Magic (weapon) construction headaches.


Rules Questions


Usually I forbid custom weapons. Though recently I realized that part of this is just because I can't seem to figure out the rules for creating these things. It isn't fair to limit my players creativity because of my ignorance so I am trying to learn a thing or two. I did a quick search and there are more than a few threads on this, but I still can't seem to gain any understanding.

My player wants a sword that can steal life and give it to him. He doesn't much like the idea of the sword of life stealing since it only grants 1d6 on a critical with a weapon that has a 10% chance to. So I get the idea that I can just use the spell Vampiric touch and stick it on a weapon. I cannot figure this out. Here is what I have so far and lets just forget about the cost of masterwork for a second:

Vampiric touch is a 3rd level spell, therefore a 5th level caster made it. I figured it would work on command just like the elemental damage types So I here is the basic formula for that:

Spell Level (3) X Caster Level (5) X 1,800 = 27,000

That seems simple enough, but am I supposed to charge this amount or transfer that to an enhancement bonus of some kind? I was thinking a +2 bonus is fair since that equates to 16,000gp at its cheapest for 2d6 negative energy damage (I guess it is technically untyped) to the creature transferred to the wielder in the form of temporary hit points that last one hour. I understand that if an enhancement bonus is applied I have to up the caster level and then the number of d6 would also increase.

This was a much bigger undertaking than I had expected, and I would really appreciate some help.


That would be the price, by backup method of pricing items, of the vampiric touch enhancement.

But...that's barely more expensive than the sword of life stealing. That thing's main benefit is really the negative level, but the extra HP is...well to be honest it's negligible.

You're looking at 2d6 non-stacking temporary hit points per attack. Everytime he hits, he'll roll 2d6 and if it's higher than his current temp HP (from the sword) total, he'll take those. This weapon basically negates 7~10 points of damage a round.

Looking at the powerlevel of the other items, it's at least around the power level of Frostbrand, the Sunblade, and the Rapier of Puncturing. This would put the price around 50k.

But since those grant a lot of situational bonuses, as opposed to the almost-always bonus of this weapon, I suspect it should be a lot more.

Personally, I would price this at at least 80k.


Cheapy wrote:

Looking at the powerlevel of the other items, it's at least around the power level of Frostbrand, the Sunblade, and the Rapier of Puncturing. This would put the price around 50k.

But since those grant a lot of situational bonuses, as opposed to the almost-always bonus of this weapon, I suspect it should be a lot more.

Personally, I would price this at at least 80k.

Well those also have enhancement bonuses worked into their prices so if I do something similar, then the price would look like this in comparison

+4 enhancement bonus (32,000) + Vampiric Touch enhancement (27,000)= 59,000. I mean that still does seem a little overpowered, but the bonus is still a bit circumstantial since its negative energy.


Yea, that's true. I wasn't taking into account it'd have a separate bonus too. But thankfully those are known values.


This price isn't right. The formula you're using is for command word ietms. Command word items take a standard action to activate and you wouldn't be able to attack. You would also have to apply the number of charges to this value. If it's considered unlimited you multiply the value you came to by 20. (100charges/5).

If this item always has it active it's considered a continuous or use activated item where the use activation is a melee hit. This formula is caster levelxspell levelx2000gp and then you need to find the appropriate duration multiplier. The only problem is that the duration multiplier is for spells measured in time/level and vampiric touch is not. The spell is instantaneous. The 1 hour duration is the time that the temporary hit points will last if you don't lose them in combat.

As per the rules in the magic item creation, this item is impossible to make. It falls in the same category as the true striking sword which is impossible to make.

Feel free to make these items for your PCs but know that the price of them should be ridiculously high to account for how good they are.


I just don't get it. The other weapons have super high caster levels which seem to suggest the price should be much higher. However, The item creation thing is a little more concrete now I think.


The Caster Level of an item is just it's comparative ability to a character. It has nothing to do with the caster level required to make the item.

RPG Superstar 2012 Top 16

Caster level of a magic weapon is a requirement to make it without penalty. a level 5 caster with a ring of +20 Spellcraft can make a +5 Sword.

But the default Caster level minimum once the sword is created has to satisfy caster level minimums for enhancement costs. You can't have a +3 sword with a caster level under 9, thus it is the default caster level. It can be HIGHER...but it cannot be lower (the same way you can't cast a level 5 spell without being a 9th level caster minimum). Unlike, say, fireballs, which you could defend a level 1 caster for by making it 1d6, enhancement bonuses don't vary.

But as long as your spellcasting roll is high enough, and you can overcome the penalty for not having the right caster level, you can make something above your level. It's just not very easy, without a lot of feats and magic geared towards it.

==Aelryinth


Oh so its impossible. Well that is helpful.


http://paizo.com/paizo/messageboards/paizoPublishing/rpgsuperstar/previous/ 2011/general/wondrousItemAutoRejectAdvice7ObviousPricingErrors

Here's a useful thread on pricing.

The guidelines tables don't take into consideration everything. The rules pretty much say that. That's why they are the secondary method. Just because the tables can't make an item doesn't mean it's impossible.

Come to think of it, 3.5s MIC had similar things. Bodyfeeder is a +3 that heals you for half the damage on a critical hit. It seems that even 3.5 didn't do a 'every hit heals' weapon, although I may have missed it.


Khrysaor wrote:


As per the rules in the magic item creation, this item is impossible to make.

Funny, they made it in the MIC.

Bodyfeeder adds 1/2 damage dealt on a Crit as temporary hp as a +3 bonus (Duration is only a minute though).
Bloodstone: +1 ability, spellstoring for Vampiric Touch only, but benefit is it is empowered. Drawback you need to recast the spell after each attack like all spellstoring weapons.

Then there are Weapon Crystals you can attach to weapons (Least, 400 gp, can be attached to any weapon, Lesser +1, 1.5K, and Greater +3, 6K).
If you attach a Least it heals you 1 hp everytime you attack till you have drained 10 hp then stops functioning till tomorrow.
If you instead attack it heals you 5 hp everytime you attach till you have drained 50 hp then stops functioning till tomorrow.

Just buy multiple would work (after battle exchange drained one with non-drained)


Cheapy wrote:

http://paizo.com/paizo/messageboards/paizoPublishing/rpgsuperstar/previous/ 2011/general/wondrousItemAutoRejectAdvice7ObviousPricingErrors

Here's a useful thread on pricing.

There's a space in there that threw me off. Wow, that was a lot of information and while I understand you were trying to help. All it did was make me realize I probably shouldn't be making magic items.


MIC isn't a pathfinder book either.

EDIT: I try to base all of my input on the pathfinder gaming ruleset. I played AD&D and then nothing until a friend convinced me to join in on a pathfinder campaign. I don't waste my time learning about all the in between books since it doesn't pertain to my gaming and shouldn't really matter on these boards.


Yeah, I am on a phone and links are hard!

The rules are confusing at first. Hopefully the crafting update will fix them, whenever that happens.


I just looked at nearly every spell, and none of them seem to be able to do what my player wants. The only one that I can even see as possibly working is a modified version of false life, but that't an idea for another section of the boards.


You are free to make your own items still. Just try to keep the pricing relative to something else that exists for comparative pricing. Could use the rules for making a command word item but just make it so that the command word is a critical hit or something like that. And it will only activate so many times a day.

The formulae are just a guideline so we can all try to figure out a decent price on items. Its kinda like how everyone will complain if you say Boots of Expeditious Retreat are only 4000gp. This is exactly what the rules and formula say they are worth but the value of the boots seems like it should be more. Boots of Springing and Striding are 5500gp.

Boots of Expeditious Retreat; Base move +30
caster levelxspell levelx2000gpxduration modifier
1x1x2000gpx2 = 4000gp

Boots of Springing and Striding; Base move +10, +5 competence for jumps
this one has multiple enchants so you do 1.5xthe lowest cost + the highest cost

1x1x2000gpx1 = 2000gp

for skill points its;

bonus squaredx100gp
25x100gp = 2500gp

2000gpx1.5+2500gp = 5500gp

Honestly I wouldn't care and I'd allow the boots of expeditious retreat to be 4000gp. People over react and if they took the time to look at both pairs they'd see that boots of striding with no springing would only be 2000gp. The only other item that gives a comparable base move increase is boots of speed but they give you haste for 10 rounds a day. Haste is a far superiour spell since it affects all of your forms of movement and gives a bunch of other perks.

Just do what you can to find a similar item for comparison costs and try to be fair. If something seems too good for the price it could be. Or it could just be an over reaction.


Ok here is what I came up with and even though we are in homebrew territory now I see no practical reason to make a new thread:

Blade of False Life:
Based this off of the Sword of Life stealing.
Aura strong necromancy; CL 17th(?) Slot none; Price 35,000gp (I dislike messing around with silver and copper nit picky pricings); Weight 8 lbs.

Description
This crimson red +1 Keen Falchion applies the effect of an Inflict Serious Wounds spell (3d8 +5) on the target. This damage is then transferred to the wielder in the form of temporary hit points. These temporary hit points last for 24 hours.

Thoughts?


That's seems really low tbh.
I'm not even sure which spells/calculations you used to get that number

you probably have the material to reference, but I'll put it here anyway
http://www.d20pfsrd.com/magic-items#TOC-Magic-Item-Gold-Piece-Values
(if anyone cares to point me to the list of meta tags so I can link properly, I'd appreciate it)

It's reasonably obvious you based it off the sword of life stealing
http://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Sword-of-Life-Stealin g

but there are some key problems with the comparison
-your weapon doesn't require a crit to activate
-inflict allows a save(for half), yours does not
-inflict doesn't transfer hp, so this must be getting accomplished some other way(vampiric touch? really no clue what should be used here)
-the duration of 24hrs is per enervation, at which point you realize, even that spell was modified to be applicable
-it isn't stated that the temporary hp don't stack(although I did assume that don't); Should probably have a "only the highest bonus applies" clause
-inflict is also an instantaneous duration spell

did I miss anything?

I'll run through some math to see what I come up with, but I could much more easily get my head around a command word vamp touch item with 3-5 per day charges(that applied the steal bonus to your weapon)

edit:
So, after trying to determine the breakdown for sword of life stealing in vain...
Let's take a 3rd level spell with a duration in rounds.
3(spell level) * 5(min caster level) = 15
15 * 2000(use activate/unlimited) = 30000
30000 * 4(unlimited duration normally measured in rounds) = 120000
120k ~= +8 (weapon) enchantment

and that's not accounting for the 8k(addl +2) in weapon enchants from the +1 keen

now, there are precedents for using instantaneous spells as the basis for other things.
-any of the elemental bonuses
-merciful (use cure light)
-disruptive (heal -at a significantly lower DC)
-vicious (enervation -but also harms the wielder)

from what you've looked at earlier in the thread, it seems you'd be happy with about a 2d6 life steal (avg 7)
so
-vicious offers 2d6(PHYSICAL) at a 1d6 penalty for +1
-elementals are 1d6 for +1; another 1d10 on crits for +2(total)
-merciful is 1d6 changing to nonlethal for +1

I'd rate 1d6 negative energy at around a +2
mechanically it's better than the others
maybe give 2d6 for +3 with a negative level to any good creature to handle it
add in life steal for the FULL ammount and that's easily a +5

just for that component alone, you'd be looking at at least 50k, and I'd probably say 75k if it's not counting toward the total enchantment bonus

if it's a +5, the +1 keen makes it +7 for a final price of 98k


Yes I did base it off of the sword of life stealing, that is the first line under the spoiler. It does require a critical to activate, I forgot to add that in there, my mistake. Your probably right, I should change the spell. I was originally just going to mod ISW, but that seems like too much HP now. The HP would not stack. Basically I just came to the number by adding the result of a 3rd level spell with a CL of 5 (27,000) to the enhancement bonus I tacked on to the weapon (8,000). I guess I should bump it back down to 2d6.


Look in the MiC at the Bodyfeeder +3 weapon enhancement. On any crital half damaged delt the the welder gains temp HP as if cast vampireic touch.


On the subject of making magic weapons, can bonuses be converted into other bonuses when upgrading magic weapons? e.g. if I have a +2 sword, and I want to make it axiomatic (a +2 equivalent property) can it be turned into a +1 axiomatic sword for the difference in crafting cost between a +2 and +3 bonus equivalent weapon?


Paladin of Baha-who? wrote:
On the subject of making magic weapons, can bonuses be converted into other bonuses when upgrading magic weapons? e.g. if I have a +2 sword, and I want to make it axiomatic (a +2 equivalent property) can it be turned into a +1 axiomatic sword for the difference in crafting cost between a +2 and +3 bonus equivalent weapon?

Not to my knowledge. You can only add onto an existing item. Would become a +4 weapon. +2 axiomatic, +2 enhancement.


I dont think the issue is complex here.

+1 sword (2000gp)

Vampiric Touch CL5, 2d6 - charged item 5/day

3x5x2000 - 30,000gp

To make the item situationally useful it is command word activated - and then the next 5 hits draw off the temp. hp. which last an hour. As the command word activation is cheaper than use activation it does not figure in the cost, it's just a refinement.

The item is then discharged until the next day.

32,000 + MW weapon cost

'Sanguine Sword' or whatever other applicable name you can think of.


This is probably close to beating a dead horse, but I found something else that may offer equivalency. (It is a stretch)

Hungry Ghost Monk
Sipping Demon (Su)

A 13th level, a hungry ghost monk gains 1 temporary hit point each time he hits an enemy with a melee attack. The monk gains a number of temporary hit points equal to his Wisdom modifier when he scores a critical hit. The maximum number of temporary hit points the monk can have is equal to his monk level. The temporary hit points disappear 1 hour later. The monk can only use this ability when he has at least 1 ki point in his ki pool. This ability is a proscribed manipulation of ki considered by many good monks to be a corruption.

The ability replaces diamond soul.

Diamond soul is SR = Monk level +10
now, ignoring the part where SR is an armor enchant, I would still use the values as a baseline

minimum is 13 as a +2
maximum is 19 as a +5
monks' baseline is 23, which would suggest it as a +7

Now, the way I'd handle it is sipping demon maxes out at "monk level" or rather the equivalent that would be SR-10. (+2 maxes at 3, +5 at 9)
http://www.d20pfsrd.com/magic-items/magic-armor#TOC-Spell-Resistance

The straightforward way, would be to keep the 1hp leech per hit, however, I don't think it's TOO unreasonable to convert that to a dice equivalent(probably at a +1 or +2 addition to the effective bonus since you're getting all the hp at once)

This would probably be slightly underpriced, but I could see an enchantment per sipping demon as follows
2d4 life steal(non stacking) at a cost of +5, probably still retaining the negative level to good
(with 1d6 being +3 and 1d4 +2)

and if you're feeling mean
creator must be a hungry ghost monk
----
as for your item with the updated info
it doesn't look unreasonable
however, I might price it at 27000 + 12000(8000*1.5 for multiple enchants) = 39000
Either way, with it activating only on confirmed criticals, I don't think it's overly unbalancing. Plus, you've essentially traded the negative level for extra life steal (and at 2d6, that may be less than equivalent)

Now just wait till he asks for vicious on top...


I appreciate all the work people are putting in as well as the input. I took a look at the bodyfeeder and that seems to be what I am looking for. To be honest I really dislike the idea of a charged item (even though the info about making it last for 5 rounds is more than enough). I like the idea of a critical much better then a charged item still though. I am thinking of upping the CL by 1 so that I can add 1d6 more, and update the cost accordingly. The HP will expire after an hour.


Oh, and the charged item...
isn't vamp touch, well, a touch spell?
meaning that even if you cast it, your sword attacks still won't transfer any health

I don't know how to get around that without a houserule
(and looking back on what I said above, that too could be ambiguous if not explicitly defined, a sword with vamp touch on itself somehow, would heal only itself - weird, right?)

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