How to Upgrade Your Gear in PFS.


Pathfinder Society

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5/5

zefig wrote:

A recent chronicle brought up a few questions. It includes a few items that, following the custom magic item rules, combine 2 items that ordinarily would share the same slot. They have unique names, so I suspect they act as unique items. The questions are though...

1: Could one of the "base" items found in the CRB be upgraded into one of the custom items?

2: Since they end with +1 or higher, can they be upgraded further? I suspect not, since the "upgraded" items don't exist in a legal additional resource, except possibly...

3: Can one of the +1 items found in the low tier be upgraded to the matching +3 item found on the high tier by paying the difference?

Is the higher tier version crossed off the chronicle? If so, I wouldn't think it would count as a resource to upgrade the base item IMO.

5/5

Sniggevert wrote:
zefig wrote:

A recent chronicle brought up a few questions. It includes a few items that, following the custom magic item rules, combine 2 items that ordinarily would share the same slot. They have unique names, so I suspect they act as unique items. The questions are though...

1: Could one of the "base" items found in the CRB be upgraded into one of the custom items?

2: Since they end with +1 or higher, can they be upgraded further? I suspect not, since the "upgraded" items don't exist in a legal additional resource, except possibly...

3: Can one of the +1 items found in the low tier be upgraded to the matching +3 item found on the high tier by paying the difference?

Is the higher tier version crossed off the chronicle? If so, I wouldn't think it would count as a resource to upgrade the base item IMO.

On mine personally, it's crossed off so I also don't think it would count. But I imagine that isn't the case for everyone, and I'd hazard a guess that it COULD be upgraded in such a case, but I figured it would be a good topic for discussion.

5/5

zefig wrote:
Sniggevert wrote:
zefig wrote:

A recent chronicle brought up a few questions. It includes a few items that, following the custom magic item rules, combine 2 items that ordinarily would share the same slot. They have unique names, so I suspect they act as unique items. The questions are though...

1: Could one of the "base" items found in the CRB be upgraded into one of the custom items?

2: Since they end with +1 or higher, can they be upgraded further? I suspect not, since the "upgraded" items don't exist in a legal additional resource, except possibly...

3: Can one of the +1 items found in the low tier be upgraded to the matching +3 item found on the high tier by paying the difference?

Is the higher tier version crossed off the chronicle? If so, I wouldn't think it would count as a resource to upgrade the base item IMO.
On mine personally, it's crossed off so I also don't think it would count. But I imagine that isn't the case for everyone, and I'd hazard a guess that it COULD be upgraded in such a case, but I figured it would be a good topic for discussion.

I'd agree with that interpretation. As long as it was available on that character's chronicle, then you should be upgrade into it like any other named specific item IMO.

Shadow Lodge

A question I've always wondered is: if I have a +1 longsword, and a chronicle lists a +1 keen longsword (and I don't have enough fame to buy one outright), can I use the chronicle access to upgrade my existing +1 longsword to the +1 keen longsword that the chronicle made available to me?

5/5

James Wygle wrote:
A question I've always wondered is: if I have a +1 longsword, and a chronicle lists a +1 keen longsword (and I don't have enough fame to buy one outright), can I use the chronicle access to upgrade my existing +1 longsword to the +1 keen longsword that the chronicle made available to me?

Yes, I believe you can.

Shadow Lodge

zefig wrote:
Yes, I believe you can.

I believe so, as well, as the rules on purchase restrictions lists Chronicle sheets and Fame access in the same sentence, without distinction, and the upgrade rules don't make a distinction as to how you have access to the item, either.

I just figured I'd prod for a more detailed answer, to see what I'd get. :P

1/5

Are custom rings legal in PFS? They are in the core rulebook, but are not listed in any way.
So I could for example create a ring of haste (1/day) for 6000g (user activated). Is that pricing correct btw? (2000g * 3 (lvl) * 5(cl) * 1(uses)/5)

And the on topic question: Would this item be upgradeable to 2,3,4 times/day?

Shadow Lodge

Fjuri wrote:

Are custom rings legal in PFS? They are in the core rulebook, but are not listed in any way.

So I could for example create a ring of haste (1/day) for 6000g (user activated). Is that pricing correct btw? (2000g * 3 (lvl) * 5(cl) * 1(uses)/5)

And the on topic question: Would this item be upgradeable to 2,3,4 times/day?

No, only listed items are legal for purchase in PFS.

Scarab Sages 2/5

Ive got a question I cant find an answer to by searching this thread. An amulet of mighty fists can be enchanted to grant melee weapon abilities. Can i upgrade it as I would a melee weapon, or can I only upgrade its enhancement bonus?

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

burkoJames wrote:
Ive got a question I cant find an answer to by searching this thread. An amulet of mighty fists can be enchanted to grant melee weapon abilities. Can i upgrade it as I would a melee weapon, or can I only upgrade its enhancement bonus?

An amulet of mighty fists, can only be upgraded as listed in the description, but it is worth mentioning, that you do not have to buy the +1 enhancement bonus version. A flaming amulet of mighty fists is perfectly legal.

Shadow Lodge

Sebastian Hirsch wrote:
A flaming amulet of mighty fists is perfectly legal.

To make that a little clearer:

A +0 flaming amulet of mighty fists is perfectly legal.

Scarab Sages 2/5

Damn. I want a +0 corrosive ghost touch AoMF and it appears I'll have to get it whole.

5/5

burkoJames wrote:
Damn. I want a +0 corrosive ghost touch AoMF and it appears I'll have to get it whole.

Not sure what the problem is...you can add corrosive and ghost touch to AoMF...

Sczarni 5/5 5/55/5 ***

burkoJames wrote:
Damn. I want a +0 corrosive ghost touch AoMF and it appears I'll have to get it whole.

A Corrosive Ghost Touch Amulet of Mighty Fists would cost 16,000gp.

If you instead wished to just start with one of those abilities, you'd pay 4,000gp for the first, and 12,000gp to upgrade it at a later date.

Just like a weapon.

Scarab Sages 2/5

I had asked if I could upgrade it like a weapon, rather then a named item only increasing the +, I was not getting positive responces, thanks for the input.

Scarab Sages

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burkoJames,

What Gloves do you intend to wear? You can Save 4000gp by buying the 8000gp Deliquescient Gloves (+1d6 Acid) and just getting a +0 Ghost Touch Amulet of Mighty Fists. This hinges on what you want in your glove slot however, so many characters will get something else in that slot.

Sczarni 5/5 5/55/5 ***

Only caveat to the gloves is that they won't enhance your other natural attacks. Just your claws.

So if you've got a bite or gore, the Amulet is probably better.

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

burkoJames wrote:
I had asked if I could upgrade it like a weapon, rather then a named item only increasing the +, I was not getting positive responces, thanks for the input.

Actually I think Nefreet answered your question, you can buy an AoMF with a +1 enhancement bonus or equivalent ability an later add more powers to it by paying the difference, just like a weapon, an amulet of natural amor or a ring of protection.

I guess we were a little bit confused by your use of "like a weapon" since weapons scale differently.

Lantern Lodge 5/5

Quick Question:

Can I upgrade a Headband of Inspired Wisdom (+2) into a Headband of Aerial Agility (+2 WIS)? Or does "upgrading to named items" only work for weapons/armors?

5/5 5/55/55/5

upgrading to named thing is for weapons/armors only i think.

Shadow Lodge

More to the point, you can't upgrade from one named thing to a different named thing.

The only exceptions to this are upgrading from a headband/belt that provide a bonus to one ability score to the versions that give the bonus to two or three; you can only do that because of an explicit exception for those items, though, so it does not apply to a headband of aerial agility.

Heck, there are more obvious straight upgrades we can't even do, like Bracers of Archery (lesser) to Bracers of Archery (greater).

Grand Lodge 4/5

James Wygle wrote:

More to the point, you can't upgrade from one named thing to a different named thing.

The only exceptions to this are upgrading from a headband/belt that provide a bonus to one ability score to the versions that give the bonus to two or three; you can only do that because of an explicit exception for those items, though, so it does not apply to a headband of aerial agility.

Heck, there are more obvious straight upgrades we can't even do, like Bracers of Archery (lesser) to Bracers of Archery (greater).

Actually, the difference between the two is minor, the name change is inconsequentail, and the one item is subsumed in the other, which means that it should be able to follow the upgrade path in the FAQ.

Headband of Inspired Wisdom (+2) is just a plain vanilla item, generic name, that provides a +2 enhancement bonus to Wisdom.

Headband of Aerial Agility (+2 WIS) is a Headband of Inspired Wisdom (+2) that also gives a bonus to the caster level of spells or extracts that provide the ability to fly.

The difference is 500 gp, and a change of name.

In my opinion, this would qualify for the upgrading to a named item, so 500 gp, rather than 2,500 gp to sell back the one and buy the other.

Shadow Lodge

I have a question regarding putting something like a flaming burst onto a +1 weapon, can that be done?

Silver Crusade 2/5

Pathfinder Adventure Subscriber
Yoshideamon wrote:
I have a question regarding putting something like a flaming burst onto a +1 weapon, can that be done?

Yes

Liberty's Edge 4/5

I couldn't find it mentioned anywhere in this thread but.. can you upgrade a Masterwork Backpack to a Handy Haversack?

I thought the Handy Haversack listed a Masterwork Backpack as part of it's construction but I'm not seeing that now... only that it is: A backpack of this sort appears to be well made, well used, and quite ordinary.

Hrm.. I was sure that it listed it in there somewhere... but I'm not seeing it now.

Silver Crusade 2/5

Yoshideamon wrote:
I have a question regarding putting something like a flaming burst onto a +1 weapon, can that be done?

Watch out with the 'burst' weapon properties. You don't add bonus dice to damage on a critical hit, you replace your bonus dice.

PRD wrote:
Magic Weapons and Critical Hits: Some weapon special abilities and some specific weapons have an extra effect on a critical hit. This special effect also functions against creatures not normally subject to critical hits. On a successful critical roll, apply the special effect, but do not multiply the weapon's regular damage.

From p. 468 in the CRB.

Sczarni 5/5 5/55/5 ***

Sabre wrote:
Yoshideamon wrote:
I have a question regarding putting something like a flaming burst onto a +1 weapon, can that be done?
Yes

More specifically, yes, you can add the Flaming Burst enchantment to a +1 weapon, by paying the 16,000 gp price difference, and having the requisite Fame score to purchase an 18,000+ gp magic item.

What you cannot do is upgrade a +1 Flaming weapon to a +1 Flaming Burst weapon.

Liberty's Edge 4/5 5/5

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DesolateHarmony wrote:

Watch out with the 'burst' weapon properties. You don't add bonus dice to damage on a critical hit, you replace your bonus dice.

PRD wrote:
Magic Weapons and Critical Hits: Some weapon special abilities and some specific weapons have an extra effect on a critical hit. This special effect also functions against creatures not normally subject to critical hits. On a successful critical roll, apply the special effect, but do not multiply the weapon's regular damage.
From p. 468 in the CRB.

I believe that the last sentence of your quote modifies the previous sentence, in that it is only relevant for hits against creatures normally immune to criticals.

Grand Lodge 4/5

Blackfoot wrote:

I couldn't find it mentioned anywhere in this thread but.. can you upgrade a Masterwork Backpack to a Handy Haversack?

I thought the Handy Haversack listed a Masterwork Backpack as part of it's construction but I'm not seeing that now... only that it is: A backpack of this sort appears to be well made, well used, and quite ordinary.

Hrm.. I was sure that it listed it in there somewhere... but I'm not seeing it now.

No, since the Handy Haversack and the Masterwork Backpack are unrelated.

The haversack goes back to 3.0 or earlier. The MW Backpack was created for the Adventurer's Armory for Pathfinder.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

I think a haversack is more like a messenger back type of thing; not something you wear on your back. So upgrading a masterwork backpack to a magical messenger bag is just a little bit odd...

Silver Crusade 2/5

Paz wrote:
DesolateHarmony wrote:

Watch out with the 'burst' weapon properties. You don't add bonus dice to damage on a critical hit, you replace your bonus dice.

PRD wrote:
Magic Weapons and Critical Hits: Some weapon special abilities and some specific weapons have an extra effect on a critical hit. This special effect also functions against creatures not normally subject to critical hits. On a successful critical roll, apply the special effect, but do not multiply the weapon's regular damage.
From p. 468 in the CRB.
I believe that the last sentence of your quote modifies the previous sentence, in that it is only relevant for hits against creatures normally immune to criticals.

Excellent point! Thank you so much for this.

5/5 5/5 *

Just wanted to double check the whole "upgraded item must contain original item; similar but not the same doesn't count" stipulation:

Are the higher fortification and energy resistance armor enhancements considered to "contain" the lesser versions of those enhancements?

Sczarni 5/5 5/55/5 ***

You cannot upgrade a "lesser" to a "greater".

Grand Lodge 4/5

TheFlyingPhoton wrote:

Just wanted to double check the whole "upgraded item must contain original item; similar but not the same doesn't count" stipulation:

Are the higher fortification and energy resistance armor enhancements considered to "contain" the lesser versions of those enhancements?

Unfortunately, as they are not simple numerical bonuses, +1 to +2, +2 to +4, they are not subject to the upgrade rules.

Equally unfortunately, as Nefreet's post demonstrates, many wouldn't feel that this type of enhancement would fall under the FAQ for upgrading into a named item, since it isn't really a named item, like Celestial Armor, but a group of similar but different armor enhancements.

They are part of a group of general weapon and armor enhancements that could be considered for upgrade paths, like Flaming to Flaming Burst; or Fortification, Light to Fortification, Moderate or Heavy; etc. Unfortunately, the core game does not specify such an upgrade path, and PFS doesn't add such paths.

Sczarni 5/5 5/55/5 ***

I'd forgotten that I made a thread a year ago asking this same question.

It is unfortunate that the Core rules do not address upgrading of magic item special properties. I think it is equally unfortunate that PFS couldn't create our own "houserule" on the matter in the Guide.

It wouldn't take more than an extra couple sentences, with a couple examples to nail it down (like Flaming to Flaming Burst, etc.)

1/5

I have a question. If a Thessalonian sin mage of sloth (banned illusion) wants to utilize the craft ring rule to craft a ring of invisibility can he?

Silver Crusade 2/5

There is no crafting in PFS play, save for very limited exceptions, like alchemists and alchemy. This might be a good question for the rules forum.

Grand Lodge 4/5

DesolateHarmony wrote:
There is no crafting in PFS play, save for very limited exceptions, like alchemists and alchemy. This might be a good question for the rules forum.

I suspect it is for the Arcane Bond crafting exception, myself.

And probably belongs here, since we still haven't heard if the Wizard needs to actually make a Spellcraft check or not.

For standard Crafting, I think it would just increase the DC for the magic crafting check by 5 for a missing spell prerequisite.

Dark Archive 4/5 5/5 ****

DesolateHarmony wrote:
Yoshideamon wrote:
I have a question regarding putting something like a flaming burst onto a +1 weapon, can that be done?

Watch out with the 'burst' weapon properties. You don't add bonus dice to damage on a critical hit, you replace your bonus dice.

PRD wrote:
Magic Weapons and Critical Hits: Some weapon special abilities and some specific weapons have an extra effect on a critical hit. This special effect also functions against creatures not normally subject to critical hits. On a successful critical roll, apply the special effect, but do not multiply the weapon's regular damage.
From p. 468 in the CRB.

Now read the flaming burst special ability, holding will be mine.

flaming burst wrote:

A flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit. The fire does not harm the wielder. In addition to the extra fire damage from the flaming ability (see above), a flaming burst weapon deals an extra 1d10 points of fire damage on a successful critical hit. If the weapon's critical multiplier is ×3, add an extra 2d10 points of fire damage instead, and if the multiplier is ×4, add an extra 3d10 points of fire damage.

Even if the flaming ability is not active, the weapon still deals its extra fire damage on a successful critical hit.

No where in the two quotes do I see that it replaces the regular damage of flaming (or shocking, or whatever). It merely talks about how to deal with targets now normally subject to critically.

1/5

kinevon wrote:
DesolateHarmony wrote:
There is no crafting in PFS play, save for very limited exceptions, like alchemists and alchemy. This might be a good question for the rules forum.

I suspect it is for the Arcane Bond crafting exception, myself.

And probably belongs here, since we still haven't heard if the Wizard needs to actually make a Spellcraft check or not.

For standard Crafting, I think it would just increase the DC for the magic crafting check by 5 for a missing spell prerequisite.

Considering how trivial that is I sort of hope it's the case.

Silver Crusade 2/5

Silbeg wrote:
DesolateHarmony wrote:
Yoshideamon wrote:
I have a question regarding putting something like a flaming burst onto a +1 weapon, can that be done?

Watch out with the 'burst' weapon properties. You don't add bonus dice to damage on a critical hit, you replace your bonus dice.

PRD wrote:
Magic Weapons and Critical Hits: Some weapon special abilities and some specific weapons have an extra effect on a critical hit. This special effect also functions against creatures not normally subject to critical hits. On a successful critical roll, apply the special effect, but do not multiply the weapon's regular damage.
From p. 468 in the CRB.

Now read the flaming burst special ability, holding will be mine.

flaming burst wrote:

A flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit. The fire does not harm the wielder. In addition to the extra fire damage from the flaming ability (see above), a flaming burst weapon deals an extra 1d10 points of fire damage on a successful critical hit. If the weapon's critical multiplier is ×3, add an extra 2d10 points of fire damage instead, and if the multiplier is ×4, add an extra 3d10 points of fire damage.

Even if the flaming ability is not active, the weapon still deals its extra fire damage on a successful critical hit.
No where in the two quotes do I see that it replaces the regular damage of flaming (or shocking, or whatever). It merely talks about how to deal with targets now normally subject to critically.

It was already answered above, immediately after my post:

DesolateHarmony wrote:
Paz wrote:


I believe that the last sentence of your quote modifies the previous sentence, in that it is only relevant for hits against creatures normally immune to criticals.
Excellent point! Thank you so much for this.

4/5 5/55/55/5 *** Venture-Lieutenant, Minnesota—Minneapolis

I tried searching for an answer to this and haven't found it yet.

How are we supposed to record item upgrades on the Inventory Tracking Sheet?

On the line with the original item, do we mark it as Sold or Expended?

On the new item, should we make any special notations?

I understand how to do the gold costs, this is more about the bookkeeping.

Example:

Mithral Shirt (CRB 466) is bought. You list what chronicle it was purchased on.

Upgrade about a dozen sessions later.

Mithral Shirt +1, cost would now be 1100 + 1000 = 2100, cost on the chronicle is 1000.

Should we put just "Mithral Shirt +1" or would it be better to say "Upgraded to Mithral Shirt +1" in the Item column? I would guess that we should put the 2100 in the cost column since that is the cost used for fame considerations. The chronicle would only show the 1000 gp spent.

I really don't know if we should mark the old shirt as sold or expended. The chronicle wouldn't show it as sold since we aren't doing the 50% value.

What is the current best practices here?

Grand Lodge 2/5 RPG Superstar 2012 Top 32

I'm not sure that's codified anywhere; for my own ITS's, I've just been putting things like "armor to +1" or "cloak to +2".

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West

I generally do something like this:

(Assume a Chain Shirt +1 was originally purchased on chronicle 7,
and I want to upgrade it to +2 on chronicle 10)

I'll put a line "Upgrade Chain Shirt [7] to +2" on the section
of the ITS for expenditures shown on chronicle 10, and I'll mark
the original Chain Shirt purchase ITS entry as having been used
during Chronicle 10. That lets me track the sequence of upgrades
fairly easily.

Grand Lodge 3/5

John Francis wrote:


I generally do something like this:

(Assume a Chain Shirt +1 was originally purchased on chronicle 7,
and I want to upgrade it to +2 on chronicle 10)

I'll put a line "Upgrade Chain Shirt [7] to +2" on the section
of the ITS for expenditures shown on chronicle 10, and I'll mark
the original Chain Shirt purchase ITS entry as having been used
during Chronicle 10. That lets me track the sequence of upgrades
fairly easily.

This is very similar to what I have been doing for upgrading gear, as it is easy, and shows separate expenditures for the same item over a period of time.

Sczarni 5/5 5/55/5 ***

"Cloak of Resistance +1" / 1000

"Upgrade Cloak to +2" / 3000

"Continual Flame on Cloak (CL 9th, SL 4th)" / 50

Dark Archive 4/5 5/5 ****

Jiggy wrote:
I'm not sure that's codified anywhere; for my own ITS's, I've just been putting things like "armor to +1" or "cloak to +2".

That's exactly what I've been doing as well.

Basically, if others can understand what you are doing, it is probably good enough. Just confirm with your GM... if he or she can figure it out, you are probably good.

One thing I do, if it matters, if it is a permanent spell cast by another player, would be to note that person's PFS# (such as a wizard casting a Heightened Continual Flame (Heightened to spell level 4) on your helmet, for example).

Sovereign Court 1/5

Not sure if this has been covered or not, but I was wondering about shield spikes.

Specifically, I have +1 heavy darkwood shield. I did not think to buy shield spikes for it at the time, but now they look like a good idea.

Can I pay to add spikes to them and if so what would the cost be?

FWIW, I have 18 fame.

Shadow Lodge

Shield spikes are not a separate item, but rather a modification to a base item; they cannot be purchased separately from a shield.

Further, as there are no rules indicating that such modifications can be added later, one cannot add shield spikes to an existing shield, and would have to sell the old one and buy a new one, taking the ~575gp loss.

Similarly, you couldn't later make your shield a throwing shield, or a sword a sawback sword (referring to the mundane item modifications from Adventurer's Armory).

Sovereign Court 1/5

Thank you for clearing that up. I do want the spikes, but not for 600 bucks.

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