Confustion about magical arms and armor


Rules Questions


So, this is gonna kinda be a long question with a couple different parts to it.
1) As far as I understand it, in standard pathfinder you can only have armor and weapon bonuses go to a max of a +10 equivalent. Is this true?

2) If the above is true how do you determine the (+)value of certain special effects. For example Fortification, light specifically says that it is a +1 bonus; however Slick just says it costs 3,750gp to add. How do I figure out the (+)value of Slick.

3)When adding a spell effect to armor, like how Celestial Armor has the fly spell effect on it, does that raise the armor's (+)value at all? If so, how do I determine how much? If not, is there a limit to the amount of spell effect that can be added to one single item?


Someoneknocking wrote:

So, this is gonna kinda be a long question with a couple different parts to it.

1) As far as I understand it, in standard pathfinder you can only have armor and weapon bonuses go to a max of a +10 equivalent. Is this true?

2) If the above is true how do you determine the (+)value of certain special effects. For example Fortification, light specifically says that it is a +1 bonus; however Slick just says it costs 3,750gp to add. How do I figure out the (+)value of Slick.

3)When adding a spell effect to armor, like how Celestial Armor has the fly spell effect on it, does that raise the armor's (+)value at all? If so, how do I determine how much? If not, is there a limit to the amount of spell effect that can be added to one single item?

1. Yes.

2. Slick (and Shadow, and Energy Resistance) are not equivalent 'armor bonuses'. You just add that cost onto the armor. For example, you could have a suit of +5 greater fire resistance Chain Mail of Heavy Fortification. Armor bonus is +10, and the suit would cost 166,000 gp (100,000 for +10 armor [+5 enhancement plus +5 for Heavy Fortification] and 66,000 for the greater fire resistance property).

3. Celestial Armor already has a price of 22,400 gp. For that price you get a +3 enhancement bonus to the Chain Mail, plus Armor Check Penalty of -2, a max DEX bonus of +8, an Arcane Spell Failure of 15%, a weight of 20 lbs, functionality as light armor, and fly once per day. In comparison, a suit of mithral Chain Mail +3 would cost 13,000 gp (and have an Armor Check Penalty of -2, a max DEX bonus of +4, and an Arcane Spell Failure of 20%, with a weight of 20 lbs, and would still count as medium armor for proficiencies and abilities). You could improve your Celestial Armor by adding additional properties or enhancement bonus by adding the base cost (22,400 gp) to the difference between a suit of +3 armor and whatever you are adding. To make that a suit of +4 Celestial Armor of Light Fortification, for example, you would have to spend an additional 16,000 gp, for a total cost of 38,400 gp.

Master Arminas


Alright, thanks that's pretty much what I needed, my only question now is this. Is there a limit to the amount of special effect and spell effects that don't have a (+)value that you can add to items? Or could I add as many spell effects to some leather armor as I wanted?


Other than Wealth-by-Level, there is no limit to how much a character could pay to have their armor enchanted. Note, however, that adding a spell (as opposed to a property presented in the armor section) to a suit of armor has its price increased by 50% above what creating such an item would normally cost.

For example, if you wanted to have that +5 greater fire resistance Chain Mail of Heavy Fortification, and added teleport (1/day) to the armor, it would cost 190,300 gp (166,000 gp for the armor and 24,300 gp for the command word activated teleport [caster level 9 x spell level 5 x 1,800 divided by 5 (for 1 charge per day) times 1.5]).

And remember, you are not suppossed to spend more than 25% of your Wealth-by-Level on armor and protective items. That includes any rings of protection, amulets of natural armor, or other such items.

Master Arminas

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