Magic Items for the Savvy Adventurer - Or Core Items that Don't Exist Yet


Homebrew and House Rules

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DrowVampyre wrote:
Ashiel wrote:
DrowVampyre wrote:
MagiMaster wrote:
It is a wand of shocking grasp, with a couple of modifications (raised to CL 5, added Merciful, changed it to 5/day).
Yep, and use-activated or command word rather than spell trigger, so non-casters can use it just fine. And it's different from a club because you can't hit with it (well, you could I guess, but it'd be an improvised weapon - it's not really built to go clubbing people, just poking them).
Makes me want to use scorching ray to create Star-Trek style tasers. Have a stun (nonlethal) and kill (lethal) setting.
Don't forget disintegrate for the...disintegrate setting. ^_-

Single use oddly targeted disintegration pistol proves that while many items can be made using the item creation rules, not all items should be. :P


Ashiel wrote:
Single use oddly targeted disintegration pistol proves that while many items can be made using the item creation rules, not all items should be. :P

lol, I love that. Although this one has become probably my favorite.

Here's one I'd love, but I'm not sure if it's legal (I can't find anything that says whether or not alchemist extracts are legal to use as "spells" in magic item creation - they might have to have Master Craftsman to pull it off even then).

Faque's Facsimilous Flask
Aura: Faint Transmutation CL: 3
Slot: - Price: 10,800 gp Weight: 1.5 lbs.

Description: This ornate silver flask is etched with X-shapes, their upper-right arms appearing to be in the process of dissolving. By lifting the flask to one's lips and speaking the command word (usually "Zeh'roks"), a line of faint light will rapidly move from the top of the flask to its bottom and back - any potion or elixir stored therein may be consumed on the following round and will be instantly duplicated immediately after drinking. It may also be used as a normal flask.

Construction Requirements:
Craft Wondrous Items; Alchemical Allocation Cost:5,400gp

Breakdown:
It's a command-word activated alchemical allocation extract item. And I want one...just not sure if it's even possible to make items out of alchemist extracts.


Kitsune Knight wrote:

Warning: First attempt at creating a magic item. Critiques are appreciated.

Survivalist's Mask
Aura: Moderate Transmutation CL: 10th
Slot: Head Price:28,000 Weight: 1lb.

Description: This mask is a must have for survivalists everywhere whether traveling to the highest mountains, beneath the deepest seas, or across expanse of the planes of existance. A creature protected by the mask suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. The magic of the mask also wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum. A creature wearing the mask also gains resist 10 to acid, cold, electricity, fire, and sonic damage. The creature's equipment is likewise protected.

Construction Requirements:
Craft Wonderous Items; Endure Elements; Resist Energy; Alter Self Cost:14,000gp

I come up with a price of 48,000. I assume with alter self in there, it actually transforms you into some location-appropriate humanoid? (Can alter self do that underwater?) The description mentions a shell of air though, so that doesn't quite add up. I think you need to change the spell list or the description.

Anyway, a continuous endure elements, resist energy x5 and alter self would be:
- 2 * 3 * 2 * 2000 (alter self, CL 3, SL 2, Duration x2)
- 1 * 1 * 0.5 * 1.5 * 2000 (endure elements, CL 1, SL 1, Duration x0.5, extra effect)
- 1 * 1 * 1.5 * 1.5 * 2000 * 5 (resist energy, CL 1, SL 1, Duration x1.5, extra effect, 5 energy types)

This version would require a ranger and a wizard (or a +5 DC, etc.).

Edit: Multiplying resist energy by 5 is the simplest solution I can think of, but might be a bit overpriced. Not too sure.


MagiMaster wrote:
Kitsune Knight wrote:

Warning: First attempt at creating a magic item. Critiques are appreciated.

Survivalist's Mask
Aura: Moderate Transmutation CL: 10th
Slot: Head Price:28,000 Weight: 1lb.

Description: This mask is a must have for survivalists everywhere whether traveling to the highest mountains, beneath the deepest seas, or across expanse of the planes of existance. A creature protected by the mask suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. The magic of the mask also wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum. A creature wearing the mask also gains resist 10 to acid, cold, electricity, fire, and sonic damage. The creature's equipment is likewise protected.

Construction Requirements:
Craft Wonderous Items; Endure Elements; Resist Energy; Alter Self Cost:14,000gp

I come up with a price of 48,000. I assume with alter self in there, it actually transforms you into some location-appropriate humanoid? (Can alter self do that underwater?) The description mentions a shell of air though, so that doesn't quite add up. I think you need to change the spell list or the description.

Anyway, a continuous endure elements, resist energy x5 and alter self would be:
- 2 * 3 * 2 * 2000 (alter self, CL 3, SL 2, Duration x2)
- 1 * 1 * 0.5 * 1.5 * 2000 (endure elements, CL 1, SL 1, Duration x0.5, extra effect)
- 1 * 1 * 1.5 * 1.5 * 2000 * 5 (resist energy, CL 1, SL 1, Duration x1.5, extra effect, 5 energy types)

This version would require a ranger and a wizard (or a +5 DC, etc.).

Edit: Multiplying resist energy by 5 is the simplest...

I cam up with the part about the air shield from the description of Necklace of Adaptation which uses Alter Self as the describing spell, so that is why that part about the air shield is included in the description and Alter Self on the spell line. Also, as far as the price I am really unsure, like I said this is my first item and the pricing and the CL of the item are all still foreign concepts to me. Personally, I am not really sure whether or not to include the resistances and instead just make it an necklace of resistance with endure elements added on to it.

But to your specific comment it probably is too cheap. If 48,000 is right then that sounds fine with me. I figured my math was off on that one.


Huh. I wouldn't have picked alter self for the necklace of adaptation but oh well. Another way to price it would be to just add effects to that necklace. I don't think changing the slot would change the price.

In that case, assuming you still charge for each energy type, you'd get 33,000 gp. (If you only charged once, you'd get 15,000.) I suppose the air shell effect is less powerful than an always-on alter self, so they charged less for it. I don't know how they came up with 9,000 though.

Dark Archive

Let's get a continuous air bubble item for the Golarion Space Program.


DrowVampyre wrote:
Ashiel wrote:
Single use oddly targeted disintegration pistol proves that while many items can be made using the item creation rules, not all items should be. :P
lol, I love that. Although this one has become probably my favorite.

*falls over laughing* That's awesome. XD

Sczarni

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New Distraction Magic Item

HANDY HACKYSACK
Aura: Medium Compulsion CL 11
Slot: N/A Price: 176,000 Weight: 1/4

With a ranged touch attack this small beanbag may be tossed at another player. Upon striking, it compells them to keep it aloft using Reflex saves of 13 or better (no save if touch attack succeeds). They lose their Dex bonus to AC (per Irresistable Dance), but do not have their Reflex save adjusted by -10. Upon three successive succesful Reflex saves (taken in place of normal attacks) the current hacky sacker gets a WIL save or a Reflex save at their option. The Wil save is DC is 15. A successful Reflex (DC 15) save allows them to make a ranged touch attack to pass the Handy Hackysack to someone else within 10 feet (if no-one else is near, they can only opt for the WIL save). A successful WIL save allows them to stop playing with the item. A failed WIL save means they continue "playing" for another three successive successful Reflex saves as if it had just been served to them.

Failing a Reflex save means the Handy Hackysack falls to the ground. Upon falling to the ground the person is allowed a WIL save to stop playing, or else they "self-serve" the Handy Hackysack to themselves until three successive successful Reflex saves are made. If they fail a ranged touch attack (pass), treat it as a failed Reflex, and they must Wil save or "self-serve" the Handy Hackysack (this does not affect the original server, only persons playing with the Handy Hackysack).

The suggestion/compulsion component lasts for 11 hours or until the person succeeds at either a DC 15 pass or DC 15 stop playing roll. After 11 hours ANYONE should be sick of playing with this item. At any time the person playing with the Handy Hackysack takes injury damage the spell effects are cancelled.

PS. some may consider this a cursed item.

Craft Wondrous Item, Irresistable Dance, Suggestion

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Scroll Case of Holding
Aura moderate conjuration; CL 9th
Slot —; Price 1,000 gp; Weight 1 lbs.

Description

This scroll case looks like a typical hard leather, cylinder case with a cap and shoulder strap. The case is water tight when the cap is on, and it is immune to fire and acid damage. The case has an extradimensional space inside and can hold up to 50 scrolls. The case weighs only 3 lbs. when it is full. The case seems to anticipate what is wanted and thus drawing a scroll from the case is a move action that does not provoke an attack of opportunity.

Construction Requirements
Craft Wondrous Item, secret chest; Cost 500 gp


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Stone Chalk
Aura strong conjuration; CL 12th
Slot none; Price 3,600 gp; Weight -

Description This piece of chalk is medium grey instead of white. Drawing a ring around the inside of an area of stone (such as a tunnel or doorway) causes the area to fill with stone, up to 1 foot thick. This new stone blends in to existing natural stone (DC 20 Perception), but tends to look out of place elsewhere. One piece of chalk is enough to fill 12 5-foot squares.

Construction Requirements Craft Wondrous Item, Wall of Stone; Cost 1,800 gp

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Adventurer's Treasure Map
Aura moderate divination; CL 3th
Slot —; Price 2,500 gp; Weight 1 lbs.

Description

This map is comes in a hard wood tube covered in soft leather and is made of soft, bleached hide of some unknown exotic beast. Once per day the map can be soaked in the blood of a creature that died not more then 24 hours before. The map can then be used to create a treasure map to one source of treasure that the creature was aware of while it was alive. The blood the map was soaked in swirls around and becomes the ink for the map, drying after a minute as a dark brown ink.

The map you create is accurate to the best knowledge the creature had at the time of its death. Any inaccuracies or faulty information held by the creature are represented on the map as well. Similarly, the map cannot account for any changes that occur after the creature's death.

You must choose the scale of the map when creating it, opting between nearby (e.g., one or two dungeon levels), local (e.g., a valley or community), or broad (e.g., a country or larger). The map reveals the locations of what the creature deemed most valuable within its area. Depending on the creature, the map might reveal a source of tasty food, suitable mates, or even your own treasure vault.

The map lasts until you soak it in the blood of another dead creature. If you soak the map in the blood of a dead creature and do not create a map with it, the current map and the blood disappears after one minute.

Construction Requirements
Craft Wondrous Item, create treasure map; Cost 1300 gp


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My first attemp at this, so here goes nothing.

Gloves of Switch Hitting
Aura Faint Transmutation; CL 1
Slot Arms; Price 7,000; Weight

Description

These leather gloves have a pattern of alternating arrows and swords. When worn, any weilded weapon's damage is calculated as if it was a size larger than it is.

Construction Requiremets
Craft Wondrous Items, Gravity Bow, Lead Blades; Cost 3,500 gp


That should be 10,000 gp. 1 * 1 * 2000 * 2 for one spell and 1 * 1 * 2000 * 2 * 1.5 for the other. The 2s are from the 1 min/level duration multiplier. Otherwise it's a cool item.

Dark Archive

Watch of Two Hands
Aura faint transmutation; CL 1st
Slot none; Price 2400 gp

Description

This ornate pocket-watch bestows upon the bearer the ability to keep track of positioning in combat. Three times per day, the bearer may make use of the Cleave feat, even if he meets none of the prerequisites. Any damage done while attacking with this ability is halved.

Construction Requirements
Craft Wondrous Items, mirror strike; Cost 1,200 gp

Too powerful? Cleave is usually pretty situational, so I think it might be okay.


MagiMaster wrote:
That should be 10,000 gp. 1 * 1 * 2000 * 2 for one spell and 1 * 1 * 2000 * 2 * 1.5 for the other. The 2s are from the 1 min/level duration multiplier. Otherwise it's a cool item.

Ok, thanks. I see my mistake, I was calculating based using the multiple similar ability part, but didn't notice it was only for items that don't take up space on the body.

A quick question, I saw that the dc increase by +5 for every prerequisite you don't have, does that mean a fighter with master craftsman and create magic armor and weapons could create a +1 flaming weapon with out needing the spells?

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Promos wrote:

My first attemp at this, so here goes nothing.

Gloves of Switch Hitting
Aura Faint Transmutation; CL 1
Slot Arms; Price 7,000; Weight

Description

These leather gloves have a pattern of alternating arrows and swords. When worn, any weilded weapon's damage is calculated as if it was a size larger than it is.

Construction Requiremets
Craft Wondrous Items, Gravity Bow, Lead Blades; Cost 3,500 gp

I like the simplicity of these, and how they fill a need in an unloved slot.


@Promos, Yes: thread link. Master Craftsman is the main reason that rule exists. It'd be nearly useless otherwise.


Thanks, Caleb. @magimaster, I wonder how I missed seeing that thread.


If I might add my own humble items:

ADVENTURER’S BAG:

Aura: Transmutation CL: 9th Slot: none Price: see below Weight: see below
Popular amongst professional adventurers who value always being prepared, but don’t want to lug around every potentially useful piece of equipment. These bags are the size and shape of a normal bag, are an observer could easily mistake it for a bag of holding. But instead of storing items an adventurer has placed within, they instead create the requested item when it is needed. These bags can be used to create any non-magical item from that is considered “adventuring gear”, up to a certain amount of gp value (listed below), and can only create an item up to a specified weight limit. Pulling an item from the back is a move equivalent action that provokes an attack of opportunity.

Bag Total Item Market
Bag Weight GP Limit Weight Limit Price
Type I 1 lb 100 gp 10 lb 2500 gp
Type II 2 lb 250 gp 20 lb 5000 gp
Type III 3lb 500 gp 50 lb 10000 gp

When the gp limit for a bag has been exhausted, or if the owner simply wishes to refresh it, he must put the amount in gp that will bring it back up to its maximum value in the bag and have a spell caster capable of creating an adventurer’s bag cast fabricate on it. This restores the bag back to full usefulness. If an item is placed within, the bag will act as a normal sack and its magic will not work until all items are removed from it.
CONSTRUCTION: Craft Wondrous Item, fabricate; Cost: 1250 gp (type I), 2500 gp (type II), 5000 gp (type III)

SMOKING PIPE:

Aura: faint Conjuration (creation) CL: 3rd Slot: none Price: 9720 gp Weight: 1 lb
This item is used to create a cloud around the smoker. Three times per day, a person using the pipe while it is lit can use it to create the effect of obscuring mist. This effect is centered on the smoker and is treated as though cast by a 3rd level caster. In addition, the user may instead expend all three charges at once to create the effects of fog cloud.
CONSTRUCTION: Craft Wondrous Item, obscuring mist, fog cloud Cost: 4860 gp


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I'd also like to say that I've gotten as many good ideas from this thread as I do from the RPG Superstar contest entries.

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Caster's Catalyst
Aura moderate evocation; CL 9th
Slot none; price 500 gp; weight -

Made from extracting and distilling pure magic, this coarse black powder can be used as an additional material component. Doing so increases the spell's DC by 3.

Construction
Requirements Craft Wondrous Item, Spell Focus; Cost 250 gp


CalebTGordan wrote:

Caster's Catalyst

Aura moderate evocation; CL 9th
Slot none; price 500 gp; weight -

Made from extracting and distilling pure magic, this coarse black powder can be used as an additional material component. Doing so increases the spell's DC by 3.

Construction
Requirements Craft Wondrous Item, Spell Focus; Cost 250 gp

How did you come up with the pricing and why does it add +3 instead of +1 like Spell Focus would normally add? Does this stack with Spell Focus or similar feats?

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I based it on the Dweomer’s Essence item in the Pathfinder Society Field Guide. That one adds +5 towards overcoming spell resistance and has Spell Penetration as a requirement. Because Spell Penetration has a +2 bonus, and Spell Focus a +1, I just doubled the bonus and added one like they did with Dweomer's Essence.

I would say that it does stack. I would also say that Dweomer's Essence stacks with Spell Penetration.


CalebTGordan wrote:

I based it on the Dweomer’s Essence item in the Pathfinder Society Field Guide. That one adds +5 towards overcoming spell resistance and has Spell Penetration as a requirement.

I would say that it does stack. I would also say that Dweomer's Essence stacks with Spell Penetration.

Fair enough. It seems way too cheap for what it does though, to me anyway. Spell Penetration doesn't come into play as often as saving throws.


Bob_Loblaw wrote:
CalebTGordan wrote:

I based it on the Dweomer’s Essence item in the Pathfinder Society Field Guide. That one adds +5 towards overcoming spell resistance and has Spell Penetration as a requirement.

I would say that it does stack. I would also say that Dweomer's Essence stacks with Spell Penetration.

Fair enough. It seems way too cheap for what it does though, to me anyway. Spell Penetration doesn't come into play as often as saving throws.

That's because it is way too cheap for what it does.


“Messrs. Moony, Wormtail, Padfoot, and Prongs
Purveyors of Aids to Magical Mischief-Makers
Are proud to present
THE MARAUDER’S MAP”

Back in 3.5 I designed the Maruader’s Map for a party campaign I was playing, called the Righteous Retribution. It was a long campaign, spanning 7 years and made it to level 17… Well, everyone but my character anyway, I was something like 2,000 XP from 17. In it, we re-opened a trade route between Waterdeep and other nations, built a fortress, and a secret Wizard’s Tower hide inside a rock pillar that stood in the middle of a gorge. Anyway, I wanted to create the map for our land to help defend against bandits, monsters, undead etc. It took me a long time, and a lot of work, but I eventually did it, thought it was extremely expensive for our level at the time (I think we were around 7th when I designed it).

Unfortunately, I haven’t figured out how to remake the map, strictly CRB legal, in Pathfinder, but if I wanted to bend the rules, I could. It was mostly legal in 3.5 because of the spell Lay of the Land in the Spell Compendium.

Lay of the Land:
Divination
Level: Ranger 1, Bard 4, Druid 4,
Components: V, S, AF,
Casting Time: 3 rounds
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You instantly gain an overview of the area around you.

Lay of the land gives basic information relevant to major landmarks and well-known places. It indicates the direction and distance to each from the current location. The geographic details are inversely proportionate to the distance you're trying to study from your location. You have a good understanding of the terrain up to 100 miles away, you know general details of large or notable locations or land features up to 500 miles away, and you know only the direction and distance to major features farther away.

Unlike find the path, this spell does not give information on traps, passwords, or impediments to a journey.

I don’t think any such equivalent spell exists in Pathfinder, but I do know that the Autonomous Cartographer does exist, so I will be basing the new Marauder’s Map off that magic item.

”I solemnly swear that I am up to No Good.”

Marauder’s Map
Aura
moderate divination; CL 9th
Slot —; Price 130,000 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
detect secret doors, detect thoughts, detect undead, erase, prestidigitation, prying eyes, Cost 65,000 gp.

Creation 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[/quote 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 Prestidifitation, 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[/quote wrote:
Abilities such as an attack roll bonus orsaving 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 Considerations 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 * 2 = 191,700
191,700 * 0.70 = 134,190 rounded to 130,000 for smexiness.

[Edit] D'oh, forgot the *2 modifier for slotless.

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Cheapy wrote:
Bob_Loblaw wrote:
CalebTGordan wrote:

I based it on the Dweomer’s Essence item in the Pathfinder Society Field Guide. That one adds +5 towards overcoming spell resistance and has Spell Penetration as a requirement.

I would say that it does stack. I would also say that Dweomer's Essence stacks with Spell Penetration.

Fair enough. It seems way too cheap for what it does though, to me anyway. Spell Penetration doesn't come into play as often as saving throws.
That's because it is way too cheap for what it does.

I actually agree, but I am not sure what to price it at. I guess this is a good example of how simply comparing items doesn't always help. To be fair, both Spell Focus and Spell Penetration can be taken at first level, although Spell Focus can only be applied to one school. Maybe the item should be tied to a specific school as well to make it more appropriate for its cost.


CalebTGordan wrote:
Cheapy wrote:
Bob_Loblaw wrote:
CalebTGordan wrote:

I based it on the Dweomer’s Essence item in the Pathfinder Society Field Guide. That one adds +5 towards overcoming spell resistance and has Spell Penetration as a requirement.

I would say that it does stack. I would also say that Dweomer's Essence stacks with Spell Penetration.

Fair enough. It seems way too cheap for what it does though, to me anyway. Spell Penetration doesn't come into play as often as saving throws.
That's because it is way too cheap for what it does.
I actually agree, but I am not sure what to price it at. I guess this is a good example of how simply comparing items doesn't always help. To be fair, both Spell Focus and Spell Penetration can be taken at first level, although Spell Focus can only be applied to one school. Maybe the item should be tied to a specific school as well to make it more appropriate for its cost.

You might consider using a formula of bonus squared * 500 gp. Your item is effectively granting the ability of a feat, by spending additional money for magical reagents. I think feats are often times considered to be priced around 8,000 gp, but this is a consumable item so it's a little weird. I chose that formula as it's half of the Ability Bonus formula, but increasing the DC isn't nearly has good as adding a bonus to your Ability scores. So a +3 item would be 3 * 3 * 500 or 4500 gp. I'd suggest a max increase of +5 to the DC, but that's up to you.

[Edit]Grr, I also forgot to include the feat Craft Wondrous Item in the construction requirements for the Marauder's Map.


Hookshot
Aura moderate evocation; CL 7th
Slot--; Price 75,000 gp* ; Weight 2 lbs

This foot-long rod has a metal tip designed like a spear. It can be used as a club in melee, but its primary use is for movement. By making a ranged touch attack the hookshot sends for a claw or spearhead (chosen by the user at activation) that reaches out to a maximum range of 30 ft. If used against an enemy, the hookshot pulls the user to the enemy in a straight line. Alternatively, the wielder of the hookshot can attempt a bull rush check to drag the enemy to the wielder.

The claw can be used to grab onto objects and either pull the user to the object, or pull the object to the user, while the spearhead can be used to anchor into hard objects (such as stone, wood, metal) and pull the user to the object. The hookshot pulls the user (or enemy) in a straight line and is not affected by gravity while being pulled. This makes the hookshot useful for navigating ravines, gorges and the like, without worrying about following as long as there is space for the one using the hookshot at the arrival location.

Construction
Requirements
Craft Rod, force hook charge; Price 37,500 gp*.

Construction Process:
I used the Command Word formula and the slotless modifier for this item.

CL 7 * SL 3 * 1,800 * 2 = 75,600 gp rounded to 75,000 gp.

*Alternative Price:
I have a wizard who hopes to make this item in a Kingmaker campaign. Unfortunately, Force Hook Charge is a Magus only spell. I could take the +5 DC increase, but I think that price of the item is, plainly, ridiculous for what it does. The alternative I came up with is to create a wizard version of the spell. Now, in looking through the Magus and Wizard spell list, I notice that the Magus gets Wizard spells a level later. A second level Wizard spell is a third level Magus spell. With this in mind, I could drop Force Hook Charge to a second level Wizard spell, and drastically decrease the price. Hell, even keeping it third will drop it by a lot.

A third level wizard version of the hookshot would cost 3 * 5 * 1,800 * 2 or 54,000 gp (27,000 gp to create)
A second level spell version of the hookshot would cost 2 * 3 * 1,800 * 2 or 21,600 gp (10,800 gp to create)

However, this isn’t, necessarily, legal as Force Hook Charge isn’t a wizard spell. But that’s what homerules are for, right?

This item (and the spell used, I think) were, obviously, inspired by the Legend of Zelda games. I was originally going to design the item based off Telekinesis, but then I came across the spell Force Hook Charge, and it was just so perfect, it required very little tinkering.


By the way, Ashiel, you gotta stop making threads that are just plain awesome. You're making us all look bad :P

Don't you dare stop making awesome threads.


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 Wondrous Item, icicle dagger; Price 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.

I think this will be the last post I make for now, I probably should have strung them all together, but the idea didn't occur to me until now. Each of these items I've had in a word document on another compute, but, alas, that one is dead and I have yet to recover the memory, so had to do a little research to re-create.


This is one I'm in the process of making in my current Way of the Wicked game, if anyone's interested - it's not particularly neat in the "what it does" sense, but I thought it was rather thematic.

Hell's Reach
Aura: Faint varied CL: 1
Slot: Hand(s) Price: 3,150 gp Weight: 1.5 lbs.

Description: This peculiar piece of jewelry fits around the wearer's hand. It bears a large, round crimson gem at the palm, set in gold that wraps around the outside edge of the palm to the back of the hand, sweeping down to a matching bracelet, the entire thing able to bend, somehow, though it doesn't appear to have any actual joints.

On command, the gem flares with a hellish red light (shedding light as a torch for up to 1 minute or until it is used to attack a target), and can either be touched to a target's body (a melee touch attack dealing 1d6+1 fire damage) or pointed at a target within 120 ft., which causes the hellfire to leap from the gem to sear the target (a ranged touch attack dealing 1d6+1 fire damage). The item may also be used to imbue a target with the healing ability of a devil, granting the target fast healing 1 for 1 minute. This second ability may be used a maximum of 5 times per day. Both command words are always spoken in Infernal.

Hell's Reach bestows one permanent negative level on any non-evil creature attempting to wear it. The negative level remains as long as the item is worn and disappears when it is removed. This negative level cannot be overcome in any way (including by restoration spells) while the item is worn.

Construction Requirements:
Craft Wondrous Items; Produce Flame, Infernal Healing, creator must be evil Cost:1,575 gp

Breakdown:
It's a command word item of infernal healing 5/day and produce flame (mechanically, if not exactly the same flavor) at will restricted to evil characters: ((1 x 1 x 1800) + ((1 x 1 x 1800) x1.5) x 0.7). Eventually, it will have more fire and fiend-type spells and effects added as well


My turn! I think that the cost may be a tad high, due to not shaving enough off for the circumstances of use. I think it's a nifty adventuring tool, though :D

Traveler's Bindle

Aura faint transmutation; CL 1st
Slot -; Price 1780 gp; Weight -.
---------------------------------------------------------------------
This square of cloth appears to be made of modest cloth bearing a simple pattern. When a waterskin and up to
three smaller cloth bundles of nuts, berries, or grain are wrapped in the Bindle and the whole carried for a
full day of travel, come the next morning, the bearer finds the waterskin filled and the bundles of simple
food transformed such that each becomes filling enough to feed a creature of Medium or smaller size for a full day.
---------------------------------------------------------------------
Requirements Craft Wondrous Item, Create Water, Abstemiousness; Cost 890 gp

Item Breakdown:

Use-activated Create Water 1/day + use-activated Abstemiousness 3/day; I assessed a -10% reduction in cost due to the special circumstances associated with use (i.e., the spell not taking effect immediately and the travel requirement):
Abstemiousness: 2,000gp x 1 (1st level spell) x 1/3 (3/day) - 10%: 600gp
Create Water: 2,000gp x 1/2 (0th level spell) x 1/5 (1/day) - 10% x 1.5 (second ability): 290gp

Total cost to create: 890gp

As you can probably tell, I was inspired by old-timey cartoon hobos.


Second Skin Bracers
Aura: Moderate transmutation CL: 10
Slot: Wrists Price: 40,000 gp Weight: 1 lb.

Description: When both pairs of bracers are worn together, the wearer of these bracers is completely unhindered by any worn armor, as if under the effect of the Effortless Armor spell cast by a 10th level spell caster (armor no longer hinders movement speed and the wearer's Armor Check Penalty decreases by 3).

Construction Requirements:
Craft Wondrous Items; Effortless Armor Cost:20,000 gp

I'm pretty sure I got everything correct.

I really like heavy-armor classes, but I also really like the Fighter's Armor Training class feature, and I felt it kinda sucked that I couldn't really get something similar to use for any other class that could wear heavy armor. So earlier today, I tossed this together so that other heavy-armor wearing classes could negate the Armor Check and movement speed penalty imposed by heavy armor.

Item Breakdown

Spoiler:
Effortless Armor: SL 2 x CL 10 x 2000 gp = 40,000 gp cost


DrowVampyre wrote:

This is one I'm in the process of making in my current Way of the Wicked game, if anyone's interested - it's not particularly neat in the "what it does" sense, but I thought it was rather thematic.

Hell's Reach
Aura: Faint varied CL: 1
Slot: Hand(s) Price: 3,150 gp Weight: 1.5 lbs.

Description: This peculiar piece of jewelry fits around the wearer's hand. It bears a large, round crimson gem at the palm, set in gold that wraps around the outside edge of the palm to the back of the hand, sweeping down to a matching bracelet, the entire thing able to bend, somehow, though it doesn't appear to have any actual joints.

On command, the gem flares with a hellish red light (shedding light as a torch for up to 1 minute or until it is used to attack a target), and can either be touched to a target's body (a melee touch attack dealing 1d6+1 fire damage) or pointed at a target within 120 ft., which causes the hellfire to leap from the gem to sear the target (a ranged touch attack dealing 1d6+1 fire damage). The item may also be used to imbue a target with the healing ability of a devil, granting the target fast healing 1 for 1 minute. This second ability may be used a maximum of 5 times per day. Both command words are always spoken in Infernal.

Hell's Reach bestows one permanent negative level on any non-evil creature attempting to wear it. The negative level remains as long as the item is worn and disappears when it is removed. This negative level cannot be overcome in any way (including by restoration spells) while the item is worn.

Construction Requirements:
Craft Wondrous Items; Produce Flame, Infernal Healing, creator must be evil Cost:1,575 gp

** spoiler omitted **...

I really like this item. I can just imagine someone wearing two of them, and boots of levitation. Talk about intimidation. First their hands are encased in fire, then they rise off the floor as they enter their evil monologue. That's how you take control of a tribe of goblins/kobolds/orcs/mooks.

Hmm, I wonder if one could use a continuous version produce flame in each hand on a monk and make a flurry of blows? This would make each attack a touch attack... I don't think a GM would allow it, but it's food for though.


Harrison wrote:

Second Skin Bracers

Aura: Moderate transmutation CL: 10
Slot: Wrists Price: 40,000 gp Weight: 1 lb.

Description: When both pairs of bracers are worn together, the wearer of these bracers is completely unhindered by any worn armor, as if under the effect of the Effortless Armor spell cast by a 10th level spell caster (armor no longer hinders movement speed and the wearer's Armor Check Penalty decreases by 3).

Construction Requirements:
Craft Wondrous Items; Effortless Armor Cost:20,000 gp

I'm pretty sure I got everything correct.

I really like heavy-armor classes, but I also really like the Fighter's Armor Training class feature, and I felt it kinda sucked that I couldn't really get something similar to use for any other class that could wear heavy armor. So earlier today, I tossed this together so that other heavy-armor wearing classes could negate the Armor Check and movement speed penalty imposed by heavy armor.

Item Breakdown
** spoiler omitted **

Unfortunately, this isn't correct. You forgot about the *2 multiple for minutes per level when crafting continuous items. It's under the Estimating Magic Items Table in the fine print. Click here and scroll down. Under the table in fine print is bullet point number 2 that states:

Price Modifiers wrote:
If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half.

Your item is using a spell measured in minutes per level, so the total price would be further multiplied by 2. The actual priced of your bracers would be 80,000 gp.


Tels wrote:

I really like this item. I can just imagine someone wearing two of them, and boots of levitation. Talk about intimidation. First their hands are encased in fire, then they rise off the floor as they enter their evil monologue. That's how you take control of a tribe of goblins/kobolds/orcs/mooks.

Hmm, I wonder if one could use a continuous version produce flame in each hand on a monk and make a flurry of blows? This would make each attack a touch attack... I don't think a GM would allow it, but it's food for though.

Thanks. ^_^ You could also do it with gauntlets instead of the jewelry (the character that has them in my campaign is a vain elven diabolist, so jewelry fit for her), and make the gauntlets part of a set of magical full plate, and the boots of levitation as well, and then color the thing red and gold and you'd have an eeeeeeevil Iron Man. ^_-


TheMightyTeebs wrote:

My turn! I think that the cost may be a tad high, due to not shaving enough off for the circumstances of use. I think it's a nifty adventuring tool, though :D

Traveler's Bindle

Aura faint transmutation; CL 1st
Slot -; Price 1780 gp; Weight -.
---------------------------------------------------------------------
This square of cloth appears to be made of modest cloth bearing a simple pattern. When a waterskin and up to
three smaller cloth bundles of nuts, berries, or grain are wrapped in the Bindle and the whole carried for a
full day of travel, come the next morning, the bearer finds the waterskin filled and the bundles of simple
food transformed such that each becomes filling enough to feed a creature of Medium or smaller size for a full day.
---------------------------------------------------------------------
Requirements Craft Wondrous Item, Create Water, Abstemiousness; Cost 890 gp

Item Breakdown:
Use-activated Create Water 1/day + use-activated Abstemiousness 3/day; I assessed a -10% reduction in cost due to the special circumstances associated with use (i.e., the spell not taking effect immediately and the travel requirement):
Abstemiousness: 2,000gp x 1 (1st level spell) x 1/3 (3/day) - 10%: 600gp
Create Water: 2,000gp x 1/2 (0th level spell) x 1/5 (1/day) - 10% x 1.5 (second ability): 290gp
Total cost to create: 890gp

As you can probably tell, I was inspired by old-timey cartoon hobos.

I don't thin the math here was not done correctly.
  • The 10% reduction in price is applied after the total price is determined, not mid calculation per ability.
  • The Multiple Different Abilities wasn't applied right.
  • The charges per day was not done correctly.
  • The table gives a guideline on determining the market price, not the cost to create. The cost to create the item is half the market price.

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

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.

Your item is slotless, meaning it doesn't take up space on a character body. According to the Multiple Different Abilities guideline, different abilities are simply added together, but if they take up a slot on the body, they have an additional 50% increase in price.

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

Charges per day states: "Divide by (5 divided by charges per day)". Which means divide your ability by the result of 5 divided by the number of charges per day. So if you have 3 charges in a day, you divide that ability by (5/3 = 1.66).

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

So the end result calculations should look like:

Abstemiousness: (1 * 1 * 2,000)/1.66 = 1,204
Create Water: 1 * .5 * 2,000)/5 = 400 gp
(1,204 + 400).9 = 1,443.6 ~ 1,445.
Total market price: 1,445 gp
Total cost to create: 722.5

Now, I could be wrong, but I don't think I am. I hope someone else can check this over. Magic Item Creation is a beast of a section with multipliers and reducers hidden all over the place. It's a confusing maze with no step-by-step how to guide that sometimes relies on gut feelings and instincts. It takes a long time and a lot of practice to get used to it, but everyone gets there eventually. Myself, it took me many hours across many days and many weeks of creating items and verifying them across several boards and peers before I found myself in a comfortable place that I mostly get things right on the first try.

Dark Archive

Tels wrote:

Slotless only applies for things that give benefits to the wearer, like ioun stones. This thing transforms food. It's not the same, and shouldn't be considered the same way as an ioun stone.


Mergy wrote:
Tels wrote:
Slotless only applies for things that give benefits to the wearer, like ioun stones. This thing transforms food. It's not the same, and shouldn't be considered the same way as an ioun stone.

As far as I know, anything that doesn't take up a slot, is supposed to have the *2 multiplier. I've never really tried to reverse engineer anything in the books that doesn't take up a slot, so I cant say for certain. However, this is supposed to be a CRB legal thread, so we should try to adhere to what the CRB says as close as possible. Since it says any slotless item should have their cost doubled, then that is what we need to do.

But, for the record, I agree. This item is more flavor, than mandatory, and fairly cool in my opinion.


DrowVampyre wrote:
Tels wrote:

I really like this item. I can just imagine someone wearing two of them, and boots of levitation. Talk about intimidation. First their hands are encased in fire, then they rise off the floor as they enter their evil monologue. That's how you take control of a tribe of goblins/kobolds/orcs/mooks.

Hmm, I wonder if one could use a continuous version produce flame in each hand on a monk and make a flurry of blows? This would make each attack a touch attack... I don't think a GM would allow it, but it's food for though.

Thanks. ^_^ You could also do it with gauntlets instead of the jewelry (the character that has them in my campaign is a vain elven diabolist, so jewelry fit for her), and make the gauntlets part of a set of magical full plate, and the boots of levitation as well, and then color the thing red and gold and you'd have an eeeeeeevil Iron Man. ^_-

The thought did occur to me :P

Hmm, Produce Flame Gauntlets, Wind Walk full plate, Methinks maybe.. Empowered Scorchin Ray chest piece?

It would be veeeery expensive, but Tony Stark could afford it :P

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

Tels wrote:
Mergy wrote:
Tels wrote:
Slotless only applies for things that give benefits to the wearer, like ioun stones. This thing transforms food. It's not the same, and shouldn't be considered the same way as an ioun stone.

As far as I know, anything that doesn't take up a slot, is supposed to have the *2 multiplier. I've never really tried to reverse engineer anything in the books that doesn't take up a slot, so I cant say for certain. However, this is supposed to be a CRB legal thread, so we should try to adhere to what the CRB says as close as possible. Since it says any slotless item should have their cost doubled, then that is what we need to do.

But, for the record, I agree. This item is more flavor, than mandatory, and fairly cool in my opinion.

Mergy is correct. Reverse engineer an the Lantern of Revealing to see that the x2 isn't applied to all slotless items.

Dark Archive

Tels wrote:
Mergy wrote:
Tels wrote:
Slotless only applies for things that give benefits to the wearer, like ioun stones. This thing transforms food. It's not the same, and shouldn't be considered the same way as an ioun stone.

As far as I know, anything that doesn't take up a slot, is supposed to have the *2 multiplier. I've never really tried to reverse engineer anything in the books that doesn't take up a slot, so I cant say for certain. However, this is supposed to be a CRB legal thread, so we should try to adhere to what the CRB says as close as possible. Since it says any slotless item should have their cost doubled, then that is what we need to do.

But, for the record, I agree. This item is more flavor, than mandatory, and fairly cool in my opinion.

Slotless continuous items are doubled; I would view this item less as a continuous than as a 3/day abstemiousness and 1/day create water that has a long cast time.


Tels wrote:
I don't thin the math here was not done correctly.

Yeah, I completely misread that section; the dangers of attempting mental activity before the coffee has had time to penetrate the brain; I'd be tempted to just call it 750/1500gp and call it a day so that nobody's carrying around a half gp that they can't spend on anything.

Tels wrote:
This item is more flavor, than mandatory, and fairly cool in my opinion.

Hoorayz someone loves me :D


Ever felt like that henchman torch-bearer could be more useful..?

ARCHON'S LANTERN
Aura faint evocation; CL 7th
Slot none; Price 54320 gp; Weight 2 lbs.
DESCRIPTION
These golden lanterns operates as a hooded lantern. The light from an Archon's Lantern is never extinguished, though it can be shaded. If held by a good character, that character may, as a standard action, unleash a beam of holy light against an opponent. This beam is a ranged touch attack with a maximum range of 30 feet, and deals 3d8 damage. An Archon's Lantern is good, and any evil character attempting to wield it gains a negative level. This negative level remains as long as the lantern is in hand and disappears when the lantern is no longer wielded. This negative level never results in actual level loss, but cannot be overcome in any way (including restoration spells) while the lantern is wielded.
CONSTRUCTION
Requirements Craft Wondrous Item, light, searing light; Cost 27160 gp

Item Breakdown:
Continuous light spell 1/2 * 1 * 2000 gp = 1000 gp
+ Command word searing light spell 3 * 7 * 1800 gp = 37800 gp
= 38800 gp
Alignment restricted 38800 gp - 30%
= 27160 gp


CalebTGordan wrote:
Tels wrote:
Mergy wrote:
Tels wrote:
Slotless only applies for things that give benefits to the wearer, like ioun stones. This thing transforms food. It's not the same, and shouldn't be considered the same way as an ioun stone.

As far as I know, anything that doesn't take up a slot, is supposed to have the *2 multiplier. I've never really tried to reverse engineer anything in the books that doesn't take up a slot, so I cant say for certain. However, this is supposed to be a CRB legal thread, so we should try to adhere to what the CRB says as close as possible. Since it says any slotless item should have their cost doubled, then that is what we need to do.

But, for the record, I agree. This item is more flavor, than mandatory, and fairly cool in my opinion.

Mergy is correct. Reverse engineer an the Lantern of Revealing to see that the x2 isn't applied to all slotless items.

Considering the Lantern of Revealing also does not include the *2 modifier for being a continuous 1 minuter per level item, I don't think that is a good example. If one were to build the Lantern of Revealing within the rules, it would cost 120,000 gp (5 * 3 * 2,000 * 2 * 2 = 120,000)

Mergy wrote:
Tels wrote:
Mergy wrote:
Tels wrote:
Slotless only applies for things that give benefits to the wearer, like ioun stones. This thing transforms food. It's not the same, and shouldn't be considered the same way as an ioun stone.

As far as I know, anything that doesn't take up a slot, is supposed to have the *2 multiplier. I've never really tried to reverse engineer anything in the books that doesn't take up a slot, so I cant say for certain. However, this is supposed to be a CRB legal thread, so we should try to adhere to what the CRB says as close as possible. Since it says any slotless item should have their cost doubled, then that is what we need to do.

But, for the record, I agree. This item is more flavor, than mandatory, and fairly cool in my opinion.

Slotless continuous items are doubled; I would view this item less as a continuous than as a 3/day abstemiousness and 1/day create water that has a long cast time.

I really don't want to start on argument, but I'm going to say exactly what I have said before. The Magic Item Creation rules clearly state that an item that does not occupy a slot, regardless of whether or not it is continuous, has it's price doubled. It's not a modifier that only applies to use activated/continuous items like the modifiers for spell duration, it simply applies to all items.

However, I did spend some time trying to reverse engineer several items that are slotless, and I will admit that most of them, regardless of their function, do not include the *2 multiplier in their calculations. Hell, many of them don't include the multiplier for spell duration either.

So I have no idea what to make of it. It's entirely possible that the designers decided they'd only follow the rules when they felt like it, but that's not something we really get in this thread. The point of this thread is to make items that are, as rules legal as possible. I've never seen any rule that states the *2 for slotless only applies to items that give a benefit to the user, but it does seem implied by the fact that the designers only seem to have applied that rule to Ioun Stones.

If Ashiel is fine with posting items that aren't strictly legal, then I'm all for ignoring the slotless multiplier (I hate it, it always makes items way too expensive for their worth), and I have a few ideas I've been kicking around forever that never saw the light of day because they became too expensive from modifiers.


"Slotless" is for items that would normally have a slot. A lantern does not take up a slot. A belt does. So when creating the item, look to see if it should take up a body slot. If so, and you want to make it slotless, double the cost. If it doesn't, then don't double the cost.


Bob_Loblaw wrote:
"Slotless" is for items that would normally have a slot. A lantern does not take up a slot. A belt does. So when creating the item, look to see if it should take up a body slot. If so, and you want to make it slotless, double the cost. If it doesn't, then don't double the cost.

Is that some clarification or ruling that was made, because I've never seen that posted before, and I used to post items on 5 different forums, including the Wizards of the Coast forums.


Only items that have slots can be slotless. The only time an item would have a slot is if it takes up space on the body. I can't see any other way to interpret it.


There was some discussion of this earlier in this thread. For the most part, the slotless multiplier seems to only be applied to buff-type items, whereas things like lights and food-creation items (etc) don't get multiplied.

(BTW, it's easier to multiply by uses/5 than to divide by 5/uses. I have no idea why they wrote it that way.)

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