Reaper_Monkey
2008-10-13, 04:09 PM
This is a custom made armour, however the carrying capacity feature is different from any normal one, and I've given individual costs for two magical effects "Size" and "Storage" (hence the title).
Rene's Greatcoat of Size & Storage
{table=head]Type|AC|Max Dex|Armour[br]Penalty|Spell[br]Failure|Speed|Weight
Light | +5 | +4 | -1 | 20% | Same | 50 lb
[/table]
Rene's Greatcoat is a +1 light armour and is made for a large humanoid creature, therefore only large humanoids that are proficient with light armour can wear it.
The greatcoat is made out of layered dark brown tough ox leather, reinforced with strips of thin steel which attach to several buckles that run the full shin length of the coat. It has a high collar and cuffs that can be turned up to protect the face and hands from cold and rain, and it comes with a large hood that easily covers the wearers head, providing extra protection.
The two outside pockets of this greatcoat are magically imbued, allowing any item the wearer places into them to shrink in size dramatically, effectively taking up no space at all until they are withdrawn again (however the item still weighs its full amount). Any item can be withdrawn from the pockets by the wearer reaching into it thinking of a specific item, and that item will always be picked. The greatcoats interior also counts as a third pocket opening for storing items, which function just as the outer two however without the option of leaving items at their full size, and with the limit that it can only store non-living matter.
Retrieving any shrunk item from the coat is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does, items can also be “drawn” from the sleeve of the coat, however this is a standard action unless the wearer has the quick draw feat. The weight of any item stored in the coat is added to the weight of the coat even when not worn.
In addition, as a free action the wearer of can activate another magical ability, enabling them to grow or shrink one size as per the spells Enlarge and Reduce person respectively. The wearer's strength, dexterity, attack rolls and AC are effected by this change as normal, as are all the items (including the coat) the wearing has on them. This ability has no limit to the number of times or duration it can be activated for.
Faint transmutation; CL 5th; Craft Magic Arms and Armor, Enlarge Person, Reduce Person, Shrink; Price 9,000 gp; Cost 4,500gp + 360 XP
Under the rules and maths of:
Chain shirt cost: 100g (as its just refluffed from these mechanics)
Large armour cost: x2
Masterworked armour cost: 150g
+1 armour bonus: 1000g
Use-activated or continuous cost: Spell level1 × caster level × 2,000 gp
If the duration of the spell is 1 minute/level, multiply the cost by 2
Reduce Person & Enlarge Person are both 1st level spells with 1 min/level durations.
Therefore
((base + MW) x size) + (level 1 spell) + (level 1 spell) + armour bonus
((100 + 150) x 2) + (((1 x 1 x 2000) + (1 x 1 x 2000)) x 2) + 1000 = 9500gp
By standard, however the shrink and grow options I think should be somewhat discounted as its own ability, as they are quite similar as it is. For the storage ability I've gone with the cost of 1,500gp, as it then places it under the cost of handy haversack and bag of holding as it doesn't offer any weight reduction, only storage and retrieval options. It should have at least 1000gp price however due to its ability to draw weapons from "nothing".
Therefore new Magic Armor Bonus:
Size - A suit of armour with this special ability allows its wearer to grow or shrink one size as per the spells Enlarge and Reduce person respectively, as a free action. The wearer's strength, dexterity, attack rolls and AC are effected by this change as normal, as are all the items (including the armour) the wearing has on them. This ability has no limit to the number of times or duration it can be activated for.
Faint Transmutation; CL 1st; Craft Magic Arms and Armor, Enlarge Person, Reduce Person; Price 6,000 gp
Storage - The pockets and inner lining of armour with this special ability allow any item placed into them by the wearer to shrink in size dramatically at a thought when it is placed onto one, making them take up no space at all. The wearer can then summon up that item by reaching into the same pocket and thinking about any specific item in that pocket, which then appears in their hand, and regrows to normal size when withdrawn from the pocket. Retrieving items from normal pockets or the inside lining (if it is accessible), is a move action that does not provoke an attack of opportunity, items can be withdrawn from the sleeves also, this takes a standard action unless the wearer has the quick draw feat.
This bonus does not allow storage of living matter in anything but standard pockets, and does not reduce the weight of stored items, the weight of all items stored is added to the armour, even if it isn't worn.
Faint Transmutation; CL 5th; Craft Magic Arms and Armor, Shrink; Price 1,500 gp
Rene's Greatcoat of Size & Storage
{table=head]Type|AC|Max Dex|Armour[br]Penalty|Spell[br]Failure|Speed|Weight
Light | +5 | +4 | -1 | 20% | Same | 50 lb
[/table]
Rene's Greatcoat is a +1 light armour and is made for a large humanoid creature, therefore only large humanoids that are proficient with light armour can wear it.
The greatcoat is made out of layered dark brown tough ox leather, reinforced with strips of thin steel which attach to several buckles that run the full shin length of the coat. It has a high collar and cuffs that can be turned up to protect the face and hands from cold and rain, and it comes with a large hood that easily covers the wearers head, providing extra protection.
The two outside pockets of this greatcoat are magically imbued, allowing any item the wearer places into them to shrink in size dramatically, effectively taking up no space at all until they are withdrawn again (however the item still weighs its full amount). Any item can be withdrawn from the pockets by the wearer reaching into it thinking of a specific item, and that item will always be picked. The greatcoats interior also counts as a third pocket opening for storing items, which function just as the outer two however without the option of leaving items at their full size, and with the limit that it can only store non-living matter.
Retrieving any shrunk item from the coat is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does, items can also be “drawn” from the sleeve of the coat, however this is a standard action unless the wearer has the quick draw feat. The weight of any item stored in the coat is added to the weight of the coat even when not worn.
In addition, as a free action the wearer of can activate another magical ability, enabling them to grow or shrink one size as per the spells Enlarge and Reduce person respectively. The wearer's strength, dexterity, attack rolls and AC are effected by this change as normal, as are all the items (including the coat) the wearing has on them. This ability has no limit to the number of times or duration it can be activated for.
Faint transmutation; CL 5th; Craft Magic Arms and Armor, Enlarge Person, Reduce Person, Shrink; Price 9,000 gp; Cost 4,500gp + 360 XP
Under the rules and maths of:
Chain shirt cost: 100g (as its just refluffed from these mechanics)
Large armour cost: x2
Masterworked armour cost: 150g
+1 armour bonus: 1000g
Use-activated or continuous cost: Spell level1 × caster level × 2,000 gp
If the duration of the spell is 1 minute/level, multiply the cost by 2
Reduce Person & Enlarge Person are both 1st level spells with 1 min/level durations.
Therefore
((base + MW) x size) + (level 1 spell) + (level 1 spell) + armour bonus
((100 + 150) x 2) + (((1 x 1 x 2000) + (1 x 1 x 2000)) x 2) + 1000 = 9500gp
By standard, however the shrink and grow options I think should be somewhat discounted as its own ability, as they are quite similar as it is. For the storage ability I've gone with the cost of 1,500gp, as it then places it under the cost of handy haversack and bag of holding as it doesn't offer any weight reduction, only storage and retrieval options. It should have at least 1000gp price however due to its ability to draw weapons from "nothing".
Therefore new Magic Armor Bonus:
Size - A suit of armour with this special ability allows its wearer to grow or shrink one size as per the spells Enlarge and Reduce person respectively, as a free action. The wearer's strength, dexterity, attack rolls and AC are effected by this change as normal, as are all the items (including the armour) the wearing has on them. This ability has no limit to the number of times or duration it can be activated for.
Faint Transmutation; CL 1st; Craft Magic Arms and Armor, Enlarge Person, Reduce Person; Price 6,000 gp
Storage - The pockets and inner lining of armour with this special ability allow any item placed into them by the wearer to shrink in size dramatically at a thought when it is placed onto one, making them take up no space at all. The wearer can then summon up that item by reaching into the same pocket and thinking about any specific item in that pocket, which then appears in their hand, and regrows to normal size when withdrawn from the pocket. Retrieving items from normal pockets or the inside lining (if it is accessible), is a move action that does not provoke an attack of opportunity, items can be withdrawn from the sleeves also, this takes a standard action unless the wearer has the quick draw feat.
This bonus does not allow storage of living matter in anything but standard pockets, and does not reduce the weight of stored items, the weight of all items stored is added to the armour, even if it isn't worn.
Faint Transmutation; CL 5th; Craft Magic Arms and Armor, Shrink; Price 1,500 gp