Adding a Feat to an Item [Archive] - Wizards Community

Post/Author/DateTimePost
rafeslattery

08-10-04, 06:15 AM
I have been looking through the books but as yet have not spotted any rules for adding a feat onto an item.

I have a mystic theurge, who has just taken divine metamagic (quicken spell) from the Complete Divine.

Nice and dandy.
One problem, Only have enough turning attempts to make use of this 1/day. So what I would like to do is get my hands on an item that grants the feat Extra Turning.

Are there rules anywhere that would determine a) if this is possible and b) how much it should cost.

As a follow up, are there general rules for the pricing of the addition of a feat to an item?

Rings of evasion are listed as an available item, which is a feat stored in a ring so there is a precedent of sorts. :->

rafe
Harmor

08-10-04, 06:17 AM
Actually Evasion is not a feat, its a class ability. :D

I don't see a precidence of what putting a feat into an item would cost. If you notice that a Ring of Evasion uses the spell Jump.

For reference from the SRD:

Ring of Evasion: This ring continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage.

Moderate transmutation; CL 7th; Forge Ring, jump; Price 25,000 gp.
Harmor

08-10-04, 06:25 AM
Here's an item that you could model your ability after:

Phylactery of Undead Turning: This item is a boon to any character able to turn undead, allowing him to do so as if his class level were four levels higher than it actually is.

Moderate necromancy [good]; CL 10th; Craft Wondrous Item, 10th-level cleric; Price 11,000 gp.

and

Vestment, Druid’s: This light garment is worn over normal clothing or armor. Most such vestments are green, embroidered with plant or animal motifs. When this item is worn by a character with the wild shape ability, the character can use that ability one additional time each day.

Moderate transmutation; CL 10th; Craft Wondrous Item, polymorph or wild shape ability; Price 10,000 gp.
Harmor

08-10-04, 06:31 AM
How about:

Phylactery of Extra Turning: This item is a boon to any character able to turn undead, allowing him to do so three additional times per day.

Moderate necromancy [good]; CL 9th; Craft Wondrous Item, 9th-level cleric; Price 18,000 gp.

--
Cost breakdown:

Number of turning attempts squares x 2,000gp



Honestly why don't you just raise your Charisma instead? Each +2 gives you an extra turn attempt.
rafeslattery

08-10-04, 07:07 AM
Honestly why don't you just raise your Charisma instead? Each +2 gives you an extra turn attempt. [/B]

the extra turning attempts was what I was after.
increasing my cha seemed a very "expensive" way of doing it.

going by what was said in a previous message, a phylactary of extra turning +4 would cost 32K. to get the same number of turning attempts from cha would cost 64k.

my goal is to increase my number of turning attempts by the most inexpensive means.


rafe
Harmor

08-10-04, 07:16 AM
Actually a Cloak of Charisma +6 would cost 36,000gp.


Cloak of Charisma: This lightweight and fashionable cloak has a highly decorative silver trim. When in a character’s possession, it adds a +2, +4, or +6 enhancement bonus to her Charisma score.

Moderate transmutation; CL 8th; Craft Wondrous Item, eagle’s splendor; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6); Weight 2 lb.
Harmor

08-10-04, 07:22 AM
As a side note...I think anytime someone attempts to add a feat to an item I think they themselves should have that feat.


Take for example:

Metamagic Rods: Metamagic rods hold the essence of a metamagic feat but do not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses.

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.


Metamagic, Empower: The wielder can cast up to three spells per day that are empowered as though using the Empower Spell feat.

Strong (no school); CL 17th; Craft Rod, Empower Spell; Price 9,000 gp (lesser), 32,500 gp (normal), 73,000 gp (greater).



If I were to model adding a feat to an item I think a Metamagic Rod would be something to start with.


For example I think it would definately be possible to put the Run feat into a set of boots. Or Blind-fighting feat into a pair of goggles. You'll also notice that in the Races of Stone (RoS) book they made dwarven forges that have item creation feats in them:


Forge of Thautam: A dwarf using this forge can create magic weapons and armor as if he had the Craft Magic Arms and Armor feat.

Strong conjuration; CL 12th; Craft Wondrous Item, permanency, creator must be a dwarf; Price 15,000 gp.
Kerrexl

08-10-04, 08:15 AM
Look in the A&EG, it has rules for pricing feats in Magic items... I belive it is 10K + 5-10K per prerequsite for the feat...

So Extra Turning, would cost 15-20K gp..
Kyuketsukiouji

08-10-04, 09:08 AM
Definitely make the prerequisite for an item like this having the feat, which means you'd have to find someone who has it to help you in the creation of it.

Makes for good rp.
rafeslattery

08-10-04, 09:08 AM
Originally posted by Kerrexl
Look in the A&EG, it has rules for pricing feats in Magic items... I belive it is 10K + 5-10K per prerequsite for the feat...

So Extra Turning, would cost 15-20K gp..

Cool,
This is something I can bring to my DM and have a "discussion" (read as argument) about. :->


thanks

rafe
rafeslattery

08-10-04, 09:18 AM
Originally posted by Kyuketsukiouji
Definitely make the prerequisite for an item like this having the feat, which means you'd have to find someone who has it to help you in the creation of it.

Makes for good rp.

That is our house rule for this kind of thing, but up to this the DM was pulling figures out of his head for the price... I was just trying to find some basis for working out the price.

I remember our monk was looking for "kip-up" (get up from prone as a free action, I think its a feat /class ability for a class in one of the Path of * books). And to get it, she had to go find someone who had the feat and was able to make items.

rafe