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


Homebrew and House Rules

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Ashiel wrote:
Also, to show why I think you're drastically over estimating the value of the item is because you say it should be 20,000 or 40,000 gp. An actual ring of invisibility in the book that allows you to be invisible infinitely is only 20,000 gp.

A ring of invisibility cannot be activated as a free action. It takes a standard action. It might only last 3 minutes as well (though that is debatable).

The free action in particular is what clenches it for me. Messing with the power of action economy is a BIG deal.

No one would EVER take a ring of invisibility if they could use your cloak! For the purposes of combat, the cloak is SO much more desirable. Correct me if I'm wrong, but isn't that a big no no when it comes to magic item design? When one invalidates another, and is cheaper?

I might make the cloak 20,000 in my games, like the ring of invisibility, with the caveat that the ring does have unlimited duration (else why bother with it).


TarkXT wrote:

I tend make a great deal use out of the rules. Admittedly however it's not so much because of my games as much as it's I hate the idea of them getting stuff for free.

That's right mr. paladin. You can have all the +5 vorpal swords you want....just let me add a template or two here.

Haha, nice. :P

I'm something of a fan of having really nice gear be found as part of the adventure as well. I mean the core rulebook basically caps out at +2 weapons, +3 armors, +4 resistance or stat items, and so forth when it comes to what you can easily find on the market based on the item buying guidelines (the gamemastery guide gives some mods for this, but in a standard game the above is true).

So all the really sweet stuff is either A) crafted, B) crafted for you (expect a quest), or C) found.

Most of my players get their gear off their enemies. They keep a list for potions and consumables they grab from fallen enemies, and when they pry a particularly cool item from an NPC then they often already have a great idea as to how to use it. Using the "overpowered cloak" as an example, they might grab it from a ranger who has been harrying them for a while with skirmish tactics, so when they grab the cloak from the ranger they already have an idea as to how it might be used effectively.

Most of my NPCs are good and ready to use their meager gear allotments as well. Potions of enlarge person, longstrider, reduce person, mage armor, smokesticks, tanglefoot bags, alchemist fire, and so forth. Ever try to tangle with a group of kobolds who drop smokesticks on the battlefield, drink a potion of reduce person and then run around hitting you with ranged weapons, spells, or sneak attacks (assuming they have the feat allowing you to sneak attack foes with concealment)?


Ravingdork wrote:
Ashiel wrote:
Also, to show why I think you're drastically over estimating the value of the item is because you say it should be 20,000 or 40,000 gp. An actual ring of invisibility in the book that allows you to be invisible infinitely is only 20,000 gp.

A ring of invisibility cannot be activated as a free action. It takes a standard action. It might only last 3 minutes as well (though that is debatable).

The free action in particular is what clenches it for me. Messing with the power of action economy is a BIG deal.

No one would EVER take a ring of invisibility if they could use your cloak! For the purposes of combat, the cloak is SO much more desirable. Correct me if I'm wrong, but isn't that a big no no when it comes to magic item design? When one invalidates another, and is cheaper?

I might make the cloak 20,000 in my games, like the ring of invisibility, with the caveat that the ring does have unlimited duration (else why bother with it).

Action economy is something to consider. I'm aware AE is huge. If it makes you feel bad, I guess you could make it a swift-action like they did with Quicken when the Expanded Psionics Handbook came out. Then again, you're looking at the cloak only from a combat standpoint. It's pretty nice in combat indeed. However, that's mostly where it ends. Likewise, you can achieve similar results with a blur spell and a decent Stealth modifier.

That being said, you're paying 4,800 gp for 3 minutes of invisibility per day. That should be pretty strong. It costs more than +1 full plate. It should probably be at least as useful to the right character. Being able to vanish after taking your actions is a good ability both offensively and defensively, and I suppose the 30 round limit might not mean a whole lot in games where combats only last a few rounds.

Perhaps that's where our views separate. It's primarily a combat item due to the way it is used, and yet most of the combats in the games I participate in tend to be pretty long in terms of rounds. Sometimes having waves of enemies, or enemies that use tactics, or withdraw and fall back when stuff is going against them (moving for more suitable advantages, getting cover, ganging up on PCs, etc).

The best advice I can give is my most honest advice. If you don't feel comfortable with it, don't allow it. I extend this advice to anything in the core rulebook as well. There's more than a few core spells that are absolutely insane in power, and many GMs just don't know how to handle them or feel like their games break apart because of them. Just don't use them if you really feel strongly about it.

However, I don't think it's that bad, and I say this as a GM whose player is using it and has not disrupted anything even while using it just as hard as he can (along with stealth, cover, and flanking with his animal companion). Perhaps I'm just used to stuff that's a lot worse from the core books (honestly if you can GM and keep smiling while your PCs are using Planar Binding, then a little invisibility isn't going to hurt anyone :P).


Could you tell me where you're getting the idea that the Ring of Invisibility ISN'T unlimited duration?

Also, there is no, way, in HELL, that I would ever buy a 30 rounds split cloak of invisibility at 20,000 gold. It's worthless for scouting (unlike the Ring of Invisibility which is, to the best of my knowledge, permanent.)

Something else to consider, there are spellcasting builds that can use a ring of invisibility and never become visible because they never cast directly against anyone.

At the very, very most I would pay for such a cloak is 8,000, and that's starting to get a little out of the reasonable range. To repeat myself from earlier in the thread, these are cool special items that are fun, if they cost so much you have to replace an essential for them you aren't buying them.


But Ashiel... Planar Binding is fun. Searching for loopholes for the bound creature to backstab it's binder =D


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
kyrt-ryder wrote:
Could you tell me where you're getting the idea that the Ring of Invisibility ISN'T unlimited duration?

The fact that it "functions as invisibility" and has a caster level of 3rd. Invisibility at CL 3 lasts 3 minutes.

That's RAW, though I recognize that game developers have come out to say differently, clarifying their RAI.


kyrt-ryder wrote:
But Ashiel... Planar Binding is fun. Searching for loopholes for the bound creature to backstab it's binder =D

Actually, I tend to have planar bound creatures used in more colorful ways. Some planar binding abuse is pretty much impossible to stop without metagaming (the Aladdin's deal is pretty hard to argue honestly, 'cause if I was an efreeti, you'd be darn skippy I'd be happy to grant free wishes in exchange for wishes) but most of that is pretty mild (honestly the most you can usually do with planar binding wishes these days is get a +2.5 ability modifier to all your stats a bit earlier than usual by wishing for +5 inherent modifiers to all stats, which isn't as impressive as people make out like it is at the level you get this stuff).

To give an idea of a fun instance of planar binding, I once ran a game where some of the players couldn't show up, so we were missing at least two players out of four. Instead of continuing the main plot without them, I handed the two players at the table the stats of the planar bound succubus and her summoned vrock and let them go on a side-quest to spy on the party's rivals. So they got to have a fun diversion and get to play some outsiders with off the wall abilities for a little while.

The succubus actually became something of a party sidekick since they honestly treated her pretty darn well (but let 'er know who was boss) and made it worth her while to help them out, which in turn got to let her have fun causing chaos within the ranks of the Arcane Brotherhood in the Forgotten Realms.


That was just the baseline option. I agree there are a million different possibilities with them, and as long as the player doesn't get out of hand (IE trying to maintain a small army of bound creatures, I did it once just to see how far I could push it) it can be a lot of fun.

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

I believe it was Little Coffee Golem that started a discussion in another area for 1001 magic items that used 0-level spells and were for more mundane and simple things like flavoring food, combing hair, shaving, and so on. I will have to find that and post the link here. Having items like those show up in games would give more flavor the setting, even if they would be treated more like art pieces and less like magic items when it came to treasure.


CalebTGordan wrote:

I believe it was Little Coffee Golem that started a discussion in another area for 1001 magic items that used 0-level spells and were for more mundane and simple things like flavoring food, combing hair, shaving, and so on. I will have to find that and post the link here. Having items like those show up in games would give more flavor the setting, even if they would be treated more like art pieces and less like magic items when it came to treasure.

Level 0 spells are staples of technological development in worlds with D&D magic. Spells like purify food & drink can be made into resetting traps that purify water as it pass through a pipe. With a sewer system with this spell set up in key areas, you could recycle water resources more or less indefinitely, barring water which was removed due to evaporation or leaking.

Many of the issues that early cities had to deal with as far as waste management goes are easily overcome with some simple cantrips. Likewise, a decanter of endless water can be crafted by 3rd level adept with Craft Wondrous Item and Skill Focus (Spellcraft) while taking 10. At a mere 9,000 gp in market value, you can begin settling in areas that early humans couldn't settle in or support agriculture effectively (such as deserts).

Once you have water + clean water, the rest is a matter of time. :)

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

I agree with Ravingdork that the cloak of free action invisibility is far too powerful for the price. It's essentially the same as granting quickened invisibility, which is a 6th level spell. If you wanted to price it using that as a baseline, that would be more in line. A better solution might be to base the affect on the vanish spell, which maxes out at 5 rounds of invisibilty, and have the item work 3/day as the vanish spell at caster level 5 for 3 uses of 5 rounds. Or you can go with 5/day of vanish at CL 1, etc.

NOTE: my 2008 superstar item specifically granted a suggestion power as a swift action, and I used the base formula. This was balanced out by the fact that the suggestion was locked in, and therefore lost the flexibility of the spell allowing you to suggest just about anything.


Ack! I just noticed I forgot to apply the x2 modifier to the cost of the quiver of plenty for the abundant ammunition. Curses! It should be 4,000 gp (mundane) and an extra 2000 gp to each of the prices thereafter.

This just goes to show that you should always double check the spell durations and your math! ^-^"


And for those monks out there that are despondent because they are unable to get enhancements to both their unarmed attacks and natural armor:

Amulet of Mighty Fists and Natural Armor

Aura: faint evocation/transmutation; CL 5th
Slot: Neck
Price: 8,000 gp (+1), 32,000 gp (+2), 72,000 gp (+3), 128,000 (+4), 200,000 gp (+5)
This amulet grants an enhancement bonus of +1 to +5 on attack rolls and damage rolls with unarmed attacks and natural weapons. It also grants the same enhancement bonus (+1 to +5) on the wearer's natural armor rating.

Requirements: Craft Wondrous Item, barkskin, greater magic fang, creator's caster level must at least three times the amulet's bonus
Creation Cost: 4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3), 64,000 gp (+4), 100,000 go (+5) to this natural armor.

Simply applied the 50% additional cost to the price of the amulet of natural armor and added it to the amulet of mighty fists. While you could have the two different bonuses at different amounts, I would recommend that you keep them the same.

Master Arminas

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

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Thanks to master arminas for reminding me, I had suggested this during the beta playtest but it wasn't adopted - but a return to old school rings of protection:

Ring of Defense
Aura faint abjuration; CL 5th

Slot ring; Price 3,500 gp (+1), 14,000 gp (+2), 31,500 gp (+3), 56,000 gp (+4), 87,500 gp (+5); Weight

Description

This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC and an equal resistance bonus to all saving throws.

Construction

Requirements Forge Ring, shield of faith, caster must be of a level at least three times the bonus of the ring; Cost 1,750 gp (+1), 7,000 gp (+2), 15,750 gp (+3), 28,000 gp (+4), 43,750 gp (+5)

Simply applied the 50% additional cost to the price of cloak of resistance pricing and added to ring of protection.


Monk's Robes of Armor

Aura: Moderate Conjuration/Transmutation; CL 10
Slot: Body
Price: 14,500 gp (+1), 19,000 gp (+2), 26,500 gp (+3), 37,000 gp (+4), 50,500 gp (+5), 67,000 gp (+6), 86,500 gp (+7), 109,000 gp (+8)
Weight: 1 lb
This simple brown robe, when worn, confers great ability in unarmed combat. If the wearer has levels in monk, her AC and unarmed damage is treated as a monk five levels higher. If donned by a character with the Stunning Fist feat, the robe lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-level monk (although she does not add her Wisdom bonus to AC). This AC bonus functions just like the monk's AC bonus.
In addition, the robes provide an armor bonus of +1 to +8, although they are not actual physical armor.
Requirements: Craft wondrous items, mage armor, and righteous might or transformation; caster level must be at least two times that of the armor bonus granted.
Creation Cost: 7,250 gp (+1), 9,500 gp (+2), 13,250 gp (+3), 18,500 gp (+4), 25,250 gp (+5), 33,500 gp (+6), 43,250 gp (+7), 54,500 gp (+8)

Master Arminas

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

Temple Fountain
Aura Faint Transmutation ; CL 1
Slot none; Price 2000; Weight 150 lbs.
Description
These fountains are found in the more affluent temples and vary in size from a simple small bubbling bowl to a very grand fountain. The décor and sculpting of the fountains vary depending on the deity of the temple. Any water placed in the fountain becomes holy, or unholy if the temple is an evil one. Normally, the fountains cannot create water, but there are versions that keep themselves filled.
Construction Requirements
Craft Wondrous Item, Bless Water;
Cost 1000 gp

An attempt at something a little more flavor and a little less lootable.


How much would it cost and how could you make a Ring of Resistance +x Same idea as a cloak of resistance, but it is in ring form?


Ring is one of those generally universal slots. I can't imagine it costing any more than the cloak does. Infact a ring of protective resistance (deflection and resistance) would be a very thematic combination that would make a lot of sense.


Take a look four posts up. LOL

JoelF847's Ring of Defense.

Master Arminas

RPG Superstar 2012 Top 16

The 3.5 Magic Item compendium realized the ubiquity of the normal bonuses, and allows people to stack them without the +50% modifier too.

Paizo gave us more slots to put stuff in, but because of the +50% costs and really expensive weapons, it comes out to base 3.5...having more slots doesn't mean anything if you don't have the money to buy the stuff you need.

==Aelryinth


CalebTGordan wrote:

I believe it was Little Coffee Golem that started a discussion in another area for 1001 magic items that used 0-level spells and were for more mundane and simple things like flavoring food, combing hair, shaving, and so on. I will have to find that and post the link here. Having items like those show up in games would give more flavor the setting, even if they would be treated more like art pieces and less like magic items when it came to treasure.

Please do. I want to see this post bad.


Ashiel wrote:
See wrote:

"Many factors must be considered when determining the price of new magic items. The easiest way to come up with a price is to compare the new item to an item that is already priced, using that price as a guide. Otherwise, use the guidelines summarized on Table 15-29."

"Not all items adhere to these formulas. First and foremost, these few formulas aren't enough to truly gauge the exact differences between items. The price of a magic item may be modified based on its actual worth. The formulas only provide a starting point."

Indeed. As you can see, we determined how the pricing of certain items occurred through reverse engineering the boots of speed, as explained in your first quote. The second quote, I have always taken to mean items that have strange abilities.

Okay, let me be very specific. Since the rules as written specifically say you use the price of other items first, and only afterward use the formulas, your formula-based ring of elemental warding is, RAW, incorrectly priced. The correct price, RAW, is the cost of the identical-function ring of energy resistance (minor).

You think that's too much? Push for official errata. But the ring of elemental warding at your price is not "Core Rules Legal", whatever formulas it may match.


See, this thread isn't for debating what really is Core Rules Legal or not, its for presenting cool flavorful valuable items and discussing those in and of themselves.


Being cool and flavourful is no excuse to outright defy the core philosophies regarding magic item design.

Be cool and flavourful and fair. These are not mutually exclusive things. If you think they are, maybe you should go find some other hobby.


I couldn't agree more with cool and flavorful and fair Umbral Reaver.

You and I just seldom see eye to eye on what constitutes fair >_<


kyrt-ryder wrote:
See, this thread isn't for debating what really is Core Rules Legal or not, its for presenting cool flavorful valuable items and discussing those in and of themselves.

The declared purpose of the thread, in the first post, is to "create a little archive of Core Rules Legal magic items". Pointing out that a presented item doesn't qualify would logically seem to be perfectly on-topic.


kyrt-ryder wrote:

I couldn't agree more with cool and flavorful and fair Umbral Reaver.

You and I just seldom see eye to eye on what constitutes fair >_<

And you like Kender. Some things just can't be agreed on.

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

The Link


Had an idea for an item. A ring with invisibility and minor image on it that could be used as a free action. Perhaps with 1d6 charges. Any idea what the cost of something like this would be?


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Excellent stuff, here. I hope nobody minds if I give it a little bump with a new offering.

All-Maker's Omni-Tool
Slot held (see below); Price 255 gp; Weight 5 lb.

Description
This roughly cylindrical device, about the size of a light mace, consists of a vast array of modular and adjustable tools, attached with hinges and sliding slots. The tools seem to shift their shapes and positions at random, and normally it is impossible to find a better match than that provided by masterwork artisan's tools (+2 circumstance to Craft). However, once per day, the omni-tool may be attuned to a specific craft project. While so attuned, the user will find that the first tool tried is always perfectly sculpted for any task, granting a +5 luck bonus on that Craft check in addition to the normal bonus.

Construction Requirements
Craft Wondrous Item, crafter's fortune; Cost 100 gp + 55 gp for masterwork artisan's tools

Pricing:
use activated or continuous: spell level x caster level x 2000 gp = 1 x 1 x 2000 gp = 2000 gp
divided by 2 for 24h+ duration: 1000 gp
divide by (5/1 = 5) for once per day: 200 gp
add cost for masterwork artisan's tools: 255gp

About the "held" slot I used. I noticed that the x2 for a slotless item does not apply to wands, scrolls, potions and so on. They use the normal price listed for spell trigger/spell completion/etc. without any modifier. I concluded that the need to take out and manually manipulate a magic item basically counts as a slot, in that you can't be manipulating something else at the same time. Please correct me if the rules normally handle this a different way.


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Hey, it's the thread where people look at the item creation formulas and assume they're always balanced. How you doin', thread? : D


blahpers wrote:
Hey, it's the thread where people look at the item creation formulas and assume they're always balanced. How you doin', thread? : D

Yea! Especially when the first rule of magic item pricing is "ignore the formulas, they're a last resort!"

How silly of the developers to make a super balanced option and then say it should only be used as a last resort!


blahpers wrote:
Hey, it's the thread where people look at the item creation formulas and assume they're always balanced. How you doin', thread? : D

Pretty good, I'm hoping. I'd love to see more of these. Hopefully, the requisite trolls will be more of the witty tongue-in-cheek folks like you rather than the derailers. : P


I like the omni-tool but would not apply the "once per day" division by 5 for the price, as the fact that the item is only usable once per day does not impact its ability much (due to the 24h+ duration). 1,055 gp for any-task masterwork tools is a good deal. It might be worth shaving it down to, say 800 gp for the fact that only one person can use it at a time and it can't be reattuned until the next day.

However, before the "dick GM" accusations fly in, playing with the item at 255 gp won't have any measurable effect on PC mechanics, so there's not really any reason that allowing it would be problematic. Not many PCs use a lot of different craft skills anyway--pretty much just the occasional omnidisciplinarian Master Craftsman character who wants to be able to make anything rather than one kind of thing. So if you want to play this at 255 gp, go nuts. : D Compared to several items in this thread, it's a pillar of balance.


blahpers wrote:

I like the omni-tool but would not apply the "once per day" division by 5 for the price, as the fact that the item is only usable once per day does not impact its ability much (due to the 24h+ duration). 1,055 gp for any-task masterwork tools is a good deal. It might be worth shaving it down to, say 800 gp for the fact that only one person can use it at a time and it can't be reattuned until the next day.

However, before the "dick GM" accusations fly in, playing with the item at 255 gp won't have any measurable effect on PC mechanics, so there's not really any reason that allowing it would be problematic. Not many PCs use a lot of different craft skills anyway--pretty much just the occasional omnidisciplinarian Master Craftsman character who wants to be able to make anything rather than one kind of thing. So if you want to play this at 255 gp, go nuts. : D Compared to several items in this thread, it's a pillar of balance.

Glad you like it!

Just wanted to clear a few things up. Artisan's tools are, by default, used for any Craft skill. You don't need task-specific alchemist's tools, stonecarver's tools, basketweaver's tools, etc.:

Tools, Artisan's:
These special tools include the items needed to pursue any craft. Without them, you have to use improvised tools (–2 penalty on Craft checks), if you can do the job at all.
[Bolding mine]
So the 55 gp component of the cost already gives you +2 circumstance to all Craft skills. What the magic portion does is give an additional +5 luck bonus to one Craft check a day, as per a single casting of crafter's fortune.

Regarding duration, it is a bit of a confusing area. The trick is that it's not just days per level, it's days per level until discharged. It only works on a single Craft check per casting. Therefore, being able to use it once per day is, in fact, a restriction, and so is due the discount.

If I were to make it unlimited use per day, the until discharged part would make it sticky as a continuous item. I would probably stat it up as a command-word item instead, which would be 1855 gp. But as you point out, most PCs wouldn't be making more than one Craft check per day anyway, so the all-day version isn't worthwhile for the great majority of builds.


I'm not quite sure that's what that means, but that's best left for another thread.

I think the magic item guidelines are generally balanced with the possible exception of continuous/at-will items. If you break down the pricing of an at-will item versus a x/day item, what it basically says is that if you could use it 5 times per day, you might as well be able to use it at will, depending on your interpretation of bullet-point 2. If you apply the duration multiplier for use activated items too, it's more like 3-20 times per day depending on the spell, which may not be unreasonable. That said, I agree that you should use the topmost lines first if they apply.

Anyway, on the topics of items:

Tome of Architecture
Aura strong conjuration; CL 13th
Slot none; Price 200,000 gp; Weight 10 lbs.

Description
This large book contains many sheets of faintly gridded paper. On the first sheet, the grid contains an accurate, although simplistic, map of the area centered on the book. Once someone begins drawing in the book, the map no longer changes, remaining anchored to that particular area.

After spending a week drawing detailed architectural plans into the book (requiring a DC 20 knowledge (engineering), craft or profession check) and then placing the book on the ground near the site on the map, the magic in the book will bring the drawings to life, creating enough stone, wood, cloth and iron to complete the building and its furnishings. Anyone in the area will be harmlessly moved aside in the process. The book is consumed in the process.

This cannot create anything with complex parts, alchemical ingredients or magical components. It might be able to make a covered pit trap, but couldn't make an arrow trap.

Construction
Requirements Craft Wondrous Item, Wall of Iron, Wall of Stone, Fabricate, Major Creation, Clairaudience/Clairvoyance; Cost 100,000 gp

Greater Tome of Architecture
Aura strong conjuration; CL 13th
Slot none; Price 1,000,000 gp; Weight 10 lbs.

Description
This functions exactly like the Tome of Architecture except that it is not consumed when used. Instead it reappears, blank, within the new construction.

Construction
Requirements Craft Wondrous Item, Wall of Iron, Wall of Stone, Fabricate, Major Creation, Clairaudience/Clairvoyance; Cost 500,000 gp

Breakdown:

The greater version is basically priced as a slotless, use-activated item for all of the spells listed, rounded down to an even million for being less useful than an item that actually gave you those spells at-will. Depending on whether you apply the different abilities multiplier or the slotless multiplier, this could reasonably be anywhere between ~400,000 and ~1,200,000.

The normal version is eyeballed at 1/5 the cost. There's nothing on the table for one use items that aren't (effectively) potions or scrolls. (This casts wall of stone more than once during a single use, for example.) The 1/5 is basically an estimate of how many times the greater version would be used in a single campaign (5 seems like a reasonable guess). The potion price or the charged item price (reduced to 1-10 charges) seems like too big of a discount.

Disclaimer: I just made these up to have something interesting to post. I really like the magic item crafting stuff, but almost never get to use it.

Edit: Although now that I think about it, they don't exactly fit the thread's intent (as they require a bit of handwaving, rather than strictly using the tables).

RPG Superstar 2012 Top 16

Warclam wrote:

Artisan's Tools do not apply to all crafts. They apply to the particular craft they are made for.

Seriously, man, do you really expect the Artisan's Tools for a Master Carpenter (think of those shows on TV where you have a roomful of specific tools for each and every Carpentry task) to be the same as the Artisan's Tools (stone sculptor) or Artisan's Tools (limner/scribe) or Craft (Blacksmith) or Craft (Jeweller)?

Definitely not the same thing. You've got multiple incidences of artisan's tools there. Just like a bonus that applies to all Knowledge Checks has to be priced including every Knowledge check, your tool would have to be priced to include every Craft check...a daunting task.

Also note, the 'fair' pricing rules run headlong into the unbalanced prices of earlier editions, and people playing 'spell list arbitrage' on them. Until some hard and fast rules exist on such things (such as the PFS rules that all magic items are considered to be made off the cleric/druid/wizard lists), there's always going to be problems with correct pricing.

==Aelryinth

RPG Superstar 2012 Top 16

Note that the Quiver of Plenty is an actual 3.5 magic item from the Forgotten Realms, that was actually published first on the WoTC site itself in home to Cattie-Brie's quiver (if you missed it).

It gave pricing for arrows up to +5 and of all elements. I believe it is also featured in Magic of Faerun, but someone else would have to verify it for me.

So, the pricing for such an item already exists.
==
Also like to point out that caster level pricing is seldom priced accurately on most magic items.

To be fair, most Crafting rules should be a base price, and then the modifiers for caster level included on top of it. The +10 on all saves for being made by a caster/20 vs a caster/1 should not increase the value of the item by x 20.

==Aelryinth


Warclam wrote:
blahpers wrote:

I like the omni-tool but would not apply the "once per day" division by 5 for the price, as the fact that the item is only usable once per day does not impact its ability much (due to the 24h+ duration). 1,055 gp for any-task masterwork tools is a good deal. It might be worth shaving it down to, say 800 gp for the fact that only one person can use it at a time and it can't be reattuned until the next day.

However, before the "dick GM" accusations fly in, playing with the item at 255 gp won't have any measurable effect on PC mechanics, so there's not really any reason that allowing it would be problematic. Not many PCs use a lot of different craft skills anyway--pretty much just the occasional omnidisciplinarian Master Craftsman character who wants to be able to make anything rather than one kind of thing. So if you want to play this at 255 gp, go nuts. : D Compared to several items in this thread, it's a pillar of balance.

Glad you like it!

Just wanted to clear a few things up. Artisan's tools are, by default, used for any Craft skill. You don't need task-specific alchemist's tools, stonecarver's tools, basketweaver's tools, etc.:
** spoiler omitted **[Bolding mine]
So the 55 gp component of the cost already gives you +2 circumstance to all Craft skills. What the magic portion does is give an additional +5 luck bonus to one Craft check a day, as per a single casting of crafter's fortune.

Regarding duration, it is a bit of a confusing area. The trick is that it's not just days per level, it's days per level until discharged. It only works on a single Craft check per casting. Therefore, being able to use it once per day is, in fact, a restriction, and so is due the discount.

If I were to make it unlimited use per day, the until discharged part would make...

Hmm, okay, that's a decent argument. I'd have to think it over some more, but I'd probably just say "sure" per the mechanical reasons mentioned earlier.

I'm not quite sure the artisan's tools work that way, but it really doesn't matter that much to me.


MagiMaster wrote:
[bigger]Greater Tome of Architecture...

Take that, lyre of building!


Aelryinth wrote:

Artisan's Tools do not apply to all crafts. They apply to the particular craft they are made for.

Seriously, man, do you really expect the Artisan's Tools for a Master Carpenter (think of those shows on TV where you have a roomful of specific tools for each and every Carpentry task) to be the same as the Artisan's Tools (stone sculptor) or Artisan's Tools (limner/scribe) or Craft (Blacksmith) or Craft (Jeweller)?

Hmm. I agree completely that it doesn't make sense; I just always thought that it was a mechanical shortcut to simplify tool-keeping; and I'd always interpreted that sentence as meaning artisan's tools were cross-disciplinary.

But since everyone else seems to disagree, and now that I think about it that sentence can mean any one, rather than all… I think I was wrong there. Damn, that makes crafting a weighteous enterprise if you want to do multiple.

To fix the omni-tool, I guess just take off the masterwork tool part. Crafter's fortune does definitely work for any Craft skill, so the actual magical part still functions as intended.


blahpers wrote:
MagiMaster wrote:
[bigger]Greater Tome of Architecture...
Take that, lyre of building!

At only 77 times the price. :)


Ring of the Rampaging Giant
Strong Transmutaion CL 17th
Ring; Price ZZ gp; Weight -- lbs.
DecriptionThis heavy iron ring is inlaid with a simple phrase written in giant: Might Makes Right. It has only one function, but it’s a big one. With this ring, you can change your form into that of a giant but only when you are raging. You can choose the giant form you take and it lasts as long as you are raging. The ring essentially allows you to use giant form I or giant form II whenever you rage.
Construction
Requirements Forge Ring, Giant Form I, Giant Form II; Cost 285,950 gp

This ring saw some limited use in my Age of Worms campaign. The player couldn't continue the adventure so I didn't get to see it in full action but it seemed alright the few times I did get to see it. The cost certainly makes it a bit prohibitive. He didn't have a lot of gear, but this certainly helped. It should also be noted that he spent a lot of his rounds of rage for rage abilities so for his character it may not have been overpowering but for someone else (AM BARBARIAN) it is entirely possible that it could be a problem in the campaign. The price was a flat 300,000 when I allowed it but the price quoted above is what follows the formula. I tend to round up when in doubt. I can always give more treasure if I need but I don't like taking away unless it's absolutely necessary.


Bob_Loblaw wrote:

Ring of the Rampaging Giant

Strong Transmutaion CL 17th
Ring; Price ZZ gp; Weight -- lbs.
DecriptionThis heavy iron ring is inlaid with a simple phrase written in giant: Might Makes Right. It has only one function, but it’s a big one. With this ring, you can change your form into that of a giant but only when you are raging. You can choose the giant form you take and it lasts as long as you are raging. The ring essentially allows you to use giant form I or giant form II whenever you rage.
Construction
Requirements Forge Ring, Giant Form I, Giant Form II; Cost 285,950 gp

This ring saw some limited use in my Age of Worms campaign. The player couldn't continue the adventure so I didn't get to see it in full action but it seemed alright the few times I did get to see it. The cost certainly makes it a bit prohibitive. He didn't have a lot of gear, but this certainly helped. It should also be noted that he spent a lot of his rounds of rage for rage abilities so for his character it may not have been overpowering but for someone else (AM BARBARIAN) it is entirely possible that it could be a problem in the campaign. The price was a flat 300,000 when I allowed it but the price quoted above is what follows the formula. I tend to round up when in doubt. I can always give more treasure if I need but I don't like taking away unless it's absolutely necessary.

I'm thinking you've overcosted this a bunch. Compare with a Mask of Giants

http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/mask- of-giants
Which does the same thing but powered by wildshape rather than rage....


pad300 wrote:
Bob_Loblaw wrote:

Ring of the Rampaging Giant

Strong Transmutaion CL 17th
Ring; Price ZZ gp; Weight -- lbs.
DecriptionThis heavy iron ring is inlaid with a simple phrase written in giant: Might Makes Right. It has only one function, but it’s a big one. With this ring, you can change your form into that of a giant but only when you are raging. You can choose the giant form you take and it lasts as long as you are raging. The ring essentially allows you to use giant form I or giant form II whenever you rage.
Construction
Requirements Forge Ring, Giant Form I, Giant Form II; Cost 285,950 gp

This ring saw some limited use in my Age of Worms campaign. The player couldn't continue the adventure so I didn't get to see it in full action but it seemed alright the few times I did get to see it. The cost certainly makes it a bit prohibitive. He didn't have a lot of gear, but this certainly helped. It should also be noted that he spent a lot of his rounds of rage for rage abilities so for his character it may not have been overpowering but for someone else (AM BARBARIAN) it is entirely possible that it could be a problem in the campaign. The price was a flat 300,000 when I allowed it but the price quoted above is what follows the formula. I tend to round up when in doubt. I can always give more treasure if I need but I don't like taking away unless it's absolutely necessary.

I'm thinking you've overcosted this a bunch. Compare with a Mask of Giants

http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/mask- of-giants
Which does the same thing but powered by wildshape rather than rage....

I should first point out that the Price should be up in the top and the cost to create should be half what I mentioned.

The reason why I don't think it's overpriced is because it is designed for when raging, which brings more bonuses than just wild shaping into a giant. His damage potential increased dramatically when he used the ring. Wild shape is limited in how many times per day (until level 20) while rage is limited by Constitution score and can be easily increased with a feat. The character was incredibly powerful in combat especially as his rage improved. The other reason why I didn't think it was overpowered was because the player was happy it didn't cost nearly as much as he was expecting. He was expecting it to run him about 400,000.

I also don't know how they calculated the mask of giants. It certainly doesn't follow the formula in the book.


I've got some fun ones I worked up in 3.5 and I figured I could post them here:

Monster Grenade
AuraVaries Conjuration; CLVaries
SlotNone; Price: See below
These small vials are specially made to explode on contact with a hard surface. When they explode, one or more monsters spring forth. Each one is crafted with a predetermined creature or creatures depending on the crafter's desires. Use the monster summoning or nature's ally spells to determine what is in each vial. Each vial can be used only once. The creatures stay for 1 round per caster level. They otherwise follow the same rules as their appropriate spells. The vials have a range increment of 10 feet.

The cost varies for each level:

Summon Nature's Ally I/Summon Monster I: 50gp. CL 1
Summon Nature's Ally II/Summon Monster II: 300gp, CL 3
Summon Nature's Ally III/Summon Monster III: 750GP, CL 5
Summon Nature's Ally IV/Summon Monster IV: 1400gp, CL 7
Summon Nature's Ally V/Summon Monster V: 2250gp, CL 9
Summon Nature's Ally VI/Summon Monster VI: 3300gp, CL 11
Summon Nature's Ally VII/Summon Monster VII: 4550gp, CL 13
Summon Nature's Ally VIII/Summon Monster VIII: 6000gp, CL 15
Summon Nature's Ally IX/Summon Monster IX: 7650gp, CL 17


Haha, it's nice to see this thread is still kicking. ^_^

Also, I dig some of the items here. The monster grenades are awesome and wonderfully simple for their value (as in you can have much fun with them, but not get bogged down with too much bookkeeping). They're pretty much right on value too. Compared to elemental gems, at least. :D

Reminds me of the old Infinity Engine games like Baldur's Gate and Icewind Dale. Both had some "potions" which were bombs. An oil of fire, for example, would explode like a fireball when you through it. Whatever you do, doooon't drink it!

Sczarni

I dont know if I did this right, but here's my attempt:

Collar of Castigation
Aura faint alignment, CL 4th
Slot neck, Price 12,341gp
This collar is made of iron chain and set with a masterwork padlock. It is divinely attuned to a specific alignment, the alignment of the caster who created it. If the wearer's alignment exactly matches that of the collar, the wearer gets a +1 sacred (or profane) bonus to attack rolls and saves against fear. For creatures whose alignment is one step away from that of the collar, it has no effect. If the wearer's alignment is two or more steps away from that of the collar, the wearer is shaken. If the wearer is three steps away, any creature who holds the key may rebuke the wearer as a standard action, forcing him or her to make a DC 16 Will save or become frightened of the keyholder for 2d4 rounds. If the wearer is four steps away, he or she becomes panicked by the keyholder's rebuke instead.
The collar may be wriggled out of with a DC 35 Escape Artist check or unlocked with a DC 30 Disable Device check. If the character making the Disable Device check is the one wearing the collar, he or she takes a -10 penalty due to the lock being under his or her own chin. This penalty is reduced to -2 if the wearer can look into a mirror.

Item Breakdown:

The collar's effect is based on Bless (for exact alignment matches) and Castigate (for mismatches). Castigate (the primary ability) is a 2nd level spell that an Inquisitor can cast at 4th level, Bless is a 1st level Cleric spell.

Primary ability: 2 x 4 x 2000gp = 16,000
Secondary ability: 1 x 1 x 2000gp x 75% = 1,500
Masterwork Manacles and Superior Lock: 130gp
Alignment Restriction reduces price by 30%


In my games, I always allow Brew Potion to be used for almost any one-use item (up to spell level 3 at least). For example, I'd allow this:

Holy Incense
Aura Faint Evocation; CL 3
Slot none; Price 300 gp
While burning, this incense disrupts undead in the area. This functions as the Consecrate spell. The incense burns for 6 hours.

Construction
Requirements Brew Potion, Consecrate; Cost 150 gp

Of course, for those that aren't so flexible with Brew Potion, just change that to Craft Wondrous Item.

Silver Crusade

Statis Compacted Holy Water Hand Gernade: This Single use item is a silver canaister measureing 6" tall and 3 inches in circumferance. It is use activated pull the pin count to 3 and throw the grenade it covers an area of 20'x20' with Holy water inflicting 10d6 damage to all in the area that are vunerable to damage from holy water. cost 1500gp

Futher fluff: The siliver case of the grenade is inscribed with runes and holy icons of the gods of law and good.

Rangers Boots: These finely mad leather boots feature pitures a single type of terrain. The Ranger gains the benifits of the picured terrain as one of his favored Terrain tyes gaining +2 to the stanadard skills covered by favored terain as well as gaining +30' to his ground speed
cost 12500gp

Bracers of the Ranger Lord: Theses finelyy wroght mithril bracers grant the Ranger two ranger talents from the list of Ranger talents from the list of Ranger Talents from the Spell-less Ranger Cost 25,000gp

Thef Skin: This tatered black leather cloak grants +10 to the wearers stealth score and futhermore has 2 pockets of holding each able to hold
50lb opens to a 3'x3' space hidden to all but the wearer of the cloak and lastly grants a +3 resistence bonus to al saving throws. Cost 25000gp

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