| Banecrow |
So I am looking to build a suit of +1 full plate that has the following spell effects on them.
Constant Expeditious Retreat
Endure Elements, just a 1/day cast (it lasts 24 hours anyways)
I realize that the constant expeditious retreat will cost (1 x 1) x 2000 x 2 (due to spell normally lasting 1 min/level)
But here is where things are starting to confuse me, under the rules for multiple different abilities things start to cost differently.
So normally the endure elements part would cost (1 x 1) x 2000 for the spell but then divide the total cost by 5 because it is only usable once per day which brings the total cost of the second spell to 400.
Now would this item use the rules for similar or different abilities? (core book page 549) And depending which rule it is how would it effect the cost.
If anyone could help break down the cost and how it would work for me I would be appreciate it greatly.
| Tels |
First of all, you need to check with your GM to see if the item is legal in his book.
Anyway, as for price, you're looking at 2,650 for the +1 full plate. For the constant Expeditious Retreat, you're looking at 4,000 gp. However, this is where the GM comes in to play and he may say that you need a higher CL for the ability to work as you want. But let's assume he lets you get away with CL 1.
Now your Endure Elements is slightly on the cheating/metagaming side as the spell lasts 24 hours, and since it's usable once per day, there really isn't much of a difference between a constant effect and a 24 hour spell. So two options come into play, using it as you have theorized, it would cost you 600 gp as it falls under the different abilities rule. However, the other option is that it is a constant effect, which would cost you 1,500 gp because a 24 hour constant effect reduces the cost by half. So it would be 1 x 1 x 2,000 x .5 x 1.5.
So depending on which version your GM allowed, the +1 Full Plate would add up to 7,250 gp (2,650 + 4,000 + 600) or 8,150 gp(2,650 + 4,000 + 1,500). Personally, so I couldn't be called stingy, I would lean towards the Constant Effect 8,150 set.
| peterrco |
Creating Optimised Magic Items like this runs up against the rule
"The price of a magic item may be modified by it's actual worth"
Getting the endure elements part of the item at either 600gp or 1500gp is doubt is going to be problem. Other cheap items such as Boots of the Winterlands do a similar job.
Getting your GM to allow continuous Expeditious Retreat at book cost? Not likely, expect this to be multiplied by several times based on the actual worth of the item.
Most GM's are likely to have a look at similar items already published. In this case "Mithril Full Plate of Speed" seems a fair yardstick. With this you get haste for 10 rounds per day. Haste is a bit better than expeditious retreat in combat true, with the extra attack. But your only getting this for 10 rounds, whilst you get the extra speed on the continuous expeditious retreat at all times, and has real benefits out of combat (your jumping skills with this would be amazing) quite apart from the in combat tactical benefit.
A Mithril Full Plate of Speed would set you back 26,500gp (about 3x what you are suggesting for your item) to buy or 18,500gp to craft
I would'nt expect a GM to let this through at anything less than 50,000gp to craft.
| Tels |
Actually, a better comparison would be Boots of Striding and Springing. It increases your base speed by 10 ft, which gives you a +5 bonus to jump checks. If you multiple that by 3, you get 16,500, which would give you a +15 on checks. The true bonus to the Haste from the armor and from Boots of Speed is that it gives you a +1 dodge bonus to AC, +1 to hit, +1 to your Reflex save, and an extra attack on a full attack action. The extra 30 feet is just the icing on the cake.
Keeping the Boots of Striding in mind, I would say the value of the armor would be 20,650. However, here comes the fun part.
+1 Mithril Full Plate costs 11,500 to purchase. Mithril Full Plate of Speed costs 26,500. Boots of Speed, which provide the exact same benefit that the Speed element from the Mithril Full Plate does, costs 12,000.
So, 26,500 - 11,500 = 15,000. Comparing that to the Boots of Speed and it's close enough to say that the Speed element costs 15,000 to place on an armor. When you compare the 16,500 from tripling the Boots of Striding, you being thinking, "Why would I ever want Expeditious Retreat?". Why? Because it's constant.
So, I, as a GM and someone looking at balancing, would set the armor at 20,650 gp, if I wanted to move quicker constantly.
Keep in mind, when it comes to travel and exploration, you can only move as fast as the slowest person in the party. So, from a combat perspective, I'd go with the Speed quality.
| Rasmus Wagner |
Endure elements is going to cost you 3.000; 2.000 for the continually active effect, +50% for adding to an item with other abilities.
As for the speed boost...I'd have to be convinced that it was an appropriate ability for a suit of heavy armor. Given that, i'd eyeball +10' speed at 2k, so by the usual geometric progression, that'd be 18k for +30'. As an added ability, 27k (and I would require it to be a secondary on a suit of armor, but I'd let you have +30 boots for 18k).
Minute/level and round/level spells as continuous effects need close watching.
EDIT: 1,500 for the Endure Elements, of course. Half cost for 24h base duration.
| Rasmus Wagner |
Actually, a better comparison would be Boots of Striding and Springing. It increases your base speed by 10 ft, which gives you a +5 bonus to jump checks. If you multiple that by 3, you get 16,500, which would give you a +15 on checks. The true bonus to the Haste from the armor and from Boots of Speed is that it gives you a +1 dodge bonus to AC, +1 to hit, +1 to your Reflex save, and an extra attack on a full attack action. The extra 30 feet is just the icing on the cake.
The BoS&S are overcosted. They are made up of a +5 skill bonus (2500), and a continuous Longstrider effect (2000*1*1*1, +50% for being a secondary effect). They don't give a discount on the skill bonus for being very conditional.
Also, every single class of magic items with a scaling progression are priced exponentially, not linearly.
| Tels |
Endure elements is going to cost you 3.000; 2.000 for the continually active effect, +50% for adding to an item with other abilities.
As for the speed boost...I'd have to be convinced that it was an appropriate ability for a suit of heavy armor. Given that, i'd eyeball +10' speed at 2k, so by the usual geometric progression, that'd be 18k for +30'. As an added ability, 27k (and I would require it to be a secondary on a suit of armor, but I'd let you have +30 boots for 18k).
Minute/level and round/level spells as continuous effects need close watching.
Actually, the Endure Elements is a 24 hour duration spell, if you look in the small print below the table, it mentions that a spell with a duration of 24 hours or more, reduce the cost in half. Now that specifically applies to Constant Effect items. So you reduce the 2,000 gp item, down to 1,000 gp. Then, because it is a secondary ability of a dissimilar effect, you apply a final adjustment of +50% totaling 1,500gp.
Actually, the skill bonus to the Jump, is, arguably, a secondary effect that comes about from increasing your speed.Tels wrote:Actually, a better comparison would be Boots of Striding and Springing. It increases your base speed by 10 ft, which gives you a +5 bonus to jump checks. If you multiple that by 3, you get 16,500, which would give you a +15 on checks. The true bonus to the Haste from the armor and from Boots of Speed is that it gives you a +1 dodge bonus to AC, +1 to hit, +1 to your Reflex save, and an extra attack on a full attack action. The extra 30 feet is just the icing on the cake.
The BoS&S are overcosted. They are made up of a +5 skill bonus (2500), and a continuous Longstrider effect (2000*1*1*1, +50% for being a secondary effect). They don't give a discount on the skill bonus for being very conditional.
Also, every single class of magic items with a scaling progression are priced exponentially, not linearly.
Faster Base Movement: Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet. Creatures with a base land speed below 30 feet receive a –4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed below 30 feet. No jump can allow you to exceed your maximum movement for the round.
Granted, the bonus from the increased speed is normally only +4, but every item I can think of gives you a bonus that is a multiple of 5. Now, the other thing to take in account is that the CL of Boots of Striding and Springing detects as CL 3rd under Detect Magic. That means the spell for Longstrider, as it is the only spell used in construction, must have been cast as 3rd level. Therefore, the price is 1 x 3 x 2,000 = 6,000. Then, in the requirements to create the spell, it states you need 5 ranks in Acrobatics. So, I believe they discounted the item by 100 gp per skill point, or, 500 gp, leaving the item totaled at 5,500 gp.
Crafting items is as much art as it is science. A 20,000 gp suit of armor that protects you from harsh elements, and allows you to move faster, is, in my opinion, balanced correctly. Not everyone is going to want a similar set up, however, the ones that do want it, aren't going to find it ridiculously overpriced because some chart said so. If we were to follow the rules for crafting items to letter, a lot of the items we know and love would not be possible to craft as several do NOT fit the normal methods of crafting items.
I mean, technically speaking, a Ring of Truestrike (which doesn't exist) would only cost 2,000 gp. But it gives +20 to hit. Or a Ring of Invisibility would only cost 12,000 gp, yet the book lists it as a 20,000 gp item. If a Ring of Trustrike only costs 2,000 gp, then everyone would have one. If everyone has one, then why the hell am I bothering with armor? The only way to counter a Ring of Trustrike, is an anti-magic zone. If Rings of Invisibility cost what the chart says it should, I would have made Rings of Invisibility for my entire party at 7th level, instead of taking Craft Wondrous.
| Ashiel |
So I am looking to build a suit of +1 full plate that has the following spell effects on them.
Constant Expeditious Retreat
Endure Elements, just a 1/day cast (it lasts 24 hours anyways)
I realize that the constant expeditious retreat will cost (1 x 1) x 2000 x 2 (due to spell normally lasting 1 min/level)But here is where things are starting to confuse me, under the rules for multiple different abilities things start to cost differently.
So normally the endure elements part would cost (1 x 1) x 2000 for the spell but then divide the total cost by 5 because it is only usable once per day which brings the total cost of the second spell to 400.
Now would this item use the rules for similar or different abilities? (core book page 549) And depending which rule it is how would it effect the cost.
If anyone could help break down the cost and how it would work for me I would be appreciate it greatly.
+1 fullplate is 2650 gp. We'll use this as the base.
+6,000 gp for constant expeditious retreat (1 * 1 * 2000 * 2 * 1.5 for added ability).+540 for endure elements 1/day as a command-word or command-thought (1 * 1 * 1800 / 5 * 1.5).
Honestly, splurging for continual endure elements at +1,500 gp might be a decent idea, since it would kick back up in 1d4 rounds if it was dispelled.
Final price is 9,190 gp.
EDIT: The rules for similar abilities is used by staffs and items that share a resource. For example, if you have a magic item that has 5 charges per day, and 5 different spells that consume from those same charges, you would get the multiple similar abilities discount.
EDIT 2: For the record, spreading your abilities out a little bit never hurts either. It's convenient to have a single item that gives tons of different effects, but it also makes it more vulnerable to dispel magic which can shut down your magic item for several rounds, and is exceedingly effective against magic items that grant spell buffs (because most of them use the minimum caster level possible due to price concerns).
So if you had a belt that gives continual expeditious retreat, protection from evil, feather fall, enlarge person, resist energy, and delay poison, your item would be pretty darn pricey, but also only CL 1. Thus it would be a DC 12 dispel magic and it would shut down all of the effects.
At which point, the caster could follow through with a shatter spell and ruin your day.
| Banecrow |
Actually I just realized that Longstrider spell gives me the effect that I want. I was not really wanting the +30 movement as much as I just wanted to get back up to the 30' base movement for the character. Not looking to be broken but I hate feeling like I am slowing everyone down, or moving so slow in combat when things are going on.
Going by that idea then it would be
+1 Full Plate = 2650 gp.
Longstrider constant = 3000 gp (1*1*2000*1.5) (longstrider lasts an hour so I do not get the added multiplier from short duration spell)
Endure Elements constant = 1500 gp
Total price = 7150 gp.