Help with custom magic item costs & abilities


Advice


I've been toying around with creating some weapons to drop for my players and just came to the conclusion that creating new items was FAAAR more art than science. I've tried comparing them to other weapons that already appear in Ultimate Equipment and several APs, but figured I'd get some feedback before they actually get the chance to get their hands on any of these things.
Keep in mind these are items for a lv. 9 (on average) party and we're not really worried about optimization. Mainly I want to make sure nothing seems completely broken and that the item costs would be considered roughly correct. Of course if anyone knows of magic items that have already been created and have similar effects, please point me in their direction as well.

Alraune Stem:

Price: 10, 150 CL 3rd
+1 Adaptive Composite Longbow. Arrows fired from bow are imbued with a debilitating poison effect (thus creatures with immunity or resistance to poison apply that). Creatures damaged by these arrows must succeed a DC 13 Fort save or take a -4 penalty on saves against poison. Furthermore poisons affecting the target continue for 2 increments. This effect lasts 1 minute.
Craft Magic Arms, and Armor, Pernicious Poison

Hammer of Good Sense:

Price: 15,350 CL 9th
+1 Earthbreaker. Once per day, the hammer can be used to strike a creature that is currently affected by an enchantment or mind affecting effect. This requires an attack action with the hammer and allows the wielder to make a caster level check using the hammer’s caster level (+9) vs a DC of 11+effects’s caster level. If the wielder succeeds, that enchantment is immediately removed from the target. Whether the caster level check succeeds or not, the creature takes the normal damage for the attack, but it is calculated as non-lethal damage.
Craft Magic Arms, and Armor, Break Enchantment

Revelry & Misery:

Price: 7,700 each CL 5th
+1 short swords. must be wielded together to receive their effects. Otherwise they function as normal masterwork short swords. When wielded together, the weapons grant a +1 luck bonus to Will saves. Also each has a special ability that can be used once per day. As an immediate action, when the wielder would be required to make a d20 roll, Revelry allows them to roll two dice and take the higher roll. This must be announced before the dice are rolled and before the results are revealed. As an immediate action, the wielder can activate Misery upon successfully striking a target. The target must make a DC 14 Will save. If they fail, the next time the target rolls a d20, they must roll two dice and take the lower result.
Craft Magic Arms, and Armor, Borrow Fortune

ShadowWeaver:

Price: 12,070 each CL 3rd
+1 ghost touch rapier. Three times per day the wielder can pin a character’s shadow to a square. This requires a touch attack, striking the target’s shadow. The character must make a DC 12 Will save or become entangled in that square by shadowy tendrils. These last for 3 rounds, but each round allows for a new Will save. This effect does not work on creatures that do not cast shadows or have reflections. If the target uses a teleportation effect or leaves the current plane, the effect ends.Craft Magic Arms, and Armor, Shadow Anchor

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