Crafting a magical weapon, someone please check my math.


Homebrew and House Rules

Grand Lodge

Hello,

So, I'm looking to create an enchanted adamantite warhammer and I want to make sure I have the math correct on it.

Warhammer: 12gp
Adamantite: 3000gp
+3 enchantment: 18000gp
+3 luck bonus to saves: 13500gp

That makes it 34,512gp if I were to purchase it or 18,762gp if I were to have a party member make it via Craft Arms & Armor.

Also, just to make sure I'm clear, when making a Weapon/Armor/Shield using Craft Arms & Armor, the base price is the price for purchasing it, but it'd be 1/2 that if actually making it. I.e. the +1 sword is 2,000gp to purchase, but 1000gp to make (not counting the sword itself).

Thank you!


What rules are you using to price the saves?

Grand Lodge

Malfus wrote:
What rules are you using to price the saves?

The cost of a Cloak of Resistance +3 (4500/9000) times 1.5.

Per:

Quote:
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.

from Adding New Abilities.

That's all I can find on it, and I'd love to know if I'm wrong!

Thanks!


Harek Ivarson wrote:
That makes it 34,512gp if I were to purchase it or 18,762gp if I were to have a party member make it via Craft Arms & Armor.

Are you creating the hammer from raw materials, or just enchanting an existing hammer that you purchased?

To create the hammer, you use the Craft skill.

A Martial melee or thrown weapon uses Craft (Weapons) at DC 15.

An Adamantine Warhammer costs 3012 gp, which is equivalent to 30,120 sp.

You pay 10,040 sp (1,004 gp) in raw materials, then make the check. Lets say you take 10, and have a +5 to craft weapons (+1 int, 1 rank, +3 class skill) you succeed at the check, so 15 x 15 = 225 sp in progress this week. 134 weeks later, you have an Adamantine Warhammer. (This will take less time if you're more highly skilled, of course)

Now that you have the item, you can enchant it using the Craft Magic Arms and Armor (Item Creation) feat. For a +3 enhancement, you'll need to be Caster Level 9 (or have appropriate feats/abilities).

If the crazy bonus to saves has a higher CL requirement, use that instead. Since that is probably well into house rules territory, your DM may require that you use the Craft Wondrous Item feat.

Pay half the cost, make the checks (Craft weapons or Spellcraft) and 1 day per 1000 gp later, you've got a magic weapon.


An item that grants a non-resistance saving throw bonus is 2000 gp x the bonus squared.

Assuming your GM allows you to craft this item it is actually 48,012 market value or 24,006 for crafting.

pg 550
Save bonus (other)1 Bonus squared x 2,000 gp


Harek Ivarson wrote:

The cost of a Cloak of Resistance +3 (4500/9000) times 1.5.

That's all I can find on it, and I'd love to know if I'm wrong!
Thanks!

Ah, but these stats are for resistance bonuses to saves. A luck bonus to saves costs twice as much (2000 x bonus x bonus; times 1.5 for add-on), for a subtotal of 27k. (according to 'Magic Item Creation' in the PRD)

Edit: Ninja'ed again...


Also it would only grant the bonus on the rounds you attacked with it.

FAQ: Unless otherwise specified, you have to use a magic item in the manner it is designed (use a weapon to make attacks, wear a shield on your arm so you can defend with it, and so on) to gain its benefits.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Well, maybe not have to attack with it, but you'd certainly have to be wielding it to get the save bonus.


Grick wrote:

Also it would only grant the bonus on the rounds you attacked with it.

FAQ: Unless otherwise specified, you have to use a magic item in the manner it is designed (use a weapon to make attacks, wear a shield on your arm so you can defend with it, and so on) to gain its benefits.

I'm not actually sure that's relevant (or at least shouldn't be relevant), since it's not a weapon property, but an additional property of the weapon. Compare the Luck Blade: "This +2 short sword gives its possessor a +1 luck bonus on all saving throws." Obviously, that's a specific magic item, and it happens to have a lot of other properties that make the price really hard to back-calculate, but the precedent is there.

Similarly, it would make no sense for a sword that can cast true strike 3/day (for example) to only be able to activate that power while attacking, because it's a standard action to activate items, and another one to attack.

The intent of the FAQ was entirely in reference to +X properties and other weapon/armor specific features, not adding arbitrary other generic abilities. It might need another FAQ to officially clarify that, though.

EDIT: As that ninja, Arbalester, said, it's perfectly reasonable to require it to be wielded in order to gain the benefits from it, although my luck blade example doesn't have that requirement. (The luck blade's reroll can be used on any die you roll, for as long as you possess it, not just attack rolls.)


Most importantly, you need to check with your GM if he allows the crafting. Adding unusual bonus type, like a luck bonus, to a magical item is not a given or a right for players.

As a GM, I'd not allow it - and I'd go as far as to say that any GM that allows more than a +1 [unusual type] bonus is heading for trouble.

Liberty's Edge

As several others have pointed out, you are pricing the "luck bonus" wrong.

Firstly, it's 2,000 * bonus squared, not 1500 * bonus squared.

Secondly, because the "luck bonus effect" does not take up an item slot, you have to double its cost.

So a rock or a stick that gives +3 luck bonus to saves costs (2 * 2k * 3*3 =) 36,000 gold.

+ 21,014 gold for the +3 Adamantium Hammer equals a market price of 57,014 gold.

That's assuming your GM even allows you to do this - remember the very first thing that the custom item creation rules say: All magic items require GM approval.

Personally, as someone who used to be a BIG min-max power gamer in the 3.0 days, I would turn down this item as soon as you suggested it to me. I've seen what happens when you open the door to allowing "alternative bonuses" on custom magic items, and it's ugly.

Now, if you had it grant a +3 resistance bonus (total market price: 39,014 gold), I'd be okay with that.


LoreKeeper wrote:

Most importantly, you need to check with your GM if he allows the crafting. Adding unusual bonus type, like a luck bonus, to a magical item is not a given or a right for players.

As a GM, I'd not allow it - and I'd go as far as to say that any GM that allows more than a +1 [unusual type] bonus is heading for trouble.

What about my custom helmet-of-uberness that gives me a +1 sacred bonus to saves and AC, a +1 insight bonus to saves and AC, and a +1 luck bonus to saves and AC? It only costs me 1*1*2500+(1*1*2500)*2*1.5 + (1*1*2000)*3*1.5 = 19,000 gp. I even took Craft Wonderous Item so I could afford to make it around 6th level! Pleeeeeaaaaasssseeee?????

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Ok, I'm done now.

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