| Swashbucklersdc |
Yes, 200,000 GP is the limit in almost all circumstances:
From the Ask James Jacobs thread...
James Jacobs
Alleran wrote:
In the thread for the Technology Guide regarding power armour's artifact status:
James Jacobs wrote:
It's basically an artifact because the total gp cost went over 200,000 gp. Same reason we made the autodoc an artifact.
There have been a couple of other cases (off the top of my head, the Sacred Avenger in Mythic Adventures is about 203k, while the Prismatic Force Field in the Tech Guide is 220k) where going over 200k gp has happened without the item becoming an artifact. Can you explain a little bit of the design philosophy behind it?
Additionally, I noticed that while there was "armour" of varying types in the Tech Guide, there wasn't much in the way of futuristic clothing/jumpsuits that isn't armour (e.g. something like what Lirianne is wearing on the cover, except clothing rather than armour). Is this something that might be rectified in Iron Gods, or is the "futuristic space jumpsuit" thing being limited to armour?
The cases where they go above the 200,000 gp cost without becoming an artifact are exceptions to the general rule, nothing more and nothing less.
The thing Lirianne is wearing on the cover is in fact a white scatterlight suit. Getting the art to match the cover and the images inside is often a bear. That and the inssuit are both good examples of "futuristic clothing," as is the neraplast armor from Fires of Creation.
LazarX
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Yes, 200,000 GP is the limit in almost all circumstances:
From the Ask James Jacobs thread...
James Jacobs
Alleran wrote:
In the thread for the Technology Guide regarding power armour's artifact status:
James Jacobs wrote:
It's basically an artifact because the total gp cost went over 200,000 gp. Same reason we made the autodoc an artifact.
There have been a couple of other cases (off the top of my head, the Sacred Avenger in Mythic Adventures is about 203k, while the Prismatic Force Field in the Tech Guide is 220k) where going over 200k gp has happened without the item becoming an artifact. Can you explain a little bit of the design philosophy behind it?
Mythic is like epic is that by it's nature it breaks a lot of the conventional rules. So that's a bad argument to make.
Dafydd
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Highest priced Item I can find (that is 100% makeable) is a +5 Bashing Arrow catching, Wild, Poison Resistant, Rallying, Wyrmsbreath, Determination, Undead Controlling, Greater Energy Resistance, Radiant, Hosteling Heavy Mithral Steel Spiked Shield (274,280g)
If you go ahead and enhance the spike to +5 Shocking Burst, Corrosive Burst, Keen, Impervious, Glamered, Transformative, Dueling Adamantine shield spike (234,00)
That would be an item worth 508,280 gold.
Additionally, you could get Greater Energy Resistance for the other energy types, adding another 198,00 gold to get the 3 other elements.
That is one hell of a shield, and a price tag.
| Bronnwynn |
Bronnwynn wrote:Per RAW, no. Apaprently there's a limit (per JJ) but it's so poorly enforced I'm inclined to ignore it for players.Economics is usually the primary enforcer. That's a lot of egg to load in one basket, especially in campaigns where PC wealth is not unlimited.
Yeah. I can't imagine much more than 200,000 happening in a normal campaign, though a level 20 longterm one with shit like the Alchemist's capstone...
| wraithstrike |
From a designer point of view it is another unwritten rule for them. For official rules there is no limit.
The 200k rule counted in 3.5, but you counted the enhancement based special abilities. The base weapon price and mw material did not count against it.
I do however think that JJ's idea is a good rule of thumb. If a player is coming with something that cost that much.....
| Lifat |
From a designer point of view it is another unwritten rule for them. For official rules there is no limit.
The 200k rule counted in 3.5, but you counted the enhancement based special abilities. The base weapon price and mw material did not count against it.
I do however think that JJ's idea is a good rule of thumb. If a player is coming with something that cost that much.....
I do believe that Wraithstrike is correct! There is no official 200k limit in pathfinder. There was in 3.5, but not in pathfinder. The JJ post does NOT make it official. It only hints to their intention, but there is no rule that even comes close to addressing this so there is no limit.
As Wraithstrike said I do think it is smart to keep the 200k limit as a rule of thumb in a homegame.
LazarX
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LazarX wrote:Yeah. I can't imagine much more than 200,000 happening in a normal campaign, though a level 20 longterm one with s+** like the Alchemist's capstone...Bronnwynn wrote:Per RAW, no. Apaprently there's a limit (per JJ) but it's so poorly enforced I'm inclined to ignore it for players.Economics is usually the primary enforcer. That's a lot of egg to load in one basket, especially in campaigns where PC wealth is not unlimited.
Once you get above 12th level, expect LOTS of table and gm variation.
| Cuuniyevo |
Imagine how interesting it could get if a low-level PC found something worth half a million gold though. If they were low-level, it could seem like an extremely overpowered item, but it would immediately draw a whole lot of unfriendly attention, which you'd then have to deal with. It could make for a very fun game in the theme of, for example, "Alladin" or "Sword in the Stone". Still, at that point, it may as well be a proper artifact or lesser artifact. Increasing a "normal" magic item to such heights is fairly ridiculous, even if it were accepted by the rules. You're better off having 3 items worth 150k each than 1 item worth 450k, and every sane high-level crafter would know it.
That Crazy Alchemist
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Imagine how interesting it could get if a low-level PC found something worth half a million gold though. If they were low-level, it could seem like an extremely overpowered item, but it would immediately draw a whole lot of unfriendly attention, which you'd then have to deal with. It could make for a very fun game in the theme of, for example, "Alladin" or "Sword in the Stone". Still, at that point, it may as well be a proper artifact or lesser artifact. Increasing a "normal" magic item to such heights is fairly ridiculous, even if it were accepted by the rules. You're better off having 3 items worth 150k each than 1 item worth 450k, and every sane high-level crafter would know it.
In my experiences it's best not to allow the players to feel epic at low levels (wielding artifacts, saving entire kingdoms or even planes of existence, destroying arch demons), it takes away from the game and cheapens the victory, because in the backs of their minds the players know they didn't earn it because no piddly group of 5th level characters could have actually done that. It may be tempting to "Hollywood" your players and make them "chosen ones" but it feels dirty to the players at low levels.
Now if you are planning a super 1-20 campaign that is an entirely different and very awesome thing, because then they REALLY feel like they earned it :)| Nessus_9th |
Well the question was per RAW, but I believe that a 200,000 gp limit is very reasonable. The reason I asked originally is because I am currently playing a "scarred witch doctor" archetype so I can fashion my fetish mask as a wondrous item I am already like 75,000 gp into it and wanted to know just how far I could push it. My GM is not the most experienced so I have to set my own limits because he probably wouldn't do so himself.
LazarX
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Well the question was per RAW, but I believe that a 200,000 gp limit is very reasonable. The reason I asked originally is because I am currently playing a "scarred witch doctor" archetype so I can fashion my fetish mask as a wondrous item I am already like 75,000 gp into it and wanted to know just how far I could push it. My GM is not the most experienced so I have to set my own limits because he probably wouldn't do so himself.
The problem is when you're hyper-spending on magic items, especially a single item, you're going into custom magic item creation, and there is little RAW to navigate by, save for cautionary disclaimers that strictly following RAW can do more harm than help.
You're in uncharted waters, and you'll have to depend on your and your GM's navigation.
| Ughbash |
Well the question was per RAW, but I believe that a 200,000 gp limit is very reasonable. The reason I asked originally is because I am currently playing a "scarred witch doctor" archetype so I can fashion my fetish mask as a wondrous item I am already like 75,000 gp into it and wanted to know just how far I could push it. My GM is not the most experienced so I have to set my own limits because he probably wouldn't do so himself.
Remeber that each ability beyond hte most expensive (some say first) costs 1.5 normal cost. I find that is enough of a limiting factor to stop things going to far (assuming close to stadard wealth by level).
LazarX
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As was said, the 200k limit was in 3.5 and was cut when bringing over the rules to pathfinder.
So by the rules there is nothing wrong with having a quarterstaff with +10 worth of enchantments on each side valued at 400k.
There's at least one thing wrong.
If you're not obscenely powerful, or hooked up with a group of powerful friends, it's going to become someone else's 800k magic item in short order.
| Doomed Hero |
Ughbash wrote:As was said, the 200k limit was in 3.5 and was cut when bringing over the rules to pathfinder.
So by the rules there is nothing wrong with having a quarterstaff with +10 worth of enchantments on each side valued at 400k.
There's at least one thing wrong.
If you're not obscenely powerful, or hooked up with a group of powerful friends, it's going to become someone else's 800k magic item in short order.
^ this.
Anyone with a decent Appraise skill that sees the thing will have a good idea of how valuable it is. Once word starts getting around about the super weapon Joe Staffguy is carrying around, there's going to be one hell of a bounty on that thing. The biggest, nastiest folks around are going to want to take it.
Sounds like good adventure fuel to me.
| Nessus_9th |
Nessus_9th wrote:Well the question was per RAW, but I believe that a 200,000 gp limit is very reasonable. The reason I asked originally is because I am currently playing a "scarred witch doctor" archetype so I can fashion my fetish mask as a wondrous item I am already like 75,000 gp into it and wanted to know just how far I could push it. My GM is not the most experienced so I have to set my own limits because he probably wouldn't do so himself.Remeber that each ability beyond hte most expensive (some say first) costs 1.5 normal cost. I find that is enough of a limiting factor to stop things going to far (assuming close to stadard wealth by level).
Dont worry ;) I've been reading very carefully on the subject and I have all the appropriate pricing for my abilities. Also, since I am enhancing my item on the road I am doubling the time it takes to create.
| Nessus_9th |
LazarX wrote:Ughbash wrote:As was said, the 200k limit was in 3.5 and was cut when bringing over the rules to pathfinder.
So by the rules there is nothing wrong with having a quarterstaff with +10 worth of enchantments on each side valued at 400k.
There's at least one thing wrong.
If you're not obscenely powerful, or hooked up with a group of powerful friends, it's going to become someone else's 800k magic item in short order.
^ this.
Anyone with a decent Appraise skill that sees the thing will have a good idea of how valuable it is. Once word starts getting around about the super weapon Joe Staffguy is carrying around, there's going to be one hell of a bounty on that thing. The biggest, nastiest folks around are going to want to take it.
Sounds like good adventure fuel to me.
Indeed it could be a nice adventure hook especially since that mask is my spellbook as well, however, we are playing in a low magic campaign so there a very little people who even know what magic items are, never mind being able to appraise them.