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View Full Version : Pathfinder Custom magic item, want balance and pricing advice please!



Occasional Sage
2015-04-24, 11:30 PM
My group is playing through RotR, and I'm playing a dwarfier-than-thou character who early on took Craft Wondrous Item. Now, in a show of faith, he's creating a traveling shrine to Golarion's dwarven pantheon. I've themed each bonus to the relevant deity (and embedded links if you're not familiar with the beings in question), but alternate ideas are always fun to hear!

I'm not sure what price to suggest to my DM for this (he'll be ghosting this thread I'm sure), and hope ya'll can come up with smart comments.

For economic and downtime reasons I'm wanting to enchant this piecemeal, perhaps one deity at a time. I expect the limited-use nature to impose the 30% cost reduction to the enchanting, though if you have an argument against that I'm willing to listen; either way, if you have a pricing recommendation please mention whether the discount is included or not.


This plain stone box with a well-made latch unfolds impossibly far, revealing nine panels of intricate engravings each depicting one of the Dwarven Gods and their associated symbols and mysteries. Precious and semiprecious stones are expertly set in place and rare metals gild with refined taste, creating an exquisite shrine in sharp contrast to the simple, utilitarian exterior.

One use per day, an ordained priest of the Dwarven pantheon (or of Torag specifically) may lead congregants in a religious service lasting at least twenty minutes. At the conclusion of the service, each congregant may receive the blessing of two of the Gods, which affects them for a number of hours equal to the creator's Caster Level.

1) Torag (http://pathfinder.wikia.com/wiki/Torag)'s Planning: Gain a +5 Insight bonus on any roll whose effects are not immediate (ie not attack rolls, but Craft checks, Survival, Diplomacy negotiations, and the like).

2) Folgrit (http://pathfinder.wikia.com/wiki/Folgrit)'s Care: As a swift action, take x nonlethal damage (bypassing and ignoring redirection and resistance); another congregant is healed for 2x HP. If x is at least 10, you may add a 3rd level paladin mercy (http://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Mercy-Su-); if x is 20 or more, this can be a mercy of 6th level. (I thought about 30 for 9th and 40 for 12th, but that seems like too much?)

3) Forbearance of Magrim (http://pathfinder.wikia.com/wiki/Magrim): Those who receive Magrim's blessing receive a stay of His judgment. Blessed congregants gain a +2 sacred bonus to saving throws; each affected congregant can forgo the remaining duration as an immediate action in exchange for 3d8+(creator's CL) healing.

4) Vengeance of Dranngvit (http://pathfinder.wikia.com/wiki/Dranngvit): Choose one ranger's favored enemy, including any necessary subtype. For every 10 damage you take from these creatures (after damage reducing and redirecting effects), you gain a +1 circumstance bonus on attack and damage rolls against those creatures, to a maximum of +5. Alternatively, you may select a specific individual who has done you a grievous wrong; you gain a +5 morale bonus on all skill checks to oppose or harm that person or their interests (DM must agree you're not being a weaseling scam artist).

5) Bonded by Kols (http://pathfinder.wikia.com/wiki/Kols): Once during the duration, a congregant blessed by Kols may bind all participants in a formal oath or contract (as well as yourself, if applicable) with a Mark of Justice (http://www.d20pfsrd.com/magic/all-spells/m/mark-of-justice). You may choose whether the Mark triggers upon violation of the word or the spirit of the agreement.

6) Trudd (http://pathfinder.wikia.com/wiki/Trudd) Fortifies: Trudd's blessing grants a +2 sacred AC bonus while within 10' of another congregant, which applies only versus foes both threaten. The second congregant does not need to have selected Trudd's blessing.

7) Angradd (http://pathfinder.wikia.com/wiki/Angradd)'s Tactics: Affected congregants receive a +4 insight bonus to Initiative; each affected congregant can forgo the remaining duration as a free action to negate surprise and act in a surprise round at their normal count (without the +4 bonus).

8) Bolka (http://pathfinder.wikia.com/wiki/Bolka)'s Golden Smile: If affected by an ongoing spell or spell-like effect, Bolka's blessing grants you a new saving throw at the start of your turn. If the spell or effect already grants such a saving throw, gain a +2 sacred bonus to the roll.

9) Assuagence of Grundinnar (http://pathfinder.wikia.com/wiki/Grundinnar): During or immediately before combat (at the DM's discretion), a congregant blessed by Grundinnar may make a Diplomacy check as a swift action (DC 30) to stop hostilities; enemies' attitudes will not change more than one step with this check regardless of the amount by which the DC is exceeded. Additionally, the congregant may use Diplomacy in normal situations to shift attitudes by three steps rather than the usual two.

Occasional Sage
2015-04-26, 06:15 PM
So, basing the pricing of each power on the altars form Inner Sea Magic seems smart; those tend to be 10k each. The bonuses on them can be used infinitely, but are weaker effects. It seems each of these should be a bit more, maybe 12,000. Since there are a number of them to choose from, I think applying the standard 1.5 "multi-function" multiplier makes sense as well.

That makes the price of each deity's ability (12K x 1.5 x .7) = 12,600gp for a 6,300gp cost. Nine of those makes for 113,400gp, or 56,700gp to craft (in shorter, manageable chunks).

Accessing a second option seems like it would be not as good as doubling one, so perhaps 8,000gp additional to get the two blessings, or (8K x .7) = 5,600gp, for a cost of 2,800gp when crafting.

Grand total: theoretical street value 119,000gp, crafting cost 59,500gp.

How reasonable does that seem?

Kitsuneymg
2015-04-26, 07:37 PM
So, basing the pricing of each power on the altars form Inner Sea Magic seems smart; those tend to be 10k each. The bonuses on them can be used infinitely, but are weaker effects. It seems each of these should be a bit more, maybe 12,000. Since there are a number of them to choose from, I think applying the standard 1.5 "multi-function" multiplier makes sense as well.

That makes the price of each deity's ability (12K x 1.5 x .7) = 12,600gp for a 6,300gp cost. Nine of those makes for 113,400gp, or 56,700gp to craft (in shorter, manageable chunks).

Accessing a second option seems like it would be not as good as doubling one, so perhaps 8,000gp additional to get the two blessings, or (8K x .7) = 5,600gp, for a cost of 2,800gp when crafting.

Grand total: theoretical street value 119,000gp, crafting cost 59,500gp.

How reasonable does that seem?

I know nothing about the alters, but it seems reasonable with the math I was working on. Basically, I calculated it as a 1/day wondrous item that cast spells. I considered picking 2/9 to be worth the "activate at any point" bit. I assigned some spell levels to the effects and went from there. I ended up with a round number of 125000, including your 30% discount for it taking a long time.

You should watch out about that healing one. Unless it's only usable once, it provides infinite healing. (I heal 2 lethal and 2 nonlethal damage on you, taking 1 nonlethal myself. You do the same. Then I repeat until we're at 1 nonlethal. I'd stack some limit on uses or something.

Also, the price depends on Torag's planning adding +5 to one roll, not to any roll. If the later, it's basically a large part of greater heroism effect. And that's gonna be a lot more than the 1st level spell equivalent I used.

Occasional Sage
2015-04-26, 10:53 PM
I know nothing about the alters, but it seems reasonable with the math I was working on. Basically, I calculated it as a 1/day wondrous item that cast spells. I considered picking 2/9 to be worth the "activate at any point" bit. I assigned some spell levels to the effects and went from there. I ended up with a round number of 125000, including your 30% discount for it taking a long time.

Nitpick: the 30% is for the strict limit on who may use the item; I believe this cost modifier is PF-specific?


Other Considerations: Once you have a cost figure, reduce that number if either of the following conditions applies:

Item Requires Skill to Use: Some items require a specific skill to get them to function. This factor should reduce the cost about 10%.

Item Requires Specific Class or Alignment to Use: Even more restrictive than requiring a skill, this limitation cuts the price by 30%.




You should watch out about that healing one. Unless it's only usable once, it provides infinite healing. (I heal 2 lethal and 2 nonlethal damage on you, taking 1 nonlethal myself. You do the same. Then I repeat until we're at 1 nonlethal. I'd stack some limit on uses or something.

I hadn't considered that. What if that nonlethal can't be fixed by Folgrit's Care?



Also, the price depends on Torag's planning adding +5 to one roll, not to any roll. If the later, it's basically a large part of greater heroism effect. And that's gonna be a lot more than the 1st level spell equivalent I used.
Heroism (and the Greater version) are combat-oriented, which Torag's Planning is not intended to be. Any in-combat skill check would be too rapid-response for my intent. How would you want to read the effect, to understand "this is for hours- and days-long work, not for things in the immediate moment"?