Adding abilities to Big 6 items


Homebrew and House Rules

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I want to encourage my players to use items in addition to the Big 6 items, but don't want to use the Automatic Bonus Progress rule. I was thinking of removing the +50% cost to adding abilities to an existing items. So it wouldn't cost an extra +50% to combine a +1 ring of protection and ring of feather falling into a +1 ring of feather falling. In your opinion, how much would this unbalance my game by allowing this. Thanks.


That sounds like a fine balance because if you do the math for the Automatic Bonus Progression, the bonuses it gives is the equivalent of 50% of the gold for that level in slotted items but without actually taking up item slots.

Here's another optional house rule you could use that would be limiting in one way but more freeing in another:
Anyone with Craft Wondrous and 1 rank in Craft: Tattoo can make any of the following tattoos. These tattoos don't take up any item slots on the body, but a person can only have one of each of the tattoos. Back Tattoo per rules and pricing of Cloak of Resistance, Chest Tattoo per rules and pricing of an Amulet of Natural Armor, Head Tattoo per rules and pricing of any of the mental stat boosting headbands, and Waist or Lower Torso Tattoo per rules and pricing of any of the physical stat boosting belts. In addition, anyone with Forge Ring and 1 rank in Craft: Tattoo can make a Hand Tattoo per rules and pricing of a Ring of Protection.


I've used that exact house rule since 3.5 through to PF today, and it's worked fine. Obviously it is a slight power bump.


Pathfinder Starfinder Society Subscriber

Did you check out the Innate Item Bonuses section immediately after Automatic Bonus Progression? That gives you a pretty simple way to build composite magic items that take care of the big 6 bonuses with items that do other stuff as well.


Scud422 wrote:

That sounds like a fine balance because if you do the math for the Automatic Bonus Progression, the bonuses it gives is the equivalent of 50% of the gold for that level in slotted items but without actually taking up item slots.

Here's another optional house rule you could use that would be limiting in one way but more freeing in another:
Anyone with Craft Wondrous and 1 rank in Craft: Tattoo can make any of the following tattoos. These tattoos don't take up any item slots on the body, but a person can only have one of each of the tattoos. Back Tattoo per rules and pricing of Cloak of Resistance, Chest Tattoo per rules and pricing of an Amulet of Natural Armor, Head Tattoo per rules and pricing of any of the mental stat boosting headbands, and Waist or Lower Torso Tattoo per rules and pricing of any of the physical stat boosting belts. In addition, anyone with Forge Ring and 1 rank in Craft: Tattoo can make a Hand Tattoo per rules and pricing of a Ring of Protection.

Actually... There is a feat called Inscribe Tattoo that basically allows just this. And more!


Arcane Addict wrote:
Actually... There is a feat called Inscribe Tattoo that basically allows just this. And more!

I know. The point of the house rule is so that the characters don't have to take an extra feat. Also, the feat doesn't allow magical tattoos to be used in conjunction with magic items (no arm tattoos with bracers) while the rules I posted do.

Speaking of bracers, forgot to put that into my list:
Sleeve Tattoos per rules and pricing of Bracers of Armor.


I would not advise doing this. Slots are there to limit or control items usage, which are generally permanent buffs/abilities.

There is the rule for staves and such that gives a discount for powers with similar abilities.
Review the Magic Item chart and the notes around it about discounts for class, alignment, skill usage. You can combine this with charges per day to bring down the price of useful items.

Items don't have a charge up time (with a few exceptions) so this means I can buy two cheap items with 1 charge (say A and B), use A, then swap it and use B. Alternatively, some items only have 1 charge EVER and disintegrate, so I can wear A then B (A remains active and B useless until A disintegrates, then suddenly B works...).

I've created a lot of custom items using the standard rules. They are fine. If you want to bring down the cost I'd suggest some feats from DnD 3.0 such as Forgotten Realms, Magic of Faerun; Magical Artisan, etc. Those two books (and their counterparts) are goldmines for magic rule expansions and customizing your game.

Magical Artisan {paraphrased}(really a magic feat)
Prerequisite: any item creation feat.
Benefit: Choose one item creation feat you know, then when crafting those items you only pay 0.75*Base cost and 0.75*Exp cost instead of the normal base and experience point costs.
The feat does not stack with itself although you can take it for each item creation feat you know.

Shadow Weave Magic - this feat gives you +1 DC and level for a themed set of spells, which could be used for magic items. You could have Elemental Magic, Mirror Magic, Fey Magic...

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