for different modifiers, or why I chose Command Word vs Continuous etc.

Instant Painting: Construction Process wrote:
We got one of those digital picture frames for my mother for Christmas and stored some 7,000 pictures on it showing our lives from new-born – adult hood. I was watching this frame one day, when I also thought of the Harry Potter moving paintings and thought of a magical version of the digital frame for Pathfinder.

I was sitting at my table, with my Pathfinder books open. I glanced up and saw the frame and was watching the pictures scroll across the screen for a little while. At the same time, Harry Potter was playing on the T.V. and I had a thought, "You know, talking picture frames would be a cool plot device for Pathfinder."

That thought bloomed into, "What about a way for a picture of a scene from hundreds of years before that the PCs need to complete a quest?"

So I decided some sort of "magic frame" needed to be created. I didn't want it to be a bunch of different items working together to store the picture, so I had to make one item that could store a picture, as well as display the picture. But I also wanted it to be more useful than just a consumable item that would capture a picture, so I made some way for it to capture and display multiple pictures.

So I ended up making a frame that could store between 10 and 40 images, that would periodically cycle through the images, and images could be deleted or added as the user desires.

I could create variations on this item too. Maybe make one that has the ability to capture scenes. For every second captured in the picture, it stores one less image. So you could capture a 10 second scene (roughly) as one picture, using up all it's "memory" or capture two 3 second scenes and 4 pictures, or something to that effect.

Another variation could be one that has Prestidigitation included. Prestidigitation can create small objects (in this case, colored ink or paint) and move objects. Combine Prestidigitation, and Silent Image to make prints of the images stored.

Hell, you could even break that down to the simplest and use a small frame and Prestidigitation to take actual pictures of an event that one can then sell to others. They probably wouldn't look as nice as a Silent Image rendition of it, but it'd work.


Not quite a magic item but I have been using soulbound dolls with detonate as CL 7 Same as the caster level required to create them at a cost of 5300


Just got a mandolin that "casts" eagles splendor on the player for as long as he plays it X3 p/ day... Pretty durn handy for a level 1 bard...


The submissive succubus

Her essence stored for decades sometimes century’s in a small statue waiting to be bound to a random mortal male for 1001 years as punishment for severely angering a demon lord, this succubus knows only the abject terror of knowing that she faces on her release only the misery of the predator becoming prey.
The control item is usually a small statue of the succubus which is broken to activate it. To activate the control item the user must be mortal, male and have reached puberty, those not meeting the criteria simply break the item to no effect (the broken statue mends itself in 4 rounds). Activating the control item gate's the succubus to the master's location making her vulnerable on her master's current plane this also knocks the master unconscious for 3 rounds during which time she is compelled to mark the unconscious master with a tattoo or brand granting the submissive profane gift.

Any and all methods necessary were used to make her vulnerable and subservient to her master with no escape, no tricks, no loopholes, she is well and truly hosed for 1001 years. that’s right she is bound even if her master dies is reincarnated becomes undead, female you name it she still compelled to return him to full capacity and capability even protecting his soul until she can have him raised/resurrected. She is compelled to do as her master wishes with no limits, no reservations, and no hesitation. Only her mind is her own her body and will have been subverted to his whim and need.

Submissive Profane Gift (Su) once the control object is activated, the succubus's Submissive profane gift is granted to the master taking the form of a tattoo or brand on the master's body. The target gains a +2 profane bonus to charisma. A single master may have no more than one submissive profane gift from a succubus at a time. The succubus spells, spell like, and special abilities have no effect on her master they simply fail. she is unable to do him harm through intentional action or inaction, nor can she ask, instigate, command, compel or coheres others to do so, nor may she harass, assault, batter, annoy, berate, belittle, or bully her master. Her master has the ability through the submissive profane gift to deny her the use of any or all of her spells, spell like, and special abilities, detect good, tongues and darkvision as well as complete control of her DR, SR, immunity’s, resistances, shape changeing abilities, and energy drain at will not as an action but a mental command. As long as the submissive profane gift persists (1001 years), the master can communicate telepathically with the succubus across any distance. A submissive profane gift may only be removed by the elapsing of 1001 year’s time and may not be removed or broken without direct diefic intervention (no wishes or miracles). Apron the removal of the submissive profane gift the master loses 2 points of charisma permanently.


Frying Pan of Perfect Eggs

This ordinary frying pan has a picture of an egg on the handle. When an egg is cracked into the pan, the egg begins to cook automatically. The pan can cook the egg any way (said as a command word, such as "Scrambled") and takes 2 minuets to cook. The egg is cooked perfectly, smells wonderful, never over cooks. The pan generates no heat while before, during, or after the cooking.
The egg that's cooked gains magic properities. It fills up whoever eats it so that they don't need to eat for the rest of the day, and it cures 1d4 points of health when eaten.


A Favorite creation of mine:

Anchoring Arrow
Aura: faint Transmutation; CL:5

Slot None; Price 750 gp; Weight - lb.
Description This +1 arrow is tipped with a barbed Adamantine Head and trails a strong silk thread. When shot into a solid surface, it transforms into a silk rope anchored by a strong iron bracket, firmly attached to the surface.

[b]Construction Requirements:[b]
Craft Magic Arms and Armor, shrink item, 375 gp


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xanthemann wrote:

The Sap of Friendship!

If a party member is doing something you all know to be a boneheaded thing the person holding the sap has a stealth bonus and attack bonus of +20 (or more depending on how boneheaded the thing was/is).
Upon a successful strike the target falls unconscious and does not wake up until the possibility of the bonehead maneuver occurring or continuing passes.

"Homie don't play that!"


If they persist in trying to kill and steal from the plothooks, they should go play hackmaster. ;)


An item I just handwaved in to my campaign (so I'm not 100% sure on the price) was;

The Cloak of Shifting Shadows.
Rather than a single piece this cloak is made of many long strips of material that gradually darken from grey at the top to black at the bottom. This cloak allows you to change the size and shape of the shadow you cast.

In bright light this cloak provides a +5 bonus to intimidate rolls by making your shadow seem more montrous, in dim light (but not darkness) it provides a +5 bonus to stealth rolls by making your shadow smaller and harder to detect.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

I'll just pop in to mention the Donna's Dozens in my profile.


Eyes of Osprey

+2 circumstance to Perception Checks and negate penalty for distance. Also add +1 insight to range attacks per range increment past the fist


Quote:
Butler Ball

One of my players has one of these, his has prestidigitation and mage hand in addition to unseen servant. He called it the Valet Orb.


Orthos wrote:
Quote:
Butler Ball
One of my players has one of these, his has prestidigitation and mage hand in addition to unseen servant. He called it the Valet Orb.

I did think about adding in Prestidigitation, but, as the Butler Ball is already 4,800 gp, I didn't want to make it even more expensive then it is. Short of the nobles of a magocracy, I doubt you'd find many of these floating around.

I could see a cheaper version that doesn't have the Fox's Cunning spell used primarily for menial tasks. I may have to run with that when I introduce the object into my games, and introduce the one above as a more powerful version.

I'm not sure why one would want Mage Hand in there though, Unseen Servant already has a more powerful lifting potential, and as an "invisible, mindless, shapeless force" it doesn't have any hands. Best I can figure, it's got a mild telekinesis that it uses to move objects around.


Jeff's Ring of Consciousness

Aura faint transmutation; CL 6th

Slot ring; Price 2,200 gp; Weight —

Description

This bronze ring is crafted with the number 72 (Jeff's IQ) stamped on it. It prevents the loss of consciousness regardless of the circumstances.

Construction

Requirements Forge Ring, Mending, Resistance, Stabilize; Cost 1,100 gp


Tels wrote:

I could see a cheaper version that doesn't have the Fox's Cunning spell used primarily for menial tasks. I may have to run with that when I introduce the object into my games, and introduce the one above as a more powerful version.

I'm not sure why one would want Mage Hand in there though, Unseen Servant already has a more powerful lifting potential, and as an "invisible, mindless, shapeless force" it doesn't have any hands. Best I can figure, it's got a mild telekinesis that it uses to move objects around.

Yeah, I didn't notice the Fox's, his didn't have that.

The Mage Hand was mostly for his own use, I think. Not sure why he put it there. But he was a pretty quirky character all in all.


I included Fox's Cunning so the Ball could be trained how to clean or handle delicate things, like an alchemy lab or a child or something. Don't want them to come in and think those laid out ingredients are a mess and throw them away or think that the best way to clean the baby is to boil it!


Akashic Sphere: This looks at first like a crystal ball. When someone beats DC10 with concentration or use magic device, they get a vision of this text, in common.
"Welcome to the Akashic records. You can find or add any audio visual record by concentrating. Records with smell, taste, and touch are harder to find or add. Death records can stop a viewers heart, so we restrict these. Interactive records are within the minds of librarians."
An AS is often found in a padded box with a stand. The Akashic records are found within the Citadel of Memory on the Astral Plane. Part of the journey of the dead is to leave memories that may be of use to the living among the records.


Goth Guru wrote:

Akashic Sphere: This looks at first like a crystal ball. When someone beats DC10 with concentration or use magic device, they get a vision of this text, in common.

"Welcome to the Akashic records. You can find or add any audio visual record by concentrating. Records with smell, taste, and touch are harder to find or add. Death records can stop a viewers heart, so we restrict these. Interactive records are within the minds of librarians."
An AS is often found in a padded box with a stand. The Akashic records are found within the Citadel of Memory on the Astral Plane. Part of the journey of the dead is to leave memories that may be of use to the living among the records.

I think I'll price it as vision in a miscellaneous magic item.

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