Seeking Comments on New Magic Items


Homebrew and House Rules


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I've been working on some low-level items based on the magic item creation rules in order to fill out the magic item list for low level characters. I would appreciate any comments or suggestions people have.

http://www.4shared.com/file/gfDpy_1R/Pathfinder_Magic_Items.html


Adding spoiler text so you don't have to click offsite.

Magic Items:

AMULET OF DIVINE AID
Aura faint enchantment; CL 3rd
Slot neck; Price 2,425 gp; Weight -
DESCRIPTION
This amulet is crafted with the symbol a deity. It acts as a holy symbol of that deity. Once per day as a standard action, the wearer may grasp the amulet to gain a +1 morale bonus on attack rolls and saves against fear effects and 1d8+3 temporary hit points. The bonuses and the temporary hit points last for 3 minutes.
CONSTRUCTION
Requirements Craft Wondrous Item, aid; Cost 1,225 gp

APPRENTICE PALADIN’S BLADE
Aura faint necromancy; CL 5th
Slot -; Price 3,915 gp; Weight 4 lbs.
DESCRIPTION
The wielder of this +1 longsword can create a cure light wounds effect three times per day and a remove fear effect once per day each at caster level 1 by touching the flat of the blade to the target as a standard action that provokes attacks of opportunity. Alternatively, the cure light wounds effect may be used on an undead creature just struck by the blade as a free action (DC 11).
CONSTRUCTION
Requirements Craft Magic Arms and Armor, cure light wounds, remove fear; Cost 2,115 gp

BLESSED SLING POUCH
Aura faint transmutation; CL 1st
Slot -; Price 2,500 gp; Weight 1 lb.
DESCRIPTION
Favored by Halfling clerics, this magical pouch holds up to 10 sling bullets or stones. It grants ammunition stored in it the effects of the magic stone spell.
CONSTRUCTION
Requirements Craft Wondrous Item, magic stone; Cost 1,250 gp

BOOTS OF THE ACROBAT
Aura faint transmutation; CL 1st
Slot feet; Price 400 gp; Weight 1 lb.
DESCRIPTION
These boots grant the wearer a +10 enhancement bonus on an Acrobatics checks made to attempt a high jumps or long jump. The boots function 10 times per day and require no action to activate.
CONSTRUCTION
Requirements Craft Wondrous Item, jump; Cost 200 gp

BOOTS OF GRACE
Aura faint transmutation; CL 3rd
Slot feet; Price 1,600 gp; Weight 1 lb.
DESCRIPTION
The wearer of these boots may move without provoking attacks of opportunity for one round each day.
CONSTRUCTION
Requirements Craft Wondrous Item, grace; Cost 800 gp

BOOTS OF THE SURE FOOTING
Aura faint transmutation; CL 1st
Slot feet; Price 3,000 gp; Weight 1 lb.
DESCRIPTION
The wearer of these boots ignores the adverse movement effects of difficult terrain, and can take 5-foot steps in difficult terrain.
CONSTRUCTION
Requirements Craft Wondrous Item, feather step; Cost 1,500 gp
CLOAK OF THE APPRENTICE THIEF
Aura faint abjuration; CL 1st
Slot shoulders; Price 1,800 gp; Weight 1 lb.
DESCRIPTION
This cloak grants the wearer a +2 competence bonus on Stealth checks. Three times per day as a swift action the wearer may become invisible for 1 round as if through the vanish spell.
CONSTRUCTION
Requirements Craft Wondrous Item, vanish; Cost 900 gp

CLOAK OF THE TRAVELER
Aura faint abjuration; CL 1st
Slot shoulders; Price 1,000 gp; Weight 1 lb.
DESCRIPTION
The wearer of this cloak suffers no harm from being a hot or cold environment and can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves as if under the effects of the endure elements spell.
CONSTRUCTION
Requirements Craft Wondrous Item, endure elements; Cost 500 gp

EVERLASTING WATERSKIN
Aura faint conjuration; CL 1st
Slot shoulders; Price 200 gp; Weight 4 lbs.
DESCRIPTION
This waterskin constantly refills itself with fresh water. It can produce a total of up to 2 gallons of water per day.
CONSTRUCTION
Requirements Craft Wondrous Item, create water; Cost 100 gp

FEARSOME HELM
Aura faint necromancy; CL 3rd
Slot head; Price 1,000 gp; Weight 1 lb.
DESCRIPTION
This helm grants the wearer a +2 competence bonus on Intimidate checks. Additionally, once per day as a standard action the wearer may activate a cause fear effect as a spell-like ability (DC 11).
CONSTRUCTION
Requirements Craft Wondrous Item, cause fear; Cost 500 gp

GIANT’S BELT
Aura faint transmutation; CL 3rd
Slot shoulders; Price 4,600 gp; Weight 1 lb.
DESCRIPTION
This belt grants the wearer a +2 enhancement bonus to Strength. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. Once per day as a standard action that does not provoke attacks of opportunity the wearer may activate an enlarge person effect on himself. This effect lasts for 1 minute.
CONSTRUCTION
Requirements Craft Wondrous Item, enlarge person, bull’s strength; Cost 2,300 gp

GLOVES OF ICY DEATH
Aura faint necromancy; CL 3rd
Slot hands; Price 1,200 gp; Weight 1 lb.
DESCRIPTION
Three times per day the wearer of these gloves may make a melee touch attack that deals 1d6 points of negative energy damage. The touched creature also must make a DC 11 Fortitude saving throw or take 1 point of Strength damage. Undead creatures are immune to both effects, but instead must make a DC 11 Will saving throw or flee as if panicked for 1d4+3 rounds.
CONSTRUCTION
Requirements Craft Wondrous Item, chill touch; Cost 600 gp

PHYLACTERY OF MINOR HEALING
Aura faint necromancy; CL 1st
Slot headband; Price 800 gp; Weight -
DESCRIPTION
This headband contains a small leather boxes which contains a pair of scrolls inscribed with holy verses of a deity. Two times per day the wearer may activate cure light wounds (1d8+1 hit points; DC 11 Fortitude save) as a spell-like ability.
CONSTRUCTION
Requirements Craft Wondrous Item, cure light wounds; Cost 400 gp

RESTFUL BEDROLL
Aura faint transmutation; CL 1st
Slot - ; Price 1,000 gp; Weight 5 lbs.
DESCRIPTION
This magical bedroll is exceedingly comfortable and allows one more restful and rejuvenating sleep than normal. If someone sleeps on the bedroll for eight hours, he regains hit points as if he had undergone a full day of bed rest (regaining twice his character level in hit points). If he completes a full day's rest, he regains three times his character level in hit points.
CONSTRUCTION
Requirements Craft Wondrous Item, restful sleep; Cost 500 gp

RING OF UNDETECTABLE ALIGNMENT
Aura faint abjuration; CL 1st
Slot ring ; Price 1,000 gp; Weight -
DESCRIPTION
The wearer of this ring is constantly under the effect of an undetectable alignment spell.
CONSTRUCTION
Requirements Craft Wondrous Item, undetectable alignment; Cost 500 gp

ROBE OF THE APPRENTICE NECROMANCER
Aura faint varied; CL 3rd
Slot body; Price 3,900 gp; Weight -
DESCRIPTION
This heavy black robe gives a +1 resistance bonus to all saving throws. Additionally, once per day as a standard action the wearer may activate the robe to gain 1d10+3 temporary hit points. These temporary hit points last 3 hours.
CONSTRUCTION
Requirements Craft Wondrous Item, resistance, false life; Cost 1,950 gp


APPRENTICE PALADIN’S BLADE
I don't see why this provokes an AoO. The cure spell is being cast by the blade, not by the user, so no V/S actions that would normally provoke the AoO. For all intents and purposes, this weapon is a Spell-Storing longsword that recharges every 24 hours. Spell storing does not provoke AoO's.

BLESSED SLING POUCH
Reloading the pouch is a ____ action (move?) that provokes AoO's. Ammo has to be in the pouch for ____ (time) before the spell effects it.

BOOTS OF GRACE
Activation is a... standard action?

BOOTS OF THE SURE FOOTING
This seems like it should be more expensive. There's a cleric domain ability that grants this type of movement for a finite amount of time. Also, you should indicate if the boots work on magically-created difficult terrain (most freedom of movement effects don't).

CLOAK OF THE APPRENTICE THIEF
The math is almost sound. Activation as a swift action is essentially using the Quicken metamagic feat on the spell (and using the cloak doesn't prove AoO's...), so the spell level is +4, which raises the CL to 9.
Vanish--> (5x9x2000)/(5/3)=54000
stealth--> (2*2)*100=400, multiply by 1.5 to add 2nd ability --> 600
Total cost is 54600. If you change the vanish activation to a standard action, your 1800 cost would fit. Otherwise, the cost goes up (as would the # of rounds that vanish lasts for, since the CL would have to go up)

CLOAK OF THE TRAVELER
Math is correct, but it just seems powerful...


Thanks for the comments. I appreciate your analysis

I agree with your comment on Paladin's Blade.

I think probably move action to refill the pouch is good, and since its priced as a continuous effect probably one round is enough for the magic to work.

I think Boots of Grace should be a swift action. Core has examples of boots that work this way (Boots of Speed). I think this makes sense for boots based on the this from the PRD:

"Unless stated otherwise, activating a use-activated magic item is either a standard action or not an action at all and does not provoke attacks of opportunity, unless the use involves performing an action that provokes an attack of opportunity in itself. If the use of the item takes time before a magical effect occurs, then use activation is a standard action. If the item's activation is subsumed in its use and takes no extra time use, activation is not an action at all."

You're probably right for the Thief's Cloak being too good, though I don't think that adding Quicken for use-activated items with instant magic effects where the activation "is subsumed in its use" is necessary. Though thematically for a cloak this is a little hazier than movement effects just working on boots. I'm trying to find a sweet spot between cost and not too powerful for a rogue item of this nature. Maybe a swift Blur effect?

Boots of Sure Footing may be too good. I think its costed correctly off of Feather Step, but some spells aren't meant to transfer to magic items that way. Maybe the same for Cloak of the Traveler.


I like these items overall, but the pricing seems off on most of them.


Lathiira wrote:
I like these items overall, but the pricing seems off on most of them.

Too high or too low?


OologahQ wrote:
Lathiira wrote:
I like these items overall, but the pricing seems off on most of them.
Too high or too low?

Too low for a few, on second look. I know pricing isn't an exact science on the best of days, but some seem to be low. Fearsome helm, phylactery of minor healing, and ring of undetectable alignment are what I'm thinking about. Mind you, I'm not going to number-crunch these, because I believe an item should be priced to sell, so to speak.

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