Update: Character is being introduced tomorrow, and I'm explicitly forbidden from making adventurer levels of profit. Magic items are going to be extremely rare, and the DM is just going to make some of the few magic items we get into formulas, so I can make them myself.
My new goal is to *Mulan music kicks in* be durable enough to not be an attractive target for the kind of enemies that like to pound squishies into the dirt, skilled enough to not die a pointless and totally avoidable death, and JUST dangerous enough to not be dead weight in the party during a fight.
After working with the DM, I'm stuck with the robe of Useless Items and the Bag of Tricks for my starting formulas, as well as the all-important bag of holding. For all new items, I'll need to give the DM at least 3 sessions notice before I can possibly make an item, as he wants to spend one session on altering his plans, one on finding the formula, and one on the rare material for every item.
Up to date houserules for magic items:
• Magic items are KNOWN, but not bought/sold by normal adventurers. They are oddities bordering on minor artifacts.
• Formulas are the original templates for magic items, and they will without exception require an adventure to find.
• ALL magic items above common rarity require a Rare Material, which will require a second adventure. (No outsourcing!)
• Magic items (with a few exceptions) cannot create permanent objects, unless the object itself is a magic item (scrolls and potions from the robe of useful items for example). If there is no listed duration, they expire in 24 hours.
• Stat-locking (giant's belt) and 3d maneuvering (spiderclimb, flight, etc) items are forbidden.
PENDING CHANGE TO THE ROBE OF USE(LESS) ITEMS: It may become a common rarity item with the scrolls, potions, animals, and cartoonish items removed. This would leave it with the boat, door, ram, and ladder, as well as the "always included" list.