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Rubik
2013-12-06, 12:30 PM
This thread is for suggestions of magic items based on the Magic Item Compendium's rules for "stacking" magic items -- that is, adding the benefits of one magic item onto another. Most such items have a 50% markup in the base price for all but the most expensive item there (except for certain necessary basic items, such as ability boosters and save boosters), though items which change to an oddball body slot (and those which change to be slotless) have additional markups as well.

1.) Take a glove of the master strategist (glove of storing + 1/day True Strike, from Ghostwalk) and combine with a Heward's handy haversack. Now you can touch an item, shrink it down, and store it in your 12 cu ft extradimensional storage space. Since you're storing the items in your haversack and not your glove, you're no longer bound by the one item only rule, though you might still be limited to items of 20 lbs or less. If we go by Shrink Item's effects on what you can store, this combination basically multiplies your storage space by a factor of 4,000, AND you can retrieve your items as a move action!

2.) Combine a Heward's handy haversack with a possum pouch (small storage space that attaches to the wearer's belly, is easy to conceal small items within, and is extremely difficult locate on your person, from C.Adv.). Now instead of a bulky backpack to hold your extradimensional space, you've got a small concealed pouch that will be really difficult to find. If you make it a warforged component as well, it'll be even more difficult to remove. Combine with the Heward's gloves above for even more utility.

3.) Combine a +1 shuriken with the morphing and sizing properties, and enhance it as ammo. Now you can create any weapon you like from it, and any weapon properties that can be added to ammo are done at 1/50 the price.

4.) Weapon (and armor/shield) crystals. Combine all of the crystals you want to add to either your weapon or armor/shield. The weapon crystals especially are useful, since the expense of magic weapons is retardedly high, and the characters who are forced to buy powerful magic weapons and armor are the ones who can least afford to buy them. This can give you quite a lot of punch for your gp, so make the most of it as you can.

5.) Magic shields enhanced as +1 weapons with the defending property. You can use shields to bash with, even without shield spikes, and enhancing them as both a shield and a weapon can give you a really nice boost to AC for cheap, especially if you have Magic Vestment and Greater Magic Weapon available. Pearls of power are relatively inexpensive, after all.

6.) Combine multiple metamagic rods + gauntlets + wand chambers + regular glove abilities. Magic rods are unslotted items, and so cost twice as much as they would if applied to a glove or gauntlet. Adding multiple metamagic rods to a gauntlet would not only reduce their price, all of the rod abilities combined into one item allows you to use multiple metamagic feats on a single spell, since the only restriction is that you can't use multiple rods on a single casting -- and it's several feats, but only one "rod." Combine all of this with wand chambers for a nice weapon for your spellcaster. Casters need a free hand to cast, after all, and you still count as being "hands-free" when wearing a gauntlet. And it's still considered a "glove" for magic item purposes, so make sure you toss whatever glove abilities you want on there as well, such as gloves of Dex. Add an immovable rod to each glove for whatever you can think to use them for, such as climbing in midair, stopping yourself from falling to your death, holding a door closed, or preventing the ceiling from collapsing on you until you can be teleported out.

7.) Combine raptor arrows with other arrow enhancements and special materials; don't forget the splitting property! They don't break, so they can be reused constantly. They're still arrows, though, so they cost 1/50 the amount to enhance. And with the splitting property, you double the return on your investment every time you fire one.

8.) Combine the chronocharms from the Magic Item Compendium as the base items with the necklace of natural weapons property, from Savage Species. You can explicitly wear multiple chronocharms, so the necklace properties will follow. Stack all the necklace properties (sans enhancement bonuses) onto, say, your unarmed strike, or your claw attacks. That way you get all the +X equivalent weapon abilities for much cheaper, since five +3 weapons cost so much less than a +11 weapon (after accounting for the non-stacking enhancement bonuses). Feel free to add additional bonuses to your unarmed strikes through other means as well, such as magical gauntlets (which count as unarmed strikes in the weapons listings), warforged battlefists, the Ancestral Relic and Weapon Familiar feats, and so on. That's how I got so much damage on this monstrosity. (http://www.giantitp.com/forums/showthread.php?p=15474863#post15474863)

9.) Use the combination in #8 to add the throwing, distance, and exit wounds properties to your unarmed strikes (along with explosive, if you've got sufficient hardness or DR to offset the damage). Don't throw your fists and feet; throw yourself. Now you can hurl yourself at your enemies and explode through their bodies like a gore-soaked Kool-Aid Man, and you can hurl your entire body around in a sort of pseudo-flight. With enough attacks, you can travel ludicrous distances each round (since you can aim for the intersections of spaces [with an AC of 5]) while ignoring the presence of objects in your way (since you can just burst right through them like they're not even there); this works especially well if you add seeking to your list of enhancements, since you can now ignore miss chances caused by concealment, invisibility, and whatnot.

10.) Combine standard magic items with masterwork skill-boosting tools for the appropriate body slots. A pair of magical gauntlets lined with phase spider silk to enhance your magical sensitivity and manual dexterity for a +2 bonus for UMD, Iaijutsu Focus, and Sleight of Hand? Sure. The metal portions of the gauntlets have lockpicks and other tools that slide out of the fingertips for +2 to Disable Device and Open Lock? Yep. Does that scout's headband of intellect +4 contain mundane but psionically-resonant quartz lodged over your forehead which sharpens your clarity of thought for a +2 to Concentration, Perception checks, Spellcraft, and Knowledge skills keyed to it? Why not? Of course, the more resonant the crystal, the more expensive it'll be, but them's the costs of adventuring.

11.) Combine a kiira n'vaelahr (implanted item in body, and can move anywhere in the body as a mental standard action, stores memories in perfect detail to relive or project for others to view, from Player's Guide to Faerun) with a dukar hand coral (implanted under skin of the palm, grants more limited version of regeneration and enhanced healing, and improves ability to breathe when suffocating or drowning, from Champions of Valor) and a thought bottle (allows you to store spells, memories, and XP total for later use, from C.Arc.), and you no longer have to worry about level drain, XP loss from item creation, or lost limbs. Move the item into your brainpan or chest cavity, and anything lopped off will regrow in a few days. It can't be removed without killing you (not to mention that there's no way for anyone to even know it's there), and you never have to worry about it getting stolen or lost. Combine with any other magic item you don't want to ever be removed from your person under any circumstances. Combine with the banner from Heroes of Battle that radiates a Magic Circle Against Evil effect for non-removable protection from possession and mind-control, as well.

12.) The horseshoes of the zephyr and horseshoes of speed (from the DMG) and horseshoes of flame (from Savage Species) on your anklets, slippers, or boots. A DC 25 UMD check 1/hour to emulate race: horse and you can float 4" above any surface (even that of liquids), increase your speed by 30', and 3/day, gain a number of nightmareish abilities (+10 to Int, +2 to Dex, +6 to Cha, a 90' fly speed [good], and +1d4 on any hoof attacks you might have) for 7 hours each time.

Does anyone have other suggestions?

Necroticplague
2013-12-06, 02:51 PM
Just a note on the dukar hand coral one: technically, it should still glow in the presence of other dukar hand corals, so its not completely undetectable.


As for items made using those rules, one I've had before has called the "ethereal hands-free necklace". It's just a collar of perpetual servitude+hand of the mage.Not particularly powerful, but useful when you have things out of reach.

Rubik
2013-12-06, 03:06 PM
Just a note on the dukar hand coral one: technically, it should still glow in the presence of other dukar hand corals, so its not completely undetectable.


As for items made using those rules, one I've had before has called the "ethereal hands-free necklace". It's just a collar of perpetual servitude+hand of the mage.Not particularly powerful, but useful when you have things out of reach.Don't you mean a collar of perpetual attendance? CL 1 Unseen Servant at will?

Necroticplague
2013-12-06, 03:11 PM
Don't you mean a collar of perpetual attendance? CL 1 Unseen Servant at will?

Yeah, my bad.

Emperor Tippy
2013-12-06, 03:37 PM
For 31.5K GP you can add two Novice Devoted Spirit Amulets and a Scholar Devoted Spirit Amulet to a necklace. That means that for 31.5K (save 7.5K if the most expensive ability on the amulet is less than the 15K for the Scholar amulet) anyone can get Aura of Perfect Order with its once per round take 11 ability on any d20 check.

For 58.5K you can get Shadow Hand gloves that give you Balance on the Sky, Shadow Jaunt, Cloak of Deception, and one other Shadow Hand maneuvers of third level or lower. This is one of the best "flight" options in the game actually.

herrhauptmann
2013-12-06, 07:14 PM
Everything after Tippy is going to be a little lackluster...:smalleek:

Personally I like to combine the following boots:
Steadfast, Agile Leaping, Mountain King.

For 4500 gold:

Stand from prone as swift action w/o AOOs (if you've got 5 ranks in balance).
dex to str on jump.
Ignore higher movement costs and skill check DCs for light/dense rubble.
Move up stairs/slopes at normal speed.
Run/charge downhill without balance checks. (Most DMs don't enforce this)
+4 to avoid being bullrushed, overrun, tripped.
Any 2-handed weapon is treated as if it's readied against a charge. That's double damage, even if it can't be set against a charge. It does not eat an AOO attempt. And also allows an AOO if your reach is greater than theirs.

I feel the auto-set, ignoring rubble, and stand from prone are the best of these.

Rubik
2013-12-08, 01:53 AM
Combine a masterwork lute with a lyre of building, a master fiddle, and a horn of resilience with a +1 battleax and an electricity energy assault weapon crystal. Now you've got a combination electric guitar and two-handed weapon, for any dwarven rogues or factotums out there. And if you've got UMD available, you've got all the bardic music of a level 9 bard.

Andezzar
2013-12-08, 03:19 AM
1.) Take a glove of the master strategist (glove of storing + 1/day True Strike, from Ghostwalk) and combine with a Heward's handy haversack. Now you can touch an item, shrink it down, and store it in your 12 cu ft extradimensional storage space. Since you're storing the items in your haversack and not your glove, you're no longer bound by the one item only rule, though you might still be limited to items of 20 lbs or less. If we go by Shrink Item's effects on what you can store, this combination basically multiplies your storage space by a factor of 4,000, AND you can retrieve your items as a move action!That does not work. You cannot remove the item from the glove once it is shrunk.


2.) Combine a Heward's handy haversack with a possum pouch (small storage space that attaches to the wearer's belly, is easy to conceal small items within, and is extremely difficult locate on your person, from C.Adv.). Now instead of a bulky backpack to hold your extradimensional space, you've got a small concealed pouch that will be really difficult to find. If you make it a warforged component as well, it'll be even more difficult to remove. Combine with the Heward's gloves above for even more utility.The haversack will not fit into the pouch. If you mean to make a custom item combinig the abilities of the two items, you are in the territory of custom items. There you can do anything you can get past your DM. Why limit yourself to stock effects.


3.) Combine a +1 shuriken with the morphing and sizing properties, and enhance it as ammo. Now you can create any weapon you like from it, and any weapon properties that can be added to ammo are done at 1/50 the price.Not quite. Morphing shurikens can only be morphed into other thrown weapons. If you want to get the discount for ammunition the weapon has to remain a shuriken and thus can only accept enhancements that can be added to shuriken.


4.) Weapon (and armor/shield) crystals. Combine all of the crystals you want to add to either your weapon or armor/shield. The weapon crystals especially are useful, since the expense of magic weapons is retardedly high, and the characters who are forced to buy powerful magic weapons and armor are the ones who can least afford to buy them. This can give you quite a lot of punch for your gp, so make the most of it as you can.Again custom magic items.


5.) Magic shields enhanced as +1 weapons with the defending property. You can use shields to bash with, even without shield spikes, and enhancing them as both a shield and a weapon can give you a really nice boost to AC for cheap, especially if you have Magic Vestment and Greater Magic Weapon available. Pearls of power are relatively inexpensive, after all.That is old news. Don't forget to also get armor spikes, spiked gauntlets, heel blades (or whatever those blades in the boot are called). there is only one problem, by RAW only swords get the untyped bonus to AC. None of those are swords.

ExcessiveFarce
2013-12-08, 06:31 AM
That does not work. You cannot remove the item from the glove once it is shrunk.

The haversack will not fit into the pouch. If you mean to make a custom item combinig the abilities of the two items, you are in the territory of custom items. There you can do anything you can get past your DM. Why limit yourself to stock effects.

Not quite. Morphing shurikens can only be morphed into other thrown weapons. If you want to get the discount for ammunition the weapon has to remain a shuriken and thus can only accept enhancements that can be added to shuriken.



I'd like to start by pointing out that Rubik directly requested custom item suggestions, with the further restriction that he wanted them based on stock effects. Presumably this is because their costs are easier to calculate than something entirely homebrew as you suggested he do. There's nothing wrong with going the fully custom route you suggested but it does require significantly more care in balancing the costs and mechanics than combining existing items (with a few exceptions like the silly splitting raptor arrows.)

You mentioned that while the item is shrunk/in stasis it cannot be removed; I believe the OP meant that instead of the stored item being microscopic in the palm of the glove, it got shunted into an extradimensional space (the haversack.) It makes sense to me that retrieving such an item would follow the sack's action (move) instead of the glove's (free.)

I would probably instead price this using the wondrous item formula for a constant-effect or use-activated Shrink Item (spell level 3 * caster level 5 * 2000 GP) for the shrinking + ( .5 slotted instead of slotless * 1.5 secondary effect * 2000 GP) for the extradimensional space. This would be 31,500 gold (I didn't include the true strike 1/day) and is obviously more expensive than the OP suggested, but it's definitively legal, assuming I'm remembering the wondrous item formulae correctly. One possible point of contention would be the retrieval action; to cancel Shrink Item requires a command word and therefore might be a standard action instead of a move action.

For the curious, it would hold 10 cu ft / 100 lbs of goods at 4096x efficiency, for a 'real-world' storage capacity of nearly 41,000 cubic feet of goods weighing nearly 410,000 pounds. Each individual item would have to be 10 cubic feet or smaller before shrinking. Even though my version is far more expensive than Rubik's, spending 16 times the money for more than 4000 times the storage is still a great bargain when compared to the original haversack. Additionally, one could argue that the five pound weight of the haversack would be transferred to the glove, in which case it would serve to make your "unarmed" attacks with that hand carry some real momentum.

Similarly, the Prodigious Paunch (possum pouch / handy haversack) is pretty reasonable. Haversacks are slotless so there aren't any real balance concerns with tacking it onto another item when, as in this case, the core function isn't changing. The only real change is that it would be trickier to find, if I'm understanding his intention correctly.

On the shuriken however, I'm inclined to agree with you. It must be stated however, that this is a strictly RAI stance. (There is no dissent regarding the discount only applying to properties that could go on shuriken however; that bit is airtight.) I'll elaborate a bit on how stupid Morphing is RAW (for shuriken at least) and why it should be watched carefully by the DM.

Morphing reads
You can reshape a morphing weapon into any other melee or thrown weapon of the same size and type (light, one-handed, or two-handed.) The size restriction is irrelevant thanks to the Sizing property; the type restriction is also easy to bypass. There's also the standard boilerplate regarding double weapons and enchantments, which is a laughable loophole to close when they leave the "discounting everything else" loophole wide open, but I digress.

If the Morphing property *actually changes* the base weapon one could chain-morph through each category of melee weapon via dagger (light), shortspear (one-handed), and spear (two-handed) into whatever weapon desired, with the exception of non-thrown ranged weaponry such as bows. There isn't anything in the text to indicate that the morphing effect is transient or 'acts as though' it were another weapon; RAW it actually becomes that weapon.

This sunders the much-abused D&D economy so I'd take up my standard cheese approach of Allow With Caution. If the player is using it in a fun way (for all players) and doesn't go overboard, fantastic. If the player starts to ruin the fun of other players or otherwise threatens the integrity of the game world, Rule Zero this into the stone age or have in-game consequences. (One of my players set up the wish cycle to give everyone their inherent stat bonuses, which I had no problem with; better to let everyone have them than just the guy who abuses the thought bottle. As soon as he shifted his Wishes in an un-fun direction, there was sufficient retaliation to discourage that sort of behavior.)

Sith_Happens
2013-12-08, 06:54 AM
Everything after Tippy is going to be a little lackluster...:smalleek:

Personally I like to combine the following boots:
Steadfast, Agile Leaping, Mountain King.

For 4500 gold:

Stand from prone as swift action w/o AOOs (if you've got 5 ranks in balance).
dex to str on jump.
Ignore higher movement costs and skill check DCs for light/dense rubble.
Move up stairs/slopes at normal speed.
Run/charge downhill without balance checks. (Most DMs don't enforce this)
+4 to avoid being bullrushed, overrun, tripped.
Any 2-handed weapon is treated as if it's readied against a charge. That's double damage, even if it can't be set against a charge. It does not eat an AOO attempt. And also allows an AOO if your reach is greater than theirs.

I feel the auto-set, ignoring rubble, and stand from prone are the best of these.

No reason not to throw Landing on there for another 750 gp. Then you can call them the Boots of Parkour.:smallcool:

Andezzar
2013-12-08, 06:58 AM
Morphing reads The size restriction is irrelevant thanks to the Sizing property; the type restriction is also easy to bypass. There's also the standard boilerplate regarding double weapons and enchantments, which is a laughable loophole to close when they leave the "discounting everything else" loophole wide open, but I digress.

If the Morphing property *actually changes* the base weapon one could chain-morph through each category of melee weapon via dagger (light), shortspear (one-handed), and spear (two-handed) into whatever weapon desired, with the exception of non-thrown ranged weaponry such as bows. There isn't anything in the text to indicate that the morphing effect is transient or 'acts as though' it were another weapon; RAW it actually becomes that weapon.You must be mistaken the 3.0 weapon sizes with those of 3.5. sizing can only make the weapon of appropriate size for creatures of different sizes. It does not change the ease of use, as it was in 3.0: a small longsword behaved like a medium shortsword in the hands of a medium creature. Now a small longsword in the hands of a medium creature behaves like an inappropriately sized longsword.

You are right, the chaining works. There are light, one-handed and two-handed weapons that are also classified as thrown weapons. Off to the dysfunctional rules thread.

Greenish
2013-12-08, 10:51 AM
Personally I like to combine the following boots:
Steadfast, Agile Leaping, Mountain King.

<snip>

I feel the auto-set, ignoring rubble, and stand from prone are the best of these.
No reason not to throw Landing on there for another 750 gp. Then you can call them the Boots of Parkour.:smallcool:That is way cool.


A very minor example, but adding the effects of Vestments of Many Styles (RoE) to a Glamered armour would allow you to change its appearance at will. Need the dress uniform of a Brelish bear cavalry officer for a formal function? Just snap your fingers. (Glamered armour might be able to do it on its own, since it's somewhat vaguely worded, but adding VoMS effect costs just 750 gp and also grants circumstance bonus to Disguise.)

Rubik
2013-12-08, 11:10 AM
Everything after Tippy is going to be a little lackluster...:smalleek:

Personally I like to combine the following boots:
Steadfast, Agile Leaping, Mountain King.

For 4500 gold:

Stand from prone as swift action w/o AOOs (if you've got 5 ranks in balance).
dex to str on jump.
Ignore higher movement costs and skill check DCs for light/dense rubble.
Move up stairs/slopes at normal speed.
Run/charge downhill without balance checks. (Most DMs don't enforce this)
+4 to avoid being bullrushed, overrun, tripped.
Any 2-handed weapon is treated as if it's readied against a charge. That's double damage, even if it can't be set against a charge. It does not eat an AOO attempt. And also allows an AOO if your reach is greater than theirs.

I feel the auto-set, ignoring rubble, and stand from prone are the best of these.Along with the boots of landing added on, feel free to add the horseshoes of the zephyr property to float 4" above the ground at all times (along with acid, water, and so on) with good traction, as well as horseshoes of speed for a 30' enhancement bonus to speed (for cheap), and horseshoes of flame to grant you some really nice bonuses, including a typeless +10 to your Intelligence score for 21 hours a day. This last one is from Savage Species, though, which may get you a horseshoe upside the head. All three of these require a single DC 25 UMD check to emulate race: horse once an hour, however, so make sure you have a minimum of a +24, the ability to take 10, or that feat which lets you make UMD checks once per day rather than once per hour and a big enough boost through Guidance of the Avatar or whatever to hit that check on a nat 1.

On top of that, add a boot-blade with the Rapid Wrath enhancement on it, from the Ghostwalk setting. It doubles your speed so long as it's on your person for a measley +3,400 gp.

ShurikVch
2013-12-08, 12:10 PM
AFAIK, MIC have no actual rules for combine items, just guidelines, which basically says: "Rule 0 it!"
Even more, book discourage use the more ridicules combinations: "What?! Gloves with bonus to wisdom? It's silly!"
And even if, it's just about items in the MIC.
For example, DMG says you cannot modify items in it and must use them "as is".

Andezzar
2013-12-08, 12:30 PM
You may want to look at your DMG again. While it basically says that the DM can decide on the price for a custom magic item an its requirements for creating it, you can indeed add abilities to exisiting items or create them from scratch:
ADDING NEW ABILITIES
A creator can add new magical abilities to a magic item with no restrictions. The cost to do this is the same as if the item was not magical. 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 sword.
If the item is one that occupies a specific place on a character’s body (see Magic Items on the Body, page 214), 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.


VARIANT: NEW MAGIC ITEMS
In the same way that you can invent new spells and monsters for your campaign, you can invent new magic items. In the same way that a PC spellcaster can research a new spell, a PC may be able to invent a new kind of magic item. And just as you have to be careful about new spells, you need to be careful with new magic items.
Use the magic item descriptions in this chapter as examples on which to base new magic items. A new magic item needs all the information that similar, existing magic items have, possibly including activation type, activation time, and caster level. You should also be ready to determine the market value of a new magic item, even one that the PCs simply find, in case a character wants to sell it or duplicate it.

Rubik
2013-12-08, 03:25 PM
AFAIK, MIC have no actual rules for combine items, just guidelines, which basically says: "Rule 0 it!"
Even more, book discourage use the more ridicules combinations: "What?! Gloves with bonus to wisdom? It's silly!"
And even if, it's just about items in the MIC.
For example, DMG says you cannot modify items in it and must use them "as is".Page 233 in the MIC has an entire section on adding new abilities to preexisting items. "You can add new magical abilities to a magic item with virtually no restrictions" sounds more like a rule than a variant recommendation, to me...

ShurikVch
2013-12-08, 04:34 PM
Page 233 in the MIC has an entire section on adding new abilities to preexisting items. "You can add new magical abilities to a magic item with virtually no restrictions" sounds more like a rule than a variant recommendation, to me...
Unfortunately, it's refer the Table 6–11: Adding/Improving Common Item Effects, so still no way to add properties, which are not in that table

unseenmage
2013-12-08, 04:37 PM
Andezzar beat me to it by a long shot. (http://www.giantitp.com/forums/showpost.php?p=16576189&postcount=15)



For example, DMG says you cannot modify items in it and must use them "as is".
Some citation needed.



Especially when I can find the same modification line in the DMG as in the MIC.

DMG pg. 288 right side, bottom, under "Adding New Abilities"

A creator can add new magical abilities to a magic item with no
restrictions.

MIC pg. 233, left side, bottom, under "Improving Magic Items"

You can add new magical abilities to a magic item with virtually no restrictions

It's also in the SRD.



There is some additional clarifying language in the MIC such as,

It's recommended that you add new magical abilities only to
items that occupy the same body slot as the added effect would
normally occupy.
But it is followed immediately by,

This isn't a hard and fast rule, but it's a reasonable
guide that helps maintain some level of flavor and verisimilitude
in the magic item system.

Additionally the DMG doesn't have similar clarifying language that I can see. The SRD similarly lacks clarifying language.

Edit:

Unfortunately, it's refer the Table 6–11: Adding/Improving Common Item Effects, so still no way to add properties, which are not in that table


IMPROVING MAGIC ITEMS
and

Adding Common Item Effects to Existing Items
are titled separately and have their own rules. To me they read as separate entries in the same chapter, not reiterations of the same rule with two different interpretations.

Greenish
2013-12-08, 04:45 PM
Unfortunately, it's refer the Table 6–11: Adding/Improving Common Item Effects, so still no way to add properties, which are not in that tableThe section in question details adding new properties to items, but notes that adding the properties increases the cost by 1.5 times for the cheaper item.

Table 6-11 lists effects for which the cost is not increased.

If the Improving Magic Items section was only applicable to the Common Item Effects of the table, why would it mention the mark-up in price for the effects not listed?

ShurikVch
2013-12-08, 05:18 PM
Citation from DMG directed to DMs. In no way players are able to use this (unless they have Potion of DM Control :smallwink: )

Checked the IMPROVING MAGIC ITEMS. Addition of common enchantments to armor or weapon is as old as crafting itself, and I'm not against it.
But Wondrous Items... What's up? All this years they prohibit as from wearing more then 2 rings, unless in [epic] game, and now all this enchantments can be placed on the same ring, and it will be no more expensive than craft them separately? Come on! Does it mean high-level character can have Ring of Everything? :smallconfused:

Greenish
2013-12-08, 05:25 PM
But Wondrous Items... What's up? All this years they prohibit as from wearing more then 2 rings, unless in [epic] game, and now all this enchantments can be placed on the same ring, and it will be no more expensive than craft them separately?Only things you can add on a ring without markup are Deflection bonus to AC and Resistance to Energy.

Yes, if you had enough money, you could have a ring that grants the bonuses of all magic rings ever, but, well, you probably won't.

I find their reasoning to be compelling:
One of the most frustrating roadblocks to using interesting, unusual magic items is that they take up body slots that you need for an ability-boosting item (such as gauntlets of ogre power), a ring of protection, or another must-have item.

unseenmage
2013-12-08, 05:26 PM
Using the 'Constructs are Magic Items' rules interpretation, and restricting it to the RAW of only applying to Golems can be fun. And not too Custom Magic Item-ey as Warforged can already get most of the way there with unslotted Embedded Warforged Components.

Off the top of my head,
- Give a Gore attack with the Horned Helm (MIC)

- Giving them Skill boosts. (Less useful as Golems aren't statted to be skill monkeys.)

- Giving them Feats via the 'Feats in Magic Items' sidebar in the AaEG (not a book you mentioned but worth a mention nonetheless.)

- Extradimensional spaces would be fun. Perhaps put a Portable Hole in one great big Golem hand and a Handy Haversack in the other hand. Be careful to only have the Golem 'clap along' when necessary.

- I'm not sure what would happen if you were to pay to simply combine two Golems. Alternate Form perhaps?
By RAW you'd just have two creatures sharing the same space. Which is weird, but possibly useful.

Rubik
2013-12-08, 05:28 PM
Citation from DMG directed to DMs. In no way players are able to use this (unless they have Potion of DM Control :smallwink: )

Checked the IMPROVING MAGIC ITEMS. Addition of common enchantments to armor or weapon is as old as crafting itself, and I'm not against it.
But Wondrous Items... What's up? All this years they prohibit as from wearing more then 2 rings, unless in [epic] game, and now all this enchantments can be placed on the same ring, and it will be no more expensive than craft them separately? Come on! Does it mean high-level character can have Ring of Everything? :smallconfused:There have been ways around these things for ages. Savage Species allows anyone with multiple limbs to gain additional item slots, and numerous grafts and spells grant additional limbs. Then there're the ringswords from A&EG, and Core itself suggests that adding additional magical effects is quite possible, and even how to do it. MIC even gives the reason behind it: having to choose between necessary numerical enhancements and interesting magical effects is Not Fun, and should therefor encourage DMs to make the game fun by providing access to both.

Which do you find more fun, a ring of fiddly bonus +2 or a ring of awesome special effect, even if the ring of fiddly bonus +2 is necessary for you to hit the game's required RNG?

That's why those rules are there.

Do note that most additional abilities cost extra, so you're paying more for them, which is supposed to help balance it out.

ShurikVch
2013-12-08, 06:08 PM
There have been ways around these things for ages. Savage Species allows anyone with multiple limbs to gain additional item slots, and numerous grafts and spells grant additional limbs. Then there're the ringswords from A&EG, and Core itself suggests that adding additional magical effects is quite possible, and even how to do it. MIC even gives the reason behind it: having to choose between necessary numerical enhancements and interesting magical effects is Not Fun, and should therefor encourage DMs to make the game fun by providing access to both.

Which do you find more fun, a ring of fiddly bonus +2 or a ring of awesome special effect, even if the ring of fiddly bonus +2 is necessary for you to hit the game's required RNG?

That's why those rules are there.

Do note that most additional abilities cost extra, so you're paying more for them, which is supposed to help balance it out.

There are not a vast variety of grafts, unless you count weapongraft. And even then you are limited to weapon enchantments.

Feats add ONE SLOT PER FEAT

Ringsword required not just possession of such weapon, but hold it in your hand

Rubik
2013-12-08, 06:12 PM
There are not a vast variety of grafts, unless you count weapongraft. And even then you are limited to weapon enchantments.

Feats add ONE SLOT PER FEAT

Ringsword required not just possession of such weapon, but hold it in your handI never once said "vast variety," I said "a number of." Grafting on body parts and taking a feat grants a new body slot that you can wear a magic item on. It's not hard.

And with a couple of arm grafts you can easily wield additional ringswords -- not to mention the dancing weapon property, which is easy enough to acquire, even in 3.0.

None of these even vaguely invalidate my point, or even question it. Extra item slots are reasonably easy to come by if you try, and almost always have been.

ShurikVch
2013-12-08, 06:47 PM
I never once said "vast variety," I said "a number of." Grafting on body parts and taking a feat grants a new body slot that you can wear a magic item on. It's not hard.

And with a couple of arm grafts you can easily wield additional ringswords -- not to mention the dancing weapon property, which is easy enough to acquire, even in 3.0.

None of these even vaguely invalidate my point, or even question it. Extra item slots are reasonably easy to come by if you try, and almost always have been.

I can't remember any grafts with body slots beyond arms, so it will limit as to rings, gloves and gauntlets

Also, what kind of arms? If it's from Fiend Folio, then this fiendish arms will slowly drive you insane (unless you are EVIL :xykon: ) Is immortal soul of your PC an adequate price for extra item slot?

Naturally multi-armed creatures are hard-smitten by ECL: Marilith is "LA -", and even Thri-Kreen is 4 classless

Also, don't forget: you need to burn a feat to use this extra body slot. Even fighters complaining there are not enough feats...

And what's about "dancing weapon property"? Do you seriously expect it will affect you after you release it out of your hand?

herrhauptmann
2013-12-08, 06:49 PM
Along with the boots of landing added on, feel free to add the horseshoes of the zephyr property to float 4" above the ground at all times (along with acid, water, and so on) with good traction, as well as horseshoes of speed for a 30' enhancement bonus to speed (for cheap), and horseshoes of flame to grant you some really nice bonuses, including a typeless +10 to your Intelligence score for 21 hours a day. This last one is from Savage Species, though, which may get you a horseshoe upside the head. All three of these require a single DC 25 UMD check to emulate race: horse once an hour, however, so make sure you have a minimum of a +24, the ability to take 10, or that feat which lets you make UMD checks once per day rather than once per hour and a big enough boost through Guidance of the Avatar or whatever to hit that check on a nat 1.
Don't the horseshoes require you to wear all 4 for them to function? I'd have to put them on my hands too for that to function.


[QUOTE]On top of that, add a boot-blade with the Rapid Wrath enhancement on it, from the Ghostwalk setting. It doubles your speed so long as it's on your person for a measley +3,400 gp.
Now that's a good idea.

Rubik
2013-12-08, 07:19 PM
Don't the horseshoes require you to wear all 4 for them to function? I'd have to put them on my hands too for that to function.If the property is added to boots, you have to wear both boots for it to function, as normal. They're no longer horseshoes, after all. And the DM says you have to wear them on hands and feet, just shape them like gauntlets and boots and add on other enhancements as normal, since they take up both foot and hand slots (so there's no additional charge for having either hand or foot slot enhancements). It's really not a big deal.


Now that's a good idea.Isn't it just.