Question about magic items raw


Rules Questions

Silver Crusade

Ive never used PF to make a magic item, my home table likes the 3.5 rules. So I am not sure how it works..
Im looking at modifying the +1 Mithril Full Plate of Speed into +2 Righteous Mithril Full Plate of Speed

+4 for the +1 Mithril full plate of speed +5 for righteous, +1 for the change from +1 to +2 = +10 total? or +5 total?

secondary question.
If something has a # gold cost on the list of weapon enchants. does it just cost the gold or does it cost whatever the +# bonus the enchant & gold is listed under.

Such as for armor
Righteous is listed under +5 but it has a cost of 27,000 gold not a cost of +5.

Edit: For weapons. is this a +10 weapon?
+3 Keen Ghost Touch Vorpal Dwarven Waraxe

Also with this waraxe can it look like this
+3 Hit 1d10+3 19-20x3 Slashing 1handed for a dwarf.
with the vorpal effect going off on 19 and 20's? or just 20's still?


Klokk wrote:


secondary question.
If something has a # gold cost on the list of weapon enchants. does it just cost the gold or does it cost whatever the +# bonus the enchant & gold is listed under.

Such as for armor
Righteous is listed under +5 but it has a cost of 27,000 gold not a cost of +5.

If a price is listed in GP rather than "+5 bonus", then it is a flat increase to the price, but still counts against the maximum limit of +10 on the item. So a +2 Righteous armor would cost 31,000 GP, and a +5 Moderate Fort Righteous armor is not possible.

Quote:

Edit: For weapons. is this a +10 weapon?

+3 Keen Ghost Touch Vorpal Dwarven Waraxe

Also with this waraxe can it look like this
+3 Hit 1d10+3 19-20x3 Slashing 1handed for a dwarf.
with the vorpal effect going off on 19 and 20's? or just 20's still?

It is indeed a +10 weapon for pricing (it's a +3 weapon for DR and such).

Vorpal only ever occurs on a 20. The weapon can crit on other results, but Vorpal is only on a 20.


Long story short, there are two sides on the enchanting of armor and weapons.

The enhancement bonus. This adds a flat one to Damage(weapon) or Armor Class(Armor). These bonuses cannot be above five, period. Game Masters 'can' be above this rule along with some special cases. (In particular bane adds +2 and 2d6 damage)

Special Weapon/Armor Properties. These bonuses come in +X, going all the way to +5 at the maximum. Nothing short of Game Master magic or permission is going to let you bypass this.

As for the gold cost in the weapon enchants it was placed there for Game Masters could role loot and not have the same +1 Flaming Keen Longsword pop up all the time in treasure. Now you can get a Transformative +1 Flaming Keen Longsword. As long as the weapon or armor has a plus one enchantment bonus on the item in question you only need to pay the flat gold cost.

The +3 Keen(+1), Ghost Touch(+1) Vorpal(+5) Dwarven War-axe doesn't exist. It's breaking the rule of having a maximum of +5 to enchantment bonus and +5 to Special Weapon Properties.

Vorpal ALWAYS requires a natural twenty to use it's special weapon property, no if ands or butts.


No where can I find any text to back up Bizbag's words on flat cost special qualities. I'm one hundred percent sure you can add as many as you have time and gold.

Silver Crusade

Thanks for the clarification

Far as the axe.
IF I used the keen to make it 20x4.
a confirmed 20 will either remove a head or deal 4x(1d10+3+STR) Correct?


PrinceDogWaterIII wrote:
No where can I find any text to back up Bizbag's words on flat cost special qualities. I'm one hundred percent sure you can add as many as you have time and gold.

Not sure if it is in the pathfinder rules. But it was a part of the "Magic Item Compendium" from 3.5 that no weapon could cost more than 200k gold without becoming epic (and paying epic prices). Same thing with armor (only it was 100k).


PrinceDogWaterIII wrote:
No where can I find any text to back up Bizbag's words on flat cost special qualities. I'm one hundred percent sure you can add as many as you have time and gold.

You're right; I went back to double check. I misinterpreted it since all the flat costs are still categorized by a + value, but that may just be for random generation.


Klokk wrote:


IF I used the keen to make it 20x4.
a confirmed 20 will either remove a head or deal 4x(1d10+3+STR) Correct?

Keen doesn't make it 20x4. It makes it 19-20/x3.

A confirmed 20 with a vorpal weapon will always remove the head. So there's no need to roll damage, even though it's technically dealt in addition to the head-removal.

If you face a creature that doesn't die from its head being removed, then yes, you would also roll critical damage.

Silver Crusade

That makes sense. Thanks both of you.

So then it would these three
+5 Vorpal Waraxe
+5 Keen Ghosttouch Waraxe of Spellstoring
+1 Keen ghost touched vorpal waraxe
be possible?


It's mostly for Random Generation for Game Master use, the equivalent of the appropriate weapon.

Klokk, Keen double the critical range on a weapon it does not change the multiplier. Ever. Rules as Written(RAW), it seems like you play in a heavily house rules place. Sounds like a lot of fun where all sorts of fun hi-jinx can happen, I'm pretty jelly.

Silver Crusade

Gottcha. Thanks. its weird not having an xp cost to make a magic item.


PrinceDogWaterIII wrote:

The +3 Keen(+1), Ghost Touch(+1) Vorpal(+5) Dwarven War-axe doesn't exist. It's breaking the rule of having a maximum of +5 to enchantment bonus and +5 to Special Weapon Properties.

This isn't the case. The rules say you can't have more than +5 in straight enhancement bonus, and no more than +10 in total bonus, but they don't say anything about a maximum for special abilities. You can have a weapon with +1 enhancement and +9 abilities just fine.


There is debate as to whether flat-cost enhancements such as transformative count against the total bonus equivalent limit of +10. On the one hand, they appear in the tables; on the other hand, they do not change the cost of other enhancements.

The most common interpretation is that they do not apply; they only appear in the tables to facilitate random item generation. Unfortunately, the text doesn't specifically discuss flat-cost enhancements, so if you're interested in the subject, mark a question for FAQ.

This only matters when you get to the point where you may or may not be crossing the +10 total barrier, though. The price of the weapon is the same either way.

Silver Crusade

3 people marked this as FAQ candidate. 1 person marked this as a favorite.

Im trying to come up with a pair of +10 melee weapon for a L20 character ((Gun Tank 2, Tower Shield Specialist 5, Golden Draconic Bloodline Sorcerer 1, Dragon Disciple 5, Stalwart Defender 7))to have.

The best thing I could think of was that keen ghost touched vorpal +1 axe. I know its only a +1 vs dr and such.

He was going to have this one for lesser enemies and +5 with something else once I figured out the rules properly for big bad guys.

Flat-Cost Enhancement's:

RAW is fuzzy and RAI/community split that it can go either way can go either way with flat-cost enhancements such as Transformative (10k) for weapons or Righteous (27k) for armor. The question is do those enchantments count as a +1-5 enhancement or can you stack as many as you can afford?

So nobody has flat out asked that, in over ten years and gotten a definitive answer? How does one actually mark a question for FAQ?


Klokk wrote:


So nobody has flat out asked that, in over ten years and gotten a definitive answer? How does one actually mark a question for FAQ?

The question was answered for 3.5, as follows:

3.5 FAQ wrote:

Several armor and weapon special abilities have fixed prices instead of a bonus equivalency. Do these abilities count toward the maximum +10 bonus in enhancements?

No.
That said, if you’re using the guidelines for epic magic items (page 123 in the EL), any fixed-price abilities should count toward the 200,000-gp market-price "trigger" to determine if an item is considered epic.

It hasn't been answered specifically for Pathfinder, but there's little reason to assume it would be answered differently. Of course, Pathfinder doesn't use the epic rules, so everything after the "No" wouldn't apply :)

To mark a post for FAQ, simply press the "FAQ" button at the top right of the post you wish to mark.

Silver Crusade

I know that's the case in 3.5. But as PF doesn't charge XP for item creation.. I assumed nothing. and figured best to ask.


Since you said "in over ten years", and Pathfinder was released just over 4 years ago, I figured it would be prudent to include the 3.5 answer :)


Klokk wrote:
So nobody has flat out asked that, in over ten years and gotten a definitive answer? How does one actually mark a question for FAQ?

Nope. It doesn't matter for a lot of players since the vast majority of Pathfinder play is in low to mid levels. The tables that do go that high probably just picked an interpretation and went with it.

I've FAQ'd your post as well. : D

Silver Crusade

I know its going to be relevant when the Wrath AP hits book 6. That book is supposed to be entirely level 20 or close.

That's why I jumped in this pbp arena thing. I need to know this stuff to DM the end of the path. I know my players want to make some of their own things. And mythic just complicates it even more.

Thank for help, everyone in this thread.


Are wrote:
PrinceDogWaterIII wrote:

The +3 Keen(+1), Ghost Touch(+1) Vorpal(+5) Dwarven War-axe doesn't exist. It's breaking the rule of having a maximum of +5 to enchantment bonus and +5 to Special Weapon Properties.

This isn't the case. The rules say you can't have more than +5 in straight enhancement bonus, and no more than +10 in total bonus, but they don't say anything about a maximum for special abilities. You can have a weapon with +1 enhancement and +9 abilities just fine.

Whoops~ Thanks for the catch Are.

Silver Crusade

well it looks like in our case we are going with the 3.5 faq's answer basically.

So I came up with some crazy things I just wanted to share..

Gorden's Wall 'Epic':

1k Mithril ½ Weight -10% spell failure, +2 dex, -3 to Armor Check penalty
180 MW Tower Shield Base Cost
+5 Enhancement +5 +5 Armor Class
1125 Poison-Resistant +3 vs Poison save Resistance bonus
2500 Rallying +4 vs Fear for all Allies within 30'
2500 Wyrmsbreath Gains a 1 charge per 5 fire damage I take, holds 5 charges.
------------------------------------AoE: 15' Cone 1d4 Fire Damage per charge. Dc11 REF)
3750 Radiant Shining as brightly as a torch when worn.
----------------------------------- 1 per day may shine as Daylight for 1 upto one hour.
9K Resist Energy 10 Acid Resistance
9K Resist Energy, 10 Cold Resistance
9K Resist Energy, 10 Electrical Resistance
9K Resist Energy, 10 Sonic Resistance
15K Determination Breath of Life 1x per day
-----------------------------------When hit 0 HP healed for 5d8+20
+3 Ghost Touch Works against incoproreal creatures also
+2 Animated Move Action for 4 rounds will defend me as though I am wielding it.
Creation Cost: 112055
Market Value: 224,110 Gold

Heart of the Mountain 'Almost Epic':

1k Mithril ½ Weight -10% spell failure, +2 dex, -3 to Armor Check penalty
1650 MW Full Plate +9 AC +1Dex -6Armor check 35% Spell Fail 50#
+1 Enhancement +1 +1 Enhancement Armor Class
+3 of Speed 10 Rounds pf Haste
=18500
+3 Enhancement +4 +4 AC
+3 Ghost Touch Works against incorporeal creatures also
13.5K Righteous 10 Rounds of Righteous Might
13.5K Unbound 10 Rounds of Righteous Might but DR 5/Lawful
15K Determination Breath of Life 1x per day
-----------------------------------When hit 0 HP healed for 5d8+20
9k Martyring When hit by a Crit can instantly heal up to 9 allies for 1d8+9 hps
3750 Radiant Shining as brightly as a torch when worn.
----------------------------------- 1 per day may shine as Daylight for 1 upto one hour.
5k Delving Gains Burrow speed of 10'
2k Expeditious 3x per day gain +10' Enhancement to all modes of movement for 1round
1k Benevolent When Aid another grants the Enhancement bonus to their AC also
Creation Cost: 97,750G
Market Value: 1995500

A Big Stick 'Epic':

5k Rifle
+5 Enhancement +5 +5 Hit/Damage
+1 Reliable -1 Misfire Chance
+2 Endless Ammunition
+1 Distance x2 Range increment
+1 Seeking Ignores Concealment
1.5K Impervious wanted from damage/decay
-----------------------------------+10 to CMD vs Sunder/Break DC
2k Glamored Can alter its shape to something of similar size
+5Hit 1d10+5 20 x4 B/P 160' Never misfires or needs ammo
Creation Cost: 105,800
Market Value: 211,600

Tread Lightly 'Epic':

330 MW Waraxe
+5 Enhancement +5 +5 hit/damage
+1 Keen
+1 Ghost Touch Works against incorporeal creatures also
+2 Invigorating if kill creature, removes fatigued stance.
-----------------------------------if not fatigued grants +2 moral Hit and 10' enhancement to all movement
+1 Seaborn Functions normally underwater
5K Transformative
1.5K Impervious impervious to damage/decay
Creation Cost: 106,330
Market Value: 212,660

Reap what you sew 'Epic':

Vorpal +5 Dwarven double Waraxe
+5 Hit 1d10+5 20 x3 S
20 + confirm crit = remove head of opponent.
1.5K Impervious impervious to damage/decay
Creation Cost: 101,830K
Market Value: 203,660


I expected "Reap what you sew" to be a Tiny rapier or other needle-like weapon. X D

Silver Crusade

actually the names are backwards on the last two. As Reap is transformative.. it could be a rapier or a cutlass


Klokk wrote:

Im trying to come up with a pair of +10 melee weapon for a L20 character ((Gun Tank 2, Tower Shield Specialist 5, Golden Draconic Bloodline Sorcerer 1, Dragon Disciple 5, Stalwart Defender 7))to have.

The best thing I could think of was that keen ghost touched vorpal +1 axe. I know its only a +1 vs dr and such.

He was going to have this one for lesser enemies and +5 with something else once I figured out the rules properly for big bad guys.

Make the weapon from adamantine. You can bypass hardness 20 with it. Great for facing golems and other constructs.

Also, if you get the feat Improved Critical, you can change Keen out for something else. However, unless you are fishing for criticals, I don't think Keen is wort it.

/cevah

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