Custom made items according to tables - GM objections


Homebrew and House Rules


Assuming a PC wants to custom make some item, he has the feats, he has the level, he has the prerequisites or has enough skill to replace those, that can be taken care of with increased DC.
Further assuming the custom made item is so close to what is named in the formulas for item creation, that those formulas obviously and undoubtedly suggest a certain price.
Further assuming the GM is not that happy about the item idea, because he has some worries about game balance or story problems, is/are there and what is the foundation in/conditions according to RAW that allows him to modify item costs/requirements or plainly forbid the item?
Or is his only choice then GM fiat, if the item threatens game balance/story?

To give examples for items, that might cause problems:

Ring of constant greater invisibility 4*9*2000 GP= 72000 GP. A lot of encounters with opponents lacking true sight could be disrupted seriously.

Use activated whetstone with greater magic weapon level 20 3*20*2000 = 120000 GP. (Provides several hundred people with +5 weapons practically all day by walking past in the morning for 1 hour).

Staff CL 20 of detect magic with 10 charges cost per use 20*400*0.5/10=400 GP (acts as +5 staff for staff magus)

Costly cleric scrolls, e.g. resurection raise dead restoratzion, created or simply bought with razmiran priest archetype sorceror lev9+ in party (can activate scrolls without material expenses).

Constant giant form I ring troll made for the level 18+ summoner of the group, costs 13*7*2000 = 188000, summoner can get immunity to acid and fire from greater aspect, potentially difficult to kill then

Now obviously a clever GM can accustom for any real or preceived exploitor advantage, but if a GM wants to keep the player from creating/buying/having such items, what options give the rules him besides GM fiat?


GM Fiat rule > all. Also, when creating a custom item, not only go by the table but compare the resulting item to any other pre-existing, yet similar item and price accordingly.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

What exactly is the point of your post?

Yes, as GM I retain the right to flat out deny any magic item that outright stinks of the kind of linburger cheese every single one of your player's items reeks of.

And since the only way players can ask questions about items is to spend gold in research, my home rules serve to quickly discourage proposing such cheese to me.

People like to use the word "GM Fiat" as if it's some sort of "cheat" by a lazy or dictatorial GM. It's nothing more that an expression of the fact that the GM is the person as Truman would say, where the buck stops.

Just because an item can be priced by formula is not by itself a justification. The Formulas come packaged with a clear disclaimer that they can be used to build campaign busting items and it's up to the GM to keep the process in reign.


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Any item not in the book is subject to GM pricing. That table is only a guideline. The book even says that. In short it is always GM Fiat no matter whether he follows the table or not.

For the purpose of this discussion I am assuming GM Fiat to equal "you can't reasonably assume that 99% of all GM's will give you the exact same ruling."

Rule 0 also allows GM Fiat so even if the "guideline" wording was not in the magic chapter he can still shut you down.

Even if Rule 0 was not written in any book, the GM is responsible for gameplay, and often gets blamed when things go wrong. That alone should allow him to make such decisions.


I personally like to run games only to level 6. Honestly, whenever I've played or run games where we played to higher levels, items like what you are bringing up were just assumed to be things we should try to get. Even the +5 magus weapon is just part of it.

I'm all for GM intervention and house rules, but dealing with what you are talking about by a simple system of bands really requires a coherent and complete understanding of the sorts of challenges you must WANT to give as GM and how these items in particular interfere with that.

The problem is that players who inclined to make these sorts of items will just make other ones that are just as bad if they can. If you are in a contentious situation because the players are invalidating certain kinds of games by power gaming, the best deal is to be fluid and just run something a little different.

Or be like me and just not play it.

By RAW, I think GM fiat is implied. The GM doesn't need a special excuse to say no.


Everything custom is "DM-approval only". A DM can say rings of constant greater invisibility simply don't exist in his world, just like he can say monster A or PrC B don't exist in his world.

Besides, there are lots of existing items that don't follow the magic item pricing tables. For one reason or another (often game balance), the designer of the item thought it should have a lower or higher price than the table would produce, and priced it accordingly.


IIRC, magic item creation is one of those sections where the rules repeat the need for GM Player interaction to create a balanced result and they existing magic items and the table should be used as a guideline.

I think that's the best you will get. The beginning of the book says GM has final say, and magic item creating deemed that concept important enough to say again.


Also note that the magic item creation table is set up as a guideline to help the DM make magic items... not to help players make their own magic items. It is in the game master portion of the book in my opinion and not the front of the book with more player orientated material.

Players can feel free to browse and make "what-if" magic items. But the DM for that campaign and world will always have 100% say in what can be made or not be made and then decide if he will set it at a price in line with the table, with other magic items of comparable power, or vastly higher or lower then the given price.


You may want to re-read the item creation rules. There are modifiers for continuous or use activated items based on the duration of the effect.

That greater invisibility ring you mentioned actually costs 4 * 7 * 4 * 2000 = 224,000g, which seems pretty reasonable to me, especially given the number of creatures that can see through invisibility, and the ease of removing it or penetrating it with casting.

And that Giant Form ring costs 13*7*2*2000 = 364,000g. If a 20th level character wants to spend almost half their wealth for a few stat bonuses and to make it take two rounds instead of one to coup de grace them, who's stopping them?

The whetstone is a clever idea. I might implement something like that into one of my campaigns; seems like an awesome way for a society to raise a well equipped militia quickly.


ALL custom items are strictly at GM discretion, like custom spells. There's no such thing as a custom item that doesn't involve "GM Fiat".

carn wrote:


Costly cleric scrolls, e.g. resurection raise dead restoratzion, created or simply bought with razmiran priest archetype sorceror lev9+ in party (can activate scrolls without material expenses).

If I'm understanding you correctly, that's just how the class works. A Razmiran Priest can just buy a vanilla Cleric scroll and use it over and over again by using his slots. It's pretty much the same deal as Alchemical Allocation.

There's no way to disallow this other than not allowing your players to buy scrolls, (though, that won't stop a PC Cleric from creating the scroll and giving it to the Priest,) or by house-ruling the ability.


wraithstrike wrote:

Any item not in the book is subject to GM pricing. That table is only a guideline. The book even says that. In short it is always GM Fiat no matter whether he follows the table or not.

Rule 0 also allows GM Fiat so even if the "guideline" wording was not in the magic chapter he can still shut you down.

This. I agree completely with Wraith on this. Rule 0. If the DM doesnt want it, its his right to say no. Expecially conserning Custom Magic items, which specifies DM discretion.


By the way, there are a number of unwritten rules that magic items follows.

One is "Never have a ring of greater invisibility."

Another is "If you pass 200k as the market price, you can't make it with Craft Wondrous Item."

And "Multiple similar abilities is meant for staves".

The GMG goes into some pretty nice advice too.


GM Fiat or Rule 0 is just cheat by lazy and/or dictatorial GM. Is like a Deus ex Machina for a story.


As well as the sane GMs.


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edduardco wrote:
GM Fiat or Rule 0 is just cheat by lazy and/or dictatorial GM. Is like a Deus ex Machina for a story.

GM Fiat or Rule 0 used incorrectly or irresponsibly is just cheat by lazy and/or dictatorial GM. Is like a Deus ex Machina for a story.

I fixed it for you :D

Seriously though, situations like Magic Item creation are the kind of the that Rule 0 was meant for. Not using it in a situation like this would be GM lazyness.


edduardco wrote:
GM Fiat or Rule 0 is just cheat by lazy and/or dictatorial GM. Is like a Deus ex Machina for a story.

Here we go with another generalizer. Maybe you like swords that have a +20 to hit for under 10,000. The rest of us probably don't.


Cheapy wrote:
As well as the sane GMs.

I'm not sure about that, for me a sane GM, would come to terms with the player and not impose his will just becuase is the GM like an autocracy. I'm more in favor of GM is only the narrator and discussion of rules must involve all.


wraithstrike wrote:
edduardco wrote:
GM Fiat or Rule 0 is just cheat by lazy and/or dictatorial GM. Is like a Deus ex Machina for a story.
Here we go with another generalizer. Maybe you like swords that have a +20 to hit for under 10,000. The rest of us probably don't.

Well I like play at high levels that is true but I always try to play by RAW the rules, so no I not like swords +20 for 10,000 it will cost 8,000,000 GP market price


edduardco wrote:
wraithstrike wrote:
edduardco wrote:
GM Fiat or Rule 0 is just cheat by lazy and/or dictatorial GM. Is like a Deus ex Machina for a story.
Here we go with another generalizer. Maybe you like swords that have a +20 to hit for under 10,000. The rest of us probably don't.
Well I like play at high levels that is true but I always try to play by RAW the rules, so no I no like swords +20 for 10,000

If you don't like swords +20 for 10,000 then you are supporting Rule 0 properly applied. I say this because RAW, ignoring GM approvals, says you can make a sword with a +20 to hit for 10,000gp.


edduardco wrote:
Cheapy wrote:
As well as the sane GMs.
I'm more in favor of GM is only the narrator and discussion of rules must involve all.

maybe before an actual sesion of play but when the sesion begins the Dm have to rule. If the DM stop at every step asking all your player "how would you rule this" the play becomes very slow.


edduardco wrote:
wraithstrike wrote:
edduardco wrote:
GM Fiat or Rule 0 is just cheat by lazy and/or dictatorial GM. Is like a Deus ex Machina for a story.
Here we go with another generalizer. Maybe you like swords that have a +20 to hit for under 10,000. The rest of us probably don't.
Well I like play at high levels that is true but I always try to play by RAW the rules, so no I no like swords +20 for 10,000

I only posted that because going by that chart and not using GM Fiat you can get a true-strike sword for about 8000 gp. :)

It is one of the well known abuses of following the chart exactly, which is why I mentioned it.

Personally, I don't like GM Fiat either when used to make "insta-houserules". I think the player should be given a warning(at least a week if possible), to prepare for any house rules. If you change something later that nerfs him, the player should be given the option to change his character if the character is rules legal.


edduardco wrote:
wraithstrike wrote:
edduardco wrote:
GM Fiat or Rule 0 is just cheat by lazy and/or dictatorial GM. Is like a Deus ex Machina for a story.
Here we go with another generalizer. Maybe you like swords that have a +20 to hit for under 10,000. The rest of us probably don't.
Well I like play at high levels that is true but I always try to play by RAW the rules, so no I no like swords +20 for 10,000

There are things that are clearly RAW like power attack, it gives a bonus to damage and a penalty to hit.

There are thing that are blurryand the Dm have to rule about it.

Also (and i am not saying you ) a lot of people do not care about RAW but more somethig like RAYNPO (Rules-as-you-can-not-prove-otherwise)


edduardco wrote:
Cheapy wrote:
As well as the sane GMs.
I'm not sure about that, for me a sane GM, would come to terms with the player and not impose his will just becuase is the GM like an autocracy. I'm more in favor of GM is only the narrator and discussion of rules must involve all.

We have very different opinions on what a GM is.


LazarX wrote:

What exactly is the point of your post?

Evaluating the weight of arguments brought forth in some other thread about why some item creation is supposed to be a big no-no.

LazarX wrote:


The Formulas come packaged with a clear disclaimer that they can be used to build campaign busting items and it's up to the GM to keep the process in reign.

The entire advanced player guide, the entire ultimate magic, the entire ultimate combat, the entire advanced race guide and (if paizo staff did their job) all supplementary books, world guides and other book comes with a disclaimer, that its GMs call, with the only difference that the magic item disclaimer is worded in direction of more caution.

Therefore all the arguments brougth forth in that other thread regarding some items not being craftable available for sale and claiming that is a somewhat obvious from the rules carry as much weight as someone saying ragelancepounce, gunslinger, any bizzare feat combo or archetype combo should not be allowed. So effictively they have nothing to do with rules, neither written nor intended but are just a "If i am GM" opinion.

RAW its obvious:
ragelancepounce is within rules (unless they errataed it)
razmir priest cheating for thousands GP of money by casting costly spells from clric scrolls is within rules
true strike sword is within rules
+5 staff for magus is witin rules
greater ring of invisibility is within rules
summoner unkillable by HP damage is within rules (though the latter two are quite pricey)

THe only thing left is to discuss with the GM, which options are too much for him to stomach. As i am GM thats pretty uncomplicated, its all nice, the razmir priest has just to worry about assasins from his cult/priest competition angry about ruined prices, true strike sword just gives +20 to one attack per round (thats the wording of the spell) and if any player ever wants to waste money on greater invisibility, its ok.

Just not sure about ragelancepounce, but unlikely to see a barb soon.


Aratrok wrote:

You may want to re-read the item creation rules. There are modifiers for continuous or use activated items based on the duration of the effect.

Thanks, thats just the rule i considered to be missing, tying permanency costs to standard duration.

Aratrok wrote:


And that Giant Form ring costs 13*7*2*2000 = 364,000g. If a 20th level character wants to spend almost half their wealth for a few stat bonuses and to make it take two rounds instead of one to coup de grace them, who's stopping them?

Wasnt there some feat combo, that resulted in always being able to act as long as not dead from HP dam?

That would be nice in combo with such item, though probably too expensive due to that *2 i missed.


I am a big fan of the item creation rules and allowing the players to make their own unique gear. That said, first they do need to use what's there correctly (as Aratrok mentioned).

Second, as others have mentioned, that section of the book is explicitly GM-discretion, moreso than the rest of the game. Letting the players use the table as-is isn't actually RAW. RAW is get your GMs permission first, compare to existing prices second, use the table to make a guess as a last resort. (I don't quite agree with that, but it is RAW.)


There are no rules written for making custom items. There are guidelines on how a DM may price custom items should someone create them.

In the same way there are no rules for making sevenassed monkeys but guidelines on how to put a CR on them and how to balance them.

A player has no more right to a ring of permanent invisibility than it has to a seven-assed monkey.


MagiMaster wrote:


Second, as others have mentioned, that section of the book is explicitly GM-discretion, moreso than the rest of the game.

Everything beyond core (and maybe much in core) is GM-discretion.

Quote ultimate combat:

"Game Masters are encouraged to allow players to choose freely from these classes ..., but each GM must make a personal decision about what is and what isn't allowed ..."
(Similar disclaimer in any rule book i checked)
Note that the wording makes it clear that everything in the book needs to be allowed.

So RAW for anything:
Did the GM allow it yet?
Yes -> go and get it.
No -> Ask permission.

If for example the GM allowed samurai class and 20% of the feats and has said nothing regarding the rest, any player wanting a gunslinger, ninja or any of the 80% feat has to ask for permission per RAW.

No difference between magic items and any other rules. Just with magic items GMs are warned that they should invest more care in evaluating.

MagiMaster wrote:


Letting the players use the table as-is isn't actually RAW. RAW is get your GMs permission first, compare to existing prices second, use the table to make a guess as a last resort. (I don't quite agree with that, but it is RAW.)

I cannot see any difference to any other option, except that unlike feats the number of items are unlimited. Its always ask GMs permission then check what you can make of the options allowed due to GMs permission (e.g. gunslinger is allowed, some subset of potential magic item crafting is allowed).

And checking existing items can be skipped, when trying to design game breaking items using some spell effect, as the existing items normally are not game breaking and all spell effect items follow the table rather closely and if one is lazy to read a few hundred item descriptions and just wants a general idea, whether some item thought up might be affordable and worth the price.

Or do you claim its RAW that the players are supposed to select item creation feats, but should not look up, what the rough price tags are, they can expect using the feat?


stringburka wrote:


A player has no more right to a ring of permanent invisibility than it has to a seven-assed monkey.

Just as a player has no more right to play an alchimist.

Edit: When a player wants to play an alchimist and the GM allows it, the class description and so on gives the information the char is supposed to be based on. Its not necessariliy balanced, what one derives from these, so GM might opt or adjust something.

When a player wabts to create an item and the GM allows it, the magic item creation guidelines give the information the item is supposed to be based on. Its not necessarily balanced (with higher probablity), what one derives from these, so GM might opt to adjust something.

There is no difference, except a much bigger warning sign.


Thazar wrote:

Also note that the magic item creation table is set up as a guideline to help the DM make magic items... not to help players make their own magic items. It is in the game master portion of the book in my opinion and not the front of the book with more player orientated material.

... except that the magic item crafting feats are right up front in the "player-oriented" stuff.


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Cheapy wrote:
As well as the sane GMs.

Imo, no GM is sane: being willing to put up with PC hijinx is the sign of a broken, broken mind...


@carn, first, I agree with your main point, I think. I personally feel that the item pricing table could be cleaned up enough that they could remove the "GM only" warnings and just let the item crafters have at it.

That said, for item crafters, RAW is they can only make what's already in the books and what the GM lets them make beyond that, and it's supposed to be the GM's job to work out what a particular idea is going to cost. If the GM says it will cost 100,000 gp and the table says 10,000 gp, well, GM wins by default.

Basically, the warning is "GMs: Don't allow players unlimited access to this." Again, not something I exactly agree with, but it is what it is.


carn wrote:
stringburka wrote:


A player has no more right to a ring of permanent invisibility than it has to a seven-assed monkey.

Just as a player has no more right to play an alchemist.

More like the right to play a class he made up himself using GM guidelines for balancing new classes, if you want a perfectly apt analogy.

Or, seeing as there are actually rules for this, a spell he made up himself.


Quantum Steve wrote:
carn wrote:
stringburka wrote:


A player has no more right to a ring of permanent invisibility than it has to a seven-assed monkey.

Just as a player has no more right to play an alchemist.

More like the right to play a class he made up himself using GM guidelines for balancing new classes, if you want a perfectly apt analogy.

Or, seeing as there are actually rules for this, a spell he made up himself.

The magic item, the self made class and the alchimist all require GM approval. Paizo advice is only that the GM should be more cautious about granting the former requests. So in terms of "right" of player its identical.


About the true strike sword, isnt that against the rules as written?

It seems from the factors of constant items (e.g. *4 for round spells) that a spell needs a duration of rounds, minutes, 10 mins or hours to be made into use-activated, constant item. Duration of true strike is "see text". From the text duration can be derived as "next attack" or "single attack role".

So per RAW its rather questionable to make such an item as "see text" is no valid duration. One could per RAW also not make an item with a constant lightning bolt spell.


carn wrote:
stringburka wrote:


A player has no more right to a ring of permanent invisibility than it has to a seven-assed monkey.

Just as a player has no more right to play an alchimist.

Edit: When a player wants to play an alchimist and the GM allows it, the class description and so on gives the information the char is supposed to be based on. Its not necessariliy balanced, what one derives from these, so GM might opt or adjust something.

When a player wabts to create an item and the GM allows it, the magic item creation guidelines give the information the item is supposed to be based on. Its not necessarily balanced (with higher probablity), what one derives from these, so GM might opt to adjust something.

There is no difference, except a much bigger warning sign.

Actually, there is a difference. While I agree that a player has no "right" to play an alchemist if the DM wants to run a campaign without such (though I think it's nice of a DM to try to incorporate all wishes by a player that could reasonably coexist with the DM's idea of the world), the game still has a basic assumtion on that alchemists will be played according to the rules that govern alchemists.

The basic assumtion is that if a DM says "we'll start a campaign now", all written classes will be allowed and all/most rules that are written will be used - if something differs from that, it will be (or should be) stated by the DM.

In any case where there are no rules governing something, it's completely up to the DM - there are no actual rules to fall back on.

If someone wanted to play a character that permanently transforms into an angel as the game progresses, there are no rules for that and it's completely up to the DM to determine if they want to create a class that fulfills this, and how they want to do it. The DM can, but the game designers, and players in general, shouldn't _assume_ that this class will exist.

If someone wants to play a seven-assed monkey, there are no rules that allow a player to design something like that. Most players and designers assume seven-assed monkeys will not be a (major) race in a pathfinder game. A player can't just say "I want to be a seven-assed monkey, look, it follows the bestiary's CR by HD guidelines, GIMME GIMME". Creating monsters - and custom races - is completely within the hands of the DM. The DM actively has to say "in this game there will be seven-assed monkeys that you can play" or a player has to ask "I want to play a seven-assed monkey, could I do that?" and have the DM allow it.

There are guidelines for determining how much CR a certain homemade creature should have and how to work when designing one. That doesn't mean a player can design monsters and assume they are standard in this game, nor does it mean pathfinder as a game assumes these creatures will exist. Likewise, there are guidelines for determining how much gold a certain homemade magic item should be worth and how to work when designing one. That doesn't mean a player can design magic items and assume they are standard in this game, nor does it mean pathfinder as a game assumes all these items will exist.


carn wrote:


About the true strike sword, isnt that against the rules as written?

It seems from the factors of constant items (e.g. *4 for round spells) that a spell needs a duration of rounds, minutes, 10 mins or hours to be made into use-activated, constant item. Duration of true strike is "see text". From the text duration can be derived as "next attack" or "single attack role".

There are no written rules on custom item design.

But, if a DM designed such an item and compared it to the table, the price would be 2000*1*1=2000. And it's not a constant item (as that would only work once ever, it's a use-activated one (that might activate by beginning to swing the sword but before the attack). If you compare a Bracer of Mage's Armor and Shield to the table, it's 3000-3500 gp (depending on if you view them as similar or different abilities) that grants a +8 bonus to AC (half armor, half shield) as well as immunity to Magic Missile.

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