Item Creation Questions


Rules Questions

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

Yep, another thread about item creation. I found a few answers, but here are the questions I still have.

Can you ignore, and thus add the +5 to the craft check, the caster level requirement on magical arms and armor?

With magical arms and armor, the caster level has to be three times the enhancement bonus. I assume that is referring to the bonus that actually raises attack and damage on a weapon and the armor bonus on armor. Am I right to assume such?

Can I add special abilities to a weapon that already has the equivalent of a +10 bonus, so long as those abilities have an actual cost and not bonus equivalent?

Am I right in remembering that there is a 200,000 GP limit on items? If I remember right, this had something to do with custom items, combining items, or adding new abilities to existing items.


Pathfinder Maps, Starfinder Maps Subscriber
Magic Item Creation wrote:
The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory.

RAW, It looks like you can, as long as you have the corresponding feat and add the extra +5 to the DC of the craft check.

And yes, the caster level would have to be three times the attack and damage bonus. (At least 3 for a +1 item, 6 for a +2,etc.)

Dark Archive

CalebTGordan wrote:
Can you ignore, and thus add the +5 to the craft check, the caster level requirement on magical arms and armor?

No. Not for the enhancement bonus part.

Quote:
Can I add special abilities to a weapon that already has the equivalent of a +10 bonus, so long as those abilities have an actual cost and not bonus equivalent?

"A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including those from character abilities and spells) higher than +10."

Do you mean spell like effects that aren't covered by existing weapon special powers? That would be a GM call.

Quote:
Am I right in remembering that there is a 200,000 GP limit on items? If I remember right, this had something to do with custom items, combining items, or adding new abilities to existing items.

I believe that is a 3.5 rule that was not repeated in Pathfinder. I suspect many GMs would rule anything above 200K is an artifact.


Creating Magic Armor wrote:
Creating magic armor has a special prerequisite: The creator's caster level must be at least three times the enhancement bonus of the armor.

I would say you must meet that prereq. But I am not an expert on the matter.

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

ZomB wrote:


Quote:
Can I add special abilities to a weapon that already has the equivalent of a +10 bonus, so long as those abilities have an actual cost and not bonus equivalent?

"A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including those from character abilities and spells) higher than +10."

Do you mean spell like effects that aren't covered by existing weapon special powers? That would be a GM call.

I am not talking about adding things like "flaming," which is like a +1 enhancement. I am talking about adding something like "transformative" which adds 10,000 gp to the market value.

To rephrase the question:
Can I add the transformative property to a weapon that already has the equivalent of a +10 bonus?

Where can I find the official ruling on not being able to ignore the caster level on weapons and armor? I found where it talks about crafting magical arms and armor, but I felt the wording was a little unclear on if the requirement was ignorable or not.

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

poke.

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

No one? This isn't urgent but I don't want to let this be buried before my questions are answered.


As far as I know, there is nothing stopping you from putting Transformative on a +10 weapon.

As far as the ignoring CL aspects...

Magic Item Creation wrote:

Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion items without meeting its prerequisites.

While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal.

This is the passage that is most prevalent with the emphasis where I think it's important. The prerequisites specifically state the only mandatory prerequisite is the item creation feat, every other prerequisite doesn't need to be met for a +5 DC increase per prerequisite.

However, in the next passage, it states you must create the item at the minimum level needed for the spell. Granted, this is in the passage for items like scrolls or wands, and is referring to the fact you can't craft a CL 2nd Wand of Fireball. However, it probably wouldn't be a too far jump in logic to make it apply to other things like enhancement minimums.

But, ultimately, only the feat is mandatory. So, per RAW (as far as I can tell), you do not need to meet the prerequisites for minimum CL. However, you'd be hard pressed to find a GM that would allow a first level character have the ability to craft a weapon with a +10 enhancement bonus which would normally require a 30th level caster. Even though the first level could never meet the DC for it, he technically has the ability, per RAW, to do so.

If I were allow a player to not meet the perquisite, there would be a cumulative +5 increase in DC per level. For instance, if a 7th level wizard wished to create a +3 sword, normally requiring a 9th level caster, he could increase the DC by 10 to do so (+5 per level, 2 levels short).

Liberty's Edge

Tels wrote:


However, you'd be hard pressed to find a GM that would allow a first level character have the ability to craft a weapon with a +10 enhancement bonus which would normally require a 30th level caster.

Actually the crafter need the enhancement bonus of the weapon (or armor) x3, not the x3 the base price modifier (or, to use another definition, the enhancement bonus + its special abilities) .

PRD wrote:
Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat.

So a 5th level (minimum level to craft a weapon), a character could potentially craft a +1 weapon with 9 points of special abilities (not that there is a lot of abilities that can be applied to a weapon or armour and have a requisite CL of 5-).

To give the weapon a +2 enhancement the crafter need to be level 6.

A 15th level crafter can build a +5 weapon with up to another 5 points of special abilities.

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

Diego Rossi wrote:
Tels wrote:


However, you'd be hard pressed to find a GM that would allow a first level character have the ability to craft a weapon with a +10 enhancement bonus which would normally require a 30th level caster.

Actually the crafter need the enhancement bonus of the weapon (or armor) x3, not the x3 the base price modifier (or, to use another definition, the enhancement bonus + its special abilities) .

PRD wrote:
Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat.

So a 5th level (minimum level to craft a weapon), a character could potentially craft a +1 weapon with 9 points of special abilities (not that there is a lot of abilities that can be applied to a weapon or armour and have a requisite CL of 5-).

To give the weapon a +2 enhancement the crafter need to be level 6.

A 15th level crafter can build a +5 weapon with up to another 5 points of special abilities.

The first part is a little confusing, and I think you meant "...the crafter's CL needs to be the enhancement bonus X3..."

You are right on what you pointed out though. The rules are clear that the enhancement bonus talked about is the bonus that actually affects attack and damage, not any of the special abilities. When crafting something with a special ability, the CL is whichever is higher between the enhancement bonus or the special ability bonus (which is also 3x the bonus, but it isn't a requirement.)

I guess just taking the +5 to the craft DC for ignoring the caster level requirement is a GM call? I mean, the wealth required will limit what can be created anyway, and looking at the wealth by level charts you really can't afford to craft or upgrade a weapon until those required caster levels are reached.

Liberty's Edge

English isn't my first language and I was writing while making breakfast.
I am not surprised it the result is far from spotless.
:p

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