Magical Tools


Rules Questions


Weapons & Armor get to add up to a +5 magic bonus. So I'm curious as to why masterwork tools (such as Thieves Tools) aren't readily available.

How much do you think it should cost to create magical tools?


Maul of the Titans was a great magical tool...

I like the idea of picks that get bonuses due to magic
I also think "picks of dancing" might be useful...

If you use the base for creating a weapon of that type and keep the costs the same.

I am assuming that each component of the kit will have the same bonus...+1, +_2, etc...

I think the reasoning is somewhere in the knock spell and scrolls.

Persons who play Rogues (PWPRs) realize the utility of skills over spells and would probably develop these.

The reasoning seems sound. I had not thought before but a +1, +2, etc holy symbol might be equally unusual...


I didn't post earlier b/c I thought this thread was for bashing spellcasters...


Twin Agate Dragons wrote:

Weapons & Armor get to add up to a +5 magic bonus. So I'm curious as to why masterwork tools (such as Thieves Tools) aren't readily available.

How much do you think it should cost to create magical tools?

The magic item creation rules recommend bonus^2x100gp for competence bonus to skills. You normally see this in elven cloak/boots and the like, but there is nothing stopping you from making a custom set of thieve's tools +5 for 2,500gp (except your GM)

Sovereign Court

Actually thieves tools are available.

Vest of Escape
Aura faint conjuration and transmutation; CL 4th
Slot chest; Price 5,200 gp
DESCRIPTION:
Hidden within secret pockets of this simple silk vest are magic lockpicks that provide a +4 competence bonus on Disable Device checks. The vest also grants its wearer a +6 competence bonus on Escape Artist checks.


For more ideas, look at those items granting their user a bonus in some skills, and use the rules to create tools with a bonus on Disable Device.


Just a general note when pricing skill items. Not all skills are created equal. If you look at the various items printed in various products, there seems to be a pretty steep discount for "non-combat" skills. Alchemy bonus items, for example, seem to cost more, while knowledge items tend to cost less.

Sovereign Court

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Love this idea and have suggested it before myself. Two things came up in prior discussions - 1) that there has been as +2 holy symbol or something similar in one of the adventures. It wasn't named that simply, but that's basically what it was. Unfortunately I can't remember which adventure. And 2) that we might see something along these lines in the Adventure Gear book. Probably not +1 - +5, but at least a few enchanted tools and holy symbols. Cross your fingers.


back in 2.0 and possibly 3.0 had a holy symbol that anyone could use that was effectivly a 4th level cleric....

That might be worth a look see...

Dark Archive RPG Superstar Season 9 Top 32

Magical hammers, magical plows, magical healing kits and magical knitting needles all make sense... if a person is willing to spend the time and materials to make them. This falls outside the game mechanic. The reason few people get into this (I have at times), is because it's not very exciting stuff, generally. I say, make up your own magic tools as they fit your campaign. Have fun!

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