Magical Accessories
A character is only half a character without all of their magical accessories. There is a number of body slots for your character. Only one item per slot, except rings, of which characters have two slots. Slots have an affinity for certain types of enhancements or imbuements. You are not limited to only your item slots, but they are, typically, the only way to get continuous buffs while worn. On top of these slots your character has an armor, shield, and weapon slot which are covered in other pages.
Magical Item Availability
Magical items that are listed on this page are not rare and should be readily accessible for the prices listed. So long as the village, city, or town has a magical item shop. A town without a magic shop might have a magical item or two in a general store or thrifty kind of store. Most of what is listed on this page is in common use and many adventurers make great use of them.
Sometimes a player might want a magical item that isn't listed or is of a listed item but in a different slot or even not have an item slot requirement. These would be specialty items and should be more difficult to obtain. Custom orders should only be possible in large cities with universities or a strong magic user presence. It shouldn't be as easy as just paying the modified gold price either. Any custom item should require some kind of special material component to encourage role play and adventuring. Examples of these would be something like, a canary diamond, a feather from an angel, the fang of a dragon, etc... After this is brought to a place or person that can produce the custom item, make them wait for it to be produced.
Custom Items
Below are charts and guides on how to price out custom item requests and what kind of modifiers there are. Typically, if it's not listed on the page, or the entry specifies it is rare, it will be a custom order.
Available slots and their affinities
Bonus type | Cost Formula in gp |
---|---|
Attribute Enhancement BonusI | Bonus2 x 200 |
Armor/Shield Enhancement BonusII* | Bonus2 x 200 |
Natural Armor Enhancement BonusII | Bonus2 x 400 |
Deflection Armor BonusII | Bonus2 x 400 |
Holy/Unholy AC BonusII | Bonus2 x 800 |
Spell Resistance III | SR 11 costs 750 and + 750 for every point higher |
Single Save Enhancement bonusII | Bonus2 x 100 |
Two Saves Enhancement bonusII | Bonus2 x 250 |
Skill Enhancement BonusIV | Bonus2 x 25 |
Energy ResistanceV | 5 Resistance costs 800 + 800 for every 5 points higher |
Damage ReductionVI | 1/- costs 800 + 800 for every point higher |
I - Bonuses higher than +7 cost ten times as much.
II - Bonuses higher than +4 cost ten times as much.
III - Spell resistance higher than 28 costs ten times as much.
* - If armor enhancement is on armor, bracers, or shield: bonuses higher than +5 cost ten times as much.
IV - Skill enhancements higher than +10 cost ten times as much.
V - Energy resistance higher than 25 cost ten times as much.
VI - Damage reduction higher than 7/- cost ten times as much.
Crown
This slot has an affinity for enhancements to anything that involves intelligence, knowledge, and religious armor bonuses
Face
This slot has an affinity for enhancements to anything that involves sight, social skills, or charisma.
Feet
This slot has an affinity for anything that involves movement and dexterity.
Forearms
This slot has an affinity for strength and armor enhancement bonuses.
Hands
This slot has an affinity for dexterity and any fine control motions, like lock picking.
Neck
This slot has an affinity for things involving health, constitution, and natural armor enhancement.
Ring 1 / Ring 2
These slots has affinity with anything.
Shoulders
This slot has an affinity for spell resistances, save enhancements, and charisma.
Torso
This slot has an affinity for armor enhancement, health, and combat maneuvers.
Upper Arms
This slot has an affinity for damage reduction, energy resistances, and general skill enhancements.
Waist
This slot has an affinity of strength and destructive powers.
Circumstance | Price Multiplier |
---|---|
Slot Affinity matches bonus | 1x |
Slot Affinity does not match bonus | 2.0x |
Item is slot-less | 2.5x |
Multiple bonuses | Multiply higher cost by 2 then add the lower costs |
Whether or not the imbuement being applied to an accessory has an affinity with the slot will affect the price. The price modifier for an item with the correct affinity will be one to one. Please refer to the table to the right to see how the slot affinity, or if the item even occupies an item slot, will affect the price.
Spell Imbuement | Cost in gp |
---|---|
Activated or Continuous | Spell Level x Caster Level x 450 |
Voice Activated | Spell Level x Caster Level x 375 |
50 Charges | Spell Level x Caster level x 150 |
Single Use | (Spell Level x Caster Level x 5) x competency modifier |
Competency | Cost Multiplier |
---|---|
Apprentice | x1.0 |
Journeyman | x2.0 |
Professional | x3.0 |
Elite | x3.5 |
Master | x4.0 |
There are imbuement effects that can go onto accessories as well. Most of these are based on spells that might be made permanent, or be activated. Below is the set of rules on how to apply spells to an accessory. Affinities also apply to these effects as well, for a matching spell pick a slot's affinity that matches the most. For example making haste an activated affect on boots will be a matching affinity.
The HD of the spell caster that made the item determines which competency it falls into. HD 1 - 4 is apprentice, HD 5 - 9 is journeyman, HD 10 - 14 is professional, HD 15 - 19 is Elite, and HD 20 is master.
Circumstance | Cost Multiplier |
---|---|
Continuous spell for 1 hour per CL (Or Longer) | 1x |
Continuous spell for 10 minutes per CL | 1.5x |
Continuous spell for 1 minute per CL | 2x |
Continuous spell for 1 round per CL | 4x |
Charges per day | Activated (or Voice Activated) cost ÷ (6 ÷ charges per day) |
These too can have price modifiers based on how they function and the root spell used to make them. Please refer to the table on the right for these.
Examples of Magical Items
Please do not think this is an exhaustive list of all potential magical items, as many can exist that are not expressed below. Be creative in your construction of magical items to create your own unique and interesting games. Though the ones that are provided are intended to be more commonly available and often standard issue depending on the level and focus of the campaign. It is never intended for this system to be used in a low-magic.
Slotted Magical Items
Crown
Circlet of Intelligence: Often taking the form of a tiara, crown, headband, or phylactery. This item will grant enhancement to intelligence. Enhancement for intelligence does not offer extra skill points, but will impact anything that intelligence is a key ability for. This item comes in a variety of bonuses as listed: +1 (200 gp), +2 (800 gp), +3 (1,800 gp), +4 (3,200 gp), +5 (5,000 gp), +6 (7,200 gp), and +7 (9,800 gp).
Face
Goggles of Awareness: These goggles enhance the user's vision and hearing, so they have more situational awareness. They grant a +5 enhancement bonus to Spot, and Listen. (1,875 gp)
Feet
Boots of Vaulting: These boots grant a +5 enhancement bonus to Acrobatics and Balance. (1,875 gp)
Expedient Boots: These boots grant +30 to the ground speed of a selected character. (1,800 gp)
Forearms
Bracelet of Armor: Broad bracelets that attach to the user's forearms or wrists. They provide armor enhancement bonus, with the unique bonus of going higher than any typical armor enhancement on armor; with the caveat that they only work while not wearing any physical armor; shields not included. This come in a variety of costs as listed: +1 (200 gp), +2 (800 gp), +3 (1,800 gp), +4 (3,200 gp), +5 (5,000 gp), +6 (72,000 gp), +7 (98,000 gp), and +8 (128,000 gp).
Hands
Gloves of Dexterity: These gloves of various shapes and configurations, enhance the fine muscle strength and control of the user's hands and legs. As a result it gives enhancement bonuses to dexterity. This item comes in a variety of bonuses as listed: +1 (200 gp), +2 (800 gp), +3 (1,800 gp), +4 (3,200 gp), +5 (5,000 gp), +6 (7,200 gp), and +7 (9,800 gp).
Neck
Necklace of Natural Armor: This brooch, necklace, or choker, offers natural armor enhancement to the creature, giving them more protection from incoming attacks, even if they don't see them coming. These come in various bonuses as listed: +1 (400 gp), +2 (1,600 gp), +3 (3,600 gp), +4 (64,000 gp), and +5 (100,000 gp).
Rings
Ring of Deflection: This ring creates a barrier around the user giving them a deflection bonus to AC. This AC bonus applies even if the user is unaware or being touched. These come in various bonuses as listed: +1 (400 gp), +2 (1,600 gp), +3 (3,600 gp), +4 (64,000 gp), and +5 (100,000 gp).
Ring of Wisdom: This ring will grant a sense of understanding and comprehension. Things that were difficult for your character will now be a bit easier to apply. As a result this ring grants Wisdom enhancement. This item comes in a variety of bonuses as listed: +1 (200 gp), +2 (800 gp), +3 (1,800 gp), +4 (3,200 gp), +5 (5,000 gp), +6 (7,200 gp), and +7 (9,800 gp).
Shoulders
Cape of Fitness: This mantle, scarp, caplet, cape, or cloak has a thin and light design. It grants a resistance bonus to Fortitude and Reflex saves. This item comes in a varieties of bonuses as listed: +1 (250 gp), +2 (1,000 gp), +3 (2,250 gp), +4 (4,000 gp), and +5 (62,500 gp)
Cape of Gumption: This mantle, scarp, caplet, cape, or cloak has a bold and bright design. It grants a resistance bonus to Ego and Will saves. This item comes in a varieties of bonuses as listed: +1 (250 gp), +2 (1,000 gp), +3 (2,250 gp), +4 (4,000 gp), and +5 (62,500 gp)
Cape of Grace: This mantle, scarp, caplet, cape, or cloak has a sleek and stylish design. It grants a resistance bonus to Ego and Reflex saves. This item comes in a varieties of bonuses as listed: +1 (250 gp), +2 (1,000 gp), +3 (2,250 gp), +4 (4,000 gp), and +5 (62,500 gp)
Cape of Gusto: This mantle, scarp, caplet, cape, or cloak has a bold and bright design. It grants a resistance bonus to Ego and Fortitude saves. This item comes in a varieties of bonuses as listed: +1 (250 gp), +2 (1,000 gp), +3 (2,250 gp), +4 (4,000 gp), and +5 (62,500 gp)
Cape of the Performer: This mantle, scarp, caplet, cape, or cloak has a grand and showy design. It grants a resistance bonus to Reflex and Will saves. This item comes in a varieties of bonuses as listed: +1 (250 gp), +2 (1,000 gp), +3 (2,250 gp), +4 (4,000 gp), and +5 (62,500 gp)
Cape of the Stubborn: This mantle, scarp, caplet, cape, or cloak has a gaudy and opulent design. It grants a resistance bonus to Fortitude and Will saves. This item comes in a varieties of bonuses as listed: +1 (250 gp), +2 (1,000 gp), +3 (2,250 gp), +4 (4,000 gp), and +5 (62,500 gp)
Cloak of Charisma: This mantle, scarf, caplet, cape, or cloak are grand and attractive. They grant charisma enhancement bonus to the user. This item comes in a variety of bonuses as listed: +1 (200 gp), +2 (800 gp), +3 (1,800 gp), +4 (3,200 gp), +5 (5,000 gp), +6 (7,200 gp), and +7 (9,800 gp).
Torso
Vest of Constitution: This vest, shirt, wrap, or article of clothing on the chest, will grant the user good health and a stronger immune system. The user will gain constitution enhancement while wearing this item. This item comes in a variety of bonuses as listed: +1 (200 gp), +2 (800 gp), +3 (1,800 gp), +4 (3,200 gp), +5 (5,000 gp), +6 (7,200 gp), and +7 (9,800 gp).
Upper Armor
Arm Ring of Escape: This arm ring sits high up on the bicep with a simple garnet at the center. Creatures that wear this ring will find it easier to slip free from the grasp of others. As a result it grants the wearer a +8 enhancement bonus so escape artists (1,600 gp)
Armlet of Energy Resistance: This comes in varieties for the following energy damages: Cold, Corrosive, Desiccation, Electric, Force, Heat, or Sonic. This cannot have more than a single type of resistance. There are many amounts of quality available as well options are as listed: 5 Energy Resistance (800 gp), 10 Energy Resistance (1,600 gp), 15 Energy Resistance (2,400 go), 20 Energy Resistance (3,200 gp), 25 Energy Resistance (4,000 gp), 30 Energy Resistance (4,800 gp), and 35 Energy Resistance (5,600 gp)
Bangles of Mitigation: These bangles make the user's harder and grant damage reduction /- to a certain value.
These resistance
options are as listed: 1/- (800 gp), 2/- (1,600 gp), 3/- (2,400 gp), 4/- (3,200 gp), 5/- (4,000 gp), 6/- (4,800 gp), or
7/- (5,600 gp), 8/- (64,000 gp) etc...
Frugal Cuffs: This pair of bronze and turquoise bicep cuffs are commonly worn by merchants and tradesman. When worn they will grant a +5 enhancement bonus to Haggle and Gather Information. (1,875 gp)
Waist
Belt of Strength: This leather belt will bolster the user's physical strength. As a result wearing the belt of strength will grant the user strength enhancement. This item comes in a variety of bonuses as listed: +1 (200 gp), +2 (800 gp), +3 (1,800 gp), +4 (3,200 gp), +5 (5,000 gp), +6 (7,200 gp), and +7 (9,800 gp).
Non-slotted / Misc. Items
Reliable Ready-Pack: These come in many shapes, sizes, connection methods, and external materials. Most often they are 12" x 12" x 6" in size and take the place of a backpack. They can be worn anywhere and be of other sizes. No matter the orientation or size, all of these offer extradimensional storage where any object can fit in. This is so long as it fits into the mouth of the pack and don't rip it. The pack can hold up to 120 lbs of objects of any kind and the weight is not counted against the inventory weight of the wearer's inventory. Overfilling the bag will cause it to break, as will putting sharp objects into it. Retrieving an item from a Reliable Ready-Pack is a move action. Item Weight: 8 lbs (750 gp)