The Trusty Ol' Coat and the Mug O' Hurt.


Advice


Hiya.

I'm hoping that this is the correct forum for these things.

Last Week (Thursday), my character in the Council of Thieves AP figured that he needed a Handy Haversack, but since this is the big city, he doesn't want to look like a tourist dragging around his luggage.

The solution was quite simple. The group's wizard enchanted my coat as a Haversack, making the side pockets into the small haversack pockets and the large compartment became a big inner pocket.

Now I quite like having utilarian gear like that, so I'm looking into taking it a bit further as the campaign advances, adding other practical stuff as well, such as invisibility, Endure elements and such.

So my question is: Can it be true that (according to the table on making magic items); getting the price for invisibility 3/day is calculated as: level squared x 1000 (4000) divided by 5/3 (1.67), or 2395?

On the matter of the Mug O' Hurt; I was wondering if there is an effect that removes the "improvised weapon" quality from it? Or I would eventually have to grab the feat to get rid of the penalty?

Cheers


Rocket Surgeon wrote:


The solution was quite simple. The group's wizard enchanted my coat as a Haversack, making the side pockets into the small haversack pockets and the large compartment became a big inner pocket.

Technically, it's a havercoat! :P

Rocket Surgeon wrote:


So my question is: Can it be true that (according to the table on making magic items); getting the price for invisibility 3/day is calculated as: level squared x 1000 (4000) divided by 5/3 (1.67), or 2395?

I haven't looked the math itself over, but sounds about right. Note that if you put more than one ability on an item, it costs extra (all but the most expensive ability cost 1.5 times the normal amount).

2400 sounds alright - a ring of invisibility has unlimited charges and costs 20000.

Rocket Surgeon wrote:


On the matter of the Mug O' Hurt; I was wondering if there is an effect that removes the "improvised weapon" quality from it? Or I would eventually have to grab the feat to get rid of the penalty?

The rule of thumb is that an item that grants you the use of a feat should cost 10000. But in the end, you could always talk to the GM to just let it count as a club (or maybe a light version of a club). It's not some random item you pick up and toss, it's something that has been built especially to be a weapon (I'm guessing).

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / The Trusty Ol' Coat and the Mug O' Hurt. All Messageboards

Want to post a reply? Sign in.