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


Homebrew and House Rules

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More specifically, "held" counts as a slot, slotless is for things like an ioun stone that provide a benefit without being worn or wielded.


From the PRD:

Quote:

Magic Items on the Body

Many magic items need to be donned by a character who wants to employ them or benefit from their abilities. It's possible for a creature with a humanoid-shaped body to wear as many as 15 magic items at the same time. However, each of those items must be worn on (or over) a particular part of the body, known as a “slot.”

A humanoid-shaped body can be decked out in magic gear consisting of one item from each of the following groups, keyed to which slot on the body the item is worn.

Armor: suits of armor.

Belts: belts and girdles.

Body: robes and vestments.

Chest: mantles, shirts, and vests.

Eyes: eyes, glasses, and goggles.

Feet: boots, shoes, and slippers.

Hands: gauntlets and gloves.

Head: circlets, crowns, hats, helms, and masks.

Headband: headbands and phylacteries.

Neck: amulets, brooches, medallions, necklaces, periapts, and scarabs.

Ring (up to two): rings.

Shield: shields.

Shoulders: capes and cloaks.

Wrist: bracelets and bracers.

Of course, a character may carry or possess as many items of the same type as he wishes. However, additional items beyond those in the slots listed above have no effect.

Some items can be worn or carried without taking up a slot on a character's body. The description of an item indicates when an item has this property.

So if the item would normally take one of those slots, then it can be made slotless. If it doesn't take one of those slots, it can't be made slotless because it already doesn't take a slot. Held items don't take slots. Worn items generally do.


I asked James Jacobs, and he confirmed the usage of Slotless, so that makes me very happy. Now some things make much more sense, and items I've had floating around are much more feasible. Like the Marauder's Map I posted earlier, at 65,000 gp and 32,500 to make, I could realistically see this map being used by kingdoms to protect important structures.


Here's my Item for the day:

Warning Bell
Aura faint abjuration, evocation and illusion; CL 4th
Slot –; Price 2,500 gp; Weight 2 lbs.

This foot tall bell hangs from a stand, and is a boon to any party travelling through the wilderness. When a command word is spoken, the speaker must mentally choose a password that he can give to others in the area. Speaking the password while entering will not trigger the warning bell.

After the warning bell has been activated, any tiny or larger creature that enters a 50 ft radius circle, centered on the bell, triggers an escalating set of warning signs. Within the first 15 ft of the intrusion, the bell begins gently ringing, which is clearly audible to all within 30 ft that have spoken the password, and faintly audible to those within 40 ft that have spoken the password. If the intrusion continues past the first 25 ft, the ringing gets louder and is clearly audible to all within 40 ft, and faintly audible within 50 to those that have spoken the password; in addition, the warning bell will cast faerie fire upon all that have intruded within its warded area. If the intrusion continues, the ringing escalates again to the sound of a dozen church bells ringing vigorously, and is clearly audible to all within 100 ft, and faintly audible to all within 200 ft.

The bell can only be used once per day, for 8 hours, before requiring 24 hours to recharge.

Construction
Requirements
Craft Wondrous Item, alarm, faerie fire, ghost sound Cost 1,250 gp

Construction Process:
This one is fairly simple, I think, though it can seem complicated at first. It’s largely a command word item, useable once per day.

Alarm: 1 * 4 * 1,800 = 7,200
Faerie Fire: 1 * 1 * 1,800 = 1,800
Ghost Sound: .5 * 4 * 1,800 = 3,600

7,200 + 1,800 + 3,600 = 12,600
12,600 / (5 / 1) = 2,520 ~ 2,500 gp


Look, a Monk item!

Gorilla Gloves
Aura faint transmutation (polymorph); CL 3rd
Slot hands; Price 10,800 gp; Weight 1 lbs.

These leather gloves are made from the skin of a gorilla. When a command word* is spoken, the wearer of the gorilla gloves has the power of his blows significantly enhanced. His unarmed damage is increased by one step, and he gains a +4 competence bonus on grapple and reposition combat maneuver checks. These effects last for 3 minutes, after which, the command word must be spoken again.

Construction
Requirements
Craft Wondrous Items, animal aspect Cost 5,400 gp

Construction Process:
I came across the Animal Aspect spell while randomly clicking on spells on the PFSRD. I saw the effects of the Gorilla aspect, and immediately wanted that aspect of the spell in a magic item for my monk. The creation was fairly simple, but I had to limit it to command word otherwise the price for a constant effect animal aspect was going to be around roughly 24,000. I say roughly, because you’re only getting 1 of 6 effects the spell provides.

Animal Aspect: CL 3 * SL 2 * 1,800 = 10,800 gp

By the way, I checked, there is no price modifier for competence bonus to combat maneuvers. However, I figure since you’re only benefiting from 1 of 6 spell effects, the bonus for the combat maneuvers would be included in the price.

*I use N'gagi, the Bantu word for gorilla.


This one is a personal favorite of mine.

Thunderbomb
Aura faint evocation; CL 5th
SlotPrice 780 gp; Weight 1 lbs.

While appearing as a normal thunderstone, the thunderbomb has been magically enhanced to a devastating degree. When used like a thunderstone, the thunderbomb detonates with explosive force, in addition to the noise it makes as a thunderstone, dealing 6d6 points of force damage to all within a 5 ft radius burst (DC 14 Reflex save for half). The thunderbomb is consumed in the explosion and can’t be used again.

Construction
Requirements
Craft Wondrous Item, explosive runes Cost 405 gp

Construction Process:
This is, quite obviously, a grenade. I created this item because my GM is going to screw me over one of these days. My wizard carries pre-cast explosive runes on him at all times (in a Handy Haversack) and one of his favorite attacks is to turn invisible, and mage hand an explosive rune in front of someone. When they look at it, BOOM! Now I can do it without him trying to use my paper against me.

Explosive Runes: (CL 5 * SL 3 * 50) + 30 (thunderstone price) = 780 gp


Little early, but I've been up for 28 hours.

Amulet of Whispers
Aura faint tansmutation; CL 1st
Slot neck; Price 1,500 gp (lesser) or 3,000 gp (greater); Weight

These amulets are a boon to companions that need to communicate over distances, but don’t want to be overheard. Each amulet of whispers is created individually, but with the ability to tie together. When all of the desired amulets are gathered, those who wish to tie them to one another must form a circle with the amulets touching. After 1 minute, they amulets will resonate, signaling the formation of their bond.

After they have been tied together, the wearer of an amulet of whispers can whisper, and be heard clearly by one another, even over the sound of battle. As long as any two tied amulets are within 100 ft of each other, they will work. This means if Amiri is within 100 ft of Merisiel, but not Seoni, then Amiri and Merisiel can hear one another, but not Seoni. However, if Mirisiel is also within 100 ft of Seoni, then both Amiri and Seoni can hear Merisiel, but not each other.

The messages spoken need not travel in a straight line, and can circumvent barriers as long as there is an opening. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the messages from reaching the recipients.

The greater amulet of whispers functions just like the lesser version, but has a rage of 400 ft and an additional feature. By grasping their greater amulet of whispers and speaking the name of a wearer of another greater amulet of whispers that is tied to their own, one can whisper a message that can only be heard by the one named.

Construction
Requirements
Craft Wondrous Items, Reach Spell (greater), message Cost 750 gp (lesser) 1,500 gp (greater).

Construction Process:
This is, and isn’t, my own item. Back in 3.5, a friend was playing a wizard (named Wynn), that wanted to create this item. However, she could never figure out how to do so, and refused anyone’s help. She wanted to call them Wynn’s Earrings of Hearrings, but alas, it wasn’t to be so. The amulets are largely continuous Message spells, but the greater has a little more juice in it.

Message (lesser): CL 1 * SL 0.5 * 2,000 * 1.5 = 1,500 gp
Message (greater): CL 1 * SL 1 * 2,000 * 1.5 = 3,000 gp
The 1.5 is for the 10 minute per level duration of the spell Message.

Is anyone still reading this thread?


I'm still reading this thread. I haven't really been working on items because I've been in another debate about fighters and I'm building a bunch of them.

I really like the amulet of whispers. I've created similar items in the past and they are always useful.

The gorilla gloves are interesting as well. I can see them being very useful to a monk with some robes to go along with them. I'm actually picturing them as Hulk gloves because I just rewatched both the movies. With some purple monk robes and an enlarge spell, he could be a mini-Hulk.

Dark Archive

Bob_Loblaw wrote:
Glasses of Far Study

These are a neat idea. Given how integral spellbooks are to wizards, I've always been surprised that Boccob's Blessed Book is about as far as wizards went in coming up with magical workarounds / safeguards to that.

Ideally, each of the specialist types might come up with alternate solutions.

An illusionist would generate a permanant illusion of a spellbook, and modify it with a minor image spell when he wants to add a new spell. As an illusion, the spellbook could be dispelled deliberately, but it could never be soaked, immolated, eaten by bookworms, etc., etc.

A conjuror could conjure their spellbook from a safe place, long enough to prepare spells, and then allow the spell that temporarily summoned it to him to expire, so that it returns 'home' automatically.

An evoker might create a spellbook out of pure force, nearly impossible to destroy.

A necromancer doesn't carry a book, he carries a skull, and by meditating with that skull, the spirit bound within it, who has been forced to learn all of the spells he's 'scribed' within it's memories, whispers to him the secrets necessary to prepare his spells.

The spellbook mechanic is just one of many class features that scream out for decent magic items. With thousands of magic item creating clerics of dozens of gods, the game should be crawling with magical holy symbols or magical priestly items (censors, vestments, holy canons, etc.). Pathfinder just added more fertile untapped territory, and sorcerer bloodline talismans or barbarian rage totems or sheets of stirring music or epic poetry for bards, that are activated by the appropriate class abilities and modify / augment them appropriately, seem like obvious 'must-haves' for magic item design.


Hey, i've tried to stat out an item that was suggested here and would appreciate a little help.

I'm not really sure about some mechanisms, since the item summons/creates a magical bow, i'm torn between using magic weapon and the flat 2k x bonus squared for magic weapons.

Also, is it possible to use spells at different caster levels in one item?

And Set, i love your ideas for class-ability specific items, there's a big design space.


Sertaki wrote:

Hey, i've tried to stat out an item that was suggested here and would appreciate a little help.

I'm not really sure about some mechanisms, since the item summons/creates a magical bow, i'm torn between using magic weapon and the flat 2k x bonus squared for magic weapons.

Also, is it possible to use spells at different caster levels in one item?

And Set, i love your ideas for class-ability specific items, there's a big design space.

I'll see what I can do to help, gonna look around for ideas.


Set wrote:
Bob_Loblaw wrote:
Glasses of Far Study

These are a neat idea. Given how integral spellbooks are to wizards, I've always been surprised that Boccob's Blessed Book is about as far as wizards went in coming up with magical workarounds / safeguards to that.

Ideally, each of the specialist types might come up with alternate solutions.

An illusionist would generate a permanant illusion of a spellbook, and modify it with a minor image spell when he wants to add a new spell. As an illusion, the spellbook could be dispelled deliberately, but it could never be soaked, immolated, eaten by bookworms, etc., etc.

A conjuror could conjure their spellbook from a safe place, long enough to prepare spells, and then allow the spell that temporarily summoned it to him to expire, so that it returns 'home' automatically.

An evoker might create a spellbook out of pure force, nearly impossible to destroy.

A necromancer doesn't carry a book, he carries a skull, and by meditating with that skull, the spirit bound within it, who has been forced to learn all of the spells he's 'scribed' within it's memories, whispers to him the secrets necessary to prepare his spells.

The spellbook mechanic is just one of many class features that scream out for decent magic items. With thousands of magic item creating clerics of dozens of gods, the game should be crawling with magical holy symbols or magical priestly items (censors, vestments, holy canons, etc.). Pathfinder just added more fertile untapped territory, and sorcerer bloodline talismans or barbarian rage totems or sheets of stirring music or epic poetry for bards, that are activated by the appropriate class abilities and modify / augment them appropriately, seem like obvious 'must-haves' for magic item design.

3.5 had one of my favorite spellbook alternates. It was from Faerun and was called a Kirin (not sure on spelling). Essentially you stuck it to your forehead and could scribe and learn spells from it like a spellbook. So instead of a big watersoluable book you had a gem or two secured in your pocket.

In pathfinder my favorite tactic is to use a Pathfinder pouch that has the book stored in the "off" position until needed once per day. Even upon inspection the pouch appears to be a non-magical little bag. I keep mine folded empty and tied to my leg under my clothes (or somewhere similar). At 1000 GP it's a cheap low level trick to keep your spellbook secure.


Damn, I just missed the Editing time limit :(

Tels wrote:
Sertaki wrote:

Hey, i've tried to stat out an item that was suggested here and would appreciate a little help.

I'm not really sure about some mechanisms, since the item summons/creates a magical bow, i'm torn between using magic weapon and the flat 2k x bonus squared for magic weapons.

Also, is it possible to use spells at different caster levels in one item?

And Set, i love your ideas for class-ability specific items, there's a big design space.

I'll see what I can do to help, gonna look around for ideas.

Bracers of the Hidden Bow

Aura faint evocation; CL 3rd
Slot wrists; Price 3,800 gp (+1); 9,800 gp (+2); 19,800 gp (+3); 33,800 gp (+4); 51,800 gp (+5); Weight 1lbs.

These supple leather bracers look like those worn by an archer. When a command word is spoken, the bracers of the hidden bow summon forth a bow made of shadows. The bow summoned by the bracers of the hidden bow is properly sized for the wielder and of masterwork quality. If the wielder has a positive strength score, a composite bow is formed with a matching strength rating. Each bow also comes with an enhancement bonus, determined at creation that the bow bestows upon the arrows it fires. The enhancement bonus can be upgraded at later times, similar to normal weapons, but no weapon properties can be added.

No ammunition is needed to use the bow formed from the bracers of the hidden bow, as arrows made of the same shadowy material of the bow, are knocked every time the string is pulled. The arrows formed can only be used by the wielder, and disappear 1 round after fired. The effects of the bracers of the hidden bow last for 1 minute, before the bow must be summoned forth again.

Construction
Requirements
Craft Magical Arms and Armor, Craft Wondrous Item, greater magic weapon, shadow weapon, caster level must be 3 times the enhancement bonus Cost 1,900 gp (+1); 4,900 gp (+2); 9,900 gp (+3); 16,900 gp (+4); 25,900 gp (+5)

Construction Process:
So I looked around for a spell that would do what I want, and I had two choices, Spiritual Weapon, or Shadow Weapon. Spiritual Weapon works almost perfectly, but the duration is way too short. If I made it continuous, it’s way too expensive. Shadow Weapon is almost perfect, except one problem, the spell description calls out only melee weapons. However, I’m fairly good at justifying my choices. The Ring of X-ray Vision is creates using the spell True Seeing. This is odd, as the spell True Seeing, specifically states:
”True Seeing” wrote:
True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent.

Funny how that works. They use a spell to create a magic item, even when the spell description specifically calls out the function they desire, is not possible. I know Paizo didn’t make this item, and is carry over from older editions*, but I’m using it as justification for using a spell that creates melee weapons, to create a ranged weapon, in a magic item. I think it’s a much small discrepancy between spell descriptions, don’t you?

Now, I calculated the prices of a command word Shadow Weapon, then simply added the price of a +1 to + 5 weapon to the total. I also consider them to be similar abilities, but didn’t want to make the item too cheap for what it does, so it doesn’t get a discount.

Shadow Weapon: CL 1 * SL 1 * 1,800 = 1,800 gp + the price of the modifier (2,000; 8,000; 18,000; 32,000; 50,000)

*I played 3.5, but not older editions, so it wouldn't surprise me if the Ring was originally created with True Seeing, but then the X-ray line got added to the True Seeing spell in 3.0 to prevent people from justifying the use of True Seeing as x-ray vision.

By the way, yes, you can use spells of different caster levels in the same item. At least, I've never seen anything to say differently.


10,000 Needles
Aura faint conjuration (healing); CL 1st
Slot –; Price 1,400 gp; Weight 3 lbs.

Despite the name, there are not actually 10,000 needles in this beautiful container. These needles are used for a rare, and oft misunderstood form of healing called acupuncture. By inserting the needles into key points on a person’s body, they can alleviate stress, dispel fatigue, or even fix damaged muscles. After all the needles have been inserted, a feat which takes a minimum of 1 hour and a DC 15 Heal check, the needles can dispel any magical effects reducing one of the subject's ability scores or cure 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. For each additional hour the subject spends under the 10,000 needles, the subject benefits from the healing magic of the 10,000 needles, to a maximum of 3 hours in one activation. Every hour the 10,000 needles are in use, requires two hours before they can be used again.

Construction
Requirements
Craft Wondrous Items, lesser restoration Cost 700 gp

Construction Process:
Acupuncture, with magic! By the way, Lesser Restoration is a first level Paladin spell. Since you always use the lowest level caster level for the spell, I’m using the Paladins. Considering the time it takes to benefit from this, I think a 30% reduction is in order.

Lesser Restoration: CL 1 * SL 1 * 2,000 * 0.7 = 1,400 gp

For you naysayers who think the Paladin shouldn’t be used…

Lesser Restoration: CL 3 * SL 2 * 2,000 * 0.7 = 8,400 gp. I think this isn’t realistic, so I’m keeping with the Paladin pricing.

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My friend asked me what what an item would cost if it granted him the benefits of a character trait. Basically, he wants Intimidate as class skill. I could just use the rules for an item that grants skill bonuses for that item, but what about traits that don't give skill bonuses?

Also, what would an item that granted a feat cost?


It depends on the feat, really. 8,000 would be the +2 save feats, for example, while Dodge would be 2,500. For "Intimidate as a class skill" I would probably price it around 1,250-1,500 (a +4 skill would be 1,600, which is what this item would do - +3 for class skill and +1 for the extra bonus, except if you already had intimidate it'd only be +1, so 30%-ish gets knocked off of the first 900 for that).


Unfortunately, I can't really answer that as no official price has ever really been determined. I'm not sure how it was determined, but I think feats are generally regarded as at least an 8,000 gp price.

The skills one is, really, a little easier to do. In Pathfinder, all a class skill truthfully is, is a +3 bonus. I''ll look to Save formula's for inspiration in that resistance is multiplied by 1,000, while all other saves are multiplied by 2,000. So instead of the Bonus Squared x 100 for competence bonus, I suggest Bonus squared time 200, which would be 1,800 gp. I'd suggest making it slotless for 3,600 gp.

For other traits, it'd have to be a case by case scenario. Traits do a lot of different thing, so it'd be impossible to have a formula to calculate them at all.


Tels wrote:

Unfortunately, I can't really answer that as no official price has ever really been determined. I'm not sure how it was determined, but I think feats are generally regarded as at least an 8,000 gp price.

The skills one is, really, a little easier to do. In Pathfinder, all a class skill truthfully is, is a +3 bonus. I''ll look to Save formula's for inspiration in that resistance is multiplied by 1,000, while all other saves are multiplied by 2,000. So instead of the Bonus Squared x 100 for competence bonus, I suggest Bonus squared time 200, which would be 1,800 gp. I'd suggest making it slotless for 3,600 gp.

For other traits, it'd have to be a case by case scenario. Traits do a lot of different thing, so it'd be impossible to have a formula to calculate them at all.

Ah, right, good call on the slotless, though I'd put in the 30% reduction for limitations on the first +3 of skill too, since having Intimidate as a class skill already would drop that bonus off (unless you just make it a flat +4 bonus whether you have it or not).


DrowVampyre wrote:
Tels wrote:

Unfortunately, I can't really answer that as no official price has ever really been determined. I'm not sure how it was determined, but I think feats are generally regarded as at least an 8,000 gp price.

The skills one is, really, a little easier to do. In Pathfinder, all a class skill truthfully is, is a +3 bonus. I''ll look to Save formula's for inspiration in that resistance is multiplied by 1,000, while all other saves are multiplied by 2,000. So instead of the Bonus Squared x 100 for competence bonus, I suggest Bonus squared time 200, which would be 1,800 gp. I'd suggest making it slotless for 3,600 gp.

For other traits, it'd have to be a case by case scenario. Traits do a lot of different thing, so it'd be impossible to have a formula to calculate them at all.

Ah, right, good call on the slotless, though I'd put in the 30% reduction for limitations on the first +3 of skill too, since having Intimidate as a class skill already would drop that bonus off (unless you just make it a flat +4 bonus whether you have it or not).

The guy specifically wants Intimidate as a class skill, and when you put a rank in a class skill, you gain a +3 bonus for it. This bonus is unique, so it stacks with all others. The bonuses provided from traits, are not as unique, but stack with everything but other trait bonuses.

Based off the Table, I assumed that the only skill bonuses one could provide for themselves, was through enhancing a stat (already covered), or a competence bonus, which the table provides a formula for. Since Saves lumps the other possible bonuses under 1 formula (other than resistance), then I figured we should lump the other possible skill bonuses under one as well.

So say someone wanted a magic item that gives them a benefit of a trait that give s a +2 bonus on Craft (Armor) and Craft (Armor) is always a class skill. There are two ways of doing this, and I'm unsure of calculating how as I was drawing from the Saves table for ideas. One way, is to lump it all together as a +5 bonus for a total price 5,000 gp (5 * 5 * 200), or split the two prices, and add modifiers for similar abilities, for:

3 * 3 * 200 = 1,800
2 * 2 * 200 * .75 = 600
1,800 + 600 = 2,400 gp

I don't know, because I don't think there's ever been an item that had bonuses to saves from multiple sources, other than resistance. The player in me wants to route for the cheaper price, but the stickler for rules is leaning towards the more expensive price.

I think it'd be up to the GM to decide.

Other than that, I think the Bonus Squared * 200 formula covers things admirably. If you want to provide a +2 bonus other than competence (trait, luck insight, sacred etc.) through a magical item, you can do so. If you want to give someone a class skill through a magical item, you can do so as well.

[Edit] By slotless, I meant, as a player, I would prefer to have the class skill item not take up a slot. Since an item that provides a class skill should very obviously take up a slot, I consider it within reason to give the option of slotless if the player wants to.

Besides, a slotless item is easier stolen, than a worn one >:)

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My character has the Craft Wondrous item, so I will be able to add on the ability to an exisiting item, thus making it a slot item. Thanks for the help!


One of these days, I'm gonna write a Magic Item Creation Guide. Or publish a free PDF of my homebrew magic items.

Maybe both.


Tels wrote:

The guy specifically wants Intimidate as a class skill, and when you put a rank in a class skill, you gain a +3 bonus for it. This bonus is unique, so it stacks with all others. The bonuses provided from traits, are not as unique, but stack with everything but other trait bonuses.

Based off the Table, I assumed that the only skill bonuses one could provide for themselves, was through enhancing a stat (already covered), or a competence bonus, which the table provides a formula for. Since Saves lumps the other possible bonuses under 1 formula (other than resistance), then I figured we should lump the other possible skill bonuses under one as well.

So say someone wanted a magic item that gives them a benefit of a trait that give s a +2 bonus on Craft (Armor) and Craft (Armor) is always a class skill. There are two ways of doing this, and I'm unsure of calculating how as I was drawing from the Saves table for ideas. One...

Right, but what I meant is the 30% reduction for "specific class or alignment", though in this case the specific part is more "specifically those classes that don't have this as a class skill already" - classes that already have that would only get the +2 part (or +1, depending on the trait - some do the +1 to two skills and pick one as a class skill thing), not the +3 for it becoming a class skill.


A cool item that is not exactly magical, is the segmented pole. It's basically one foot wooden cylinders with metal fittings at either ends. One end is a female connector, while the other is a male connector. With 10 of them you can assemble a 10 foot pole. A robe of useful items might include all 10 sections.


Eh, I really don't think there should be anymore reductions in price. The reason being, once you introduce an item such as this, you've put a price tag on feats/traits/skills. What this does, is suddenly the characters that desire a feat, but can't fit it into their character design, due to prerequisites, feat selection, class restrictions etc, can just purchase a 'feat-in-a-can' and ignore that little detail.

It's one of those things that opens a can of worms. If a GM allows the Rogue to purchase an item with a feat he wants, then the Wizard now has an argument that he gets to purchase a feat, skill etc that he wants, and if the GM says no, then he's being unfair. Once the Wizard has received his feat, now the Paladin and Cleric want a feat too.

If I were to introduce such an item into a game, I would make sure it's a feat/skill/trait most of the party can make use of, and make sure it's very rare with an in depth backstory so the players understand they can't just go out and purchase them. Skill aren't so bad, as they don't really break the game or anything. But feats and traits can do different things. Imagine a Wizard that has purchased an item with the Spell Specialization feat, while already possessing it himself. Now he has two spells that are "special" and there is nothing really stopping him from picking a third.


@ Teis: shadow weapon is an interesting idea, but you kinda ignore the fact the summoned weapon is an illusion. I think this would need to increase the prize further. Also you handwave the ammunition aspect, and i'm not sure this is justified - i'd add abundant ammunition somewhere.
The summoning of a weapon type that the spell doesn't support i can get behind. Magic items often do stuff that is marginally outside of the used spells after all. But doing that + unlimited ammo is kinda too much in my book.

The at-will use and 1 minute duration make things less complicated though.
Would 3/day for an hour as per original idea make it more expensive - or could it be left at the same price for overall simillar usefulness?
(i mean who needs an emergency bow for more than 3 hours ecept in war?)

Overall i like your version more than mine, the cost is fitting, more expensive than a +1 bow, but not 10 times the price as mine was :D
Summoning a bow made of shadows that shoots shadow arrows is also one of the most awesome things i can imagine for a low-lvl item :D

PS: i'd add a line to the description: The bow vanishes when the bracers are removed.


First of all, the price of the spell for 1 hours would make it enormously expensive. One thing you have to keep in mind, is the price modifiers for duration, and the limited nature of those durations. Most spells have something like 1/minute per level durations. In order to get an hour, you'd have to be a level 60 caster to get that effect. Even worse, are the spells with 1 round per level, such as Spiritual Weapon. That would require a level 600 caster to get 1 hour. This is all for Command word items though, which, in effect, usually cast a spell or modify the casting of the spell for an effect.

Continuous Items can be just as bad or worse. Continuous Items come with a duration modifier when you enchant them. So a spell with 1 minute per level has it's price multiplied by 2, a spell with 1 round per level, has it's price multiplied by 4. Continuous Items that aren't very low level, or with limited times per day, often are too expensive to be practical.

Now, I had waved the ammunition, because it really is a non-entity. Arrows are so cheap, that only a really picky GM is going to care about the lack of arrows. If necessary, you could add Abundant Ammunition, but I really don't think it's really necessary. The spell Abundant Ammunition, for example, is easily abused because the spell does not prevent others from using the ammo contained in the pouch. So if I were to have the spell Abundant Ammunition on the bow, then the arrows are more real and need to be carried. A quiver with Abundant Ammunition is one thing, but that quiver could still be used by others.

Just because the spell is an Illusion, wouldn't really increase the price of the item in anyway. To do so, would but an arbitrary price modification onto the item. Otherwise, any spell that isn't specifically a conjuration (summoning) or conjuration (creation) spell, would have to cost more because they aren't *real*. The most likely spells for creating weapons, or often times Evocations. Spiritual Weapon and Mage's Sword come to mind. Both spells create weapons of pure force that fight on your behalf.

Shadow spells are often times spells that can have various different effects. The spells Shadow Conjuration and Shadow Evocation, for example, can mimic many conjuration or evocation spells of lower level. This is very rare, as one spell has the power to do the job of many, something that is often times specifically avoided when it comes to spell and item creation. Spells and Items that have many variable effects are inherently more attractive because they can fill larger roles. That's why items that have multiple abilities are usually accompanied by a 1.5 times price modifier, unless those abilities fall into a narrow margin of 'similar'. For instance, the ability boosting Belts and Headbands are all spells that fall under the transmutation school. But that's not good enough, neither is the fact they are all spells that boost ability scores, nor do the fact that Fox's Cunning, Owl's Wisdom and Eagle's Splendor all boost mental stats. Those three spells are similar to one another in three categories, but not similar enough that they get the similar abilities reduction.

Anyway, my point is I really don't think Abundant Ammunition is needed for the weapon, but you can certainly add it if you wish to. Calculate the price of a command word Abundant Ammunition spell, multiply it by 1.5 then add it to the price of the bow and you will have your item. But like I said, I don't think it's necessary. It'd be cheaper to build an Abundant Ammuniton quiver, like was posted previously in this thread.


Bob_Loblaw wrote:
The gorilla gloves are interesting as well. I can see them being very useful to a monk with some robes to go along with them. I'm actually picturing them as Hulk gloves because I just rewatched both the movies. With some purple monk robes and an enlarge spell, he could be a mini-Hulk.

This post snuck by me :P

Berserk Pants
Aura faint transmutation and enchantment; CL 4th
Slot feet; Price 70,000 gp; Weight 1 lbs.

These purple pants are a great aid to melee combatants, but the bane of social functions. Whenever the wearer is under a stressful situation (such as anger, fear, embarrassment, frustration etc), he must make a DC 13 Will or submit to the rage of the pants. If they fail the save, then the wearer is subject to rage and enlarge person spell. The wearer of the pants then proceeds to destroy the object that caused his stress to the best of his ability. After 1 minute of the rage, the wearer can attempt another DC 13 will save to calm down, but takes a -2 penalty on the save is the object of his stress has not been destroyed, if it has been destroyed, he instead gains a +4 bonus to stopping the rage. If he manages to calm down, the wearer is fatigued for an amount of time equal to twice that spent raging, and the berserk pants cannot be used again until an equal amount of time has passed.

The wearer can attempt to benefit from the berserk pants under non-stressful conditions by focusing his rage on a single target and attempting a DC 13 Will save to force the berserk pants to activate.

Anyone with Rage powers, such as the Barbarian class feature, cannot activate such abilities while under the effects of the berserk pants

Construction
Requirements
Craft Wondrous Item, enlarge person, rage Cost 35,000

Construction Process:
Bob Loblaw and the Hulk inspired these pants. By the way, turns out Rage is a second level bard spell, but third level for everyone else. Go figure.

Enlarge Person: CL 1 * SL 1 * 2,000 * 2 * 1.5 = 6,000 gp
Rage: CL 4 * SL 2 * 2,000 * 4 = 64,000 gp
6,000 + 64,000 = 70,000 gp

Maybe these should be the artifact that the Berserk Pants are based off of?

Berserk Pants, Greater
Aura moderate transmutation; CL 11th
Slot feet; Price 1,068,000 gp; Weight 1 lbs.

The greater berserk pants act just like the berserk pants except as following. You instead are subject to a transformation spell, gain a +4 size bonus to Strength and Constitution and take a -2 penalty to his Dexterity. You gain a +2 enhancement bonus to your natural armor and the Will save to resist the effects is increased to DC 19. After 1 minute of being under the effects of the greater berserk pants, you must make a Dc 19 Will save to calm down. If the object of your stress is not destroyed, you take a -6 penalty to the save, but if it has been destroyed, you instead gain a +12 bonus to the save to calm down. You are fatigued after calming down, just like the berserk pants, and the DC to force the greater berserk pants to work is increased to DC 19.

Rage powers, such as those granted by the Barbarian class, cannot be used while under the effects of the greater berserk pants.

Construction
Requirements
Craft Wondrous Item, righteous might, transformation Cost 534,000 gp

Construction Process:
These are the Hulk Smash version of the Berserk Pants :P
I initially thought of Righteous Might and Rage, or Transformation and Enlarge person for the pants but realized either of Righteous Might or Transformation would increase the cost by far too much. Then decided that if someone wanted to blow all their money, I should make a greater version, just for kicks.

Righteous Might: CL 9 * SL 5 * 2,000 * 4 * 1.5 = 540,000 gp
Transformation: CL 11 * SL 6 * 2,000 * 4 = 528,000 gp
540,000 + 528,000 = 1,068,000 gp

I did not spend much time on these, maybe 35 minutes, so if things are incorrect, that's why. Mostly a joke, and not the magic item that I'm trying to post on a daily basis..


Instant Painting
Aura faint illusion and transmutation; CL 3rd
SlotPrice 4,500 gp (I); 6,200 gp (II); 7,800 gp (III); 9,500 gp (IV); Weight varies

This empty frame is a marvel of a device for any that can afford it. The frame can come in any size, up to a 10 ft by 10 ft frame. This frame looks like it would contain a painting, but instead, contains highly lifelike images. By holding up the [i[instant painting[/i] the instant painting will capture the view and display it for view within the frame. If multiple images are stored, the frame will cycle through the images. Once an image has been stored, a switch on the side of the instant painting will display the images, leave the frame blank, or pause the instant painting on a chosen image. While paused, speaking a separate command word will delete the image.

Each instant painting has a limited memory capable of storing a small number of images. The type I instant painting can store up to 10 images; the type II instant painting can store up to 20 images, the type III instant painting can store up to 30 images, and the type IV instant painting can store up to 40 images.

Construction
Requirements
Craft Wondrous Item, fox’s cunning, silent image Cost 2,250 gp (I); 3,100 gp (II); 3,900 gp (III); 4,750 gp (IV);

Construction Process:
We got one of those digital picture frames for my mother for Christmas and stored some 7,000 pictures on it showing our lives from new-born – adult hood. I was watching this frame one day, when I also thought of the Harry Potter moving paintings and thought of a magical version of the digital frame for Pathfinder. The Fox’s Cunning spell provides the intelligence required for memory, and the silent image is the display mechanism. I also decided that the spells used are not used to their full power, and I applied the uses per-day mechanic and a 30% reduction as well. I decided that since Silent Image doesn’t fall under the duration modifiers present, I would use the Fox’s Cunning modifier for it instead.

Silent Image: CL 1 * SL 1 * 2,000 * 2 = 4,000
Fox’s Cunning (I): (CL 3 * SL 2* 2,000) / 5 = 2,400
Fox’s Cunning (II): (CL 3 * SL 2* 2,000) / 2.5 = 4,800
Fox’s Cunning (III): (CL 3 * SL 2* 2,000) / 1.66 = 7,229 ~ 7,200
Fox’s Cunning (IV): (CL 3 * SL 2* 2,000) / 1.25 = 9,600

Instant Painting (I) 4,000 + 2,400 * 0.7 = 4,480 ~ 4,500
Instant Painting (II) 4,000 + 4,800 * 0.7 = 6,160 ~ 6,200
Instant Painting (III) 4,000 + 7,200 * 0.7 = 7,840 ~ 7,800
Instant Painting (IV) 4,000 + 9,600 * 0.7 = 9,520 ~ 9,500

[Edit] Changed the number of images stored.


Orb of Alarm
Aura faint abjuration; CL 1st
SlotPrice 2,500 gp; Weight 3 lbs.

This small crystal ball is about the size of a large orange and is a favorite of wealthy merchants the world over, and a bane to just as many thieves. By speaking a command word and touching the orb of alarm to an object, it marks it for later identification. Once all desired objects have been touched, a separate command word will activate the orb of alarm. Once activated, the orb of alarm paces an invisible boundary on the edges of the room it is located in. Any marked object that leave the room without first having the mark removed, by touching the orb and speaking the first command word, a loud alarm begins ringing alerting any within 60 ft of the boundary violation. Items that are placed in extradimensional spaces, such as a bag of holding or a handy haversack also trigger the alarm. The alarm continues to ring until the activation word is spoken again.

Construction
Requirements
Craft Wondrous Item, alarm, arcane mark Cost 1,250 gp

Construction Process:
Finally! A detector that works! Doncha just lurve walking into a store only for their detector to go off and everyone gives you funny looks? Yeah, personal favorite of mine too! [/sarcasm]. By the way, I notice Alarm doesn’t fit into any of the continuous modifiers; it goes from 10 minutes per level, to 24 hours. Since it falls between the 1.5 and 0.5 modifiers, I figure it doesn’t have one, also, Arcane Mark is permanent, which I think qualifies it for the ’24 hour or longer’ modifier.

Alarm: CL 1 * SL 1 * 2,000 = 2,000 gp
Arcane Mark: CL 1 * SL 0.5 * 2,000 * 0.5 = 500 gp
2,000 + 500 = 2,500 gp

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The purple pants made me laugh.

Loot 4 Less has a bell that is almost exactly like your orb.


Loot 4 Less? Is that a 3rd party book? This is actually an old item I redesigned for Pathfinder. In 3.5 I was in a party that controlled a ship of pirate hunters, a major store in a trading city, a trade route, a fortress and wizards tower hidden on the trade route. I designed the Orb for our store in 3.5 and... well we never really had a problem with thieves. Not after my character... 'disarmed' the first thief we caught with the Orb.


Bonus item!

Hwacha
Aura faint conjuration and evocation; CL 5th
SlotPrice 31,000 gp; Weight 275 lbs.

This wagon is filled with 50 iron tubes in 5 rows of 10. Each tube contains something that resembles an arrow, but fills the tube. When a command word is spoken, the arrows are launched out of the tube, as if fired from a bow. The hwacha is a siege weapon used for both offense and defense. It has a minimum range of 100 ft, and a maximum range of 400 ft. The hwacha can be tilted to alter the angle of the launch by using a crank. The one aiming the hwacha is also the one who must speak the command word; if anyone else speaks it, nothing happens. By using a move action, the hwacha’s angle of launch can be altered by up to 50 ft, by using a full round action, the hwacha’s angle can be altered by up to 150 ft.

Once launched, the one aiming the hwacha must make an attack roll against AC; 10 this attack roll is only modified by the aimer’s base attack bonus, plus his intelligence modifier. No feats, spells, or abilities modify either the attack roll or damage roll. Treat the hwacha as an exotic weapon for proficiency. If the attack roll misses, the hwacha’s target area deviates by 5 ft per point missed; roll 1d8 to determine the direction of deviation. The arrows fired by the hwacha rain down in a 10 ft radius circle. Those within the hwacha’s area of effect take 5d6 points of piecing damage and must make a DC 14 reflex save for half damage.

The hwacha conjures new arrows in the tubes on the following round, with the arrows fired disappearing a round after being fired. The hwacha can be fired once a round, on the aimer’s turn.

Construction
Requirements
Craft Magical Arms and Armor, Craft Wondrous Item, abundant ammunition, fireball Cost 15,500 gp

Construction Process:
Ever since that Mythbusters episode, I wanted my wizard in Kingmaker to design a Hwacha for his kingdom. This is what I came up with. It’s got a continuous Abundant Ammunition, with a Command Word Fireball spell that provides the explosive force to send the arrows flying. I know a real Hwacha uses rocket powered arrows, but I’m using something more like a bunch of mini-canon tubes.

Abundant Ammunition: CL 1 * SL 1 * 2,000 * 2 = 4,000
Fireball: CL 5 * SL 3 * 1,800 = 27,000
4,000 + 27,000 = 31,000 gp

Real Hwacha firing from the Mythbusters episode.

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Yep, 3rd party. Really good stuff though. Check it out!


HWACHA! Love saying that. It's a really cool weapon.

You ever want to play a bard without actually having to play a bard? Well then this is the item for you. Or if you're already a bard and want an even better performance then you can make use of this item too as the horn provides a morale bonus while inspire courage provides a competence bonus and thus they stack. There's probably an item like this already on the boards here somewhere, but I haven't found it.

Horn of Hope
Aura
: Moderate Enchantment CL: 7
Slot: None Price: 7,660gp Weight: 1 lb

Playing this horn in a specific 3 note pattern, a standard action, fills those who here it with hope bestowing a +2 Morale bonus on all attack rolls, saving throws, skill checks, and weapon damage rolls on all allies within a 30' radius for 1 minute. This ability may be used up to 7/day.

Construction Requirements: Craft Wondrous Item, Good Hope Cost: 3,830 gp

Breakdown:
Masterwork(+2 Perform(Wind Instrument)) Signal Horn 100gp
Good Hope (7*3*1800)/5=7560 I used the bard spell Good Hope and figured that sacrificing range would balance with the fact that it affects all allies in a burst not just 7. Normally the spell lasts for minutes/CL, but I saw no need for the item to have to be a continuous 7 minutes. And I divided by 5 since by that logic you would only be casting it 1/day.


Kale Wieland wrote:

HWACHA! Love saying that. It's a really cool weapon.

You ever want to play a bard without actually having to play a bard? Well then this is the item for you. Or if you're already a bard and want an even better performance then you can make use of this item too as the horn provides a morale bonus while inspire courage provides a competence bonus and thus they stack. There's probably an item like this already on the boards here somewhere, but I haven't found it.

Horn of Hope
Aura
: Moderate Enchantment CL: 7
Slot: None Price: 7,660gp Weight: 1 lb

Playing this horn in a specific 3 note pattern, a standard action, fills those who here it with hope bestowing a +2 Morale bonus on all attack rolls, saving throws, skill checks, and weapon damage rolls on all allies within a 30' radius for 1 minute. This ability may be used up to 7/day.

Construction Requirements: Craft Wondrous Item, Good Hope Cost: 3,830 gp
** spoiler omitted **

Took me a moment to understand your pricing, but I realized it essentially works out the same, though switching the uses per day with the duration makes this item more useful.

I like this item, often times in my group, no one wants to play, what most consider, a buffing class. Unless someone who know how to play bards, and builds it appropriately, I've seen several that just sit there and say, "I sing.... I'm singing.... and I'm singing.... I attack and continue singing...." Kinda boring, but it's what happens most time I've seen people build bards.


Thanks! Yeah, that's been my experience too. Most of my friends think of Flynn, Gamers 2, when they think of a bard, but Boromir, Lord of the Rings, strikes me as a bard too. Hence the horn.

I'll try to be clearer with my pricing breakdown in the future. Speaking of price, I just realized that the horn should require that the user be trained in Performance(Wind Instrument) to use it since it's hitting 3 specific notes rather than simply speaking a command word and blowing, that's a 10% discount so the price should be 6894 gp and cost 3447 gp to make. Weird not divisible by 5 numbers, oh well.


Butler Ball
Aura faint conjuration, and transmutation; CL 1st
SlotPrice 4,800 gp; Weight 5 lbs.

This silver ball measures 5 inches in diameter and is covered in small squares on the surface, numbering 10 in total with a circle on the bottom. Each shape is both a sensor and a ‘hand’. The butler ball floats around a building at chest height and performs menial tasks such as cleaning, mending, cooking, picking fruit, objects, etc. It is capable of very minor intelligence and can be ordered to do certain things, like cleaning a wizard’s lab without touching any of the magical reagents or concoctions, or bathing children without harming them.

Each ‘hand’ of the butler ball is treated as having a strength score of 2, so each hand is capable of lifting 20 pounds and pushing/dragging 100 pounds, but the circle ‘hand’ is used exclusively to lift itself. The butler ball is capable of understanding any command given it, regardless of language.

Construction
Requirements
Craft Wondrous Item, fox’s cunning, unseen servant Cost 2,400 gp

Construction Process:
I was watching Star Wars: A New Hope on T.V. when a commercial came right after the scene with Luke training on that sphere, and the commercial was for one of those Roomba cleaning robot things. I could totally see wealthy nobility or wizards having these floating around everywhere, and in fact, is exactly what my wizard does have. Since the Fox’s Cunning spell is in no way being used to full potential, I think it should receive a 30% reduction.

Fox’s Cunning: CL 1 * SL 1 * 2,000 * 2 * 0.7 = 2,800
Unseen Servant: CL 1 * SL 1 * 2,000 = 2,000

2,800 + 2,000 = 4,800 gp


Metamagical Spell Focus
Aura Strong X (where X is the school of the subject spell); CL 17th
SlotPrice 20,000 gp; Weight 3 lbs.

These crystals vary in form (use the Ioun Stone table for shapes and colours), depending on the spell contained and crafter's technique, but they all fit in one hand, and have a spark of light dancing in their depths. The outer surfaces of the crystal are invariably inscribed with runes.

Each Metamagic Spell Focus works with a particular spell (eg. you would find a Metamagical Spell Focus of Acid Arrow). When used as an additional focus for casting that specific spell, it reduces the level of metamagic feats applied to this spell, treating the actual level as 2 lower for determining the spell’s final adjusted level.

Furthermore, a spontaneous caster can cast the spell in the focus even if it is not of his personal list, assuming it is part of the list he can select from (eg. A sorcerer could use a Fireball Metamagical Spell Focus to cast Fireball, even if he didn't know the spell himself).

Metamagical Spell Foci have only been successfully created, by modern crafters, for 3ed level or lower spells. (i.e. your PC's can only create them for 3ed level or lower spells. What you put in your adventure is your business.)

Note that using such a focus while casting requires a free hand, just like using a metamagic rod. Also, this effect will not reduce the spell level below it's pre-metamagic level (ie No casting an Extended 3ed level spell in a 2nd level slot).

Construction
Requirements
Craft Wondrous Item, 2 or more metamagic feats Cost 10,000 gp

Behind The Scenes:

What this does is effectively give a PC 2 traits - Wayang Spellhunter and Magical Lineage. Conveniently, this fits nicely into a single feat, Extra Traits. We've seen items that give feats before, particularly Ioun Stones, which are also conveniently slotless, eg. Dark Blue Rhomboids give Alertness, Opalescent White Pyramids give a weapon proficiency, Scarlet and Green Cabochon gives Endurance. Each of these costs 10000gp. I doubled the price because metamagic bonuses can be punchy, and then threw in the spontaneous caster bonus as a freebie, because it seemed a bit much without it.


Been playing Dragon's Dogma and it gave me an idea. Specifically Triad Shot gave me an idea. Ahem, a little fluff.

The Elves know what others believe their weakness to be, numbers. Their numbers are small compared to other races, yes, and so to make up for this perceived weakness they have developed weapons to turn their enemies' perceptions against them. If there is but one elf a handful of foes will try to surround and crush him, but if they believe that the one is in fact many they will invariably flee.

Tripler Arrow
Aura:
Strong Divination & Faint Conjuration CL: 12
Slot: None; Price: 1,066 gp; Weight: 1/10 lb.
This +1 Seeking Arrow multiplies in flight to strike at 3 targets at once, no two of which can be more than 30 ft. apart. The archer makes a single attack roll and applies it to all arrows.
Construction Requirements: Craft Magic Arms and Armor, True Seeing, Arrow Eruption Cost:536 gp

Breakdown:
A +1 Seeking Arrow has a market value of 166 gp, that includes the 6 gp to make a masterwork arrow.
Arrow Eruption (SL 2 x CL 3 x 50gp x 2 x 1.5)=900
I treated it like a consumable item and then doubled the price as that appears to be what they did for a javelin of lightning given that unlike drinking a potion firing a single arrow is not necessarily a standard action. I then increased the value of that by 50% since the multiplication was an additional ability on an already magical item.


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Earrings of Swift Messaging
Aura faint evocation; CL 7th
Slot none; Weight 1/20 lb; Price 10,500gp (pair), 1500gp (additional earring)

These ornate ruby earrings have the icon of an ouroboros engraved in the gemstone. They were originally created as a way for armies to maintain quick and effective lines of communication, but many duplicates of the original design have since arisen. When worn by a number of different creatures who share a language, each creature may send messages to the others by concentrating and mouthing the message they wish to share. Any condition which restricts a creature from speaking restricts them from sending messages through the earrings. These messages may function up to a maximum distance of one mile; they cease to function if any one of the earrings is brought outside of this range, and resume function when all of their companion earrings are within range again. Destroying any one earring severs the link, though individual earrings may be salvaged for 500gp.

Earrings of Swift Messaging typically come in pairs. Further earrings must be linked to an already existing set, and all of the earrings in the set to be added to must be within reach while creating an additional earring. Creating the initial link is more expensive than adding additional earrings.

Construction Requirements
Craft Wondrous Item, Message, Sending; Cost 5250gp (pair), 750gp (additional earring)

Dark Archive

Aratrok wrote:

Earrings of Swift Messaging

Aura faint evocation; CL 7th
Slot none; Weight 1/20 lb; Price 10,500gp (pair), 1500gp (additional earring)

These ornate ruby earrings have the icon of an ouroboros engraved in the gemstone. They were originally created as a way for armies to maintain quick and effective lines of communication, but many duplicates of the original design have since arisen. When worn by a number of different creatures who share a language, each creature may send messages to the others by concentrating and mouthing the message they wish to share. Any condition which restricts a creature from speaking restricts them from sending messages through the earrings. These messages may function up to a maximum distance of one mile; they cease to function if any one of the earrings is brought outside of this range, and resume function when all of their companion earrings are within range again. Destroying any one earring severs the link, though individual earrings may be sal

Earrings of Swift Messaging typically come in pairs. Further earrings must be linked to an already existing set, and all of the earrings in the set to be added to must be within reach while creating an additional earring. Creating the initial link is more expensive than adding additional earrings.

Construction Requirements
Craft Wondrous Item, Message, Sending; Cost 5250gp (pair), 750gp (additional earring)

I might include these in my Kingmaker campaign.


Whistle of the Ever Present Mount
Aura faint conjuration; CL 1st
Slot none; Price 1000gp; Weight -

This plain ivory whistle comes with a matching copper badge. Three times per day when the whistle is played as a fullround action the horse or pony wearing the copper badge is immediately summoned to the side of the wielder. There must be a safe place for the animal to stand; if no such space exists the summoning fails and the daily use is wasted. The summoned animal cannot act until the round after it is summoned.

Construction Requirements
Craft Wondrous Item, mount; Cost 500gp


Jewel of Haste
Aura faint transmutation; CL 4th
Slot none; Price 640gp; Weight -

This deep crimson ruby is covered with a fine gold lattice. When crushed as a standard action it releases a haste spell (CL 4th) centered on the user.

Construction Requirements
Craft Wondrous Item, Haste; Cost 320gp

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Thread Resurrection!

I am trying to figure out the cost of an item. This is coming out to be a but more expensive than I thought, and I feel an item with no combat impact should be much cheaper.

This is an enchantment for a Romani wagon, also known as a gypsy wagon or a vardo.

Bigger on the Inside
Cost: 182,000
This enchantment creates within the inside of the wagon a large, portable extra-dimensional living space. There is 800 square feet of living space, and it has a kitchen, a common living area, a small bath, and a bedroom. The space is not furnished with the exception of a fireplace, counter tops, and a wash basin in the kitchen. The items and furniture inside this space are not disturbed or moved by violent rocking or tilting and stay upright even if the wagon is over turned. If the wagon is destroyed, the space is lost and all items inside cannot be recovered beyond a wish spell or an extra planar adventure into the Astral plane.

Construction
Mage's Magnificent Mansion

I got the cost from (spell level)7 X (caster level) 13 X (continuous)2000 = 182,000

Because all this does is provide a large living space within a wagon and keep items inside safe from violent moving, I don't think it is right to have this be so expensive. Maybe 90,000 at the most, 40,000 at the least.

What are your thoughts?


I'd say look for a lesser spell. At that price, you should get (basically) the full effect of Magnificent Mansion. (Tiny Hut and Rope Trick are the only other two I see off hand, and those are probably too low level.)

If there's no lesser spell you can work from, make one up. Or at least, partially make one up. Basically, work out what spell level the general effect would be and price it from that. You could still use Magnificent Mansion as the required spell though. (Just guessing, I'd put it at a level 4 or 5 effect, which would cost 56,000 or 90,000. I'd probably go with the latter as two spell levels feels about right for the reduction in usefulness.)

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You can also adjust cost with caster level if the spell is a much lower level. For example, if you make the caster level 13 and the spell is rope trick the cost comes out to 52,000.

The cost of extra-dimensional spaces has always been a problem for me. They don't seem to follow the same rules for magic item creation.

Thanks for point out Rope Trick, I had totally forgotten about that one. I might end up using that one over Mage's Magnificent Mansion.

Dark Archive

Between Tiny Hut and Magnificent Mansion, there used to be a 4th-ish level Secure Shelter. You could use that hypothetical 4th level spell for pricing.


CalebTGordan wrote:

You can also adjust cost with caster level if the spell is a much lower level. For example, if you make the caster level 13 and the spell is rope trick the cost comes out to 52,000.

The cost of extra-dimensional spaces has always been a problem for me. They don't seem to follow the same rules for magic item creation.

Thanks for point out Rope Trick, I had totally forgotten about that one. I might end up using that one over Mage's Magnificent Mansion.

When a spell effect doesn't rely on the caster level for anything (the size of Rope Trick doesn't change with caster level) there's no point in making the caster level higher than it needs to be. All you'd get out of it is a higher dispel DC. (Again though, you can just say you're using Rope Trick II which makes a bigger space.)

Liberty's Edge

This looks like a good place to get some advice on this thing...

So, I've got an idea for a new magical bag using an old 3.5 spell called...

Hoard Gullet:

Transmutation
Level:Sorcerer 1, Wizard 1,
Components: V, S,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

You move your hands to your throat, chanting in low murmurs as you trace an imaginary line from your lower jaw down to your abdomen.
You gain a magical second stomach, which can be used to transport objects securely.
You can safely swallow and transport any object you could normally swallow (including items at least three size categories smaller than you).
The capacity of your hoard gullet is 100 pounds and/or 10 cubic feet per caster level (up to a maximum of 1,000 pounds and 100 cubic feet).
You can't remove individual items from your hoard gullet, but as a full-round action, you can expel its entire contents into your square.
It otherwise functions as a bag of holding.
At the end of the spell's duration, anything still in your second stomach is immediately and instantly brought up, falling to the ground next to you.
You can't have more than one hoard gullet active at one time; casting this spell before its duration ends the duration of the previous casting.
For example, if a 7th-level sorcerer with 2 hours left on his hoard gullet casts the spell again, the spell's duration resets to 7 hours.
Dragons often use this spell to transport their treasure hoards safely, but it is equally useful to those who would loot such hoards.

Here's the thing (I've included a link to a pic I thought made a good illustration)...

Belt Pouch, Dr. Dolu's Gluttonous Goat Tote:

Aura faint transmutation; CL 3th

Slot —; Price 1,500 gp; Weight 1/2lb

Description

This belt pouch is covered in fine, dark fur and appears to have been crafted from the skin of a goat. It features a drawstring opening and simple bronze hardware and buckles. The mouth of the bag can accommodate objects of up to approximately 15 centimeters in diameter (about the size of a large grapefruit,) and its pocket appears to be capable of storing about a quart of material. Like it’s namesake however, Dr. Dolu’s Gluttonous Goat Tote will happily devour any object capable of fitting into its mouth. In truth, the tote’s pocket is an extradimensional space and can hold material of up to 30 cubic feet in volume or 300 pounds in weight. However, the tote does have some limitations.

Items to be stored within the bag’s pocket must be able to fit within its 15cm-diameter mouth. This permits for wands, some swords, unstrung bows and similar objects to be transported within the bag, but does not allow for wider, bulkier objects such as suits of armor, large axes or kitchen sinks. Many live animals will not fit into the bag’s mouth, however a dead animal or corpse can be made to fit if the remains are cut into easy-to-manage, bite-sized portions or ground into fine slurry. The other limitation of the tote lies in retrieving objects stored within its extradimensional space.

Single objects cannot be retrieved from the pocket of the tote without emptying the entire bag. This requires a full round action that provokes attacks of opportunity no matter how much or how little is stored within the extradimensional space and is accompanied by the loud, comical, bleating sound of a vomiting goat that has earned Dr. Dolu’s Gluttonous Goat Tote the unfortunate but apt nickname of “The Barf Bag.” Regardless of the objects stored within its pocket, the Goat Tote never weighs more than a 1/2lb.

Construction requirements
Craft Wondrous Item, Hoard Gullet; Cost 750gp

Basically, the Goat Tote would be a way to transport lots of small items you don't always need right away; things like coins, non-magical jewelry, chopped up, dead PCs, that sort of stuff. I'm thinking the price I set is good considering the drawbacks of the item and the relatively low cost of magical bags. Anybody see a problem with this?

Also, I know this isn't Core. I just didn't want to start a whole new thread for one item. Please don't hate me.


Ashiel wrote:


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Cloak of Disappearance
Aura faint illusion; CL 3rd
Slot shoulders; Price 4,800 gp; Weight 1 lb.
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This cloak appears to be woven from spidersilk, and has an almost translucent appearance when viewed against the light. By pretending that your foes cannot see you (a free action) the cloak actually causes you to turn invisible for up to 30 rounds per day. These rounds needn't be consecutive. Anything that breaks invisibility also ends the invisibility granted by this cloak.
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Requirements Craft Wondrous Item, invisibility; Cost 2,400 gp

Ashiel this item is crazy powerful especially for such a low price. It gives rogues sneak attack as a free action 30 times per day. There are feats that are increibly taxing to get this done. Ninjas need to spend a SWIFT action and 1 out of their usually max4-7 ki pool points to get this.

Broken.

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