Magic item help.


Homebrew and House Rules


So I have ported over a few items from Baldur's Gate and was looking for pricing/construction cost help. Also would appreciate some feed back on my changes.

Original Adventurer’s Robe: +1armour vs crushing, +1 to saves vs petrification/polymorph
Pathfinder Adventurer’s Robe: +1 insight bonus to armour, +2 to fortitude save vs polymorph spells and effects, DR 5 vs Crushing.
Original Knave’s Robe: +1armour vs slashing, +1 saves vs death
Pathfinder Knave’s Robe: +1 insight bonus to armour, +2 to fortitude vs death spells and effects, DR 5 vs Slashing
Original Traveller’s Robe: +1armour vs piercing, +1 saves vs breath
Pathfinder Traveller’s Robe: +1 insight bonus to armour, +2 to fortitude vs poison spells and effects, DR 5 vs Piercing.

Thanks EtG.


So, looking at the crafting rules
Pathfinder Adventurer’s Robe:

+1 insight bonus to armour
The given formula for non-enhancment bonuses to ac makes it
=> (1)^2 x 2,500 gp = 2,500gp

+2 to fortitude vs polymorph
The given formula for a non-resistance bonus to saves makes it
=> (2)^2 x 2,000 gp = 8,000gp

If we treat this as three magic items granting a similar bonus into 1 we can figure out what the relative cost of an item granting a save bonus to a single save would cost

8,000gp = X*(1)+X*(0.75)+X*(0.5)
Solving for x we see that the relative cost for a item that only grants a bonus to a single save would be
x = 3,555.55...

Since it's limited and doesn't apply against all fort saves we will slap a 10% discount on it, which puts us at an even
x = 3,200gp

DR 5 vs Crushing

normally, DR is expressed by the thing that bypasses it, not what it's effective against. The most reasonable thing I can do is treat it as a variant of the Defending bone spell which grants DR 5/Bludgeoning. Now what I'll do is flip it so now it grants DR 5/Slashing or Piercing. This makes it weaker than the original spell, but the original spell discharges after it's prevented a certain amount of damage. So we'll say this change is a wash.

The formula for that gives us
(2 x 3 x 2,000 gp)x1 (since the spell is already hrs per level)
=>10,000gp

ok, now since everything is is defensive we can combine them using the similar powers rules. So the total cost is

(10,000 x 1) + (3,200 x 0.75) + (2,500 x 0.50) = 13,650gp

Your other two robes seem to be pretty similar in terms of abilities so they would probably cost the same.


Thanks I thought some people might like them since they are old school items with a modern twist.

Thanks EtG


Banished to the depths of homebrew with a update/conversion of a item from the old Baldur's Gate, Icewind Dale games.

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