How Would you Price these Homebrew Magic Items?


Homebrew and House Rules


VOID PORTAL

Spoiler:

Aura minor abjuration; CL 12
Slot shield; Price -; Weight 15 lb.
Description
This +1 light steel shield is a deep black, seemingly darker than anything it is close to. Every round that the wielder is in melee combat, there is a 10% chance that the shield’s special ability triggers. Roll this chance only when the wielder attacks an adjacent opponent. If the ability triggers, ghostly hands spring forth from the shield and attempt to pull the target into the void. Opponents receive a Reflex saving throw, DC 15. On a failed save, the victim is pulled into the void, utterly destroyed. Void Portal can only grab a creature of large size or smaller.

GLASS GRIPPERS

Spoiler:

Aura major evocation; CL 12
Slot Hands; Price -; Weight 2 lb.
Description
These yellowish gloves have no affect if only one is worn. When both gloves are worn, glass shards manifest from them. When wielding these glass shards, the wearer of Glass Grippers is treated as having both the Two-Weapon Fighting feat and the Quick Draw feat. The shards deal 1d6+1 damage and have a range increment of 30 feet. As soon as the shards are thrown, new shards instantly manifest from the gloves, allowing the wearer to make multiple attacks per round. The shards are treated as daggers for the purposes of proficiencies, damage type, and feats.

LIGHT HEAD

Spoiler:

Aura major evocation; CL 12
Slot none; Price -; Weight 1 lb.
Description
This pale +1 heavy mace is particularly light, with a blackstone handle. Each round the mace attempts to siphon a spell from a nearby spellcaster (within 30 feet., does not affect wielder) Light Head can only siphon spells of 3rd level or less, and will always attempt the highest level spell available. The closest caster is targeted. If one or more casters are equidistant, determine the target randomly. The target must succeed at a DC 15 Will save, or lose an unused spell slot, in a similar fashion as having cast the spell. Upon siphoning a spell, the head of the mace turns into energy (treat as brilliant energy, page 470) for a number of rounds equal to the level of spell siphoned. While in the brilliant energy state, the siphon ability is suppressed.

AFTERBURNER

Spoiler:

Aura minor evocation; CL 12
Slot none; Price -; Weight 1 lb.
Description
This black +1 dagger is very thin, with a redstone handle. Upon a successful melee attack, the victim is struck for 1d10 points of fire damage after 1d3 rounds have elapsed. This damage stacks with its self. If the victim dies before the flames have taken effect, they dissipate harmlessly.


Scrap the only sized large aspect of the Void Portal shield and slap a price of 76k onto it!

Afterburner - Pretty lethal. It does that ability with every hit, so if you dual-wielded daggers, I can see the damage racking up stupidly fast. Combine that with sneak attack and the dagger's base damage as it is, then any strength on top (if the character wielding it has a strength score), and you've got a really nasty dual-wielder.

As an example, let's say haste has been cast and the dual-wielder has up to greater two-weapon fighting....that's 8 attacks at 1d4+1d10+8d6 sneak with every hit. It's a rogue that becomes broken and stronger than a Barbarian without any strength.

That's a max of 62 damage per hit without a critical, so multiply that by 8 and you have a really silly damage output. Double that for a critical with every hit (unlikely) and you have a game breaking set of weapons.....so I'd price them stupidly high at about 500k, but then that's me. 300k if I was feeling nice, so as there's one of them listed, 150k at the cheapest for 1. Though most people would probably make it less as it's still only a +1 blade. I base the price on the potential game breaking outcome rather than on how effective it would be early game.

Grand Lodge

Price.... Free. Availability... ZERO.

As a special bonus, the player who mentions the void shield, gets a first hand demonstration of the powers of Changeling, wielded by the rabid fans of C.J. Cherryh.

Scarab Sages

I wouldn't price the Afterburner anywhere near that high Apallo, it is only dealing an average of 2 damage more than a flaming weapon, and doesn't get that damage the round the attack happens, I would split the difference between a +2 and +3 weapon and call it good (12k or so)

The Glass-Grippers are +1 daggers with a weapon die increase (+1 damage), increased range, and two feats (though if new shards instantly form in the wielder's hands, why do they need/get quick-draw?). I'd go with around 15k - 20k.

The Light Head is a +1 Brilliant Energy mace that also drains spells lower than lvl 3 (though it is a DC 15 that targets the save that most casters have as their good save), so I would go with around 90k. Though the item has some quirks: Are familiars spellcasters? Can it drain Spell-like abilities? What happens if the target has unlimited uses of the spell? Does draining cantrips set off the head?

The Void Shield this smells of a minor artifact to me: priceless. Infinite use 10% chance of complete destruction is asking to be cheesed (at least for me). If you shield bash a door 'opponent' 10 times does the door get sucked into the void? If you poke a sleeping opponent 10 times for 0 damage each (touch attack) does the shield's ability activate?


Timebomb wrote:

The Glass-Grippers are +1 daggers with a weapon die increase (+1 damage), increased range, and two feats (though if new shards instantly form in the wielder's hands, why do they need/get quick-draw?). I'd go with around 15k - 20k.

Yeah - originally I didn't include the text about quick draw because it seemed obvious to me. But then someone else pointed out that there might be confusion, and that some people may read "new shards instantly manifest" as fluff and ignore it.

Timebomb wrote:

The Light Head is a +1 Brilliant Energy mace that also drains spells lower than lvl 3 (though it is a DC 15 that targets the save that most casters have as their good save), so I would go with around 90k. Though the item has some quirks: Are familiars spellcasters? Can it drain Spell-like abilities? What happens if the target has unlimited uses of the spell? Does draining cantrips set off the head?

Wow, 90k? That seems much higher than I expected. It does not drain spell-like abilities, and cantrips are not powerful enough to "power" Light Head. This item I felt had a negative with a positive - any ally spellcasters would generally have to stay more than 30 ft. away or potentially have some of their spells stripped from them. And its only Brillant Energy when it successfully drains a spell, which as you noted, is going to be difficult, especially at higher levels.

Timebomb wrote:
The Void Shield this smells of a minor artifact to me: priceless. Infinite use 10% chance of complete destruction is asking to be cheesed (at least for me). If you shield bash a door 'opponent' 10 times does the door get sucked into the void? If you poke a sleeping opponent 10 times for 0 damage each (touch attack) does the shield's ability activate?

I probably need to qualify in the description what a melee attack is. Objects are not affected (no attacking walls, f/x), attacks that aren't really attacks (poking) wouldn't trigger the shield, etc.

This item is actually in play in my current campaign, owned by a cleric. The cleric has rolled the check many times, but its only actually triggered 1 time in probably 50 attacks or so (I know that sounds strange.) On that 1 time, the opponent failed the save and was destroyed.

I should have also mentioned in my original post, each of these items is unique. In asking for pricing, I'm trying to get an objective idea of how powerful these items are.

Great feedback - thanks.

Scarab Sages

I priced the Light Head a 90k because a +1 Brilliant Energy thing is 50k, and the closest item I could find to "it drains spells" is a Rod of Absorption (50k), but the Rod requires allows you to cast spells for free, isn't preemptive, doesn't require a save, and can only absorb 50 spell levels before burning out. I figure all the advantages of the Light Head just about outweigh the disadvantages. Honestly it could be reasonably priced a lot higher, because infinite draining of spells is a pretty good effect, or lower because of it requires a save and the bonus (Brilliant energy) isn't that great against arcane casters.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / How Would you Price these Homebrew Magic Items? All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules