Custom Gear Designing


Pathfinder First Edition General Discussion


Ok, so this may be in the wrong forum, and if so i apologize in advance. So im looking for a setof rules into creating custom gear, what goes into building such items, like figuring out base price, determining what it does and any special qualities it may have. Im looking to create non-magical gear that could later on potentially be enchanted, but that part isnt important as the creation of the items.


Non-magical gear is largely just a matter of comparing it to what exists.

There's a full section of the rules on custom magical items, but non-magical stuff is just "find something similar and do it".


So the Core Rulebook and Advanced Players Guide would be the best sources for building non-magical gear then?


It would really depend on what kind of gear you have in mind, but to me the obvious starting point would be Ultimate Equipment.

With some additional information it could be narrowed down better, but when in doubt I would lead with the book about equipment.


Cool, I am trying to create, by game mechanics, a clockwork/gas powered like repeating crossbow. Ive had a suggestion of a mgically enhanced clip for higher ammo capacity, that could work too, but i dont know the actual mechanics to making it possible.


Are you looking for non-magical gear that works similarly to magic? Because the simplest way to do that is to copy magical effects and call it "not magic". The tech guide is a good place to start. You basically price them as magic items but give them some kind of limiting factor (power supply, limited uses, whatever).

If you want a similar magic item, Endless Ammunition. If you just want a little more ammo that's something more vague. No idea how to price a larger ammo box on the repeating crossbow.


No, trying to create custom weapon. But as far as the clip goes, the suggestion was basicallly an everful quuiver, but a repeating crossbow clip. i knew how to get one in 3.5, DM discression, but not in Pathfinder.


Problem with custom items is that they often tend on the overly powerful side.

For instance, there are plenty of crossbows including a repeating crossbow. Which you could say was clockwork. But mechanically, it should still work like a regular repeating crossbow.

Otherwise, you need to find something that has a similar cost to reload and a magical item that eliminates or reduces it.

Repeating crossbow require a full round action to load a new case of bolts.

It is also a full round action to reload a two-handed firearm.

Pistol of the Infinite Sky (which is a one-handed firearm) costs 73,300 for a +5 pistol that reloads itself. +5 costs 50,000 gp meaning the ability to reload is worth approximately 23,300. It's actually less because the pistol also suffers no misfire chance, but it's hard to approximate these values separetly.

But keep in mind that pistols are normally only a standard action to reload. Not a full round, so you probably would need to at least double the cost.

Unfortunately custom magic items are difficult to price, and you should just ask your GM first about it. If you are the GM, then you just have to research if you actually want to help a player fulfill there wish. If not, it is always okay to tell the player that you don't think it's appropriate to try to create because there isn't anything close enough to base it off of.


Ok, so the repeating x-bow with the endless ammunition enchantment would be the best way to go. Tho it is a bit excessive, tho awesome. I know i read somewhere on one of these messageboards of a lesser version of this. It was an ammo case with a bigger ammo capacity, but not endless. This would be more realistic, and seem a lot more fair to the other players.


Not really. Endless ammunition is an annoyingly expensive enchant.

You basically have the cost of a +3 weapon, that functions as effectively as a bow.

There's a lot of things in the game that just don't make a ton of sense in terms of how to price magical items.

Mostly because there have been so many iterations of the game with so many people using different criteria.


If you are trying to create a clockwork/gas (pneumatic) powered crossbow the tech guide is a good baseline. Though I have a few tips/ideas to offer. I take it you want an easier to reload, more ammo space sort of weapon. Almost seems like we are going to a SAW (squad automatic weapon) crossbow. First, you could use a drum magazine, and depending on the desired capacity, I would just compare that capacity to the normal repeating crossbow's capacity (5 as I recall) and multiply the base price of a normal repeating crossbow based on how many more bolts your weapon holds. Example: drum mag holds 20 bolts, that is four times the normal capacity of a repeating crossbow, so multiply the base price of such x4, so a light clockwork pneumatic crossbow would cost 1,000 gp. If the tech guide has price additions for power sources (I don't own the book) I would add those into the equation. If you are concerned about power level, such a complex device could jam on a natural 1, requiring a full round action to clear the weapon that invokes attacks of opportunity. Requiring the Knowledge (engineer) skill to use the weapon along with correct weapon proficiency is also not out of order. Also changing drum mag would be just like reloading a repeating crossbow, full round action, invokes attacks of opportunity. Just a few suggestions though, hope they help.


Also I know the Endless Ammunitoin enchantment goes onto bows and x-bows, so if putting it on a repeating x-bow, is it strictly on the x-bow or could it be placed on the ammo case? legitimate or for fluff purposes.


That is very helpful GM_Beernorg. The idea is inspired from the Van Helsing movie. Just as I believe the Inquistor class was based off of Van Helsing. The Tech Guide is a newer guide and ive skimmed it over, but it didnt make too much sense of fitting in to the settings of my groups campaigns. Tho now thanks to you, I will go through it again and a little more thoroughly.


Claxon, you're also a lot of help. Thank you. Getting detailed responses really help me out. Whether it gives me the answer i seek, or a better understanding to what im looking for, or a good old push in the right direction.


Anytime sir.


Okay, you are going for Van Helsing. Then I think I can cover that. There's two ways to approach this, Endless Ammunition and Efficient Quiver. Endless Ammunition is wildly overpriced and does more than you actually want. On the other hand, it's hard to argue that 8,000 (if you can just enchant the ammo box) or 18,000 (if you have to make the box +1 or just put it on the weapon) is too cheap for this. That's a lot of money for "shoot a bunch of normal arrows". (That's all equivalent pricing for a magic item, you can still call it "clockwork" or whatever you want).

Efficient Quiver on the other hand is super cheap and basically does what you want. The reason I didn't suggest it originally is that I didn't realize you just wanted a slightly larger ammo box.

Now, the point you'll have to argue (or decide for yourself, if you're the GM) is that any change to how many arrows the ammo box holds changes the reload mechanic of the repeating crossbow. Free action reloads for a crossbow are the advantage repeating crossbows have over every other crossbow. If it doesn't come with some disadvantage that takes a full round action to fix every 5 bolts (like its normal reload), any steampunk item you make is basically granting you Crossbow Master for free. I think the misfire mechanic (minus the explosion) works well here, a jam on a 1 (or a 1 or a 2, or etc.) along with a full-round action to clear it (or whatever the appropriate reload is, to let you benefit from rapid reload).

So 1,800 gp, holds 100 bolts, jams on a 1 or 2, takes a <normal reload of crossbow> to clear the jam. Sound fair?


Sounds legit to the max. So now if i were to take this, and carry around a few different ones, with different types of bolts, the cost would just depend on the special material costs, correct?Like silver bolts, adamantine bolts, and anything else of the sort.


It's just a quiver (in this case, case of bolts) that can hold 100 bolts. Whatever you put in there is what comes out of it, presumably in the order you stuck it in (I say presumably because the cases are normally preloaded in a specific order and every other ranged weapon picks the arrow/bolt at the time you reload). If you want to add some kind of "selector" to choose which bolts come out that's more complicated (and stepping on the toes of Crossbow Mastery even more). I'd say just buy the regular 5 bolt cases of special bolts (unless you know you're going to be fighting a lot of something) and keep regular bolts in your 100 bolt version.


Sounds good enough to me. This has been definitly very helpful.

Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / Custom Gear Designing All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion