Ability score enhancement limits


Rules Questions


Looking at the Estimating Magic Item Gold Piece Values table, I see that an item which enhances an ability score costs "Bonus squared x 1,000 gp" with no mention of any limits. I seem to remember that in 3.X there was a maximum of +6 for any such (non epic) magic items, but I see nothing to that effect in Pathfinder. Is there any RAW reason one couldn't create +8 or +10 items?


there are actually 2:
1. it's not listed in the magic item list
2. rule 0, your GM may forbid it, like he may forbid any craftihg, especially homebrew items (not on any list, see reason 1).


No item may have more than a +10 worth of abilities/enhancements. Since it requires a minimum +1 enhancement to receive special effects, I would think the max possible is +9. Weapons and armor are limited to +5 enhancement bonuses so you could have a +5(enhancement)/+5(bonus to an ability score).

Grand Lodge

Create an item that duplicates the mighty strength spell, and you have a +8 to strength.


blackbloodtroll wrote:
Create an item that duplicates the mighty strength spell, and you have a +8 to strength.

I wish it were that easy.

Quote:

Belt of Giant Strength

Aura moderate transmutation; CL 8th
Slot belt; Weight 1 lb.; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6)
DESCRIPTION
This belt is a thick leather affair, often decorated with huge metal buckles. The belt grants the wearer an enhancement bonus to Strength of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.

CONSTRUCTION
Requirements Craft Wondrous Item, bull's strength; Cost 2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6)

Quote:

Bull's Strength

School transmutation; Level cleric 2, druid 2, paladin 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M/DF (a few hairs, or a pinch of dung, from a bull)
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.

The requisite spell in this case grants a +4. According to the items in the book and crafting rules, you can make a variably-potent item by simply paying an adjusted gp amount according to the table. There is no "this spell auto grants a +8 to your item."

Grand Lodge

http://www.d20pfsrd.com/magic/all-spells/m/mighty-strength
Create a wondrous item that use activated and puts you under the effects of this spell.

Grand Lodge

21,000 gp gets you a wand of it.


In that case, yes. I thought we were talking about permanent effects, though.


There are no epic rules in pathfinder yet, but also there are no epic rule limits on magical gear creation (they removed the 200k gp limit from creation text). If your gm allows it, use the cost guidelines for creating a +8 or higher stat enhancement item.

In the case or what was discussed above, because there is already stat enhancing items you would work off their prices, not the cost of a spell. If the magic item you were creating functioned differently than the pre-existing item, then you should price it via the cost guidelines. (For instance if it cast an enhancement bonus as per a spell 1/day vs the above suggested continuous use item).

Grand Lodge

Use-activated or continuous item:
Spell level x caster level x 2,000 gp (x2 for being 1min per lvl).
That's how you make a wondrous item of continuous mighty strength.


blackbloodtroll wrote:

Use-activated or continuous item:

Spell level x caster level x 2,000 gp (x2 for being 1min per lvl).
That's how you make a wondrous item of continuous mighty strength.

... along with your GM's approval, of course.


Adamantine Dragon wrote:
blackbloodtroll wrote:

Use-activated or continuous item:

Spell level x caster level x 2,000 gp (x2 for being 1min per lvl).
That's how you make a wondrous item of continuous mighty strength.
... along with your GM's approval, of course.

...Which you won't be getting, 'cause permanent-bonus-to-X items use their own pricing scheme.


blackbloodtroll wrote:

Use-activated or continuous item:

Spell level x caster level x 2,000 gp (x2 for being 1min per lvl).
That's how you make a wondrous item of continuous mighty strength.

Reread the magic item creation section.

If there is already an item that does something similar to what you want, use the pricing structure for that item, not the general guidelines within the table. Pricing magic items takes some math and some game-balance-minded creativity... don't allow a free action use activated true strike item for 1800 or 2000 gp.... it is extremely overpowered, even though the table for cost guidelines says spell lvl (1) x CL (1) x 1800 (or 2k, depending on how it is created) is correct.


Naturally it, like everything, depends of GM approval. I was merely curious if there was anything in the rules which forbid stat boosting items in excess of the standard +6. And the process and costs for creating such an item seem clearly spelled out in the RAW, so I don't see a problem in that regards either.

So has anyone here actually created or used any such superior versions in their own campaigns?


Ambrus wrote:

Naturally it, like everything, depends of GM approval. I was merely curious if there was anything in the rules which forbid stat boosting items in excess of the standard +6. And the process and costs for creating such an item seem clearly spelled out in the RAW, so I don't see a problem in that regards either.

So has anyone here actually created or used any such superior versions in their own campaigns?

Off-topic, well, tangential... no, I haven't created anything NEAR that epic. Most of my item creation has been geared towards keeping those crunchy followers alive and USEFUL.

"Ring of the Sentry"
Provides
*Status 3/day
*Message 3/day
*+5 to Perception

Etc., etc. Just some gear to make home invasion while I'm out adventuring less-likely -- or at least less of a walkover for the invader.

I know this isn't really relevant to the thread, but you got me thinking about my creation riffs, and I wanted to show off. :)

Grand Lodge

Buri wrote:
No item may have more than a +10 worth of abilities/enhancements.

I believe that limit only applies to weapons and armor.

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