Question about price of a magic item


Homebrew and House Rules


Hey everyone I have a question.

Of what value would a magic item be if it gave the bearer a domain power of a cleric? It would be a first level power that could be activated a number of times per day equal to the bearers level. I really have no idea how to rank this ability and any help would be appreciated.


ofstatic wrote:

Hey everyone I have a question.

Of what value would a magic item be if it gave the bearer a domain power of a cleric? It would be a first level power that could be activated a number of times per day equal to the bearers level. I really have no idea how to rank this ability and any help would be appreciated.

That bolded part may be very overpowered if it's high enough level and the proper domain. Could you imagine giving somebody the Luck Domain ability 16 times a day? That's absolutely insane.

Plus, that's up to you (or the DM, if you aren't it) to determine the cost. Technically, you can't really infuse a weapon with the powers of a Domain; however, there are also special weapons that have properties that can't be given to any generic weapon, and they have a price tag on them.

If there is a Magic Weapon Price Tag calculator for something like that, I wouldn't know where it is, or what it generally costs. There are some pre-set items in other books that (might) include Domain Powers. I'd look into those first before I start delving on your own.


The price isn't going to be a generic "Domain powers cost X" type thing. Its going to be a specific look at what the power does and what level you want it done at and then price it accordingly.

Domain powers are not even remotely the same level in power and one price would definately not fit them all.

-S


I was looking specifically at the oceans domain ability. I ran the PCs through a beefed up version of Master of the Fallen Fortress and wanted to make the shield emblazoned with a dolphin they found magical.

The shield is going to a dwarven fighter in the party. I was thinking about water breathing or water walk for a few rounds a day. Maybe fire resistance coupled with electricity vulnerability. I thought the ocean domain ability would be a unique and more memorable item.

If anyone wants to offer a suggestion to the magical quality of the dolphin shield.

The party is level 2 going on 3.

Edit: As for the number of times per day I was looking at the modifier for CMB rather than the actual times per day given. Thus the seemingly overpowered item.


Ocean domain is spells (use-activated once per day spell ability for each spell, in the standard rules) a free bonus feat (also in the standard rules) and the ability to give a +2 to other people's saves vs. getting seasick or something (call it free because who honestly cares?) and all modified by "special requirement, appropriate hit dice"

That is, if you're using existing rules.

Personally, I would make it super-duper bouyant (floats up to 500 pounds, let's say 1k price-tag) and have the potential (either through questing for it's missing gemstones or something or sacrificing expensive materials/XP to "charge it up") to activate further dormant magical abilities. I am already imagining a dwarf surfing on his big metal shield, magically controlling the wave he's surfing on to propel him into whatever beastie he's attacking.

Also I'd make it shock resist, because electric eels. But that's just me.


Pathfinder Starfinder Roleplaying Game Subscriber

Honestly, in terms of power level, the Oceans domain ability is pretty weak. It provides a standard action to initiate a bull rush or drag. Your fighter can already take a standard action to do those things, and do them better. While it will be weak for the fighter, it would be pretty potent in the hands of a cleric or other 3/4 bab class. I'd suggest giving it a set amount of uses per day, probably 2 or 3, rather than tying it to a wisdom modifier. But for pricing, maybe +3000gp for the modifier (in addition to whatever the cost of the magic shield is).


I would price the item similar to an Item with Hydrolic push. The problem is Your item will a) have alot of uses at some point and b) presumably its CL is going up.

Anyhow i would price the item Similar to a Mid-level wand of Hydrolic Push Then add a bit extra to the cost to Cover the fact that the char will be able to use it fro their whole career. If the CL of the item isnt going to change based on the wielder then just base it on a same level wand of Hydrolic push.

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