Advice with player wanting to cheese item crafting


Advice

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Grand Lodge

I have a player who just hit 5th-level as an arcanist and picked up Craft Wondrous Item as his feat. He wants to craft a magic item for the monk in the party of his own design, and it's essentially a glove as that produces the shield spell the moment you put it on and never stops. He reasons it should only cost him 1,000 gp to make, as the rules for magic item creation say that to create a continuous/use activated item, it's spell level x caster level x 2,000, and so crafting it would be half that.

There's gotta be some rule against this, or he's misinterpreting something, right? The closest thing I could find to such an item was a ring of force shield, but even that costs 4 times as much as what he wants to make, gives a lesser shield bonus, takes up a hand, and uses free actions to activate on and off.


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The rules for magic creation are a guideline. It is an art as much as a skill at times.

What he wants to make is not essentially a permanent spell effect as an effect that grants a constant +4 bonus to AC. As such, it need to be priced as an item that grants a constant +4 bonus to Ac, like +4 baracers of armor for instance.

Additionally, it would also be an item that makes you immune to magic missiles. That's harder to price, but an amulet of shielding cost should probably be added in the least.

You charge for what the item effectively does for the player, not necessary just what spell it has. An item of permanent or near-constant true strike would be priced as a +10 magical weapon item (since it's just to hit, not to damage as well, before figuring in that it removes miss chances from concealment as well,) not just as a 1st-level spell that's usable all the time.


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Strife2002 wrote:

I have a player who just hit 5th-level as an arcanist and picked up Craft Wondrous Item as his feat. He wants to craft a magic item for the monk in the party of his own design, and it's essentially a glove as that produces the shield spell the moment you put it on and never stops. He reasons it should only cost him 1,000 gp to make, as the rules for magic item creation say that to create a continuous/use activated item, it's spell level x caster level x 2,000, and so crafting it would be half that.

There's gotta be some rule against this, or he's misinterpreting something, right? The closest thing I could find to such an item was a ring of force shield, but even that costs 4 times as much as what he wants to make, gives a lesser shield bonus, takes up a hand, and uses free actions to activate on and off.

Ultimate campaign addresses this. If it makes another item completely useless, that's a no-no. Paizo's example is a continuous true strike. Technically, that would be 1000 gp, but a +20 weapon compared to +5 for 50000 gp is just broken, so a fairer price would be 200000 gp. Up the cost to be higher than the other item. Check out ultimate campaign under campaign systems too.

Edit: Ninja'd
Edit: Did I just ninja someone while being ninja'd?

Liberty's Edge

"The correct way to price an item is by comparing its abilities to similar items (see Magic Item Gold Piece Values), and only if there are no similar items should you use the pricing formulas to determine an approximate price for the item."

1000 is way too little.

A bare minimum price would be 16000, which is the price of the items currently available which grant a +4 bonus to AC.

This is actually a specific example which is given:

"Example: Patrick's wizard wants to create bracers with a continuous mage armor ability, granting the wearer a +4 armor bonus to AC. The formula indicates this would cost 2,000 gp (spell level 1, caster level 1). Jessica reminds him that bracers of armor +4 are priced at 16,000 gp and Patrick's bracers should have that price as well. Patrick agrees, and because he only has 2,000 gp to spend, he decides to spend 1,000 gp of that to craft bracers of armor +1 using the standard bracer prices."


There are 2 rules your player is overlooking, first you only use the table second, after you have first compared cost on comparable items. The second rule he is neglecting is that all custom items are subject to GM approval.


Simply tell them you're not allowing the creation of custom magic items.

The rules do say to look up other similar items (based on their benefit) to determine the cost. So shield provides a +4 shield bonus to AC.

A ring of force shield provides a +2 shield bonus to AC and costs 8500 gp (4250 to craft). If we extrapolate from this based on the normal methods for determining cost:

2^2*x=8500, then X is 2125.

So to determine the cost of this item it would be reasonable as:
4^2*2125= 34,000 gp.

Bracers of armor is another decent guideline to look at, though bracers of armor provide an armor bonus to AC instead of shield bonus to AC. Bracers of armor +4 are 25,000 gp. But since most classes are more likely to wear some sort of armor, it is reasonable that armor bonuses to AC should be cheaper than shield bonuses to AC.

Quote:

Magic Item Gold Piece Values

Many factors must be considered when determining the price of new magic items. The easiest way to come up with a price is to compare the new item to an item that is already priced, using that price as a guide. Otherwise, use the guidelines summarized on Table: Estimating Magic Item Gold Piece Values.

Since you're player is proposing what is basically a ring of force but twice as strong I would highly suggest you use the 34,000 gp value I calculated.


They also specify that items that give "other AC bonus" at "Bonus squared x 2,500 gp".

The guidelines for custom items are guidelines. GM's should compare it to items that give similar effect. The closest item to use as a guideline is a Ring of Force Shield. This uses "Bonus squared x 2,000" as the formula, so I'd go with that pricing.

Don't let them argue for an item much better than the existing items. continuous or unlimited use of most combat spells is going to be broken.

Grand Lodge

Alright, thanks for everyone's input on this. In this case, I'd rule that the item he's trying to create would cost 20,500 gp.

Here's my reasoning:

16,000 gp to replicate what bracers of armor +4 do, just as a shield bonus instead of an armor bonus, which I feel is comparable.

3,000 gp to replicate a non-expendable version of brooch of shielding, since that item normally costs 1,500 gp, but because this would be a version that doesn't melt away after taking so much damage, I used the part of the item crafting guidelines that say "charged" items are 1/2 what their unlimited-versions cost, so just multiply it by two.

Then, take that 3,000 gp part of the item and multiply it by 1.5, as the rule guidelines say if you have an item that does multiple things, take the cheaper part and multiply it by 1.5. This gets 4,500 gp.

Add the two together and you have 20,500 gp. I haven't compared this to other similarly priced items, however.


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Strife, that's a little complicated.

Compare it to the rule that literally says armor bonus other than natural armor or AC is bonus squared * 2500. By the table reading it should be 40,000.

I back calculated the ring of Force Shield which is half the bonus (+2 instead of +4) and came up with a multiplier of 2125 which is fairly in line with the bonus squared * 2000gp (for natural armor or deflection bonus to AC) vs the bonus squared * 2500gp (for other AC bonuses).


This is the fun part, where we all come up with our own prices and methods. :)

While Claxon is correct in his table reading, I am going to side more with your (Strife2002) pricing. I think a Shield bonus to AC is actually falling under the same category as a Armor bonus to AC. I can't prove it or validate it other than that the costs are both in the armor section of magic items. So you could dismiss it as just my opinion. I think the AC (other) bonus may be for bonuses that would apply in almost all circumstances, like against touch attacks and such.

I think using the same ruling for a +4 shield item should be equivalent to a +4 shield, which in this case... is equivalent to a +4 armor. So 16,000 at least. Your pricing on the magic missile defense seems fair too. So he's looking at spending over 10k gold to make it.

I think as long as we all agree it isn't going to be 2,000 or even under 10,000 we've solved the basic topic question.

As long as you're satisfied with the amount paid (which will be half the cost if he's crafting it, remember) then you should be alright from here.

Again, not saying anyone is technically wrong. Claxon's example could be strongly supported by saying, "You've got an item that grants +2 shield to AC, a similar item granting +4 shield to AC should cost twice as much at least (likely more since bonuses typically square.)" It's a strong point.

We don't know how the ring got priced though: it may have been (2*2) * 2,500 for 10k with a discount for some reason.
It could also have been (2*2)) * 1,000 (normal AC enhancement) for 4k but then doubled because it's on a ring, or because the shield it grants is weightless with no ACP and not disarmable, stealable, and practically indestructile because it's like a wall of force. In all likelihood it was just a fair price point to set it at. Maybe it was doubled because there's no caster level requirement for an item which is basically giving an armor/shield bonus.

That's another thing to think about. If you're going to go with allowing the pricing for armor/shield bonus you might have to enforce the 'caster must be twice the caster level of the armor bonus granted'. That applies to magic armor and things that duplicate it, like bracers of armor. In this case, he would have to be 8th level to create that item (although I think it does count as a requirement he can try to ignore with an increased chance of failure on the DC check). Is that how everyone would do it? I don't know.

There's all sorts of ways you can look at how an item should priced and listed. I think you're on the right track and from here it's just going to be math and opinion.


It's true that unfortunately when looking at custom magic items there isn't necessarily a "correct" answer. The best you can do is look at similar magic items and try to price accordingly based on them.

Regardless, I think everyone here can agree that there's no way in hell the item should be priced at only 2000gp (1000gp to craft).

Grand Lodge

Actually, I take back what I said about shield bonuses being comparable to armor bonuses. After thinking about it, I think a shield bonus in this case is technically better since:

1) Shield bonuses are harder to come by since not everyone has proficiency with shields, and more still those that do often times don't take advantage of it.
2) It's a shield bonus that doesn't take up a hand.
3) It doesn't have to worry about not stacking with any worn armor.

Not sure how I would adjust pricing in light of this, however.


Bracers of armor +x offer AC for x^2 * 1,000.
Deflection +x (a type barely bypassed) comes for x^2 * 2,000.
Unusual +x (so likely stacking with everything) costs x^2 * 2,500.

Shield AC is pretty much like armor AC, when it becomes to bypassing it - usually by touch attack. But it's easier to raise armor AC than shield AC, so the latter one should be more expensive. Still less expensive than the more powerful deflection AC. Makes x^2 * 1,500 from my gut feeling - 24k if the players wants +4.

Ignoring magic missiles comes on top of that.

To be honest: If the GM is cautious and used to number crunching, a cheesing player is better off with building existing underpriced items...


i'm with SheepishEidolon. the bonus squared times 1500 seems reasonable for a shield bonus (possibly more considering it won't take up a hand in addition to stacking with other common armor bonuses). so i'd go with something like 28.5k with the brooch effect. possibly even round up to 30k.


Say no, not because you can't make a balanced item, but because you are trying to free up a ring slot item with a wondrous item.

Make him take forge ring and pay the exponential difference.

Liberty's Edge

master_marshmallow wrote:
Say no, not because you can't make a balanced item, but because you are trying to free up a ring slot item with a wondrous item.

This ii undoubtedly what the player is attempting to do. Free up a ring slot for even more cheese. I would say no to avoid whatever op item combo they think they're going to get.


or you know... let your players have awesome characters and throw awesome villains at them to compensate...

Liberty's Edge

cuatroespada wrote:
or you know... let your players have awesome characters and throw awesome villains at them to compensate...

Yeah, just rework every single opposing NPC to be able to stand up against an army of custom items. NBD.


cuatroespada wrote:
or you know... let your players have awesome characters and throw awesome villains at them to compensate...

+4 AC is "awesome"? Since the counter is +4 to attack, +4 to attack is "awesome"? I love math way more than the next person, and even I don't think that "slightly higher numbers" is awesome.

Unless you mean "slightly higher numbers than the rest of your team", which I can't describe my opinion of without violating the rules of the forum.


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Bob Bob Bob wrote:
cuatroespada wrote:
or you know... let your players have awesome characters and throw awesome villains at them to compensate...

+4 AC is "awesome"? Since the counter is +4 to attack, +4 to attack is "awesome"? I love math way more than the next person, and even I don't think that "slightly higher numbers" is awesome.

Unless you mean "slightly higher numbers than the rest of your team", which I can't describe my opinion of without violating the rules of the forum.

+4 is significant.


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Bob Bob Bob wrote:
cuatroespada wrote:
or you know... let your players have awesome characters and throw awesome villains at them to compensate...

+4 AC is "awesome"? Since the counter is +4 to attack, +4 to attack is "awesome"? I love math way more than the next person, and even I don't think that "slightly higher numbers" is awesome.

Unless you mean "slightly higher numbers than the rest of your team", which I can't describe my opinion of without violating the rules of the forum.

and i can't describe my opinion of your comment without doing the same. let it suffice to say that that wasn't what i was getting at, and you seem like you're being deliberately obtuse.


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Make sure you use something aged, probably cheddar, definitely not any softer cheeses like brie, unless you have a death wish or something.


Crisischild wrote:
cuatroespada wrote:
or you know... let your players have awesome characters and throw awesome villains at them to compensate...
Yeah, just rework every single opposing NPC to be able to stand up against an army of custom items. NBD.

nailed it.

Grand Lodge

Well it's Rise of the Runelords anyway, so I'm not about to revamp every single fight.


Read the "Altering Existing Magic Items" section carefully - it addresses a lot of the issues here.

Also, on pricing:

Quote:
If you discover a loophole that allows an item to have an ability for a much lower price than is given for a comparable item, the GM should require using the price of the item, as that is the standard cost for such an effect. Most of these loopholes stem from trying to get unlimited uses per day of a spell effect from the "command word" or "use-activated or continuous" lines of Table: Estimating Magic Item Gold Piece Values.

The book is very clear on this. XD Your player is trying for a loophole, and you should not allow it.


Strife2002 wrote:
Well it's Rise of the Runelords anyway, so I'm not about to revamp every single fight.

fair enough.

GM Rednal wrote:

Read the "Altering Existing Magic Items" section carefully - it addresses a lot of the issues here.

Also, on pricing:

Quote:
If you discover a loophole that allows an item to have an ability for a much lower price than is given for a comparable item, the GM should require using the price of the item, as that is the standard cost for such an effect. Most of these loopholes stem from trying to get unlimited uses per day of a spell effect from the "command word" or "use-activated or continuous" lines of Table: Estimating Magic Item Gold Piece Values.
The book is very clear on this. XD Your player is trying for a loophole, and you should not allow it.

not allow the item or the price the player suggested? because i think the item is fine as long as an appropriate price is paid.


I agree with all the posters suggesting to compare vs similar items before going to the guidlines.

If you are going to follow the guidlelines to get your price...

Claxon wrote:
...Compare it to the rule that literally says armor bonus other than natural armor or AC is bonus squared * 2500. By the table reading it should be 40,000.

I agree wih this ^. (40,000 gp price / 20,000 gp cost)

AC bonus (other) = bonus squared X 2,500 = 4 X 4 X 2,500 = 40,000.

Since you mentioned gloves (slotted), that's it. If the item were slotless, then multiply by 2 again (80,000 gp).


cuatroespada wrote:
not allow the item or the price the player suggested? because i think the item is fine as long as an appropriate price is paid.

The price, of course. A Shield Bonus to AC is a reasonable effect for a magic item to have - but the player's price is clearly an abuse of the rules. XD


While you are all figuring out your pricing for the +Shield AC bonus, you've forgotten to include the price for being immune to Magic Missiles.

This also sounds like a Hand Slot item.

Question -
What would be the skill check DC for this?
As a 5th level Arcanist I'm thinking for something this hard there is a decent chance for failure.

...Have never messed with magic creation effects as it's always been seen as *Cheese*.


Magic item creation checks are pretty simple, 5+caster level of the item. The caster level should be max ~12 or so, so DC17.

Being immune to magic missiles isn't all that spectacular, a 'charged' item, the brooch of shielding, is good for 101 points of damage, which is good for about 30 missiles, all for 1500gp. Being completely immune should maybe be 2-3x that cost. Then another 1.5x for adding the ability onto the shield AC bonus.

Some people think a +1 magic sword is 'cheese', it all depends on the type of games you play. Pretty sure crafting magic items is considered a valid activity in the pathfinder system.


An aside (and perhaps overthinking it):

There's also the concept of slot affinity to consider. The idea is that certain types of bonuses and powers belong in certain slots. Some examples are the feet slot for movement, belt slot for physical stats, and eye slot for senses.

There's nothing set in stone, but it does affect balance and should at least be considered. It's why you don't typically see things like eye-slot items that boost your speed, and other similar mismatches. If you can get gloves that boost your AC, then that frees up the slots that typically boost AC for other purposes.

In a sense, part of the cost of an item is the precious, limited, popular slot that it takes up.

@Matt2VK — you're right... Add a little for magic missle immunity.


Matt2VK wrote:
While you are all figuring out your pricing for the +Shield AC bonus, you've forgotten to include the price for being immune to Magic Missiles.

not all of us. but the addition of a brooch of shielding effect is pretty easy to figure out a price for, and, compared to the armor, that price (~4500 gp) is negligible.

Matt2VK wrote:
...Have never messed with magic creation effects as it's always been seen as *Cheese*.

yeah, i hate this sentiment. SOMEONE has to create magic items, and it's only seems cheesy for a player to want to do it if you have Magic Wal-Marts where anyone can buy any magic item at any time. if finding a particular magic item isn't so simple, crafting becomes a reasonable use of your resources.


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In fairness, Bracers of Armor are a thing, and use the Wrists Slot to give an Armor Bonus to AC. That's not as abusive of a slot change, but Shield Bonuses to AC are normally a Ring effect.


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Strife2002 wrote:

I have a player who just hit 5th-level as an arcanist and picked up Craft Wondrous Item as his feat. He wants to craft a magic item for the monk in the party of his own design, and it's essentially a glove as that produces the shield spell the moment you put it on and never stops. He reasons it should only cost him 1,000 gp to make, as the rules for magic item creation say that to create a continuous/use activated item, it's spell level x caster level x 2,000, and so crafting it would be half that.

There's gotta be some rule against this, or he's misinterpreting something, right? The closest thing I could find to such an item was a ring of force shield, but even that costs 4 times as much as what he wants to make, gives a lesser shield bonus, takes up a hand, and uses free actions to activate on and off.

Yes there is a rule. It's called that YOU are the GM. The magic item creation rules come with a heavy caveat that the formula is not to be followed blindly as it can be manipulated to create unbalanced items that are not priced appropriately, even if they are "correct". Your player like many looking to min-max these rules is conveniently ignoring the advisory text while trying to club your head with RAW quotes.

You should be applying these steps.

1. Do you want to allow this item in your campaign AT ALL? If the answer is no, the process stops here, and he's done. Stick to your guns if this is the case.

2. If you decide to allow the item, find standard items that are close to it in power and effect and comapre them. Decide if it should be more or less costly or require more or less spells. Be firm about any decisions you make here as well.

3. Remember also that the rules are your tools, not the other way around.


*Cheese* might have been to strong a word. Crafting magical items, while done in a reasonable manor, is not *cheese*. It's when players start trying to OP it that it becomes *cheese*. Usually, sooner or later, someone sits at the table and then demands "Why can't I build that?" Was easier to just say no at the start then having to deal with it.

Which is a completely different topic then this thread.

Sorry about the high jacking of it.


i mean you're certainly not the only person who would use that term to describe it. i just think that sentiment comes from the idea that all the prefab items are readily available so some people wonder why would you want to create something different or think you are only trying to make it yourself to save money (which is a reasonable thing to do). and we've pretty much exhausted the actual thread topic at this point, but you're right. if we really want to have this discussion, it belongs somewhere else.


Matt2VK wrote:

Usually, sooner or later, someone sits at the table and then demands "Why can't I build that?"

When someone starts making demands of me as a GM, that's when I show them the door. Now if they ASK, I'll counter with this question. "Why do you think you can?"

The Rules have never been structed in the form of what you can't do. But what players CAN. That's a major difference.


Drahliana Moonrunner wrote:
Matt2VK wrote:

Usually, sooner or later, someone sits at the table and then demands "Why can't I build that?"

When someone starts making demands of me as a GM, that's when I show them the door. Now if they ASK, I'll counter with this question. "Why do you think you can?"

The Rules have never been structed in the form of what you can't do. But what players CAN. That's a major difference.

i'm pretty sure there are parts of the rules that talk about what you can't do, but even if there aren't the ruleset isn't comprehensive and doesn't claim to be.


Pathfinder Adventure, Adventure Path, Lost Omens, Maps, PF Special Edition, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber

The slot thing is where I would look the hardest on this. In my own games where I allow item crafting, I heavily restrict abilities to the slots they normally appear in or would make sense to appear in (charging a premium for moving things off their "regular" slot). So in my game, I would allow moving a shield bonus to AC to the hand slot, since you normally use hands to hold onto real shields (which give shield bonuses to AC), so that slot at least still makes some amount of sense. I'd likely add an extra 20% to the total cost to account for that shift, however.


skizzerz wrote:
I'd likely add an extra 20% to the total cost to account for that shift, however.

i'm genuinely curious and not just trying to be argumentative, but how do you not see this as a badwrongfun tax? if you agree that the slot is thematically appropriate and they're not actually gaining more slots or somehow stacking bonuses that they couldn't normally stack in this way (like if they were making a bunch of dodge bonus magic items) why would you charge them extra?


Drahliana Moonrunner wrote:
Matt2VK wrote:

Usually, sooner or later, someone sits at the table and then demands "Why can't I build that?"

When someone starts making demands of me as a GM, that's when I show them the door. Now if they ASK, I'll counter with this question. "Why do you think you can?"

The Rules have never been structed in the form of what you can't do. But what players CAN. That's a major difference.

Given that the rules specifically include a section on the custom crafting of magic items, I'm not really sure what your point is.

If you ask "Why do you think you can?", all the player has to do is flip open the rulebook.


Pathfinder Adventure, Adventure Path, Lost Omens, Maps, PF Special Edition, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber
cuatroespada wrote:
skizzerz wrote:
I'd likely add an extra 20% to the total cost to account for that shift, however.
i'm genuinely curious and not just trying to be argumentative, but how do you not see this as a badwrongfun tax? if you agree that the slot is thematically appropriate and they're not actually gaining more slots or somehow stacking bonuses that they couldn't normally stack in this way (like if they were making a bunch of dodge bonus magic items) why would you charge them extra?

It's a fine line, to be sure. It boils down more to my GM style than how my players do/do not optimize their characters. I typically give players a fair amount of downtime so that crafting things is actually feasible, as is making some extra money on the side, among other things. So far none have complained about the extra cost, and we frequently discuss rules and other matters so that everyone is on the same page and in agreement on stuff; there have been a number of instances where my players have brought forth compelling arguments and have caused me to introduce houserules or change existing ones. Could it be a badwrongfun tax? Quite probably with the right group of players, but it so far hasn't been an issue for me. Your mileage, of course, may vary.


IMHO, I might allow the item but reserve the judgment to adjust the item and or change its slot.

Also as the GM you get to decide if it is right for your game, players and the story you want to tell. If everyone else gets an artifact (that is good and not poor or near useless) and this player gets this the player might be a bit put off (or happy as it is something they always wanted)

Also as a fun effect I might say that if the device it hit by more then 10 magic missiles in a day or 30 in a week it become useless for some time period. That way it is not a continuous magic missile sink (which depending on your game might be a big deal or not a big deal).
The fact that it can shut down for a period of time also adds flavor to the item without being too much of a drawback (depending on your campaign and story style).

All in all have fun but like you are asking do not let the players run over you as a GM.
MDC


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MageHunter wrote:
Strife2002 wrote:

I have a player who just hit 5th-level as an arcanist and picked up Craft Wondrous Item as his feat. He wants to craft a magic item for the monk in the party of his own design, and it's essentially a glove as that produces the shield spell the moment you put it on and never stops. He reasons it should only cost him 1,000 gp to make, as the rules for magic item creation say that to create a continuous/use activated item, it's spell level x caster level x 2,000, and so crafting it would be half that.

There's gotta be some rule against this, or he's misinterpreting something, right? The closest thing I could find to such an item was a ring of force shield, but even that costs 4 times as much as what he wants to make, gives a lesser shield bonus, takes up a hand, and uses free actions to activate on and off.

Ultimate campaign addresses this. If it makes another item completely useless, that's a no-no. Paizo's example is a continuous true strike. Technically, that would be 1000 gp, but a +20 weapon compared to +5 for 50000 gp is just broken, so a fairer price would be 200000 gp. Up the cost to be higher than the other item. Check out ultimate campaign under campaign systems too.

Edit: Ninja'd
Edit: Did I just ninja someone while being ninja'd?

The persons responsible for ninjaing you have been themselves, ninjaed.


Make it activated rather than continuous. Standard action activation seems far more balanced. Heck, you can make the hand the glove is on occupied as long as the shield is up (like ward spells in Skyrim). Monk still gets a useful item, but the handicaps are something to seriously consider.


Activation is far, far less useful. You get surprised, not only is your protection not up, but now you waste a precious standard action to get it?

A wand of shield + a wand key ring (if necessary) will be much, much cheaper and provide pretty much the same utility.

By the time you use up 50 charges on the wand, you'll be high enough level that buying another 1st level wand will be peanuts.

So, if this item is command word activated rather than constant, the correct comparisons for pricing are no longer to things like bracers, but closer to wands.

RPG Superstar 2012 Top 32

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Personal way I would do this (I've been making a magic item a day since February, so thought this would be more fun than normal).

Gloves of Shielding
Aura faint abjuration; CL 3rd
Slot hands; Price 8,000 gp (+1), 14,000 gp (+2), 24,000 gp (+3), 38,000 gp (+4), 56,000 gp (+5); Weight
Description
This pair of silk gloves are embroidered with glyphs of protection. So long as the wearer has one hand free and is not flat-footed, these gloves grant the wearer a +1-+5 shield bonus to Armor Class, and block magic missile as the shield spell. As this is a force effect, this armor bonus applies against incorporeal creatures. If the wielder loses her Dexterity bonus to AC, she does not gain this ability.
Construction
Requirements Craft Wondrous Item, shield; Cost 4,000 gp (+1), 7,000 gp (+2), 12,000 gp (+3), 19,000 gp (+4), 28,000 gp (+5)

Now, as to the reasoning.

Brooch of Shielding is CL 1, and blocks 101 damage. This means it blocks about 29 magic missiles (individuals), so give or take, given the CL, it's about half-charged for the charged item use. So we increase it to 3,000 gp for 'full charge' and then double it to get the cost for unlimited, which makes that 6,000 gp for that section. I don't see the point to increasing it further for 'out of slot', due to making it go away when flat-footed, and being part of the shield spell.

For the AC effect, I looked at the ring of force shield, like you did. It grants a +2 bonus to AC like a heavy shield with none of the penalties, and is a force effect, so that makes it a good baseline. Costs 8,500 gp, so I'll just axe the 500, which gives us 8,000 gp, the same as a +2 weapon. Considering that, and that I'm requiring an open hand for this (thematics being the character reaching out to block attacks coming their way and 'deflecting' them), I just use the formula for magic weapons. 2k, 8k, 18k, 32k, and 50k. Then I add 6k to each for the magic missile immunity.

But, that's just how I would do it.


cuatroespada wrote:
skizzerz wrote:
I'd likely add an extra 20% to the total cost to account for that shift, however.
i'm genuinely curious and not just trying to be argumentative, but how do you not see this as a badwrongfun tax? if you agree that the slot is thematically appropriate and they're not actually gaining more slots or somehow stacking bonuses that they couldn't normally stack in this way (like if they were making a bunch of dodge bonus magic items) why would you charge them extra?

Normally, the addition is +50% if you're adding an ability to a different slot than it's normally in. What it basically comes down to is that certain slots are intended for certain types of powers, both in terms of what can be done and how powerful that is. The intention is for players to have to make tough decisions for better items.

For example, getting a Shield Bonus to AC is normally a "Ring" power (as in the Ring of Force Shield). If you use that power in a slot which normally isn't used much, like the Wrists slot, then you're also giving the player the ability to equip a third ring-type power. The extra GP cost here is, basically, making them pay for the advantage they're getting... which is quite fair. Characters shouldn't get to equip more of a powerful item type at no cost to themselves - that's not how the system was designed.

It's also letting them cheat the feat cost if you allow them to use the feat for the slot they're crafting for instead of the feat the ability is normally in. In our example here, using Craft Wondrous Item instead of Forge Ring means they're getting a power normally restricted to one feat with another, making the feat they've gotten more powerful. And Craft Wondrous Item is already pretty darn powerful. That's why it's a good rule of thumb to require that they have both the feat the power is normally associated with and the feat for the type of item they're actually making.


Considering that wrist slots will compete with bracers of armor, I would hardly call that slot 'not used much', especially for characters looking for magic AC bonuses.


It depends on the character, I think. XD At the very least, though, these should probably cost more than the equivalent Bracers of Armor, because Shield Bonuses are rarer (and thus less likely to overlap - for example, what if a Warrior-type who already has great AC wants a set of these for themselves, and instantly pumps their AC so high they're near-impossible for most appropriate-level foes to hit?).

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