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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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General Tabletop Discussion
*Pathfinder & Starfinder
Need some help pricing these magic items.
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<blockquote data-quote="Patryn of Elvenshae" data-source="post: 2151971" data-attributes="member: 23094"><p>What slot does it take up?</p><p></p><p>A slotted item is one that must be used in a particular place on the character's body in order to work. A bag that keeps food fresh doesn't really seem to fit that definition.</p><p></p><p>I ignored the non-slotted increase because it doesn't really seem applicable in this case. Murlynd's Spoon is technically a non-slotted item, but it doesn't suffer the cost increase. Basically, anything that you need your hands to operate is priced as a slotted item (c.f the lockpicks from the Vest of Escape). Since you need to open the bag, retrieve items from it, and then eat them (or have others eat them), you're talking about something very different from an Ioun Stone of the Masterthief (+4 competence on Open Lock and Disable Device).</p><p></p><p></p><p></p><p>Sorry - 4 days. 8 berries per day, 32 berries max = maximum of 4 stored "berrydays."</p><p></p><p></p><p></p><p>As a fraction of a 1 / day command-activated Purify Food and Water (normally 900gp). The spell works on 1 cubic foot of stuff, and restores nasty, spoiled food and water to pure status. You've got roughly the same amount of food (assuming a good-size bag), but you don't restore spoiled stuff to fresh, as such it's less useful.</p><p></p><p></p><p></p><p>Excellent place to start.</p><p></p><p></p><p></p><p>So, 12 charges of Cure Minor Wounds per day. The potion equivalent (which is the closest approximation) is 12 * (50 * 1 * 1/2) = 12 * 25 = 300gp / day.</p><p></p><p></p><p></p><p>Good so far.</p><p></p><p></p><p></p><p>Here's where there's a problem. You are pricing this item as if it had multiple similar abilities. That's usually not true. In fact, the only items that really have multiple similar abilities are staves - each of the abilities draws upon the same pool of resources (i.e., 50 charges, use 'em how you want).</p><p></p><p>However, I like the 500gp figure for food preservation. We'll keep that.</p><p></p><p></p><p></p><p>Generally, items with more than 5 charges per day don't get hit with the "/ (5 / Charges)" multiplier. Otherwise, you'd just make it unlimited charges per day and get it cheaper.</p><p></p><p>Instead, take a look at the potion example above. At most, you can get 300gp worth of potion equivalents per day from this bag.</p><p></p><p>However, no person may benefit from more than eight of them per day.</p><p></p><p></p><p></p><p>The reason I am hesitant to add too much more to the cost of the spoon is the following:</p><p></p><p>1) A 3rd-level Cleric spell makes the food requirements moot.</p><p>2) If you price it too high, then the Druid will just burn unspent spells at the end of the day on Goodberries and the heck with expensive magic items. The level CL 7 Druid can just spend Sundays casting a whole bunch of Goodberry spells, and at that point, Goodberries last at least a week (and more if the spell is Extended).</p><p></p><p>That being said, your final number isn't too bad. I'd knock some more off of it (maybe down to 6,500gp) on account of other items already in existence (Field Provisions Box springs immediately to mind), but otherwise you're probably in a fair ballpark.</p><p></p><p></p><p></p><p></p><p>Yes, I'd qualify it as technically slotless. However, since it's one of those "You need to hold it in your hands in order for it to work" items, it gets priced as slotted.</p><p></p><p>As far as water coming out forever, that's your decision. At 1 gallon / round, we're not talking about an extremely fast flow. You could potentially create a few of these to water your croplands, but at 1,000gp each, you're looking at something far beyond the means of most towns.</p><p></p><p></p><p></p><p></p><p>Interesting wrinkle when it comes to combined items. You can make any wondrous item you want in any slot, and then add further abilities later on.</p><p></p><p></p><p></p><p>So, given that, you should only apply the "Wrong Slot" charge to those parts which are actually in the wrong slot.</p><p></p><p>Therefore, when looking at a Belt of UberArmor, what you're really looking at doing is taking a Belt of Armor +4 and a Belt of Natural Armor +2 and smashing them together.</p><p></p><p>The Belt of Armor +4 is in the wrong slot, and so gets the increase. The Belt of Natural Armor is not, and so it doesn't. However, you're combining two powers in a single slot, so the cheaper ability gets a 50% increase in price.</p><p></p><p></p><p></p><p>Don't do that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Generally, the only time you should provide the multiple similar abilities discount is when the player has to make an either / or choice, as with a staff. You cannot use both the Fireball power and the Flaming Sphere power of a Staff of Fire simultaneously, and using one reduces your ability to use the other (through shared charges).</p><p></p><p>If you had a belt that could do *either* +4 Armor or +2 Enhancement to Natural Armor, I <strong>might</strong> grant the discount.</p><p></p><p>On a belt that grants both, however, I would not.</p></blockquote><p></p>
[QUOTE="Patryn of Elvenshae, post: 2151971, member: 23094"] What slot does it take up? A slotted item is one that must be used in a particular place on the character's body in order to work. A bag that keeps food fresh doesn't really seem to fit that definition. I ignored the non-slotted increase because it doesn't really seem applicable in this case. Murlynd's Spoon is technically a non-slotted item, but it doesn't suffer the cost increase. Basically, anything that you need your hands to operate is priced as a slotted item (c.f the lockpicks from the Vest of Escape). Since you need to open the bag, retrieve items from it, and then eat them (or have others eat them), you're talking about something very different from an Ioun Stone of the Masterthief (+4 competence on Open Lock and Disable Device). Sorry - 4 days. 8 berries per day, 32 berries max = maximum of 4 stored "berrydays." As a fraction of a 1 / day command-activated Purify Food and Water (normally 900gp). The spell works on 1 cubic foot of stuff, and restores nasty, spoiled food and water to pure status. You've got roughly the same amount of food (assuming a good-size bag), but you don't restore spoiled stuff to fresh, as such it's less useful. Excellent place to start. So, 12 charges of Cure Minor Wounds per day. The potion equivalent (which is the closest approximation) is 12 * (50 * 1 * 1/2) = 12 * 25 = 300gp / day. Good so far. Here's where there's a problem. You are pricing this item as if it had multiple similar abilities. That's usually not true. In fact, the only items that really have multiple similar abilities are staves - each of the abilities draws upon the same pool of resources (i.e., 50 charges, use 'em how you want). However, I like the 500gp figure for food preservation. We'll keep that. Generally, items with more than 5 charges per day don't get hit with the "/ (5 / Charges)" multiplier. Otherwise, you'd just make it unlimited charges per day and get it cheaper. Instead, take a look at the potion example above. At most, you can get 300gp worth of potion equivalents per day from this bag. However, no person may benefit from more than eight of them per day. The reason I am hesitant to add too much more to the cost of the spoon is the following: 1) A 3rd-level Cleric spell makes the food requirements moot. 2) If you price it too high, then the Druid will just burn unspent spells at the end of the day on Goodberries and the heck with expensive magic items. The level CL 7 Druid can just spend Sundays casting a whole bunch of Goodberry spells, and at that point, Goodberries last at least a week (and more if the spell is Extended). That being said, your final number isn't too bad. I'd knock some more off of it (maybe down to 6,500gp) on account of other items already in existence (Field Provisions Box springs immediately to mind), but otherwise you're probably in a fair ballpark. Yes, I'd qualify it as technically slotless. However, since it's one of those "You need to hold it in your hands in order for it to work" items, it gets priced as slotted. As far as water coming out forever, that's your decision. At 1 gallon / round, we're not talking about an extremely fast flow. You could potentially create a few of these to water your croplands, but at 1,000gp each, you're looking at something far beyond the means of most towns. Interesting wrinkle when it comes to combined items. You can make any wondrous item you want in any slot, and then add further abilities later on. So, given that, you should only apply the "Wrong Slot" charge to those parts which are actually in the wrong slot. Therefore, when looking at a Belt of UberArmor, what you're really looking at doing is taking a Belt of Armor +4 and a Belt of Natural Armor +2 and smashing them together. The Belt of Armor +4 is in the wrong slot, and so gets the increase. The Belt of Natural Armor is not, and so it doesn't. However, you're combining two powers in a single slot, so the cheaper ability gets a 50% increase in price. Don't do that. ;) Generally, the only time you should provide the multiple similar abilities discount is when the player has to make an either / or choice, as with a staff. You cannot use both the Fireball power and the Flaming Sphere power of a Staff of Fire simultaneously, and using one reduces your ability to use the other (through shared charges). If you had a belt that could do *either* +4 Armor or +2 Enhancement to Natural Armor, I [b]might[/b] grant the discount. On a belt that grants both, however, I would not. [/QUOTE]
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