Create Wondrous Item - Your best inventions


Advice


HI all,

reaching the next character level, I took creating wondrous items as a feat. Since I am really overwhelmed by the idea crating my own stuff, I d like to know, what you did with that feat so far.

WHAT were your best / most interessting / funny self done PF items?

Items that fit to the SORCERER class are even more than welcome.

Regards

Rabbi


Blindfold of Peaceful Passing (Cursed Item):

Aura faint Evocation; CL 5th; Slot Eyes; Price 2,700 gp; Weight 1 lb.

===================
DESCRIPTION

This blue ribbon was originally commissioned by a remorseful royal executioner. While it was not in her power to pardon the undeserving victims of her crazed liege, she made sure they passed when they were ready.

The wearer may cast Contingent Action on command with an instant activation time. The trigger for the readied action is always "when I've chosen my action".

This was meant to give a theoretical infinite amount of uses of Contingent Action during the last few seconds the victim had left to live. Allowing its wearer to spend however much time they needed to accept their fate.

The wizard who crafted it choose to enchant the item with the delusion curse effect, which didn't change the intended result.
He decided to do this after hearing that the greatest coward on the continent was due, so as to avoid accidentally stopping time.

===================
CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, Bestow Curse, Contingent Action; Cost 1,350 gp.

****

Custom wondrous items are very hard to balance. If a spell has any combat application and you make it Use-Activated, chances are you'll break the game.


I recommend checking out all the archived RPG superstar posts. Lots of good items to choose from.


Great, thank you for that hint.


I didn't make it myself, but one time the GM dropped a custom item for my character. It turns her animal companion into a Dire version for 3 turns a day. It fit in the neck slot as a collar.


Heather 540 wrote:
I didn't make it myself, but one time the GM dropped a custom item for my character. It turns her animal companion into a Dire version for 3 turns a day. It fit in the neck slot as a collar.

Great item. Would be a cool buff for the druid's AC. How would you price this though?


Dunno. Are there any actual items that give transformations like that?


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Allowing players to use the full magic item creation rules is something as a GM I'm not completely comfortable with. Simply because you can do something that seems fine but is completely broken.

Like you could create a slotless item that casts a first level spell cast at level 1 an unlimited amount of times per day as a use activated item. The suggested pricing would be 2,000gp.

Any first level spell will be super annoying to a GM. While its possible to create said item you won't find a single example of it in the game. Now lets say the top 2 contenders for most annoying: Cure Light Wounds (aka the 'we don't need a healer' stone), and Magic Missile (and lets heighten the caster level to 9th for only 18,000gp).

Both of these spell effects are definitely worth more than the guideline price. How much more? Don't really know, invisibility is worth 20,000gp for the same condition and its less useful than unlimited healing or magic missiles.

Any custom item needs to be at a bare minimum run by the GM AFTER a game so he can think about it until the next game. Expect price adjustments or use limitations being thrown in. An item that lets you do something once or even three times a day is a lot more acceptable than unlimited.

Also don't try to force Wonderous to do what other item types usually do. I had a player trying to make 'Elixers' of 1st-3rd level spells. Those are called potions and are made with Create Potion. Wonderous magic items is the single biggest collection of magic items in the game and the feat allows you to make a humongous amount of items. There is no need to intrude on what other crafting feats cover.

Silver Crusade

^ THIS!

In addition to what Meirril already said, I can't stress enough the importance of literally the very first paragraph of the customized magic items section:

Magic Item Gold Piece Values wrote:
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.

To me, this can be restated in two points:

1) Compare your new item to an existing one and price it accordingly. If you can't find ANY existing item that even remotely resembles the one you want to create, then maybe what you have in mind doesn't really make much sense in the contest of the game mechanics.

2) The cost table for customized magic items is a guideline. Just because it says that you could craft an item able to spam 1st level spells at will for merely 1800gp, it doesn't mean you should, especially if 1) is not met.


the 1st party items are so many i normaly never have enough cash to get what i want from them before i can even look at costum items.
some cheap items that make a lot of difrance:

- all them +5 to skill items (like eyes of eagle sight that give +5 to perception etc) at 1.25k to craft (2.5k to buy).
- horse shoe of luck (around 6k to buy 3k to make) +1 luck to saves (+2 if you got faith's favored trait, which goes well with so many things). save you till you can make the luck stone to also get +1(+2) for skills and checks 9like initiative)
- ioun stones (the +1 to ac, +1 to initative, and 2X +1 to save OR attack, so one for each) i think around 5k base each, maybe less.
- belt of +2 (+4 +6 later) for physic ability, headband for mental
- cloak of resistance (+1 - +5) (or mighty fists depands on build)
- amulet of nat ac (+1 - +5)
-
-
-
- if you build right and still have 97k to spare (194k base price)
the silent Aviary which give you the deck of many things with one draw a day
-but with 10 levels of harrower and the fortante trait you actuly get to pick one of 4 options and if all are bad redraw and pick to fail the save to planeshift out and evoid any abd options alltogether - GM made me abandon that character after a week of drawing stuff like +2 level up. 4 wishs and 2 avoid anything by altering reality...

so do you still have cash for other things?


Now that the responsible message is done with, lets talk about some actual items.

One that I particularly like is a modified Portable Hole. Normally this leads into an empty 10x10 extra dimensional space. Why does it need to be empty? I dropped a modified version into a game I ran for a while. Lore wise a high level wizard stayed at a Ski Lodge run by a Devil with Very Peculiar Tastes. Part of the Devil's kink was decorating each room with an animal theme. The Wizard stole the bathroom from the Cow Room. Item description went something like this:

"This Portable Hole opens into what can only be described as a Restroom. A counter with a porcelain sink takes up one corner of the room. The fixtures look like a cow's udder, with white and black jersey legs taking the place of normal handles for the water control. Inside of the counter can be found several white cotton towels of various sizes, all clean and neatly folded. A bath tub with a shower curtain takes up a different side of the room. A trellis pattern is incorporated into the shower curtain frame which allows access to the room if the Portable Hole is opened on a floor. If opened on a wall it opens near the sink. There is also a toilet with a working bidet. A small slot in the wall provides lilac scented lotioned toilet paper (the stuff won't even burn properly). A standing cabinet seems to have a bag for dirty laundry and more clean towels. The entire room is lit by 4 continual flame wall sconces that look like the head of a black and white cow.

The walls of the room are plaster that has been painted with a pastoral scene of cows in a lush green field on a sunny day. In places the plaster has fallen away from the wood slats that make up the walls. Disturbingly you can rarely hear something skittering behind the walls. Occasionally with a very quiet but high pitched laughter. Spending long periods of time in this room makes you nervous."

Items left in the room when the portable hole is closed get cleaned and put into the cabinets if there is room to do so. If there isn't room to fit everything in a cabinet it gets stacked as neatly as possible. The toilet paper disappears 1 minute after its drawn from the container.

The room detects as Lawful and Evil if anyone tries appropriate spells. Legend Lore tells the story and gives clues to find the Lodge. If the Adventurers stay there the disguised Devil will definitely put the one with the Portable Bathroom in the Cow Room...which has a Doorway that is nailed shut and is the only room without its own bathroom. If the Portable Bathroom is placed over the nailed shut door it permanently becomes part of the room (again).

If anyone tries to damage the walls (hardness 5, hp 20)...a flood of imps enter the room. Have 2d4 imps appear every round. The imps attempt to push any living creature out of the room and close it from their side. Closing the Portable Bathroom causes the flood to stop and the hole is mysteriously repaired...except for the damage to the plaster.

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