Krico |
Ok, I want to make sure I understand this correctly. From the core book:
AC Item (Deflection) = Bonus squared x 2000
Natural armor = Bonus squared x 2000
AC (Other) = Bonus squared x 2500
If item takes no item slots, multiply the entire cost by 2.
If you put multiple similar abilities on an item that doesn't take up a slot, the highest costs 100%, the second 75%, and all the rest 50%.
You can decrease the cost by 30% by giving it an alignment restriction.
So for a no slot item with the following bonuses to AC at +5:
Deflection (5x5) x 2,000 = 50,000
Natural Armor (5x5) x 2,000 = 50,000
Luck (5x5) x 2,500 = 62,500
Insight x 2,500 = 62,500
Dodge x 2,500 = 62,500
We take:
100% of 62,500
75% of 62,500 or 46,850
50% of 62,500 or 31,250
50% of 50,000 or 25,000 and
50% of 50,000 or 25,000 to give us a total of
190,600
Multiply this by 2 for no item slot, giving us
381,200
Decrease by 30% due to alignment restriction and we get
266,840
as the market value of a no slot item that gives a total of 25 to AC, with the crafting price being
133,420.
Is this correct?
Also, I've found lists of the various kinds of bonuses, but are there restriction on what kinds can be permanently put on an item, or what they could apply to? For example, I wouldn't think you could apply a racial bonus to an item XD.
zagnabbit |
Your math looks right, but;
Dodge bonuses are not available as magic enhancements.
I'm not 100% sure but, luck bonuses would require Wish or Miracle as components. There used to be a Bard spell that gave a luck bonus to AC but that was pre-PFRPG.
Wheres the Insight bonus come from? It seems like it would be similar to the Dodge.
The caster level for this would be? 20, 25, 30?
The Craft DC would be staggering.
How many bonuses can go on a single item?
Weapons and Armor get maxed at +10 for enhancements.
Bracers and Amulets get +5.
There is more to this than price, you'd need to actually be of a level to pull this off; If it's even possible.
Jeraa |
While Dodge isn't mentioned, insight clearly is mentioned as one of the possible "Other AC" bonuses on the pricing table.
1 Such as a luck, insight, sacred, or profane bonus.
Magical armor can't have higher then a +5 enhancement bonus to AC, or an effective bonus of +10 when special abilities are included. Other then that, there is no limit to what an item can give. Just because the items usually stop at +5 in the books, doesn't mean you can't have an Amulet of Natural +6.
It doesn't matter what level of spell gives an appropriate bonus, as this isn't a spell. The spells used in (most) magic item creations are totally fluff, and have no bearing on the items power. And for custom magic items, having a spell for a requirement is not needed. There is nothing saying a magic item must require spells to create. Sure, all the example items have that, but there is nothing about needing them for custom items. (Look at Ioun stones - not spells required at all, and one even grants an insight bonus to AC)
Since all other armor enhancing items require a caster level of 3x the bonus to create, you do need to be 15th level to make a +5 bonus. Adding multiple effects together does nothing to the caster level, so the caster level of the item is 15 at a minimum. The Craft DC is based on the items caster level, so the minimum Craft DC would be 20 (5 + caster level of item).
I'm not 100% sure but, luck bonuses would require Wish or Miracle as components. There used to be a Bard spell that gave a luck bonus to AC but that was pre-PFRPG.
If a spell is even require when making a custom item, Divine Favor is a core 1st level spell that grants a luck bonus (used in making a Stone of Good Luck as well).
Krico |
Your math looks right, but;
Dodge bonuses are not available as magic enhancements.
I'm not 100% sure but, luck bonuses would require Wish or Miracle as components. There used to be a Bard spell that gave a luck bonus to AC but that was pre-PFRPG.
Wheres the Insight bonus come from? It seems like it would be similar to the Dodge.
The caster level for this would be? 20, 25, 30?
The Craft DC would be staggering.
How many bonuses can go on a single item?
Weapons and Armor get maxed at +10 for enhancements.
Bracers and Amulets get +5.There is more to this than price, you'd need to actually be of a level to pull this off; If it's even possible.
I knew it was +5 for a single type, but I didn't know what the rules where for what you could put on what, what kind of bonuses could be used for what, etc. I can't find anything on that.
As a side note, the crafter would have access to wish.
Midnight_Angel |
You cannot grant Dodge bonuses by item.
However, sacred and/or profane bonuses work just fine.
If you can't slap on more than a total of +10 on any single item (or if your GM states you have to calculate the cost for the total item bonus, not per bonus type)... why not create several slotless items, one for each type of bonus to AC?
I wouldn't endorse it, by RAW, it can be done.
Krico |
You cannot grant Dodge bonuses by item.
However, sacred and/or profane bonuses work just fine.If you can't slap on more than a total of +10 on any single item (or if your GM states you have to calculate the cost for the total item bonus, not per bonus type)... why not create several slotless items, one for each type of bonus to AC?
True enough, which is what I was thinking of after that post. I'm assuming that what's listed in and under the chart, ie. Deflection, Natural Armor, (Resistance in place of these two for saves), Luck, Insight, Profane, and Divine are the only type of bonuses that can apply to AC and Saves?
I wouldn't endorse it, by RAW, it can be done.
Ya, I realize it gets a little silly, but I'm dealing with a GM that likes to min-max enemies so we kinda have to do the same thing to live. His attitude is, "just keep in mind if I allow it, I'll probably use it against you."
AerynTahlro |
If item takes no item slots, multiply the entire cost by 2.If you put multiple similar abilities on an item that doesn't take up a slot, the highest costs 100%, the second 75%, and all the rest 50%.
You can decrease the cost by 30% by giving it an alignment restriction.
This isn't 100% right.
The only magic item that cascades added ability costs in this way (100%, 175%, 150%) are staves. ALL other magical items (including Wondrous Items, which is definitely what you are making) simply increase added ability costs by 50%.
Also, technically speaking, you shouldn't use the alignment restriction discount on an item where it doesn't make sense. For example... if you were creating an slotless item that offered only a Sacred bonus to AC and/or saves, then yes, an alignment restriction discount makes sense. But if you're just throwing regular bonuses on (Resistance, Deflection, etc), then alignment restriction does not make sense without additional backstory/lore to the item.
Also, there's no set rule for Wondrous Items to limit how high the bonus goes. Yes, for Magic Weapons/Armor you can have a max of +5 enhancement & +5 equivalent in bonuses, but that restriction is not ever mentioned for any other items.
AerynTahlro |
Note that prayer, a third level cleric spell, provides a luck bonus to AC, among other things.
Of all the bonuses that Prayer offers, a bonus to AC is not one of them.
You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
I'm also not sure what this has to do with the discussion at hand.
AerynTahlro |
My bad on the AC bonus.
Someone was suggesting that only wish or miracle could create a luck bonus.
Here's your proof that you can have a luck bonus on an item.
Krico |
Krico wrote:
If item takes no item slots, multiply the entire cost by 2.If you put multiple similar abilities on an item that doesn't take up a slot, the highest costs 100%, the second 75%, and all the rest 50%.
You can decrease the cost by 30% by giving it an alignment restriction.
This isn't 100% right.
The only magic item that cascades added ability costs in this way (100%, 175%, 150%) are staves. ALL other magical items (including Wondrous Items, which is definitely what you are making) simply increase added ability costs by 50%.
Also, technically speaking, you shouldn't use the alignment restriction discount on an item where it doesn't make sense. For example... if you were creating an slotless item that offered only a Sacred bonus to AC and/or saves, then yes, an alignment restriction discount makes sense. But if you're just throwing regular bonuses on (Resistance, Deflection, etc), then alignment restriction does not make sense without additional backstory/lore to the item.
Also, there's no set rule for Wondrous Items to limit how high the bonus goes. Yes, for Magic Weapons/Armor you can have a max of +5 enhancement & +5 equivalent in bonuses, but that restriction is not ever mentioned for any other items.
Ya, it took me a while but I caught most of that. Current GM is likely to go with non-epic can't go higher than a +5. The problem is I'm still confused as to what bonuses you can apply to what. Would I just have to find precedent for a particular kind of bonus? If so, I suppose other than enhancement, deflection, and natch armor I could only apply divine/infernal, and insight bonuses to AC, and with saves resistance and luck?
AerynTahlro |
Ya, it took me a while but I caught most of that. Current GM is likely to go with non-epic can't go higher than a +5. The problem is I'm still confused as to what bonuses you can apply to what. Would I just have to find precedent for a particular kind of bonus? If so, I suppose other than enhancement, deflection, and natch armor I could only apply divine/infernal, and insight bonuses to AC, and with saves resistance and luck?
Refer to here and check out the "1" subnote for saves and ac bonuses at the bottom:
"1 Such as a luck, insight, sacred, or profane bonus."So in terms of AC bonuses, the following are available:
Natural Armor, Deflection, Enhancement, luck, insight, sacred/profane
Save bonuses:
Resistance, luck, insight, sacred/profane
Ability Scores (Str/Dex/etc):
Enhancement
Skills:
Competence
The one type of AC bonus that you cannot add to a magical item is a dodge bonus. Regarding Circumstance bonuses and other things on the chart... those would be at DM discretion and fall into the gray area of "the rules don't say you can, but they also don't say you can't".