| Bob_Loblaw |
Sharpening stone
AuraWeak Divination; CL6
SlotNone; Price900 gp Weight1 lb
This whetstone can be used to sharpen a slashing weapon to a razor's edge. It becomes so sharp that it increases it's chances of getting a critical hit. Essentially the stone casts keen edge once. The blade retains its sharpness for one hour. The stone can be used once before becoming a standard whetstone.
Requirements: Craft Wondrous Item, keen edge; Cost 450 gp
Mergy
|
Cloak of the Squirrel
Aura faint transmutation; CL 1st
Slot shoulders; Price 7750 gp; Weight 1 lb.
Description
This fur-edged leather cloak is remarkably balanced for climbing, granting a +5 competence bonus on Climb checks. Additionally, the wearer of this cloak may hold the edges of the cloak taut, causing the cloak to become stiff and inflexible; this acts as the glide spell. Activation of this ability is a standard action. You may not use this ability while falling, unless you are falling from a height greater than 500 feet.
Construction Requirements
Craft Wondrous Item, glide; Cost 3875gp
Another possibility is to start with a masterwork cloak for +2 to Acrobatics at 50 gp, and then add a 3/day glide for the low cost of 2400 gp, leaving us with a final cost of 2450 gp for a 3/day glide and +2 to Acrobatics while jumping and balancing.
Spectacles of Comprehension
Aura faint divination; CL 1st
Slot eyes; Price 3000 gp; Weight 0.5 lbs.
These battered old spectacles bestow upon the wearer the ability to read any language, as comprehend languages. Additionally, the wearer may read the lips of someone who speaks to him and gain the literal meaning of what they say, even if he does not speak the language he reads. This effect does not allow the wearer to speak or write a language he does not know.
Construction Requirements
Craft Wondrous Item, comprehend languages; Cost 1500 gp
1st level spell x CL 1 x (2000 x 1.5) = 3000 gp.
| Selgard |
I love the ideas for things that take the place of the core items players are "supposed" to have. At decent prices it actually could make someone stop and wonder which they should have. Which is always nice.
That cloak mentioned above is a particularly handy one. The cloak, or a resistance cloak? Maybe both- but at what cost and availability?
Same with the Belt. Since str/dex/con are tied to belts now it makes for a decent option on what to take rather than just auto-default to the stats.
I like.
-S
Mergy
|
I love the ideas for things that take the place of the core items players are "supposed" to have. At decent prices it actually could make someone stop and wonder which they should have. Which is always nice.
That cloak mentioned above is a particularly handy one. The cloak, or a resistance cloak? Maybe both- but at what cost and availability?
Same with the Belt. Since str/dex/con are tied to belts now it makes for a decent option on what to take rather than just auto-default to the stats.
I like.
-S
For the purpose of something like PFS, str/dex/con items are tied to belts. For the purposes of a home game, a stat increase item can be placed in any slot. If you want gauntlets that make you strong, they should also be priced at 4000 gp.
Mergy
|
Breastplate of Heroics
Aura faint enchantment; CL 4th
Slot armour; Price 4730 gp; Weight 30 lbs.
Description
This +1 breastplate is decorated with scenes of great and elaborate heroics, and inscribed with the message "Fear only fear itself". Once per day on command, the wearer can benefit from heroism for 40 minutes.
Construction Requirements
Craft Magic Arms and Armour, heroism; Cost 2385 gp
Question about the cost actually. Bards get heroism at level 4, but they would only be able to take Craft Magic Arms and Armour at level 5; should the CL be 5 because of that, or is my current cost correct?
| Selgard |
Selgard wrote:For the purpose of something like PFS, str/dex/con items are tied to belts. For the purposes of a home game, a stat increase item can be placed in any slot. If you want gauntlets that make you strong, they should also be priced at 4000 gp.I love the ideas for things that take the place of the core items players are "supposed" to have. At decent prices it actually could make someone stop and wonder which they should have. Which is always nice.
That cloak mentioned above is a particularly handy one. The cloak, or a resistance cloak? Maybe both- but at what cost and availability?
Same with the Belt. Since str/dex/con are tied to belts now it makes for a decent option on what to take rather than just auto-default to the stats.
I like.
-S
Well, sure, but you can houserule anything :)
-S
Mergy
|
Mergy wrote:Selgard wrote:For the purpose of something like PFS, str/dex/con items are tied to belts. For the purposes of a home game, a stat increase item can be placed in any slot. If you want gauntlets that make you strong, they should also be priced at 4000 gp.I love the ideas for things that take the place of the core items players are "supposed" to have. At decent prices it actually could make someone stop and wonder which they should have. Which is always nice.
That cloak mentioned above is a particularly handy one. The cloak, or a resistance cloak? Maybe both- but at what cost and availability?
Same with the Belt. Since str/dex/con are tied to belts now it makes for a decent option on what to take rather than just auto-default to the stats.
I like.
-S
Well, sure, but you can houserule anything :)
-S
As Ashiel has pointed out, it's not a houserule.
| blahpers |
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
And I the summoner class was rife with Pokémon overtones. . . . ; )
Mergy
|
| 2 people marked this as a favorite. |
Lantern of the Treasure-Seeker
Aura faint divination; CL 1st
Slot -; Price 8062 gp; Weight 3 lbs.
This bullseye lantern has had a continual flame spell cast on it, resulting in a lantern that does not have to be lit. Additionally, the holder of the lantern is aware of any secret doors that the lantern's light shines upon, as detect secret doors. The bearer may hold the lantern steady on a specific spot for multiple rounds to focus the spell as described by detect secret doors.
Construction Requirements
Craft Wondrous Item, continual flame, detect secret doors; Cost 4062 gp
| Bob_Loblaw |
Breastplate of Heroics
Aura faint enchantment; CL 4th
Slot armour; Price 4730 gp; Weight 30 lbs.Description
This +1 breastplate is decorated with scenes of great and elaborate heroics, and inscribed with the message "Fear only fear itself". Once per day on command, the wearer can benefit from heroism for 40 minutes.
Construction Requirements
Craft Magic Arms and Armour, heroism; Cost 2385 gp
Question about the cost actually. Bards get heroism at level 4, but they would only be able to take Craft Magic Arms and Armour at level 5; should the CL be 5 because of that, or is my current cost correct?
Technically it's based on caster level so you're fine. Someone else can have the item creation feat and the bard can help with crafting by casting the spell.
| Ashiel |
Bob_Loblaw wrote:And I [thought] the summoner class was rife with Pokémon overtones. . . . ; )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
Actually, after reading Bob's post, I wanted to introduce some actual pokeball-like items into the game. I imagined them as crystaline spheres that allowed you to summon a creature with an unlimited duration 1/day (IE - if the creature is killed, then you have to wait 1 day to re-summon it).
Basically works out exactly as above, but with the following costs instead:
Summon I: 1,600 gp; CL 1st.
Summon II: 9,600 gp; CL 3rd.
Summon III: 24,000 gp; CL 5th.
Summon IV: 44,800 gp; CL 7th.
Summon V: 72,000 gp; CL 9th.
Summon VI: 105,600 gp; CL 11th.
Summon VII: 145,600 gp; CL 13th.
Summon VIII: 192,000 gp; CL 15th.
Summon IX: 244,800 gp; CL 17th.
If you could only summon one particular type of creature off the SNA or SM lists appropriate to the level, I'd apply an add-hoc adjustment of -30% from the listed price. If you wanted to flavor it a bit, you might apply the -30% reduction for alignment and make the creature you summon take two negative levels for each aspect of your alignment it is opposed (so a Lawful Good character summoning a Chaotic Evil creature from the sphere would result in the summon having 4 negative levels when it appears). I'd apply the reductions individually (-30%, then another -30%, which results in a smaller reduction than adding them together and applying them at once).
| Bob_Loblaw |
Sword of Forgiveness
AuraModerate Abjuration CL 11th
Slot None; Price 33,494 gp; Weight 4 lbs.
Description This +2 longsword comes in two varieties. One is holy and the other is unholy. They are otherwise the same. Along the blade there are various runes dedicated to the crafter’s faith. These runes glow when the weapon strikes either a good or evil creatures (the holy version glows when striking an evil creature and the unholy when striking a good creature). In addition, when wielded by a devout follower of the faith (any character with divine spellcasting ability dedicated to an appropriate aligned god) they may cast atonement once per week. Activating the atonement acts as a spell completion item.
Construction
Requirements Craft Magic Arms and Armor, atonement, holy smite or unholy smite, creator must be at least level 6; Cost 16,904 gp
| Ashiel |
Ashiel, I've been posting based on my whim but is there a particular level range you were looking at for the items? If not, I'm going to have some fun crafting all kinds of items. I think it would be fun if several people post at least one item a day.
No specific level ranges at all. Heck, if you want to do some items suitable for 30th level characters, I wouldn't complain. There is scant support for folks who like high level games; and likewise very few low-level magic trinkets that are fun that don't involve plain +X/+Y stuff.
| Bob_Loblaw |
This one is a little old school and I hope someone other than me gets the reference.
Rod of Hands
Aura Strong Evocation CL 17th
Slot None; Price 113,760 gp; Weight 2 lbs.
Description This simple rod is about 12 inches long and ends in a small hand with the fingers slightly curled. The rod acts as either a +2 backscratcher or it allows it’s user to activate the various hand (interposing hand, grasping hand, forceful hand, and crushing hand) spells once per day.
Construction
Requirements Craft Rod, interposing hand, grasping hand, forceful hand, and crushing hand; Cost 56,880 gp
| Ashiel |
This one is a little old school and I hope someone other than me gets the reference.
Rod of Hands
Aura[b] Strong Evocation [b]CL 17th
Slot None; Price 113,760 gp; Weight 2 lbs.
Description This simple rod is about 12 inches long and ends in a small hand with the fingers slightly curled. The rod acts as either a +2 backscratcher or it allows it’s user to activate the various hand (interposing hand, grasping hand, forceful hand, and crushing hand) spells once per day.
Construction
Requirements Craft Rod, interposing hand, grasping hand, forceful hand, and crushing hand; Cost 56,880 gp
I don't get the reference, but it seems strangely familiar. Maybe something I know from a long time ago?
| Bob_Loblaw |
| Bob_Loblaw |
Glasses of Far Study
Aura Moderate Divination CL 7th
Slot Eyes; Price 39,550 gp; Weight -- lbs.
Description This pair of glasses enables the user to view her spellbooks and to study them while they are in a secure location. So long as the books are on the same plane as the wearer, they can be seen and read clearly. In addition, the wearer may turn the pages and move the books a short distance (about 25 feet at a time). These glasses only function for characters that need to prepare their spells from spellbooks.
Construction
Requirements Craft Wondrous Item, scrying, mage hand; Cost 19,775 gp
These are probably more expensive than they should be in an actual campaign. The pricing simply follows the guidelines. I don’t know exactly what I would drop the price to but because of their limitations I could see cutting the price in half or even more. I might go for 15k for the cost. I would have to mull it over some more.
| Selgard |
Rod of Rings
Aura: Moderate Necromancy CL: 5th
Slot: Held Price: 60,000 Weight: 2lbs
Description:
The Rod of Rings is a stout wooden rod carved to resemble a human forearm, capped with the preserved hand of a dead humanoid.
Upon command, the hand can be opened and a ring placed on each finger. A second command word closes the fist again. While held, the rod allows to user to use each ring equipped by the rod. These rings do not count for purposes of how many rings a character can normally use.
Breakdown:
The breakdown on this one is kind of weird. The actual item is from 2nd edition D&D but I tried to base the cost off of the Hand of Glory from the CRB. However, the Hand of Glory is 8k.. and I have no idea why.
I got 60k by doing:
(CL*SL*2000)*2, counting it as slotless since you are getting rings for free (despite it taking the "held" slot).
Using Animate Dead as a cleric spell this came to:
(3*5*2000)*2
or, 60,000.
The price seems a little steep so I'd probably knock it down.. but not sure how much. Using multiple rings isn't terribly over powered since you have to draw the rod to do it- which for most instances isn't really a big deal. ( you could use those same actions to swap rings normally as well).
| MagiMaster |
Light of Triage
Aura faint necromancy; CL 1st
Slot none; Price 2,000 gp; Weight 3 lbs.
Description This bullseye lantern sheds no light when opened. Instead, creatures in a 30 foot cone in front of it glow with a faint aura. This aura is visible regardless of the light level. The color of the aura depends:
- A healthy, living creature glows green
- A wounded creatures (more than 3 hp) glows yellow
- A fragile creature (0 to 3 hp) glows orange
- A dying creature (negative hp) glows red
- A dead creature glows black
- An undead creature glows purple
- A creature that's neither alive nor dead (e.g. constructs) glows grey
Construction
Requirements Craft Wondrous Item, Deathwatch; Cost 1,000 gp
Mergy
|
Nurse's Lantern (naming help appreciated BTW)
Aura faint necromancy; CL 1st
Slot none; Price 2,000 gp; Weight 3 lbs.Description This bullseye lantern sheds no light when opened. Instead, creatures in a 30 foot cone in front of it glow with a faint aura. This aura is visible regardless of the light level. The color of the aura depends:
- A healthy, living creature glows green
- A wounded creatures (more than 3 hp) glows yellow
- A fragile creature (0 to 3 hp) glows orange
- A dying creature (negative hp) glows red
- A dead creature glows black
- An undead creature glows purple
- A creature that's neither alive nor dead (e.g. constructs) glows greyConstruction
Requirements Craft Wondrous Item, Deathwatch; Cost 1,000 gp** spoiler omitted **
Neat, I really like this one. How about 'Light of Triage'?
| MagiMaster |
I forgot to double the price for it being a slotless item. Though I'm not sure whether or not it's worth the higher price. It probably would be in a game with sneaky undead.
Fire Ruby
Aura faint evocation; CL 1st
Slot none; Price 50 gp; Weight -
Description This small ruby, when squeezed in your hand, ignites into a ball of fire. This fire cannot harm you or your equipment. While holding it, the fire provides illumination as a torch. Touching someone with the fire deals 1d6+1 points of damage. The fire can also be thrown as a ranged touch attack, but doing so causes it to go out immediately afterwards. Immersing the fire in water will put it out.
Construction
Requirements Craft Wondrous Item, Produce Flame; Cost 25 gp
(This is another one I'd allow Brew Potion on in my games.)
| Ashiel |
I forgot to double the price for it being a slotless item. Though I'm not sure whether or not it's worth the higher price. It probably would be in a game with sneaky undead.
Fire Ruby
Aura faint evocation; CL 1st
Slot none; Price 50 gp; Weight -Description This small ruby, when squeezed in your hand, ignites into a ball of fire. This fire cannot harm you or your equipment. While holding it, the fire provides illumination as a torch. Touching someone with the fire deals 1d6+1 points of damage. The fire can also be thrown as a ranged touch attack, but doing so causes it to go out immediately afterwards. Immersing the fire in water will put it out.
Construction
Requirements Craft Wondrous Item, Produce Flame; Cost 25 gp(This is another one I'd allow Brew Potion on in my games.)
Incidentally, the slot-less modification is only applied for certain types of items. Weapons, consumables, and anything you hold in your hand, for example, doesn't suffer the slotless penalty. If you wanted to make a good luck charm that you just carried around on you (similar to the charms in Diablo II) that increased your strength by +2 (just as a belt of strength would) then you have to double the price.
When it doubt, compare to existing items. :)
| MagiMaster |
I like magical trinkets. A mage's tower should have a bunch of cheap but clearly magical stuff lying around IMO. This one doesn't come out so cheap though.
Magic Shelf v0.1
Aura faint transmutation; CL 1st
Slot none; Price 4,000 gp; Weight -
Description This 1-foot diameter disc in nearly transparent and hangs motionless in mid-air. It can support up to 5 lbs. without moving.
Construction
Requirements Craft Wondrous Item, Mage Hand; Cost 2,000 gp
This one needs some work. A continuous Mage Hand item would allow you to pick up and move light things around at will, and even throw them. (A fairly cool item itself, although anyone with the spell can already do that at will, and it still wouldn't be worth 4000.)
To make the item work, it should either be a lot cheaper for it's loss of functionality or it should be able to carry a lot more (but then it should be based of Floating Disk).
| MagiMaster |
MagiMaster wrote:I forgot to double the price for it being a slotless item. Though I'm not sure whether or not it's worth the higher price. It probably would be in a game with sneaky undead.
Incidentally, the slot-less modification is only applied for certain types of items. Weapons, consumables, and anything you hold in your hand, for example, doesn't suffer the slotless penalty. If you wanted to make a good luck charm that you just carried around on you (similar to the charms in Diablo II) that increased your strength by +2 (just as a belt of strength would) then you have to double the price.
When it doubt, compare to existing items. :)
Good point. The Lantern of Revealing doesn't double it's price. I guess you'd mainly apply that to personal effects.
Mergy
|
MagiMaster wrote:I forgot to double the price for it being a slotless item. Though I'm not sure whether or not it's worth the higher price. It probably would be in a game with sneaky undead.
Fire Ruby
Aura faint evocation; CL 1st
Slot none; Price 50 gp; Weight -Description This small ruby, when squeezed in your hand, ignites into a ball of fire. This fire cannot harm you or your equipment. While holding it, the fire provides illumination as a torch. Touching someone with the fire deals 1d6+1 points of damage. The fire can also be thrown as a ranged touch attack, but doing so causes it to go out immediately afterwards. Immersing the fire in water will put it out.
Construction
Requirements Craft Wondrous Item, Produce Flame; Cost 25 gp(This is another one I'd allow Brew Potion on in my games.)
Incidentally, the slot-less modification is only applied for certain types of items. Weapons, consumables, and anything you hold in your hand, for example, doesn't suffer the slotless penalty. If you wanted to make a good luck charm that you just carried around on you (similar to the charms in Diablo II) that increased your strength by +2 (just as a belt of strength would) then you have to double the price.
When it doubt, compare to existing items. :)
In that case, the lantern I posted only costs 4062 gp, and merely 2062 gp to create.
| MagiMaster |
:P I'm stuck at work with nothing going on, so here's another one.
Comfy Pillow
Aura faint enchantment; Price 400 gp; Weight 2 lbs.
Description This looks like an ordinary, but very well made pillow. Once per day, when someone lies down on it, they must make a Will save (DC 12) or fall into a natural sleep immediately. Of course, most people that know what this is will voluntarily fail that save.
Construction
Requirements Craft Wondrous Item, Sleep; Cost 200 gp
I didn't really want to make it once per day, but who'd spend 2000 gp on a pillow? Really though, the lost of functionality (no area of effect, have to lay on it) more than counterbalances the removal of the HD cap given the low save, so it should probably be a bit cheaper anyway.
Mergy
|
:P I'm stuck at work with nothing going on, so here's another one.
Comfy Pillow
Aura faint enchantment; Price 400 gp; Weight 2 lbs.Description This looks like an ordinary, but very well made pillow. Once per day, when someone lies down on it, they must make a Will save (DC 12) or fall into a natural sleep immediately. Of course, most people that know what this is will voluntarily fail that save.
Construction
Requirements Craft Wondrous Item, Sleep; Cost 200 gp** spoiler omitted **
The only problem with this is that the sleep will last only one minute.
Mergy
|
Tome of Legendary Exploits
Aura moderate divination; CL 10th
Slot -; Price 16,050 gp; Weight 1 lb.
Description
This valuable edition of the Pathfinder Chronicles is bound with ivory and smells faintly of rare incense. At all times, it can be consulted as a normal Pathfinder Chronicle to give a +2 circumstance bonus to Knowledge (Dungeoneering), but that is only its mundane use. Once per day, the reader may use this tome to cast legend lore regarding a topic of her choice. Depending on the familiarity of the reader with the topic in question, it may take up to 2d6 weeks of non-stop reading to find the information she seeks (see legend lore for details regarding casting time and duration).
Construction Requirements
Craft Wondrous Item, legend lore; Cost 8,050 gp
Bards cast legend lore the earliest at 10th level (beating out wizards by one), so it's 4th level spell x CL 10 x 2000 gp, then divided by 5 for one charge per day.
Since the item must be held to be used, I see no need to double the cost just because it takes up no slot on the body.
~~~~~~~~~
Whistle of Averted Mauling
Aura faint enchantment; CL 1st
Slot neck; Price 1,800 gp; Weight -
Description
This trainer's signal whistle instils in the owner a sense of confidence, giving a +2 competence bonus to Handle Animal checks. If something goes wrong during training, three times per day the whistle can be blown to cast calm animals; 2d4 HD of animals are affected by this.
Construction Requirements
Craft Wondrous Item, calm animals; Cost 900 gp
| Ashiel |
Dotting this thread for later. Great thread, Ashiel: as usual.
Thank you very much, Mama Loufing! ^.^
Not one comment on the rod? I was hoping someone might at least check the math and make sure I did it right. :\
Gimme a sec and I'll look over it in detail! ^-^
The only problem with this is that the sleep will last only one minute.
Magic items sometimes work a bit differently than the spells that make them. The pillow notes that it causes you to fall into natural sleep (thus it should even work on elves who are immune to sleep spells, if they're willing). Seems fine. If anything, it's one of those items that might be worth ad-hoc reductions for being more limited than the spell would imply. Seems fine. :)
I like magical trinkets. A mage's tower should have a bunch of cheap but clearly magical stuff lying around IMO. This one doesn't come out so cheap though.
Magic Shelf v0.1
Aura faint transmutation; CL 1st
Slot none; Price 4,000 gp; Weight -Description This 1-foot diameter disc in nearly transparent and hangs motionless in mid-air. It can support up to 5 lbs. without moving.
Construction
Requirements Craft Wondrous Item, Mage Hand; Cost 2,000 gpThis one needs some work. A continuous Mage Hand item would allow you to pick up and move light things around at will, and even throw them. (A fairly cool item itself, although anyone with the spell can already do that at will, and it still wouldn't be worth 4000.)
To make the item work, it should either be a lot cheaper for it's loss of functionality or it should be able to carry a lot more (but then it should be based of Floating Disk).
I think basing it on floating disk is indeed a good idea. 5 lb. is kind of useless for a shelf or desk. Making an intangible shelf that would hand you stuff you requested would be very cool, methinks. Perhaps you would be best designing it based off floating disk in combination with mage hand or unseen servant, and then applying ad-hoc adjustments based on limitations (floating disk normally moves around on command, for example).
Something like floating disk (1 * 1 * 2000 * 1 duration = 2,000 gp base price). Sometimes the art-side of item creation comes in judging usefulness. If your shelf doesn't move like a floating disk normally does (or you have to move it manually, like a more mundane shelf) then perhaps it should be priced as a lower level spell, or a -30% reduction applied, or the price divided by a certain factor to get a more reasonable price based on its limitation.
This is where the bit in the item creation section mentions items that don't accurately follow the guidelines being priced according to usefulness. For example, an item functions as a zippo lighter (just makes a tiny candle flame) might require prestidigitation since that's a spell that normally does so, but wouldn't be nearly as valuable as an item that actually casts prestidigitation (which has 1,001 awesome uses). So instead, you might decide that it's only a fifth of an at-will prestidigitation, or 100 gp; which is fairly reasonable for what amounts to a tindertwig of plenty. ;)
| Ashiel |
Rod of Rings
Aura: Moderate Necromancy CL: 5th
Slot: Held Price: 60,000 Weight: 2lbs
Description:The Rod of Rings is a stout wooden rod carved to resemble a human forearm, capped with the preserved hand of a dead humanoid.
Upon command, the hand can be opened and a ring placed on each finger. A second command word closes the fist again. While held, the rod allows to user to use each ring equipped by the rod. These rings do not count for purposes of how many rings a character can normally use.Breakdown: ** spoiler omitted **
This is another item that requires some careful consideration, because it's obviously outside of the standard mechanics for making magic items. There's a few ways we could go about pricing this, and at least one method is based on the item creation rules (so I would recommend this method).
The first, and the one I recommend, is taking the value of the hand of glory and assuming that to be the base price of allowing you another body slot (8,000 gp). Then like the base price of other abilities, multiply it by the number of slots that you are getting squared. This gives us a fair formula that we can work with.
So our slots come out to:
1 slot = 8,000 gp (8000 * 1 * 1)
2 slots = 32,000 gp (8000 * 2 * 2)
3 slots = 72,000 gp (8000 * 3 * 3)
4 slots = 128,000 gp (8000 * 4 * 4)
5 slots = 200,000 gp (8000 * 5 * 5)
If the items were slotless themselves (your rod is held in your hand like a weapon, so we will not count it as slotless) you'd double the price as normal. An example of a slot-less item would be a carved finger charm or ioun stone that could wear a ring and benefit from it (multiple instances of these "slotless" ones would overlap, granting only the highest number of slots between them).
The above seems pretty reasonable, I think.
Another alternative would be to have the GM guesstimate it based on overall usefulness compared to other magic items. "Is this worth X compared to Y"; but I'm less fond of this method because it seems less clean and clear than the aforementioned method.
| MagiMaster |
Mergy wrote:The only problem with this is that the sleep will last only one minute.Magic items sometimes work a bit differently than the spells that make them. The pillow notes that it causes you to fall into natural sleep (thus it should even work on elves who are immune to sleep spells, if they're willing). Seems fine. If anything, it's one of those items that might be worth ad-hoc reductions for being more limited than the spell would imply. Seems fine. :)
It'd be a GM call, but I'd think any race that doesn't sleep wouldn't have a natural sleep to fall into. (I'd also accept that they could auto-succeed that save if they wanted the option.)
MagiMaster wrote:I think basing it on floating disk is indeed a good idea. 5 lb. is kind of useless for a shelf or desk. Making an intangible shelf that would hand you stuff you requested would be very cool, methinks. Perhaps you would be best designing it based off floating disk ...I like magical trinkets. A mage's tower should have a bunch of cheap but clearly magical stuff lying around IMO. This one doesn't come out so cheap though.
Magic Shelf v0.1
Aura faint transmutation; CL 1st
Slot none; Price 4,000 gp; Weight -
...
Yeah, it's a really small shelf (I'm sure there's a better word for that), but if they were cheap enough, you'd probably find them in sets of 10 (or something).
Basing it on floating disk would make a more useful item, but would be moving out of the realm of trinkets. *shrug*
| Bob_Loblaw |
First Aid Kit
Aura Faint Transmutation CL 7th
Slot Eyes; Price 39,550 gp; Weight -- lbs.
Description This small box contains several items to help injured characters. A typical first aid kit contains:
Sponge of restoration (SL: 4, CL: 7): 1,400 gp each
Bandage of cure light wounds (SL: 1, CL 1): 50 gp each
Bandage of cure moderate wounds (SL: 2, CL 3): 300 gp each
Bandage of cure serious wounds (SL: 3, CL 5): 750 gp each
Bandage of cure critical wounds (SL: 4 CL 7): 1,400 gp each
Bandage of heal (SL: 5, CL 9): 2,250 gp each
Poison antidotes (SL: 3, CL: 5): 750 gp each
Elixir of curse removal (SL: 3, CL 5): 750 gp each
Shroud of resurrection (SL: 7, CL: 13): 4,550 gp each
Each item can be used only once. They can be replaced at the listed cost. The kit can hold quite a bit, 9 cubic feet is a lot of room. For simplicity, assume a total of 100 items can be stored in the first aid kit.
Construction
Requirements Craft Wondrous Item,secret chest; Cost 1,125 gp for the an empty kit
| Ashiel |
| 1 person marked this as a favorite. |
First Aid Kit
Aura Faint Transmutation CL 7th
Slot Eyes; Price 39,550 gp; Weight -- lbs.
Description This small box contains several items to help injured characters. A typical first aid kit contains:Sponge of restoration (SL: 4, CL: 7): 1,400 gp each
Bandage of cure light wounds (SL: 1, CL 1): 50 gp each
Bandage of cure moderate wounds (SL: 2, CL 3): 300 gp each
Bandage of cure serious wounds (SL: 3, CL 5): 750 gp each
Bandage of cure critical wounds (SL: 4 CL 7): 1,400 gp each
Bandage of heal (SL: 5, CL 9): 2,250 gp each
Poison antidotes (SL: 3, CL: 5): 750 gp each
Elixir of curse removal (SL: 3, CL 5): 750 gp each
Shroud of resurrection (SL: 7, CL: 13): 4,550 gp eachEach item can be used only once. They can be replaced at the listed cost. The kit can hold quite a bit, 9 cubic feet is a lot of room. For simplicity, assume a total of 100 items can be stored in the first aid kit.
Construction
Requirements Craft Wondrous Item,secret chest; Cost 1,125 gp for the an empty kit
This reminds me of a first aid kit an artificer I had made. Instead of being a kit that held lots of stuff, it produced healing items inside it daily, but the healing items became useless if they weren't used within 1 round of being removed.
I believe it was something like this:
Ashiel's Healer's Kit
Aura faint conjuration; CL 1st
Slot none; Price 2,840 gp; Weight 1 lb.
Description This relatively mundane looking healer's kit is well kept and always seems to have the tools necessary to deal with common wounds and illnesses (granting a +2 circumstance bonus to Heal checks). In addition, it has several pockets that hold a particular type of potion or oil. These potions and/or oils can be removed and used, only to be replaced by the bag on the following day. Potions and oils not used within 1 round of removing them from the bag vanish and are wasted. The bag has the following potions (and their caster levels) each day: 5 oils of cure light wounds (CL 1st), 3 oils of delay poison (CL 1st), and 1 oil of lesser restoration (CL 1st). Finally, the bag has some extra pockets that can hold up to 10 more vials (for potions, oils, or alchemical items); but these extra pockets are merely for storage (they do not regenerate their contents).
Construction Craft Wondrous Items, cure light wounds, delay poison, lesser restoration; Cost 1,445 gp
Item Breakdown: The item is a masterwork tool (+2 heal skill, 50 gp) that has been priced as an item requiring a standard action (1800 gp) to use with each spell (so instead of 50 gp base as true potions, I used 1800 gp base instead since they regenerate), and divided them by "charges". The totals were added together using the "multiple similar abilities" reduction (without the reduction it's 3,240 gp before the mwk item). You'd have to use 56.8 1st level potions before it became more cost effective than simply using regular potions, but I thought it was fun and flavorful; and I loved the idea of having a bag of minor healing items on hand for my artificer. ^-^
Mergy
|
Lanterns are a really cool way of having a magic item! :)
Lamp of Shadows
Aura faint evocation and transmutation; CL 3rd
Slot -; Price 33,000 gp; Weight 2 lbs.
Description
This ebony lantern burns with a pale blue flame; however, it is very hard to see the colour of it, because when it is lit, the area surrounding the lantern is enveloped in shadows, as darkness. Whoever holds the lantern gains darkvision 60 ft. Should the lantern be put down, the darkvision effect disappears, but the darkness remains as long as the lamp is lit.
Construction Requirements
Craft Wondrous Item, darkness, darkvision; Cost 16,500 gp
CalebTGordan
RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32
|
I love these lanterns and lamps. Using the spell dancing lantern on them would make then better as well, as you wouldn't have to worry about holding them.
With so many lanterns, maybe magical lenses that can be swapped out would be fun idea. Each one keyed to a different detect spell or other such spell would be a fun idea.
| Nether Saxon |
I just finished this one - I know, it breaks the noncombat combo we recently established here, but I thought it almost too good to be true. Look up Bless Weapon and the corresponding Paladin Optimization guide... ;-)
For the enterprising Paladin/holy warrior/daredevil/guy who kills evil stuff for a living:
Holy Hands
Aura faint transmutation; CL 1st
Slot hands; Price 4.000 gp; Weight -
Description
These gloves seem to be made of shed silver dragon scales that gleam lightly when random light touches them. Whenever the wearer touches a weapon or projectile, this gleam intensifies and transfers to the weapon or projectile in hand, conferring a bless weapon upon it, making them strike true against evil foes.
Construction Requirements
Craft wondrous item, bless weapon; Cost 2.000 gp
| Bob_Loblaw |
The Blame Thrower
Aura Moderate Enchantment CL 7th
Slot None; Price 1,400 gp; Weight 1 lb.
Description This small stone bursts in a cloud of despair causing all within 30 feet to suffer from the effects of crushing despair (each affected creature takes a –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.) . A DC 16 Will save negates the penalties. Typically those suffering from the effects of this item yell at each other, argue with each other, and generally blame each other for anything that goes wrong no matter how slight.
Construction
Requirements Craft Wondrous Item, crushing despair; Cost 700 gp