| NeoFax |
A player in my game wants to be able to craft a ability bonus onto one of his wondrous items. Using the rules which can be a PITA, here is how I broke it down:
Amulet of Natural Armor +1 = 2000
+1 Strength = 1*1*1000 = 1000
Dislike bonus = *.50 = (2000 + 1000)*.50 = 1500
Specific location = *.50 = (2000 + 1000 + 1500)*.50 = 2250
Total = 6750 gp + Bull's Strength spell memorized + Components of Bull's Strength
DC = 15 (10 + CL 5th(Bull's Strength 2nd Level Druid))
However, I am not 100% sure in my calculations and use of the rules. I plan on buying the Making craft work PDF, but in the meantime, can I get a hand? TIA!
| Thazar |
This would fall into the realm of DM rule. Per Pathfinder RPG concepts all physical stat bonus items must go onto a belt and all mental items go onto a headband. This is for a couple of reasons. To limit the raw amount of ability bumping magic and to free up magic items slots for other items.
Additionally magic item pricing is set as a guide line only for most items. If you as a DM are OK with allowing the party to have these abilities spread out over many locations then your pricing looks fine. If you agree with the basic concept of limited slots then I would add a X2 or X3 multiplier to your final cost.
| vuron |
Enhancement bonuses to Ability scores should always be Even numbers.
So Amulet of Natural Armor +1/Str +2 would be the following:
Amulet of Natural Armor+1 (1 x 1 x 2000 gp) or 2000 GP
Amulet of Strength +2 (2 x 2 x 1000 gp) or 4000 GP
The Strength effect is more costly so it uses the base cost.
The natural armor effect is secondary so it pays a +50% surcharge.
The end cost would be 7000 GP.
| HaraldKlak |
Enhancement bonuses to Ability scores should always be Even numbers.
So Amulet of Natural Armor +1/Str +2 would be the following:
Amulet of Natural Armor+1 (1 x 1 x 2000 gp) or 2000 GP
Amulet of Strength +2 (2 x 2 x 1000 gp) or 4000 GPThe Strength effect is more costly so it uses the base cost.
The natural armor effect is secondary so it pays a +50% surcharge.
The end cost would be 7000 GP.
This calculation is correct. But be sure to remember that it is the base price, so the price to create it is half.
While I have seen that 'unusual location'-penalty mentioned sometimes here, I haven't seen it anywhere in Pathfinder. If such exist (in terms of written rules), then I would love to see it ;-)
While statboosting item as a standard are either headbands or belts, adding any modifier besides the *2 for an additional ability, will make it cheaper to make a slotless item (And I for one, will do whatever it takes to avoid those frigging Ioun stones...).
| reefwood |
This calculation is correct. But be sure to remember that it is the base price, so the price to create it is half.
While I have seen that 'unusual location'-penalty mentioned sometimes here, I haven't seen it anywhere in Pathfinder. If such exist (in terms of written rules), then I would love to see it ;-)
While statboosting item as a standard are either headbands or belts, adding any modifier besides the *2 for an additional ability, will make it cheaper to make a slotless item (And I for one, will do whatever it takes to avoid those frigging Ioun stones...).
I don't quite follow what you are saying about slotless items being cheaper (because I believe they are more expensive), but you may be right about Pathfinder not having any written rules about different types of magic bonuses being linked to specific body slots, or improper body slots costing more.
I was able to find the rules for 3.5 (called Body Slot Affinities), but I couldn't find these rules anywhere in the Pathfinder Core Rulebook.
Here is the link to the 3.5 rules for it:
http://www.d20srd.org/srd/magicItems/creatingMagicItems.htm#bodySlotAffinit ies
| Blueluck |
I have two corrections to your calculations, and they're both good news.
First, there is no "specific location" penalty in Pathfinder.
Second, you don't have to pay the +50% stacking increase for the first ability, only the subsequent ones. "For items that take up a space on a character’s body, each additional power not only has no discount but instead has a 50% increase in price."
Amulet of Natural Armor & Strength
+1 Natural Armor = 2000
+1 Strength = 1000 +50% for stacking a second ability = 1500
Total price 3500
Cost to craft 1750
| Shoga |
A player in my game wants to be able to craft a ability bonus onto one of his wondrous items. Using the rules which can be a PITA, here is how I broke it down:
Amulet of Natural Armor +1 = 2000
+1 Strength = 1*1*1000 = 1000
Dislike bonus = *.50 = (2000 + 1000)*.50 = 1500
Specific location = *.50 = (2000 + 1000 + 1500)*.50 = 2250
Total = 6750 gp + Bull's Strength spell memorized + Components of Bull's Strength
DC = 15 (10 + CL 5th(Bull's Strength 2nd Level Druid))However, I am not 100% sure in my calculations and use of the rules. I plan on buying the Making craft work PDF, but in the meantime, can I get a hand? TIA!
Just as a note: Out of all the bonus types, the only one that stacks is dodge bonus's, so out of the many other types only the highest type bonus is effective. So, It would be in the players best interests to keep mental enhancements to headbands and physical enhancements to belts. This will leave the other body slots for more useful enhancements. Case in point :
If you have a Headband of mental superiority which gives an enhancement bonus of +2, +4 or +6 to all 3 mental attributes. You could add true-seeing to it.
As for alternate body slot items, you could take a ring of Protection +5 and add Displacement to it. This would make the items way more useful and of course cost a bit more to produce.
the rules to do this is in the PF core book starting on page 553.
| NeoFax |
All thanks for the help and clarification!
First, there is no "specific location" penalty in Pathfinder.
I think there are rules for this according to the PRD: Adding New Abilities It is all the way at the bottom and states: "If the item is one that occupies a specific place on a character's body, the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection +2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5."
| HaraldKlak |
HaraldKlak wrote:While statboosting item as a standard are either headbands or belts, adding any modifier besides the *2 for an additional ability, will make it cheaper to make a slotless item (And I for one, will do whatever it takes to avoid those frigging Ioun stones...).
I don't quite follow what you are saying about slotless items being cheaper (because I believe they are more expensive), but you may be right about Pathfinder not having any written rules about different types of magic bonuses being linked to specific body slots, or improper body slots costing more.
I was able to find the rules for 3.5 (called Body Slot Affinities), but I couldn't find these rules anywhere in the Pathfinder Core Rulebook.
Here is the link to the 3.5 rules for it:
http://www.d20srd.org/srd/magicItems/creatingMagicItems.htm#bodySlotAffinit ies
In the original example of a Amulet of NA/Str, the strengt enhancement would be more expensive than a slotless one, if you add 50% extra cost for inapropriate location on top of the extra 50% from adding an additional ability (totaling a *2.25 modifier compared to the *2 of being slotless).
| HaraldKlak |
All thanks for the help and clarification!
Blueluck wrote:First, there is no "specific location" penalty in Pathfinder.I think there are rules for this according to the PRD: Adding New Abilities It is all the way at the bottom and states: "If the item is one that occupies a specific place on a character's body, the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection +2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5."
Actually this is only referring to the fact that the additional ability has increased price, not whether it is placed in a certain slot or not.
If the item does not take up a slot, then the price is not multiplied by 1.5 (and might even be cheaper than the primary ability, in case of staves)| Blueluck |
NeoFax wrote:Actually this is only referring to the fact that the additional ability has increased price, not whether it is placed in a certain slot or not.All thanks for the help and clarification!
Blueluck wrote:First, there is no "specific location" penalty in Pathfinder.I think there are rules for this according to the PRD: Adding New Abilities It is all the way at the bottom and states: "If the item is one that occupies a specific place on a character's body, the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection +2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5."
HaraldKlak is correct.
| reefwood |
reefwood wrote:In the original example of a Amulet of NA/Str, the strengt enhancement would be more expensive than a slotless one, if you add 50% extra cost for inapropriate location on top of the extra 50% from adding an additional ability (totaling a *2.25 modifier compared to the *2 of being slotless).HaraldKlak wrote:While statboosting item as a standard are either headbands or belts, adding any modifier besides the *2 for an additional ability, will make it cheaper to make a slotless item (And I for one, will do whatever it takes to avoid those frigging Ioun stones...).
I don't quite follow what you are saying about slotless items being cheaper (because I believe they are more expensive), but you may be right about Pathfinder not having any written rules about different types of magic bonuses being linked to specific body slots, or improper body slots costing more.
I was able to find the rules for 3.5 (called Body Slot Affinities), but I couldn't find these rules anywhere in the Pathfinder Core Rulebook.
Here is the link to the 3.5 rules for it:
http://www.d20srd.org/srd/magicItems/creatingMagicItems.htm#bodySlotAffinit ies
Okay, I think I see what you are saying.
But if there isn't an extra "inappropriate body slot" cost (which seems to be the case), then the slotless item would be more expensive, right?
| Blueluck |
But if there isn't an extra "inappropriate body slot" cost (which seems to be the case), then the slotless item would be more expensive, right?
Something to keep in mind is that you're not really paying for items, you're paying for powers.
15g for the sword
300 for the masterwork modification
2000 for the +1
Most wondrous items are made out of base items that have negligible cost by the time you can afford the magic item, so it's not even counted.
A nice belt = free
+2 Strength = 4000
Total cost = 4000
A nice belt = free
+2 Strength = 4000
+2 Constitution = 4000 +50% = 6000
Total cost = 4000+6000 = 10000
A nice rock = free
+2 Strength = 4000 +100% = 8000
Total cost = 8000
| Goth Guru |
You could use expanded augment rules.
A necklace of ogre teeth adding +2 strength could be attached to the amulet of natural armor. The necklace would be more appropriate to strength.
Under this system (which I might go into more detail in homebrew) a broach of shielding would be used as a cape clasp. Each item can have one augment item. Already in 3.5 you could use augment crystals in weapons or armor.
| NeoFax |
reefwood wrote:But if there isn't an extra "inappropriate body slot" cost (which seems to be the case), then the slotless item would be more expensive, right?Something to keep in mind is that you're not really paying for items, you're paying for powers.
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Sorry for taking so long to reply. This has got to be the easiest most comprehensive way of explaining it to me. I appreciate your answer and for clearing it up!
| RunebladeX |
This would fall into the realm of DM rule. Per Pathfinder RPG concepts all physical stat bonus items must go onto a belt and all mental items go onto a headband. This is for a couple of reasons. To limit the raw amount of ability bumping magic and to free up magic items slots for other items.
Additionally magic item pricing is set as a guide line only for most items. If you as a DM are OK with allowing the party to have these abilities spread out over many locations then your pricing looks fine. If you agree with the basic concept of limited slots then I would add a X2 or X3 multiplier to your final cost.
so how do you explain ion stones then?