Magic Item Creation Question


Rules Questions

Silver Crusade

luck, insight, sacred, or profane bonus

What do these bonuses affect?

How high can they go and be under Epic?

Thanks in advance.


LostSoul wrote:

luck, insight, sacred, or profane bonus

What do these bonuses affect?

How high can they go and be under Epic?

Thanks in advance.

It is a type of bonus. What they affect depends on, what they are a bonus to.

As such they could be a bonus to anything. For example a Divination Wizard has Diviner's fortune, which grant an insight bonus to an attack roll, saving throw, skill check or ability check.

When making magic items, you have the choice of making an AC bonus or a save bonus as one of these types (although the GM might allow you to make items that grants these bonusses to other things as well).

The reason they are more expensive than the common bonus types, is that they stack with other types.

So to answer simply: The type of bonus does not determine what it affects. In magic item creation, you can make an item with one of these bonus to either AC or Saving Throws.

As there aren't rules for Epic, there is really not a limit by RAW. Eventually the costs of these items will sky rocket, so I don't think it will be a problem. But you might reasonably make a ruling that the max bonus should be +5 to one thing.

In any case, should one abuse the magic item creation formula, it will be more economic to add multiple types of bonusses to either saves or AC. Eventhough you multiply the price by 1½ it is cheaper than a single bonus squared.

Silver Crusade

So a +6 luck bonus to Int. would be the same cost as a +6 enhancement bonus x 1.5?

or is the 1.5 for adding it onto an existing item?


LostSoul wrote:
So a +6 luck bonus to Int. would be the same cost as a +6 enhancement bonus x 1.5?

For that item, you cannot really set a price, by the rules. They are not priced in the table.

I might be against it, as it might be a bit to much to allow casters to get even more bonusses to their casting stat.

By RAW, you can't. If it is allowed anyways, I'd set the price at minimum at enhancement bonus*2, such as it is the case for these bonusses to Saving Throws.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

LostSoul wrote:
So a +6 luck bonus to Int. would be the same cost as a +6 enhancement bonus x 1.5?

Actually, signs point to no...

Mattmatics below

Spoiler:

Pathfinder RPG, pg 550 doesn't give a cost for Attribute bonus (other), but we can look to the save bonus for precident.

A resistance bonus is bonus squared X 1000, a other (including luck) is bonus squared times 2000.

If we use this as a precedent, (since enhancement ability bonus is the same price as the resistance bonus) I'd say a +6 enhancement item is 36,000 and the +6 luck bonus would be 72,000. This makes sense, since our hypothetical wizard can still cast fox's cunning for enhancement bonuses. For stacking purposes I'd say two different stat bonuses to int falls under the similar item rule, the same as a Headband of mental Prowess. So if you had an item that had both the +6 enhancement and the +6 luck, you're looking at 126,000 (Highest ability + next highest x 1.5) So the headband of intellectually lucky guesses would be a 126,000 GP item. For comparison, a +12 headband of intellect is 144,000, so we're in the ball park.

Luck, insight, profane, sacred etc bonuses to scores are a bit harder to justify thematically. Longshot's dex doesn't go up because he's insanely lucky, he just gets a high luck bonus to AC/Saves, etc. :-)

Edit: shorter but same answer = ninja'd Matthew.

Grand Lodge

LostSoul wrote:

So a +6 luck bonus to Int. would be the same cost as a +6 enhancement bonus x 1.5?

or is the 1.5 for adding it onto an existing item?

Generally luck bonuses are applied to activities and/or skills, not stats. Luck bonuses are for things of the moment, not permanent attributes.

Silver Crusade

So only enhancment can affect stats?

So luck, insight, sacred, or profane bonus dont affect stats?

Grand Lodge

LostSoul wrote:

So only enhancment can affect stats?

So luck, insight, sacred, or profane bonus dont affect stats?

Sacred and profane are okay for stats, luck and insight are best reserved for skill and combat modifiers. I do rule however, that sacred and profane bonuses cancel each other out. They are opposed powers after all.


LazarX wrote:
Sacred and profane are okay for stats, luck and insight are best reserved for skill and combat modifiers. I do rule however, that sacred and profane bonuses cancel each other out. They are opposed powers after all.

Not that I'm naysaying, but is that even necessary? Reason I ask is often the the item or spell that provides the bonus has some sort of built in negation. For spells it would be the alignment part (good get sacred, evil get profane - and neither can cast from the opposing) or the item that gives the bonus has some sort of "you get X negative level(s) if you are/aren't Y alignment." I suppose that a C/L-Neutral could get around this item wise but unless you are talking custom items you aren't going to run into it very often.

The Exchange Owner - D20 Hobbies

LostSoul wrote:

So only enhancment can affect stats?

So luck, insight, sacred, or profane bonus dont affect stats?

Without a house rule (AKA DM Rule 0) you can only make luck, insight, sacred/profane on AC or Saves.


James Risner wrote:
LostSoul wrote:

So only enhancment can affect stats?

So luck, insight, sacred, or profane bonus dont affect stats?

Without a house rule (AKA DM Rule 0) you can only make luck, insight, sacred/profane on AC or Saves.

We can't really do much in creating magic items, without consulting our GM. Otherwise we should see a lot of armor with +1 enhancement, +1 luck, +1 insight and +1 sacred (and perhaps +1 profane as well) bonusses to AC...

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