Dynamic Item Creation

Variant Rules

An optional replacement for the standard magic item crafting rules. Instead of a single Spellcraft check, crafters navigate a series of challenges representing setbacks and opportunities — gathering exotic ingredients, consulting competing sources, and managing unexpected mystical variables. The entire party can participate; only one creator needs the required item creation feat.

Source: Pathfinder Unchained, Chapter 4. Replaces the standard item creation rules from the Core Rulebook (p. 548) for any item this system is applied to.

How Challenges Work

Every item is bracketed by two fixed challenges — Preparing the Vessel (always first) and Completing the Item (always last). Between these, the GM rolls or chooses a number of random challenges equal to one per 5,000 gp of the item's market price (minimum 1). More challenges increase the chance of unexpected properties — beneficial or otherwise — and make the process costlier on average for less-skilled parties while rewarding highly skilled ones.

Attempting a Challenge

Each challenge presents two tasks. Before rolling, the creators decide whether one creator attempts a single task or two creators each attempt a different task. Creators cannot take 10 or 20, and cannot use aid another on item creation tasks. Some tasks require no check but must be completed before a check-based task is attempted.

The number of tasks attempted and their outcomes determine the result tier:

Tasks Attempted Outcome Result Tier
One task Succeed Critical Success
Fail Failure
Both tasks Succeed at both Critical Success
Succeed at one; fail the other by less than 5 Success
Succeed at one; fail the other by 5 or more Failure
Fail both Critical Failure

Challenge Format

Each challenge has a brief description followed by two sections. Tasks lists the options with short titles and DCs — the GM interprets the specifics to fit the story. Results covers the consequences for each result tier. Only one result tier applies; critical success does not also grant the benefits of a normal success.

Cost & Creation Time

Paying for the Item

The default crafting cost is 85% of the item's market value. Challenges can raise or lower this; a party that critically succeeds on many challenges may bring the cost below 50%. The final cost can never fall below the initial 25% investment — that expenditure cannot be refunded.

Weapons, armor, and items requiring masterwork or ingredient components must be purchased separately before crafting begins. Subtract those costs from the item's market value for cost calculations (but not for determining creation time or number of challenges).

  • Before the first challenge: pay 25% of market price to purchase initial materials.
  • At the final challenge: pay the remaining amount, adjusted for any cost modifiers accumulated.
  • The PCs can abandon an item at any time without paying the remainder, but cannot reuse the materials.

Creation Time

Creation time is the same as the standard rules (Core Rulebook p. 548). The process cannot be accelerated by increasing DCs. Space challenges evenly across the total creation period — for example, four challenges over 10 days means challenges on days 1, 4, 7, and 10. If a challenge adds or removes days, adjust the spacing of remaining challenges accordingly.

Adjustments

Challenges can apply adjustments to the item in four categories. The GM should factor in task DCs when designing custom challenges: lower-DC tasks should at best avoid negative adjustments, while higher-DC tasks may add meaningful benefits.

Cost
Increases or decreases the crafting cost in increments of 5% of final market price. The cost can exceed 100% (more than market price to make). The final cost can never fall below the initial 25% investment.
Time
Adds or subtracts days of remaining work. The total can never fall below 1 day, nor below the number of days already spent. If a reduction would go below that floor, the final challenge is available immediately.
Perks, Quirks & Flaws
Challenges may add a beneficial perk, a neutral-to-double-edged quirk, or a detrimental flaw. The GM rolls these secretly, rerolling duplicates or contradictory results. Detect magic and identify do not reveal them; analyze dweomer does, once the item is complete.
Destruction
A few challenges can destroy the in-progress item on a critical failure, costing the PCs their current investment. These challenges come with especially strong benefits on a critical success, making them high-risk/high-reward.

Base Challenges

These two challenges bookend every item creation. Prepare the Vessel is always first; Complete the Item is always last. The result of Prepare the Vessel sets the base cost and creation time that all subsequent challenges modify.

Prepare the Vessel Always First

You must create or prepare an item to handle the magic you intend to instill within it.

TaskCheck
Forge a New Vessel Craft (item's type) DC 15 + caster level
Mystical Preparations Spellcraft DC 15 + caster level
Critical Success
Superlative vessel. Base cost 75% of market price; creation time 1 day per 2,000 gp.
Success
Satisfactory vessel. Base cost 85% of market price; creation time 1 day per 1,000 gp.
Failure
Flawed vessel. Base cost 100% of market price; creation time 1 day per 500 gp; add 1 flaw.
Critical Failure
The vessel is destroyed.
Complete the Item Always Last

You put the finishing touches on the item.

TaskCheck
Improvise Use Magic Device DC 15 + caster level
Provide the Requirements Meet all item prerequisites
Critical Success
Masterful flourish. Reduce the item's cost by 10%.
Success
Item completed.
Failure
The item is destroyed.
Critical Failure

Random Challenges

Roll d% for each random challenge slot, or choose one that fits the campaign circumstances. Challenges with a 93–100 result use the class-specific challenge table below.

d%Challenge
01–04Aberrant Mutation
05–08Challenging Construction
09–12Contradictory Instructions
13–16Cryptic Cross-Reference
17–20Distracting Visitor
21–24Emotion Requirement
25–28Energy Overload
29–32Enticing Offer
33–36Fragile Components
37–40Historic Stumbling Block
41–44Illegal Ingredients
45–48Infested Ingredients
49–52Ingredients Develop Quasi-Sentience
53–56Intrusive Spirit
57–60Ley Line Convergence
61–64Magical Resonance
65–68Planar Peculiarity
69–72Rare Reference
73–76Reagent Shortage
77–80Regal Requisite
81–84Sesquipedalian Elucidation
85–88Structural Flaw
89–92Sudden Inspiration
93–100Class-Specific Challenge

The item's components have mutated, and so has your item, evolving in strange new ways.

TaskCheck
Alter MutationSpellcraft DC 15 + caster level
Analyze MutationKnowledge (dungeoneering) DC 25
Critical Success
Mutation proves helpful. 1 perk.
Success
Mutation proves harmless. 1 quirk.
Failure
Mutation proves harmful. 1 flaw.
Critical Failure
Mutation spirals out of control. Item switches to a random item of the same type or slot but lesser value. If none exists, item is destroyed; lose 25% of market price and start over.

One or more elements of your item's design are particularly difficult to execute.

TaskCheck
Blueprint and PlanKnowledge (engineering) DC 25
Rely on Your CraftsmanshipCraft (item's type) DC 20 + caster level
Critical Success
Challenge exceeded. –1 day, –10% cost.
Success
Challenge overcome. No adjustment.
Failure
Construction proved costly. +2 days, +5% cost.
Critical Failure
Construction botched. +15% cost, 1 flaw.

Two respected sources disagree vehemently on the next step in the process.

TaskCheck
Discern the Sounder ChoiceKnowledge (arcana) DC 15 + caster level
Take a Middle PathSpellcraft DC 20 + caster level
Critical Success
Best of both worlds. –3 days, –5% cost.
Success
Contradiction resolved. No adjustment.
Failure
Misstep. +3 days, +5% cost.
Critical Failure
Worst of both worlds. +7 days, +10% cost.

You're having trouble figuring out where to find the information you need across multiple volumes.

TaskCheck
Follow the FootnotesLinguistics DC 20
Make Something UpUse Magic Device DC 15 + caster level
Critical Success
Perfect coordination. –3 days, –5% cost.
Success
Excellent notes. –1 day.
Failure
Lost in paperwork. +3 days.
Critical Failure
Series of missteps. +3 days, 1 flaw.

An unwanted interloper shows up while you're trying to work, making it challenging to concentrate.

TaskCheck
Ignore the DistractionConcentration DC 15 + caster level
Send the Visitor AwayDiplomacy or Intimidate DC 20
Critical Success
Unexpected helpfulness. –1 day, –5% cost.
Success
Short chat. No adjustment.
Failure
Distracted. +1 day, 1 quirk.
Critical Failure
Offended visitor interferes. +2 days, +5% cost, 1 flaw.

In order to create the item, you need to harness a particular raw emotion.

TaskCheck
Elicit through PerformancePerform (any) DC 20 + caster level
Manipulate OthersBluff DC 20 + caster level
Critical Success
Power from emotional surge. –5% cost, 1 perk.
Success
Harnessed emotions. No adjustment.
Failure
Tepid emotions. +1 day, +5% cost, 1 quirk.
Critical Failure
Interference from opposing emotions. +3 days, +10% cost, 1 flaw.

A sudden surge of energy builds up within your item, threatening to damage or destroy it.

TaskCheck
Channel into Your BodyFortitude DC 20 + caster level
Divert to Another ItemCraft (item's type) DC 20 + caster level
Critical Success
Overload leveraged. –2 days, –10% cost, 1 perk.
Success
Overload diverted. 1 quirk.
Failure
Expensive damage. +7 days, +15% cost.
Critical Failure
Eldritch explosion. Item destroyed. All creators take 1d6 points of damage per caster level of the item.

A shady figure approaches you with an offer that would make completing your item faster and cheaper.

TaskCheck
Discern True WorthSense Motive DC 20
Incorporate OfferSpellcraft DC 20 + caster level
Critical Success
It actually worked! –1 day, –5% cost, 1 quirk.
Success
Avoided mischief. No adjustment.
Failure
Not exactly as advertised. –1 day, –5% cost, 2 flaws.
Critical Failure
Completely duped. +1 day, +5% cost, 2 flaws.

Some of the most important components of your item are extremely fragile.

TaskCheck
Reinforce DesignCraft (item's type) DC 15 + caster level
Use a Delicate TouchSleight of Hand DC 15 + caster level
Critical Success
Flawless components. –10% cost.
Success
Undamaged components. No adjustment.
Failure
Damaged components. +1 day, +5% cost.
Critical Failure
Item destroyed. Lose 25% of market price and start over.

Your creation techniques have run across a challenging difficulty experienced by many past crafters.

TaskCheck
Learn from HistoryKnowledge (history) DC 25
Solve It YourselfSpellcraft DC 20 + caster level
Critical Success
An amazing workaround overcomes the issue. –3 days, –5% cost.
Success
Stumble avoided. –1 day.
Failure
Doomed to repeat the same mistake. +3 days, +10% cost.
Critical Failure
Misapplied techniques result in disaster. +7 days, +10% cost, 1 flaw.

One or more of the necessary ingredients is flagrantly illegal and needs to be acquired through criminal means.

TaskCheck
Entreat the Black MarketKnowledge (local) DC 25
Smuggle It YourselfSleight of Hand DC 30
Critical Success
Sell surplus to a fence. –10% cost.
Success
Found just enough. No adjustment.
Failure
Failed procurement. +5 days, +5% cost, 1 quirk.
Critical Failure
Arrested and fined. +15% cost; the creator who attempted smuggling is arrested and sentenced to jail time, or escapes and is on the run.

Critical ingredients were infested by an exotic rot or colony of vermin, rendering them unusable.

TaskCheck
Procure Inexpensive ReplacementsAppraise DC 25
Purge the InfestationHeal DC 30
Critical Success
Seller's market. –5% cost.
Success
Crisis averted. No adjustment.
Failure
Gouged on prices. +10% cost.
Critical Failure
Infestation spreads into item. +5% cost, 1 quirk, 1 flaw.

Somehow, one or more of your item's components have developed a limited intelligence.

TaskCheck
Coax Ingredients to Greater PerformanceHandle Animal DC 30
Magically Force Ingredients into OrderSpellcraft DC 15 + caster level
Critical Success
Item proceeds normally but becomes an intelligent item of your alignment, and it likes you.
Success
Ingredients work with you. 1 perk if you coaxed the ingredients; –5% cost if you coerced them.
Failure
Ingredients rebel — escape or sabotage the item. +15% cost, 1 flaw.
Critical Failure
Item proceeds normally but becomes an intelligent item of a contrary alignment, and it hates you.

Your item's creation draws the attention of a wandering spirit with some affinity for the item.

TaskCheck
Exorcise SpiritKnowledge (religion) DC 25
Seek Spirit's AidDiplomacy DC 20 + caster level
Critical Success
Spirit's release. –3 days, –5% cost, 1 perk.
Success
No adjustment (exorcised); or –1 day, –5% cost, 1 quirk (sought spirit's aid).
Failure
Spirit's interference. +3 days, +5% cost, 1 quirk.
Critical Failure
Spirit's wrath. Item is cursed.

The item's creation is dependent on the energy of intersecting ley lines or of another magical location.

TaskCheck
Adjust AccordinglyKnowledge (arcana) DC 20 + caster level
Find the Perfect SpotKnowledge (geography) DC 25
Critical Success
Auspicious convergence. –2 days, 1 perk.
Success
Satisfactory location. No adjustment.
Failure
Misaligned location. +3 days, 1 quirk.
Critical Failure
Deleterious convergence. +10% cost, 1 flaw.

The magical auras of several components thrum with a strange resonance whenever they are near each other.

TaskCheck
Analyze the CauseSpellcraft DC 15 + caster level
Follow the RhythmPerform (any) DC 15 + caster level
Critical Success
Resonant power revealed. –1 day, 1 perk.
Success
Resonance limited. 1 quirk.
Failure
Resonance interferes. +1 day, +5% cost, 1 quirk.
Critical Failure
Out of control! +3 days, +10% cost, 1 flaw.

You realize that your item's creation is influenced by planar convergences or other peculiarities.

TaskCheck
Consult a Planar OrreryKnowledge (planes) DC 25
Secure Outsider's AssistanceDiplomacy DC 20 + caster level
Critical Success
Perfectly aligned. –3 days, –5% cost, 1 perk.
Success
Well aligned. –1 day.
Failure
Poorly aligned. +1 day, 1 quirk, 1 flaw.
Critical Failure
Catastrophically aligned. +3 days, +5% cost, 1 flaw.

You uncovered a reference suggesting that a rare book located in a large library will help with the item's creation.

TaskCheck
Check the Card CatalogLinguistics DC 20
Scan the ShelvesPerception DC 30
Critical Success
Expedient search. –3 days.
Success
Found it! –1 day.
Failure
Lengthy search. +3 days.
Critical Failure
Huge delays and fees. +10 days, +5% cost.

You suddenly realize that you don't have enough stock of an important ingredient.

TaskCheck
Improvise a SubstitutionCraft (alchemy) DC 30
Search for MoreSurvival DC 25
Critical Success
Amazing combination. –5% cost, 1 perk.
Success
Sufficient components. No adjustment.
Failure
Missing component. +10% cost.
Critical Failure
Terrible mix. +5% cost, 1 flaw.

Your item requires a king's hair, a prince's kiss, or some other participation from high-ranking nobility.

TaskCheck
Exploit Noble TiesKnowledge (nobility) DC 25
Falsify the IngredientsUse Magic Device DC 20 + caster level
Critical Success
Regal synergy. 1 perk.
Success
No adjustment (noble ties); or 1 quirk (falsified ingredients).
Failure
Introduced impurities. 1 flaw.
Critical Failure
Impurities and ostracism. +3 days, 1 flaw; the creator who attempted to exploit noble ties is ostracized at court.

The instructions for your next component are nearly impossible to understand due to abstruse language.

TaskCheck
Consult a DictionaryLinguistics DC 15 + caster level
Make Up Your Own Big WordsUse Magic Device DC 20 + caster level
Critical Success
Master of erudition. –3 days, –5% cost.
Success
Instructions elucidated. –1 day.
Failure
Nonplussed. +3 days, +5% cost.
Critical Failure
Confounded. +7 days, +10% cost.

Partway through the creation process, you notice a flaw in the item's physical design.

TaskCheck
Disassemble and AdjustDisable Device DC 30
Turn to Your AdvantageCraft (item's type) DC 20 + caster level
Critical Success
Surprising benefits. +1 day, –10% cost, 1 perk.
Success
Meticulousness pays off. +1 day, –5% cost.
Failure
Insurmountable flaw. +3 days, +5% cost, 1 flaw.
Critical Failure
Item destroyed in disassembly. Lose 25% of market price and start over.

You are struck with a sudden stroke of brilliance and alter the creation process.

TaskCheck
Improve the ItemSpellcraft DC 20 + caster level
Improve the MethodologyKnowledge (arcana) DC 20 + caster level
Critical Success
Incredible breakthrough. –2 days, –5% cost, 1 perk.
Success
Breakthrough. 1 perk (improved item); or –2 days (improved methodology).
Failure
False lead. +1 day, 1 quirk.
Critical Failure
Terrible idea. +2 days, +5% cost, 1 flaw.

Class-Specific Challenges

When a 93–100 is rolled, determine which of the following challenges apply to at least one creator and pick one randomly from among those options. If none apply, choose a fitting challenge from the random table instead (such as Illegal Ingredients for a rogue, or Rare Reference for a wizard).

ChallengeAppropriate Creators
Crisis of FaithDivine spellcaster with a patron deity
Instability from WithinSpellcaster who draws power from within (oracle, sorcerer)
Natural DisasterCreator with a connection to nature (druid, ranger)
Natural WonderCreator with a connection to nature (druid, ranger)
Otherworldly AidCreator connected to outsiders, spirits, a patron, or a curse (infernal sorcerer, oracle, witch)
Otherworldly InterferenceCreator connected to outsiders, spirits, a patron, or a curse (infernal sorcerer, oracle, witch)
Personal SurgeSpellcaster who draws power from within (oracle, sorcerer)
Sign from the GodsDivine spellcaster with a patron deity

During the creation process, you experience ill omens from your patron deity that make you question your very faith.

TaskCheck
PersevereWill DC 20 + caster level
Search for AnswersKnowledge (religion) DC 15 + caster level
Critical Success
Perseverance pays off. 1 perk.
Success
Crisis overcome. No adjustment.
Failure
Shaken faith. +1 day, +5% cost, 1 quirk.
Critical Failure
Patron's ire. +3 days, +10% cost, 1 flaw.

Something within you emerges at an inopportune time and threatens the item's creation.

TaskCheck
Account for the InstabilityKnowledge (arcana) DC 15 + caster level
Roll with ItUse Magic Device DC 20 + caster level
Critical Success
Instability exploited. –5% cost, 1 quirk.
Success
Instability avoided. No adjustment.
Failure
Erratic item. +5% cost, 1 quirk.
Critical Failure
Unstable item. +5% cost, 1 quirk, 1 flaw.

During a stage of the item's creation in a natural setting, there's an unexpected natural disaster.

TaskCheck
Harness the PowerUse Magic Device DC 20 + caster level
Take the Proper PrecautionsSurvival DC 15 + caster level
Critical Success
Shaped by the disaster's power. –10% cost, 1 quirk, 1 perk.
Success
Danger avoided. 1 quirk (harnessing the power); no adjustment (precautions).
Failure
Damaging disaster. +7 days, +10% cost.
Critical Failure
Disastrous consequences. Item destroyed; lose 25% of market price and start over. All creators take 1d6 damage per caster level of an energy type appropriate to the disaster.

During a stage of the item's creation in a natural setting, a rare wonder of nature reveals itself.

TaskCheck
Reflect on the Wonder's BeautyCraft (item's type) DC 20 + caster level
Show Respect for NatureKnowledge (nature) DC 20 + caster level
Critical Success
Wondrous boon. –10% cost, 1 perk.
Success
Inspiring wonder. –5% cost, 1 quirk.
Failure
Ephemeral wonder. +1 day, 1 quirk.
Critical Failure
Distracting wonder. +7 days, +5% cost, 1 quirk.

Otherworldly beings are tampering with your item's creation in an attempt to assist you.

TaskCheck
Alter Construction AccordinglyCraft (item's type) DC 20 + caster level
Respectfully Redirect Their EffortsDiplomacy DC 20 + caster level
Critical Success
Incredible aid. –6 days, –10% cost, 1 quirk.
Success
Effective aid. –3 days, –5% cost, 1 quirk.
Failure
Ineffective aid. 1 quirk.
Critical Failure
Disaster. +3 days, +10% cost, 1 quirk, 1 flaw.

Otherworldly beings are meddling with your item's creation, whether from near or afar.

TaskCheck
Convince Them to StopDiplomacy DC 20 + caster level
Use Protective MeasuresKnowledge (religion or planes) DC 20 + caster level
Critical Success
Otherworldly repairs. –3 days, –10% cost, 1 quirk.
Success
Inconsequential interference. No adjustment.
Failure
Unrelenting interference. +5% cost, 1 quirk.
Critical Failure
Severe interference. +3 days, +5% cost, 1 quirk, 1 flaw.

A surge of beneficial power springs up from unknown depths within you.

TaskCheck
Embrace the PowerUse Magic Device DC 20 + caster level
Focus the SurgeSpellcraft DC 20 + caster level
Critical Success
Incredible surge. –3 days, –5% cost, 1 perk.
Success
Surging boost. –1 day, –5% cost.
Failure
Squandered surge. 1 quirk.
Critical Failure
Overload. +5% cost, 1 quirk, 1 flaw.

During the creation process, you receive signs that indicate your patron's favor.

TaskCheck
Donate to the FaithDonate 5% of market price or more to the patron's interests
Offer Prayers of ThanksKnowledge (religion) DC 20 + caster level
Critical Success
Divine intervention. Halve the remaining number of days, 1 perk.
Success
Favor's blessing. 1 perk.
Failure
Ingratitude's comeuppance. 1 flaw.
Critical Failure

Perks

Perks are beneficial adjustments, most often gained from critical successes. The strongest perks have the highest numbers on the table. Reroll duplicates and perks that don't fit the item. The GM may also choose an appropriate perk without rolling.

d%PerkRestriction
01–04Lightweight
05–08Durable
09–12Impervious
13–16Energy-Kissed
17–20SacredDivine spellcaster with patron deity
21–24FaithfulDivine spellcaster with patron deity
25–28Shielding
29–32Tentacled TouchTouch-delivering item (staff, wand)
33–36Inscribed
37–40Eager
41–44Enemy Glow
45–48Hated FoeWeapon only
49–52Skillful
53–56ExemplarWeapon, armor, or activated item
57–60Unassuming
61–64Lucky
65–68Draconic
69–72MindlinkedCommand-word activated item
73–76Messenger
77–79Healthful
80–82EnergeticWeapon only
83–85Lunar
86–88Solar
89–91Potent
92–94Spying
95–97Resizing
98–100EgoisticWeapon only

The item weighs half as much as normal.

The item has twice as many hit points as it normally would.

The item's hardness is 5 higher than usual.

The item is immune to a random type of energy, but does not grant this immunity to its bearer.

The item glows with the image of its creator's holy or unholy symbol, counting as a holy or unholy symbol for all purposes. If more than one creator qualifies, the creators choose one patron's symbol.

The item's caster level is treated as 1 higher when its effects benefit the faithful of its creator's patron deity, or when used against worshipers of a faith hated by that deity. The item also grants a +1 bonus on damage rolls against those hated worshipers. If more than one creator qualifies, the creators must choose one patron.

This item negates the first magic missile directed at it or its bearer each day. If a caster directs multiple missiles simultaneously, reduce the number that strike the bearer by one.

As the Aberrant quirk (eyes, maws, and tentacles), but the tentacles can extend to deliver any touch effects with an additional 5 feet of reach. This does not increase the weapon reach of a magic weapon.

The bearer can spend a full-round action to inscribe a hidden message up to 25 words on the item's surface. The message remains invisible until the next time a creature holds the item, or until a specific passphrase is spoken. Inscribing a new message erases the previous one.

The item always wants to be worn or held by its owner. The owner can draw an eager weapon or handheld item as a swift action, don eager armor in half the time, and don any other eager item as a swift action — though it takes twice as long to remove eager armor and 1 full round to remove or stow any other eager item. The DC to disarm or steal an eager item increases by 5.

The item glows when a specific type of creature is nearby. Either choose an appropriate type or roll one randomly on the ranger's favored enemy list.

The weapon deals 1 additional point of damage when it hits a specific type of creature. Either choose an appropriate type or roll one randomly on the ranger's favored enemy list.

The item grants a +1 competence bonus on checks with a random skill, determined upon creation.

Exemplar weapons grant a +1 AC bonus against other weapons of that type; armors grant a +1 bonus on attack rolls against enemies wearing that armor type; activated items grant a +1 bonus on saving throws against other items of that exact function.

The item registers as though it were nonmagical, as though affected by a magic aura spell.

Each day, there's a 50% chance the item grants its bearer a +1 luck bonus on a random type of saving throw for that day.

Determine a random type of chromatic or metallic dragon. The item has a sheen in the color of that dragon's scales, and grants its bearer 3 points of energy resistance against the damage type that dragon's breath weapon deals.

The item is linked to the owner, who can command it mentally. The action cost is the same, but activation makes no noise and is purely mental.

Once per week, the item can transform into an animal and deliver a message as the animal messenger spell.

The bearer regains 1 additional hit point from any magical effect that causes her to regain hit points.

The item deals 1 additional point of damage of an energy type randomly determined upon creation. This damage is not multiplied on a critical hit.

While exposed to moonlight, this item causes any enemy adjacent to the bearer to take a –1 penalty on saving throws against sleep and similar effects.

While exposed to sunlight, this item causes an enemy adjacent to the bearer to become dazzled for as long as the two remain adjacent.

The item's caster level is 1 higher than intended.

The item transmits sensory information to its owner as if it were the sensor for a clairaudience/clairvoyance spell. The owner must concentrate (standard action) to receive this; the effect is inert while she isn't concentrating. Determine randomly upon creation whether the item relays visual or auditory information.

This item automatically resizes itself to match the size of its bearer. The size change takes 1 minute.

All of the bearer's feats and class features that affect a specific weapon or weapon group change to affect the egoistic weapon's type or group as long as she possesses it. If the bearer can specify more than one type or group, she chooses which she retains and which switches to the egoistic weapon's type or group.

Quirks

Quirks are oddities that make an item unusual in a way that's generally neither positive nor negative — or a little of both. More beneficial or double-edged quirks have higher numbers on the table. Reroll duplicates and quirks that don't fit the item. The GM may choose an appropriate quirk without rolling.

d%QuirkRestriction
01Flaw — roll on flaw table instead
02–04Infested
05–08Unusually Colored
09–12Color-Altering
13–16Mood Coloration
17–20Aberrant
21–24DecorousActivated item only
25–28Dirty
29–32Junky
33–36Magnificent
37–40Verdant
41–44Noisy
45–48Bloodthirsty
49–52Levitating
53–56Molting
57–60Soprano
61–64Bass
65–68Giant-Eared
69–72Nose-Enlarging
73–76Spiritbound
77–80Racially Attuned
81–84Loyal
85–87Wet
88–90Slimy
91–93UnpredictableActivated item only
94–96Convergent
97–99Glittering
100Perk — roll on perk table instead

The item is infested with vermin or other Fine creatures that do not interfere with its operation or harm the bearer.

The item is an odd color for an item of its type, such as a sword that is bright pink.

The color of the bearer's eyes, hair, or skin changes when she carries or wears the item.

The item changes colors to reflect the mood of the bearer. Each item has its own mapping of colors to emotions, but someone with knowledge of the item's quirk and its mapping who can see the color change gains a +2 circumstance bonus on Sense Motive checks against the bearer.

The item has eyes, maws, and tentacles, though this has no additional effect.

The item activates only if the user says "please" and ceases function for 1 hour if the user doesn't thank it afterward.

The item is always covered in dirt or mud, no matter how often it is washed or cleaned.

The item looks extremely old, worn, rusted, or otherwise of low quality, hiding its true power.

The item looks extremely powerful and valuable, even if it isn't.

Leaves, moss, and vines cover the item, and leaves sprout from the targets of the item's effects.

The item makes an odd though not particularly loud noise when in use, such as a mace that squeaks when it's swung.

The item shakes slightly whenever blood is spilled within 20 feet of it.

This item always floats slightly above the ground when laid down, dropped, or otherwise unattended.

Scaled skin covers this item, and the item occasionally sheds the skin and grows a new one.

The bearer's voice rises by an octave.

The bearer's voice deepens an octave.

The item's bearer's ears increase to five times their original length.

The bearer's nose becomes five times longer than usual.

The item's reality is imprinted onto its intended owner (creator's choice), such that the item simply doesn't exist outside of that owner's possession. The item can't be lost or stolen, and it also can't be sold or transferred.

The item's bearer counts as the race of one of the item's creators (determined randomly upon creation) as well as her own.

The item offers a perk (determined randomly upon creation) when used by one of its creators, but it presents a flaw (determined randomly upon creation) for all other users.

The item and bearer are constantly soaking wet. This imposes a –1 penalty on saves against environmental cold, cold effects, and electricity effects, but grants a +1 bonus on saves against environmental heat, fire effects, and catching on fire.

The item is covered in putrid slime, which seeps out to cover the bearer as well. The bearer gains a +5 circumstance bonus on Escape Artist checks, on combat maneuver checks to break grapples, and to CMD against grapples (these bonuses do not stack with grease or similar effects), but takes a –2 penalty on Acrobatics, Disable Device, and Disguise checks, as well as on Diplomacy and Handle Animal checks except against creatures that aren't bothered by putrid slime.

When activating the item, roll 1d6. On a 1 or 2, the DC and caster level of all the item's effects are treated as 1 lower for this activation; on a 3 or 4, there is no adjustment; and on a 5 or 6, the DC and caster level of all the item's effects are treated as 1 higher for this activation. If this puts the item below the minimum caster level for the intended effect, the activation fails but any charge or daily use is still consumed.

The item is connected to another plane, bringing its bearer into telepathic contact with an otherworldly entity. The entity can communicate with the bearer to serve its own ends. Choose an appropriate entity or choose randomly from among outsider subtypes. The entity shouldn't be a being that can cause harm to the bearer through telepathic contact.

The item leaves a trail of glowing, magical motes as it moves. They dissipate after 1 round. This effect can be activated or deactivated with a command word.

Flaws

Flaws are detrimental adjustments, similar to curses but far less damaging or restrictive. Whenever a challenge adds a flaw, roll on the following table. In general, more harmful flaws have higher numbers. Reroll duplicates and flaws that don't fit the item. The GM may choose an appropriate flaw without rolling.

Accumulating Flaws: For each flaw beyond the first, add a cumulative +5 modifier to the d% roll until the item gains a curse (after which the +5 modifiers no longer apply). Even when choosing a flaw rather than rolling, still roll first to determine whether the item gains a curse instead.
d%FlawRestriction
01–04Heavy
05–08Fragile
09–12Vulnerable
13–16Energy Weakened
17–20Pungent
21–24Faerie-Lit
25–28Singing
29–32VindictiveWeapon only
33–36Anomalous
37–40Extremely Infested
41–44Addictive
45–48Gluttonous
49–52Slothful
53–56Hallucinogenic
57–60Obedient
61–64Uncivilized
65–68Allergic
69–72ZealousDivine caster with patron deity
73–76Impotent
77–80PacifisticWeapon only
81–84Backlashing
85–87Wrathful
88–90Proud
91–93SlipperyHeld item only
94–96Enticing
97–99Paranoid
100+Cursed — roll on Table 15–27 (CRB p. 537)

The item weighs twice as much as normal.

The item has half as many hit points as normal.

The item has a hardness that is 5 lower than usual (to a minimum of 0).

The item is particularly vulnerable to one random energy type. That energy type ignores the item's hardness and deals double damage to the item (but not to the item's bearer). Determine the energy type randomly, or choose one thematically tied to the challenge that caused the weakness.

The item emits a foul and obvious odor. No mundane means can remove the stench, which overcomes even magical effects such as negate aroma.

The bearer is constantly surrounded by colorful light, as if affected by a faerie fire spell.

The item constantly sings in a loud belting soprano or tenor. Silence and other such spells can suppress the sound as normal.

When using this weapon, the wielder can only choose to deal lethal damage, not nonlethal damage. If the item can normally deal only nonlethal damage, this flaw overrides that restriction.

The item is instead another random magic item of the same type or slot and the same or similar cost as the intended item.

As the infested quirk, but the vermin or other creatures crawl over the bearer, requiring her to succeed at concentration checks (DC = 15 + the spell's level) to cast spells or use other abilities that require concentration.

The owner does not want to give up the item under any circumstances, and suffers the effects of severe addiction (GameMastery Guide 236) when denied access to the item.

The bearer must gorge upon 10 times as much food as normal or suffer the effects of starvation, ignoring effects that reduce the amount of food required (such as ring of sustenance).

The bearer must rest for 12 hours each day to gain the benefits of a full night's rest, ignoring effects that reduce the amount of sleep needed (such as ring of sustenance). This can affect the bearer's ability to prepare spells or regain spell slots.

The bearer sees and hears mild hallucinations. While readily discernible as such, these hallucinations still impose a –2 penalty on Perception and initiative checks.

The bearer takes a –2 penalty on all Will saves against effects that exercise mental control. This includes all mind-affecting charm or compulsion effects, as well as any effect the GM deems appropriate.

The item doesn't function in any area that would count as urban terrain.

The item is especially sensitive to the presence of a particular type of creature, and ceases all magical functions whenever it is within 30 feet of such a creature. To determine the creature type, roll randomly or choose an appropriate type on the ranger's favored enemy list (CRB p. 64).

The item functions only for worshipers of the creator's patron deity. If more than one creator qualifies, roll randomly between their patron deities.

The item's caster level is 1 lower than intended. If this would cause a wand or staff to fall below the minimum required caster level, reroll this flaw.

When using this weapon, the wielder can only choose to deal nonlethal damage (in most cases imposing a –4 penalty on attack rolls), except against constructs and undead.

When attacking with or activating the item, the user takes 1d6 points of damage from magical energy backlash.

In combat, the bearer's mind is clouded by rage, and she must succeed at a DC 20 Will save to use any ability that can't be used during a barbarian rage. This doesn't allow a barbarian to use those abilities when she is in a rage.

The bearer can't grant or gain any benefit from the aid another action.

The creature holding the item must succeed at a DC 15 Reflex save each round or drop the item.

Others covet the item and seek to possess it. Upon touching or examining the item, any creature that does not possess it must succeed at a DC 20 Will save or covet the item, seeking to gain it by whatever means is most expedient, though it need not do so immediately. After one attempt to gain the item (or a successful save), a creature is immune to this effect for 24 hours.

The bearer no longer trusts anyone and must attempt saving throws against all abilities and spells but her own, even those that are harmless.

The item gains a curse. Roll on Table 15–27 (Core Rulebook p. 537) to determine the curse, or choose an appropriate one.
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