Naming custom wondrous items (without making it sound unique and legendary)


Advice


So I want to make a custom piece for my rogue that uses the body slot, specifically a corset.
This corset would enhance both mental and physical stats a la headbands and belts of various mental and physical superiorities
What descriptive-but-non-legendary name would you give such an item?

Also, I guess this can be a thread for getting item naming suggestions in general.


Are you the gm or a player? If you are a player stats can only go on headbands(mental stats) or belts(physical stats) unless they also give some other weird effect. If you are the gm just add the words common or uncommon in the spell craft identification.


X's corset of mind and body shaping perhaps? Though Doomman has a point about the usual body slots, anything else tends to pay at least 50% more for the privilege of using something other than the headband and belt slots, and combining a couple of major magic items would be expensive too.

Also expect jokes about where you keep your brains if this enhances Int or Wis.


avr wrote:

X's corset of mind and body shaping perhaps? Though Doomman has a point about the usual body slots, anything else tends to pay at least 50% more for the privilege of using something other than the headband and belt slots, and combining a couple of major magic items would be expensive too.

Also expect jokes about where you keep your brains if this enhances Int or Wis.

Thing is that +50% cost only applies to most items and not the stat headbands and belts the rules specifically state that those need to stay in those slots and that it is HIGHLY recommended a gm not allow any one to create an item that would move the stat to another item slot(excluding the ones paizo already made).

Some Abilities Are Assigned to Certain Slots: Some of the magic items in the standard rules are deliberately assigned to specific magic item slots for balance purposes, so that you have to make hard choices about what items to wear. In particular, the magic belts and circlets that give enhancement bonuses to ability scores are in this category, GMs should be hesitant to allow you to move those abilities to other slots; otherwise, they ignore these deliberate restrictions by cheaply spreading out these items over unused slots.


To the best of my knowledge, while 3.5e associates stats with specific slots, PF actually fails to do so and most players and GMs concerned with the matter of what stats go where on the body simply defer to the 3.5e rules.
Can someone cite otherwise?


chibikami wrote:

To the best of my knowledge, while 3.5e associates stats with specific slots, PF actually fails to do so and most players and GMs concerned with the matter of what stats go where on the body simply defer to the 3.5e rules.

Can someone cite otherwise?

I just did but here are more rules.

Not all Item Slots Have Equal Value: This is true, even though it isn’t expressed monetarily in the rules.

Some item slots are very common and are shared by many useful items (boots, belts, rings, and amulets in particular), while some slots are used by only a few items (such as body, chest, and eyes). Allowing a character to alter or craft an item for one of these underused slots is allowing the character to bypass built-in choices between popular items.

Some Abilities Are Assigned to Certain Slots: Some of the magic items in the standard rules are deliberately assigned to specific magic item slots for balance purposes, so that you have to make hard choices about what items to wear. In particular, the magic belts and circlets that give enhancement bonuses to ability scores are in this category—characters who want to enhance multiple physical or mental ability scores must pay extra for combination items like a belt of physical might or headband of mental prowess.

If there is a trend of all items of a particular type using a particular slot (such as items that grant physical ability score bonuses being belts or items that grant movement bonuses being boots), GMs should be hesitant to allow you to move those abilities to other slots; otherwise, they ignore these deliberate restrictions by cheaply spreading out these items over unused slots.

Classes Value Some Slots More Than Others: This is a combination of the two previous warnings. Because most belts enhance physical abilities, wizards rarely have need for standard belt items. This means a wizard can change an item that’s useful to wizards into a belt and not have to worry about a future slot conflict by discovering a wizardly magic belt in a treasure hoard. Likewise, fighters have little use for most standard head items, so altering an existing fighter item to use the head slot means it has little risk of competition from found head slot items. GMs should consider carefully before allowing you to bypass these intentional, built-in item slot restrictions.

Respect Each Crafting Feat’s Niche: You might be tempted to create rings that have charges like wands, or bracers with multiple charge-based effects like staves. A GM allowing this makes Craft Wondrous Item and Forge Ring even more versatile and powerful, and devalues Craft Staff and Craft Wand because those two feats can create only charged items.

Before allowing such an item, consider whether the reverse idea would be appropriate—if someone with Craft Wand can’t make a wand of protection +1 that grants a deflection bonus like a ring of protection +1 , and if someone with Craft Staff can’t make a handy haverstaff that stores items like a handy haversack, then Craft Wondrous Item and Forge Ring shouldn’t be able to poach item types from the other feats.


So while other wonderous items can have their effects transferred to another wonderous item slot(at a +50% cost) the mental and physical stat head bands and belts are glued to the headband and the belt slot and can not be altered by a player and should not be altered by a gm.


I like the +50% for changing slots rule and recall it from 3.5 but cannot seem to find it directly stated anywhere for PF. I know custom item pricing comes down to GM fiat, but can anyone point out the +50% rule in a PF source for me?


There’s a +50% for adding additional abilities to an existing item. There’s also 100% for making something slotless. If I was DM, I would have no problem allowing your custom item on a +50% basis, as you could achieve the same results for the same cost adding extra stuff to conventional items. If you just want a corset that does it for flavor reasons, fine, just pay the tax.

“If the item is one that occupies a specific place on a character’s body, the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection 2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5.”

Topically, I vote “Corset of Enhancement”, as it amuses me for a variety of reasons.


Java Man wrote:
I like the +50% for changing slots rule and recall it from 3.5 but cannot seem to find it directly stated anywhere for PF. I know custom item pricing comes down to GM fiat, but can anyone point out the +50% rule in a PF source for me?

There's the +50% for adding an ability and +100% for slotless but since paizo removed their info from the site I'm having a hard time finding the +50% to move it to another slot because that's the main place I found all the custom item creation rules. Though I might be miss remembering.


AoN is hosting the legacy PRD, so you can find things in the arrangwment you are used to.

As an aside.


There are a handful of existing magic items that increase ability scores but aren't in the usual slots. The snakeskin tunic, for example, is priced at 8,000 gp. It's unclear whether applied any modifier to the Dexterity bonus portion of the item, as the bonus to saving throws against poison (as opposed to all saving throws) is difficult to price. The Dexterity bonus is definitely the most expensive ability, though, at half the item's price before any modifiers.


Apron of the Careful Chemist is easier to reverse price. +2 dex (4000), +2 competence on Craft (Alchemy) (400) and increase alchemical bonus by 1 (???) for 5200. If there is a cost increase, it's less than 800 GB.

@chibikami

Quote:

Sometimes, lack of funds or time make it impossible for a magic item crafter to create the desired item from scratch. Fortunately, it is possible to enhance or build upon an existing magic item. Only time, gold, and the various prerequisites required of the new ability to be added to the magic item restrict the type of additional powers one can place.

The cost to add additional abilities to an item is the same as if the item was not magical, less the value of the original item. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 longsword.

If the item is one that occupies a specific place on a character’s body, the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection 2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5.


deuxhero wrote:
Apron of the Careful Chemist is easier to reverse price. +2 dex (4000), +2 competence on Craft (Alchemy) (400) and increase alchemical bonus by 1 (???) for 5200. If there is a cost increase, it's less than 800 GB.

Well its 4000 for the +2 dex but it would be +600 for the competence bonus since the 400 would need to be x1.5 for adding it to the stat bonus. 5200-4000-600=600 so the cost of the other effect is 600 or 400 if it were to be its own item.


While the rules quoted are there, they do not actually impose the +50% that 3.5 did. Something I checked a while back. Likewise, there is no general rule for what goes where while 3.5's Magic Item Compendium had a handy chart. The +50% was a recommendation for an unapproved slot, but since the list of slots was never given, it is an incomplete rule of no significance.

The rule "Some Abilities Are Assigned to Certain Slots" does assign the stat item slots, but the text does say "GMs should be hesitant to allow you to move those abilities to other slots", meaning that this assignment can be overridden if the GM feels like it. [And this is not Rule 0 either.]

As a GM, I would want a good RP reason to allow another slot, but I would not forbid it.

Some enhancement items in other slots:
Cloak of Flash and Shadow
Robe Of Runes
Snakeskin Tunic

@OP: For a generic name, how about calling it the Corset of Training? I definatly suggest giving it some quirk or other flavorful effect.

/cevah

Silver Crusade

I would name it the Corset of Balance, Balanced Scales, or something similar, and do the stat bonus as a Str/Int, Dex/Wis, or Con/Cha combo.


The thing that is common among magic items that give bonuses to stats that aren't belt or headband is 2 factors:

1: The bonus is an Enhancement bonus, or a spell effect that includes a different kind of bonus (like size).

2: The bonus from those other items don't scale. You get what the item says and there is no option to make a better version of it.

And as always, there is an exception in the Ioun Stones. An incredibly expensive exception.

Headbands and Belts are priced according to the normal scheme for stats detailed in the Magic Item Creation section, except instead of getting cheaper with more similar abilities, it gets more expensive. The first stat is flat. The second stat added increases the cost by 50%. The third stat further increases by an additional 50%.

If you are allowing all 6 stats to be affected in the same slot, it should continue to rise in price and still be an enhancement bonus.

Also I'd suggest that this sort of customizable item be given some sort of deficit when compared to the already established belt/headband type items. Either raise the price to discourage people from buying a single stat body slot item to combine with a belt/headband to get the effect of a cheap 3 stat item, or make the stat bonus from the corset interfere with belt or headband items that give similar bonuses. Something like the corset doesn't allow other enhancement effects to work when it is worn. In that case it might be fine to count the physical stats and mental stats as 2 seperate kinds of buffs as far as pricing and stacking is concerned.


1 person marked this as a favorite.

The Mind and Bodice.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Naming custom wondrous items (without making it sound unique and legendary) All Messageboards

Want to post a reply? Sign in.