Item Effects
Special Abilities
The most straightforward choice is a once-per-day ability. For this, the item's level should be at least 2 levels higher than the minimum level a spellcaster could first cast that spell. For example, if your ability is about as powerful as a 3rd-rank spell cast once per day (perhaps haste), then it should be at least a 7th-level item. A basic spell chip is a good example. However, a spell chip is flexible and can contain the most effective possible choice for its spell rank (such as long-lasting spells where once a day is effectively permanent), so a specific item that doesn't grant such a spell could have additional powers or bonuses at the same price as a spell chip.
If the item can be activated multiple times per day, it should be at least 4 levels higher instead—9th level in our example. Frequency could range from twice per day to once per hour and anything in between. Choose whatever makes sense to allow the characters to use the item more frequently without being effectively constant or unlimited. The appropriate frequency, or whether it's ever okay to have unlimited activations, varies wildly based on the spell. Unlimited castings of a cantrip is fine, but an effect akin to a non-cantrip spell is rarely a good idea. Only attempt to build such an item when you're certain of the consequences.
Items that can be activated less often than once per day don't appear too often, and they usually fit best with abilities that make sense outside of encounters. It's still best to stick to the guidelines for once-per-day abilities, but these items tend to have more properties—and often strange ones.
Constant Abilities
Activation Actions
Scaling out of Usefulness
Bonuses
For attack bonuses, AC, and saves, the minimums match tactical- and higher-grade weapons and armor. Skill bonuses come on a wider range of items. Some are more broadly useful, so an Athletics item might be more expensive than an equivalent Piloting item. Gaining a bonus to Perception is especially valuable compared to gaining a bonus to a skill. Just because an item is the minimum level for its bonus doesn't mean the bonus should be the item's only power. The item can and should have an additional interesting power beyond the bonus. Likewise, an item can come at a higher level than the minimum, but if it's much higher, its abilities start to compete with the next bonus.
| Statistic | +1 | +2 | +3 |
|---|---|---|---|
| Attack bonus | 2 | 10 | 16 |
| AC | 5 | 11 | 18 |
| Save (resilient trait) | 8 | 14 | 20 |
| Skill/Perception | 3 | 9 | 17* |
| * This is also the minimum level for apex items. | |||