So a +5 weapon for 2667 GP?


Rules Questions

51 to 100 of 146 << first < prev | 1 | 2 | 3 | next > last >>

pad300 wrote:
As a quick note to those proposing to house-rule this to death. I will note that the majority of the community who have played Staff Magi, find them if anything, underpowered.

It's just knee-jerk responses of 'omg it's overpowered'.. at the start of 3.5 a number of people came to this conclusion for the Mystic Theurge...

-James

Sczarni

Doesn't seem overpowered to me. A +5 weapon to a class that has like a +12 BAB topside isn't that bad...


Diego Rossi wrote:


1) almost any kingdom would have the needed money and would have a well pampered 4th level wizard working for them producing gems of unlimited wishes. About 1,5 millions gp and 4 years of works and the kingdom would have a gem capable to cast unlimited wishes. Even limiting it to 5 wish/day would be a good investment.

2) the FAQ say: "If he wants to make a 2nd-level pearl, the caster level has to be at least 3, as wizards can't cast 2nd-level spells until they reach character level 3. He can even try to make a 3rd-level pearl, though the minimum caster level is 5, and he adds +5 to the DC because he doesn't meet the "able to cast 3rd-level spells" requirement." so it endorse making items with a CL higher than yours, but it is a great way to unbalance the game.
The DC to make an item is easy and only adding a +5 to create something above your caster level (plus the base DC of the item CL+5) allow people to make item that are grossly overpowered...

Are you arguing that this isn't RAW or that it shouldn't be? Either way, you're going to have to argue with the devs about that.

While I agree that the magic item system isn't perfect, I disagree that it shouldn't be used (which is how I read most arguments like yours). With a few sanity checks, I think it's even usable by players with little GM oversight. For everyone else, the whole section basically says "ask your GM".

I also think you are overestimating "overpowered" magic items.

Liberty's Edge

pad300 wrote:

As a quick note to those proposing to house-rule this to death. I will note that the majority of the community who have played Staff Magi, find them if anything, underpowered. Particularly, from levels 1-7, where they get the singular benefit of the feat "Quarterstaff Master", which is a sucky feat, for sacrificing all their martial weapon proficiencies ...Even at later levels, it's a pretty iffy trade-off, as Magi find tremendous benefit in critical range. Quarterstaves have a 20/X2 critical, and cannot benefit from the keen enchantment (nor the vorpal enhancement, which normal magi get), as compared to the commonly used scimitar at 18-20/X2.

IF you gut this, you need to re-write or write-off the archetype. As it is, the current archetype, IMO, needs 2 bonus feats added, (TWF & WF Quarterstaff).

But non standard staffs (i.e. those not published in the rulebooks [and the adventures are full of not standard items, so those don't count]) are house rules.

So the CL 20 staff of shield is an house rule.

Liberty's Edge

MagiMaster wrote:
Diego Rossi wrote:


1) almost any kingdom would have the needed money and would have a well pampered 4th level wizard working for them producing gems of unlimited wishes. About 1,5 millions gp and 4 years of works and the kingdom would have a gem capable to cast unlimited wishes. Even limiting it to 5 wish/day would be a good investment.

2) the FAQ say: "If he wants to make a 2nd-level pearl, the caster level has to be at least 3, as wizards can't cast 2nd-level spells until they reach character level 3. He can even try to make a 3rd-level pearl, though the minimum caster level is 5, and he adds +5 to the DC because he doesn't meet the "able to cast 3rd-level spells" requirement." so it endorse making items with a CL higher than yours, but it is a great way to unbalance the game.
The DC to make an item is easy and only adding a +5 to create something above your caster level (plus the base DC of the item CL+5) allow people to make item that are grossly overpowered...

Are you arguing that this isn't RAW or that it shouldn't be? Either way, you're going to have to argue with the devs about that.

While I agree that the magic item system isn't perfect, I disagree that it shouldn't be used (which is how I read most arguments like yours). With a few sanity checks, I think it's even usable by players with little GM oversight. For everyone else, the whole section basically says "ask your GM".

I also think you are overestimating "overpowered" magic items.

I am arguing that the ability to overcast, especially for a paltry +5 to the difficulty, is way overpowered. With a few sanity checks by the GM and removing the ability to overcast the crafting system work fine.

If you can overcast you will have 5th level characters making oil of greater magic weapon of +5, potions of shield of faith +5 and so on, making those spell irrelevant when cast by hand.

Why NPC with a few minions to give them the time to prepare should spend money for permanently enchanted weapons and armor? Most of the time a mundane, masterwork versions would suffice against the kind of opponents they face. When those pesky adventures come knocking they would spend a few round: oil of Magic vestment +5 on armor and shield, oil of greater magic weapons +5 on the weapon, drink a potion of shield of faith +5, potion of barkskin +5: +20 point to AC, +5 to attack and damage. Just for the fun of it add a potion of improved invisibility CL 20 from his summoner friend.
Even making all of them at CL 20 to reduce the chances of someone dispelling them the cost is 15.000 gp, the same of a +3 weapon and with the added fun that if the BEEG fail the PC get nothing.

What you need to get all the above: 5th level cleric with the brew potion feat, 3rd level druid and 9th level summoner. Note that only one of them need the brew potion feat, the others can cooperate with him to craft the potions, fulfilling the requirement that one of the crafters should have the needed spell to make a potion.


Diego Rossi wrote:
pad300 wrote:

As a quick note to those proposing to house-rule this to death. I will note that the majority of the community who have played Staff Magi, find them if anything, underpowered. Particularly, from levels 1-7, where they get the singular benefit of the feat "Quarterstaff Master", which is a sucky feat, for sacrificing all their martial weapon proficiencies ...Even at later levels, it's a pretty iffy trade-off, as Magi find tremendous benefit in critical range. Quarterstaves have a 20/X2 critical, and cannot benefit from the keen enchantment (nor the vorpal enhancement, which normal magi get), as compared to the commonly used scimitar at 18-20/X2.

IF you gut this, you need to re-write or write-off the archetype. As it is, the current archetype, IMO, needs 2 bonus feats added, (TWF & WF Quarterstaff).

But non standard staffs (i.e. those not published in the rulebooks [and the adventures are full of not standard items, so those don't count]) are house rules.

So the CL 20 staff of shield is an house rule.

Why is it a houserule?

So far i thougt you only argued, that its houserule, that its easy to find crafter making this for 16000 GP.

Is it houserule to use the rules for magic creation, when PCs create themselve?


james maissen wrote:
pad300 wrote:
As a quick note to those proposing to house-rule this to death. I will note that the majority of the community who have played Staff Magi, find them if anything, underpowered.

It's just knee-jerk responses of 'omg it's overpowered'.. at the start of 3.5 a number of people came to this conclusion for the Mystic Theurge...

-James

it's not so much 'omg overpowered', but 'omg, this cheese stinks !'

I rather have something in place that flows more natural with the staff magus rather than forcing a staff devoid of flavor and inherent usefulness.

Consider players being ambushed by npcs wielding staves, they invest 800 gold to use a 20th lvl open/close cantrip, well within the allowed wealth of 2nd lvl magi. The players probably feel screwed, that is a sign of a bad 'rule'.

The magic item creation 'rules' are used as guidelines, but should not be abused by players or GMs to make cheesy items designed to game the system, the players have the same responsibility in this regard as the GM has, there is so much complaining about GMs 'cheating' their players on these boards but at the same time players are encouraged to do the same thing across the board, my opinion ofcourse.


carn wrote:
Diego Rossi wrote:
pad300 wrote:

As a quick note to those proposing to house-rule this to death. I will note that the majority of the community who have played Staff Magi, find them if anything, underpowered. Particularly, from levels 1-7, where they get the singular benefit of the feat "Quarterstaff Master", which is a sucky feat, for sacrificing all their martial weapon proficiencies ...Even at later levels, it's a pretty iffy trade-off, as Magi find tremendous benefit in critical range. Quarterstaves have a 20/X2 critical, and cannot benefit from the keen enchantment (nor the vorpal enhancement, which normal magi get), as compared to the commonly used scimitar at 18-20/X2.

IF you gut this, you need to re-write or write-off the archetype. As it is, the current archetype, IMO, needs 2 bonus feats added, (TWF & WF Quarterstaff).

But non standard staffs (i.e. those not published in the rulebooks [and the adventures are full of not standard items, so those don't count]) are house rules.

So the CL 20 staff of shield is an house rule.

Why is it a houserule?

So far i thougt you only argued, that its houserule, that its easy to find crafter making this for 16000 GP.

Is it houserule to use the rules for magic creation, when PCs create themselve?

'houserule' is a bad word in this case, the magic item creation rules are infact not rules at all, just a tool to help GMs and players estimate approximate value of items they create. The order should (imo) be :

1 think up a flavorful/cool item.
2 estimate marketprice by the guidelines given.


Diego Rossi wrote:
MagiMaster wrote:
Diego Rossi wrote:


1) almost any kingdom would have the needed money and would have a well pampered 4th level wizard working for them producing gems of unlimited wishes. About 1,5 millions gp and 4 years of works and the kingdom would have a gem capable to cast unlimited wishes. Even limiting it to 5 wish/day would be a good investment.

2) the FAQ say: "If he wants to make a 2nd-level pearl, the caster level has to be at least 3, as wizards can't cast 2nd-level spells until they reach character level 3. He can even try to make a 3rd-level pearl, though the minimum caster level is 5, and he adds +5 to the DC because he doesn't meet the "able to cast 3rd-level spells" requirement." so it endorse making items with a CL higher than yours, but it is a great way to unbalance the game.
The DC to make an item is easy and only adding a +5 to create something above your caster level (plus the base DC of the item CL+5) allow people to make item that are grossly overpowered...

Are you arguing that this isn't RAW or that it shouldn't be? Either way, you're going to have to argue with the devs about that.

While I agree that the magic item system isn't perfect, I disagree that it shouldn't be used (which is how I read most arguments like yours). With a few sanity checks, I think it's even usable by players with little GM oversight. For everyone else, the whole section basically says "ask your GM".

I also think you are overestimating "overpowered" magic items.

I am arguing that the ability to overcast, especially for a paltry +5 to the difficulty, is way overpowered. With a few sanity checks by the GM and removing the ability to overcast the crafting system work fine.

If you can overcast you will have 5th level characters making oil of greater magic weapon of +5, potions of shield of faith +5 and so on, making those spell irrelevant when cast by hand.

Why NPC with a few minions to give them the time to prepare should spend money for permanently enchanted...

Except that potions, scrolls and wands have extra rules about what is required to create them. (Also, many people would consider making a one-use wondrous item that clearly should be a potion to be circumventing the spirit of the rules.)

Try again.


MagiMaster wrote:

'houserule' is a bad word in this case, the magic item creation rules are infact not rules at all, just a tool to help GMs and players estimate approximate value of items they create. The order should (imo) be :

1 think up a flavorful/cool item.
2 estimate marketprice by the guidelines given.

The words "flavorful/cool" do not appear in magic item rules:

http://www.d20pfsrd.com/magic-items#TOC-Magic-Item-Creation

Magic item rules further seems to assume that many items can be created, which are not listed in a rule book, otherwise this:
http://www.d20pfsrd.com/magic-items#Table-Estimating-Magic-Item-Gold-Piece- Values
and the following suggestion:
"Many factors must be considered when determining the price of new magic items. The easiest way to come up with a price is to compare the new item to an item that is already priced, using that price as a guide. Otherwise, use the guidelines summarized on Table: Estimating Magic Item Gold Piece Values."

So if item is identical or similar to some item written, that is the guideline for cost. Otherwise use table, and that implies, that its RAI that many items can be created dissimilar to published items.

So for example, if one wants a use-activated item with a certain polymorph effect and a certain competence bonus, both to impress ladies in specific circumstances, coupled with a use-activated widened alarm spell (so one can apoligize oneself in time, to deal with potential assassins), then from RAI there is no reason to object such an item. Even assesing the price would not be too difficult, probably in the range of 15-25 k (the polymorph effect obviously should after activation last for a few hours, so its constant equivalent).

The only caveat vs too cheap and too powerful items, would be:
"The price of a magic item may be modified based on its actual worth." ("for adventuring purposes" i guess.)

That would suggest, that the above item should be reduced in price, as its of quite limited usefulness in normal game terms.

The price of low spell staffs should not increased by much, because as many noted, for most people such staffs are total useless, which together with high usefullness for staff magi should lead to no large adjustion of price.

Grand Lodge

MagiMaster wrote:


While I agree that the magic item system isn't perfect, I disagree that it shouldn't be used (which is how I read most arguments like yours). With a few sanity checks, I think it's even usable by players with little GM oversight. For everyone else, the whole section basically says "ask your GM".

In both Ultimate Magic and the Gamemastery Guide, Players and especially DM's are cautioned that the magic item creation system as is can lead to wonky unbalanced items if applied blindly. Every custom item made with it should be adjudicated with both a fine tooth comb and a sense of item impact, especially how it synergises with other aspects of the game.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Re: Overcasting

A possible house rule/solution would be to 'overcast' for ever step.

So for the pearl of power in the faq. 3rd level caster.

2nd level spell = normal
3rd level spell = +5
4th level spell = +10
5th level spell = +15 etc etc.

Would cut down on abuse, I think.

Now for things like Necklace of fireballs, etc. I'm not sure how you'd apply the overcast modifier. +5 for every d6 above max?

As an aside, doesn't the GM make the roll? So the player doesn't know if they've made a cursed item or not?


Diego Rossi wrote:


But non standard staffs (i.e. those not published in the rulebooks [and the adventures are full of not standard items, so those don't count]) are house rules.

So the CL 20 staff of shield is an house rule.

Incorrect.

It is RAW allowed by any 20th level caster that can cast shield that has the Craft Staff feat.

An item that gives a +2 insight bonus to AC is a 'custom item' that is within the purview of the DM to price or even disallow its existence entirely.

A ring of protection +2 with invisibility, however is not a 'custom item' but rather an item that has been 'further enchanted'.

Lastly a wand of any spell of 4th level or lower at any caster level capable of casting the spell is a standard item made from the craft wand feat.

-James


Matthew Morris wrote:


Would cut down on abuse, I think.

Why not simply keep the PCs within wealth guidelines?

This reaction to item crafting ignores that the crafter needs the cash for the item. That's the real limiting factor here,

James

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

james maissen wrote:
Matthew Morris wrote:


Would cut down on abuse, I think.

Why not simply keep the PCs within wealth guidelines?

This reaction to item crafting ignores that the crafter needs the cash for the item. That's the real limiting factor here,

James

"They're more guidelines than hard and fast rules" - Hector Barbosa.

More seriously, like the 'custom made shieldstaff' above, the WBL guidelines can be abused/broken. A 3rd level pearl of power costs 9K GP to buy. a 4th level pearl of power costs 8k GP to make.

Now IIRC, the WBL takes into account the caster crafting his own stuff. So the wizard who takes Craft Wondrus Item, is 'paying' for the 'boost' by burning a feat. (Dave the Druid had to shell out 9k GP for his pearl, Wally Wizard shells out 9k GP and gets a 4th level pearl and a first level pearl) It doesn't take into account making pearls for his cleric buddy.


Matthew Morris wrote:


"They're more guidelines than hard and fast rules" - Hector Barbosa.

If your PCs are out of whack wealth-wise then you might have issues. This has very little to do with item crafting. Rather that might just be the first place you see the signs, but the cause is the amount of wealth available.

Rather than try to make house rules to treat the symptoms, I would suggest that you deal with the root cause.

-James


"It's funny" the magic items dealer said, "There doesn't seem to be an effective difference between our 20th CL shield Wands and staves, but the staves out sell the Wands 10-1!"

While it seems to be the RAW, and essentially RAI, it does seem a little silly to have a high level caster making a crappy staff. For whatever reason there are just a ton of these low charge staves around made by wizards who could be making high powered items or battling Balors... Nah, they would rather make low powered magic items for the budget concious adventurer.


carn wrote:

Cost for staff:

20 (caster level) * 400 * 1 (spell level) /3 (for costing 3 charges)= 2667.

This seems to be RAW.

It may seem that way, but it isn't. Treating the magic item pricing formula as Rules-As-Written is itself a violation of Rules-As-Written, which explicitly names the formula as a mere guideline.

That is, you can say, "The formula as written says X", but you can't declare that result to be RAW without violating RAW.

Liberty's Edge

MagiMaster wrote:

Except that potions, scrolls and wands have extra rules about what is required to create them. (Also, many people would consider making a one-use wondrous item that clearly should be a potion to be circumventing the spirit of the rules.)

Try again.

Potions special rules:

1) the spell should be a targeted spell and shouldn't have a range of personal.

2) one of the creators should have the spell memorized but there is no rules requiring him to be the guy with the crafting feat.

3) Maximum of 3rd level spells.

No other rule that I am aware of, none of the above is relevant to the problem at hand.
so, Instead of giving a dismissive reply, find a good argument or a rule that prove me wrong, if you can.

And if the cryptic remark in the brackets is about the oil, as far as rules go, oils are potions: "Magic oils are similar to potions, except that oils are applied externally rather than imbibed."


see wrote:
carn wrote:

Cost for staff:

20 (caster level) * 400 * 1 (spell level) /3 (for costing 3 charges)= 2667.

This seems to be RAW.

It may seem that way, but it isn't. Treating the magic item pricing formula as Rules-As-Written is itself a violation of Rules-As-Written, which explicitly names the formula as a mere guideline.

That is, you can say, "The formula as written says X", but you can't declare that result to be RAW without violating RAW.

Fine, so guidelines suggest material cost is 2667 GP. What should then such a staff cost?

@Ubercroz
As pointed out above, lower level casters can make CL 20 staffs. That lower level caster would have the boring incentive to make money. 500 GP pre taxes per day is nice income. Remember lev 15 NPCs have just a wealth of 50000 GP earning 2500 GP by sitting down and making a stupid staff for some strange staff magus is a now-brainer then. One could also get Bill gates to work as software developer or George Soros to work as investment manager for 3 days, if they got payed 5% of their wealth (which would a few billions).

Even for level 20 chars (159 k GP wealth) 500 GP a day is ok, if nothing else to do.

The lousy wealth of NPCs ensures that NPCs would be mostly satisfied by simply being paid. They would not care much if what they made looked like useless crap.


@carn, I agree with your point, but you've misquoted. Remco Sommerling said that, not me. (Ninjad: this applies to your previous post.)

@LazarX, I'm well aware of that. My point is that I feel that the existing guidelines are fine in 95% of cases, and there are some additional guidelines that can be added that fix another 95% of cases. I also feel that those last few cases do not break the game nearly as badly as most people fear.

@Diego Rossi, so who's the 20th level caster here? And the "cryptic" remark was about making a pearl of cure light wounds or something similar just to get around the potion rules.


1 person marked this as a favorite.
Diego Rossi wrote:

Potions special rules:

1) the spell should be a targeted spell and shouldn't have a range of personal.

2) one of the creators should have the spell memorized but there is no rules requiring him to be the guy with the crafting feat.

3) Maximum of 3rd level spells.

No other rule that I am aware of, none of the above is relevant to the problem at hand.
so, Instead of giving a dismissive reply, find a good argument or a rule that prove me wrong, if you can.

And if the cryptic remark in the brackets is about the oil, as far as rules go, oils are potions: "Magic oils are similar to potions, except that oils are applied externally rather than imbibed."

Per the D20SRD

Quote:

Caster Level (CL): The next item in a notational entry gives the caster level of the item, indicating its relative power. The caster level determines the item's saving throw bonus, as well as range or other level-dependent aspects of the powers of the item (if variable). It also determines the level that must be contended with should the item come under the effect of a dispel magic spell or similar situation.

For potions, scrolls, and wands, the creator can set the caster level of an item at any number high enough to cast the stored spell but not higher than her own caster level. For other magic items, the caster level is determined by the item itself.

Potions, scrolls, and wands are specifically excluded from overcasting. Anyone trying to make a "Wonderous Item" that is really just a scroll or wand is rules-lawyering.

I think the "Overcasting" per the FAQ was intended just for lower level characters trying to create higher level items, like a level 15 trying to make a Luckblade (CL 17 to make), not a level 15 trying to make a level 20 scroll. But I could be wrong.


see wrote:


It may seem that way, but it isn't. Treating the magic item pricing formula as Rules-As-Written is itself a violation of Rules-As-Written, which explicitly names the formula as a mere guideline.

That is, you can say, "The formula as written says X", but you can't declare that result to be RAW without violating RAW.

You are confusing the table of suggested prices which pertains to the *DM* making up a new magic item, with the formula for pricing staves which is part of the *PC* crafting a staff.

The former would be making a +2 insight bonus to AC item. The DM may decide to price this higher than the table suggests, or might decide that such simply do not exist period.

The later is simply a PC using his craft staff feat.

Two different things,

James


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Carn,

you realized that it probably wouldn't take long for your enemies to know what your staff was, right? (Detect Magic in the Inn, from previous fights, from tales, etc...)

And that your staff is a single 15 points of damage from being destroyed? (5 hardness, 10 hit points)

If your GM is comfortable with the idea of the staff, go for it.
If your GM isn't comfortable with it (or if the other players aren't), I would suggest not trying to game the system as hard as you appear to be. GMs have an infinite way of expressing their ire.

Also, you have to be 11th level to be able to do this yourself, as the Craft Staff feat has a pre-requiste of being 11th level.


One thing I think seems to be getting ignored is. One of the key rules for figuring out cost is compare the item you want to make to existing items. What mattress is how valuable the item is to the person making it.

Liberty's Edge

MagiMaster wrote:

@carn, I agree with your point, but you've misquoted. Remco Sommerling said that, not me. (Ninjad: this applies to your previous post.)

@LazarX, I'm well aware of that. My point is that I feel that the existing guidelines are fine in 95% of cases, and there are some additional guidelines that can be added that fix another 95% of cases. I also feel that those last few cases do not break the game nearly as badly as most people fear.

@Diego Rossi, so who's the 20th level caster here? And the "cryptic" remark was about making a pearl of cure light wounds or something similar just to get around the potion rules.

Naedre pointed out the piece I had forgot for potions, not that it resolve the overcast problem as a low level caster can still make a whetstone of magic weapon usable unlimited times every day and he can set it at whatever caster level he like, from 5 to 20.

Note that the rule Naedre cited is in the Brew potions feat description, not in the rules about making magic items. Something the fragmentation of the rules is a problem.

Your comment is still not useful without the cited rule and still speaking of arguments I haven't used. I have made no example with single use items created as wondrous magic item to avoid the potions limits. Even if that, by RAW, is possible and a few items doing exactly that exist.


carn wrote:
see wrote:
carn wrote:

Cost for staff:

20 (caster level) * 400 * 1 (spell level) /3 (for costing 3 charges)= 2667.

This seems to be RAW.

It may seem that way, but it isn't. Treating the magic item pricing formula as Rules-As-Written is itself a violation of Rules-As-Written, which explicitly names the formula as a mere guideline.

That is, you can say, "The formula as written says X", but you can't declare that result to be RAW without violating RAW.

Fine, so guidelines suggest material cost is 2667 GP. What should then such a staff cost?

My judgment as a GM is that a character can expect to pay 50,000 gp for it or 25,000 gp to make it, since its only actual purpose is to be a +5 staff for staff magi. Beyond my judgment as a GM, it doesn't have a price or cost, because there are no rules for the price, only guidelines for the GM to adjudicate.

james maissen wrote:
You are confusing the table of suggested prices which pertains to the *DM* making up a new magic item, with the formula for pricing staves which is part of the *PC* crafting a staff.

Even if you think that's RAI, the RAW in that chapter does not support the GM-player pricing distinction you are trying to make. Which brings us back there being no RAW price.


Mistwalker wrote:


And that your staff is a single 15 points of damage from being destroyed? (5 hardness, 10 hit points)

While holding it, its a +5 staff, so its more durable then. When lying on the ground during camping in the moment the ambush fireball flies in, its 5 hardness, 10 hp. And?

Thats a disadvantage that comes with the price.

@Mojorat
Thats the crucial question, rules say usefulness should be priced in, but usefulness to whom?

Based on usefulness adding a mule cord enchantment to a neck slot item for a halfling dervish dance feat scimitar fighter, should cost a lot more than 1500 GP. Yet in the thread discussing a str 5, dex 20 halfling dervish dance scimitar char no one suggested, that the price is wrong. And that although its of awesome usefulness to such halfling, as then he finally with dervish dance can dumb his str into oblivion, with only drawback of str poisons. Without mule cord the char cannot work as he cannot wear celestial armor and carry a scimitar.

For a normal char mule cord is of marginal usefulness. For a str dumbed its worth 3 or 4 times the GP price. Which char for price reference?

Or changing prices with different group setups?


@Mojorat, How can you have an internally consistent world where the price for components for an item changes depending on how much the maker wants that item? That's like saying the price for earring wires goes up if your ears are pierced. It just makes no sense to me regardless of how it effects game balance.

@Diego, I mentioned the wondrous items preemptively because it's not uncommon for one-use wondrous items to come up in such a discussion, not because you had mentioned them.

Your whetstone, on the other hand, would cost 30,000 gp and would grant one weapon a +5 for 20 hours at a time. (There are many details the table doesn't cover. I can see allowing this to effect more than one weapon at once. I can also see the opposite case.) A wizard could spend nearly all of his wealth and make one of these at level 6, but it's unlikely anyone will have one until level 8 or 9. The targeted weapon is not actually enchanted though and could easily be dispelled.


see wrote:
carn wrote:


Fine, so guidelines suggest material cost is 2667 GP. What should then such a staff cost?

My judgment as a GM is that a character can expect to pay 50,000 gp for it or 25,000 gp to make it, since its only actual purpose is to be a +5 staff for staff magi. Beyond my judgment as a GM, it doesn't have a price or cost, because there are no rules for the price, only guidelines for the GM to adjudicate.

So a +3 natural armor + mules cord neckband costs for a str 5 dervish dance feat halfling 18000 (+3 natural armor) + 96000 gold (as he is using the mules cord to have a str 13 or +8 for the only purpose where str matters to him, namely carrying)?

Liberty's Edge

MagiMaster wrote:


@Diego, I mentioned the wondrous items preemptively because it's not uncommon for one-use wondrous items to come up in such a discussion, not because you had mentioned them.

Your whetstone, on the other hand, would cost 30,000 gp and would grant one weapon a +5 for 20 hours at a time. (There are many details the table doesn't cover. I can see allowing this to effect more than one weapon at once. I can also see the opposite case.) A wizard could spend nearly all of his wealth and make one of these at level 6, but it's unlikely anyone will have one until level 8 or 9. The targeted weapon is not actually enchanted though and could easily be dispelled.

I forgot to put "greater" in the text. It was 3.00 am.

Its price would be 120.000. You place it in the courtyard of a castle and order every soldier to use it on their weapons for 1 round when they wake up. You will have a your full garrison armed with +5 weapons for 20 hours every day.

It cost as much as giving 400 soldiers masterwork items, something that you see in several major cities.

Liberty's Edge

Nadre, your citation rise a interesting questions:

Why staffs don't have the same limitation of the wands? it is RAi to have wand capped at your actual caster level while staffs have an unlimited caster level?

for staff pricing, another interesting titbit:

PRD wrote:
Not all items adhere to these formulas. First and foremost, these few formulas aren't enough to truly gauge the exact differences between items. The price of a magic item may be modified based on its actual worth. The formulas only provide a starting point. The pricing of scrolls assumes that, whenever possible, a wizard or cleric created it. Potions and wands follow the formulas exactly. Staves follow the formulas closely, and other items require at least some judgment calls.

It say closely, while for scroll and wands it say exactly.

Pretty important distinction.


carn wrote:
see wrote:
carn wrote:


Fine, so guidelines suggest material cost is 2667 GP. What should then such a staff cost?

My judgment as a GM is that a character can expect to pay 50,000 gp for it or 25,000 gp to make it, since its only actual purpose is to be a +5 staff for staff magi. Beyond my judgment as a GM, it doesn't have a price or cost, because there are no rules for the price, only guidelines for the GM to adjudicate.

So a +3 natural armor + mules cord neckband costs for a str 5 dervish dance feat halfling 18000 (+3 natural armor) + 96000 gold (as he is using the mules cord to have a str 13 or +8 for the only purpose where str matters to him, namely carrying)?

And for a TWF rogue with non-dumbed char and UMD a wand of shield level 1 costs 8000 Gold?

Because for him it replaces a +2 animated shield although only 50 times and with standard action activation instead of move action, but for 10 rounds instead of 4 and more handy and better to hide, so half price of a +2 animated shield (+4 shield= 16000 GP)?

You see, the moment you start including usefulness for specific characters in pricing, the prices are suddenly completly uncertain, because many cheap priced items replace for specific characters something for which the only other solution would be a more expensive item.

And what about pricing of items that give chars abilities, which they could not have otherwise and which make the difference between death and glory?

I am thinking about wands of cure light wounds for a lev 10 party made of a wizard, fighter, summoner and ranger. With CLW wand the party is fine and can go on. Without CLW wand its toast. So the level 1 CLW wand for this party effectively replaces the cost for dragging a low level cleric along and keeping him alive. Low level cleric takes probably 5% of loot and has to resurrected at end of each adventure.
Raise dead+ 2 restoration costs 7000 GP, the loot per adventure is prabably 100000 GP in total, so a CLW wand should cost 6000 (2 CLW wands replacing the low level cleric per adventure), though i would suggest a trippling, because its far more convenient thatn the low level cleric and far easier to hide. Am i a good GM?


Diego Rossi wrote:
PRD wrote:
Not all items adhere to these formulas. First and foremost, these few formulas aren't enough to truly gauge the exact differences between items. The price of a magic item may be modified based on its actual worth. The formulas only provide a starting point. The pricing of scrolls assumes that, whenever possible, a wizard or cleric created it. Potions and wands follow the formulas exactly. Staves follow the formulas closely, and other items require at least some judgment calls.

It say closely, while for scroll and wands it say exactly.

Pretty important distinction.

The wording is unclear, either for some items the formulas are exact or the prices are just a starting point. First saying the price of (any) magic item may be modified on its actual worth and table is just a starting point and then saying for these items its exact, is contradictory.

Furthermore "closely" would suggest, that the CL 20 shield staff should cost 10 k GP or less, as its table price is 5334 GP and "closely" suggest that anything beyond doubling is not RAI.


@Diego

Now, after you have come up with a price from the guidelines, the next "rule" is to look to current magic items already priced to see if your new item fits...

Scabbard of Vigor. 1,800 gp. 1x a day you can imbue a +4 to a single weapon for 1 round.

Good luck trying to get that whetstone past pretty much any DM.

Staves have pretty specific pricing rules. They are not the same as the guidelines laid out in the creating magic items table, but are still just as open to abuse (specifically when talking about the number of uses off the staff per cast).

What I would ask my table of players would be, is there ever a good reason to make a 1st level spell cast from a staff use more than 1 charge when just considering game balance? The answer is pretty much always no (notable exceptions aside)... therefore, at my table, no first level spell will use more than 1 charge from a staff (unless of course the creator can give good reason for such). If you remove the archtype from the discussion, and create the staff as if it was going to be used in a normal way, it should make sense. Even if that is a 20th level staff that just casts Shield at 1 charge per cast.

That is my take on it anyways.


Thanks to ARG, Samsaran clerics and druids can have a +5 holy weapon with a magic circle against evil for 1 round/level for a fourth level spell. That's at 7th level.
Yes, it is super cheesy but it does put the staff magus in to a context where this feature doesn't look so good.
And really, staff magi need this. They don't get the feature until 10th level and it really is the only thing the archetype has going for it - it is otherwise just a nerfed magus.

Liberty's Edge

An archetype that "need" a +5 weapon with further powers that can be upgraded by another few points worth of enhancements to be "on par" when other classes have a +3 weapon counting all the enchantments has problems that can't be fixed by this kind of rule bending.


Diego Rossi wrote:
An archetype that "need" a +5 weapon with further powers that can be upgraded by another few points worth of enhancements to be "on par" when other classes have a +3 weapon counting all the enchantments has problems that can't be fixed by this kind of rule bending.

Please, its not rule bending to first assume prices as suggested by tables and formulas. The rules themselves suggest to start with these prices. It might be broken, but using the rules in the usual way (here using table costs to estimate item cost and availability) is certainly not rule bending.


carn wrote:
see wrote:
carn wrote:


Fine, so guidelines suggest material cost is 2667 GP. What should then such a staff cost?

My judgment as a GM is that a character can expect to pay 50,000 gp for it or 25,000 gp to make it, since its only actual purpose is to be a +5 staff for staff magi. Beyond my judgment as a GM, it doesn't have a price or cost, because there are no rules for the price, only guidelines for the GM to adjudicate.

So a +3 natural armor + mules cord neckband costs for a str 5 dervish dance feat halfling 18000 (+3 natural armor) + 96000 gold (as he is using the mules cord to have a str 13 or +8 for the only purpose where str matters to him, namely carrying)?

Part of the judgment call on the shield staff is there is no other coherent use for it. Nobody other than a staff magus would ever have any reason to want one as described, when cheaper alternatives are easy to acquire. On the other hand, there are plenty of characters who would benefit from a hybrid amulet/muleback cords.

Second, there are plenty of foreseeable circumstances where, in fact, encumbrance is not the only benefit the character would get from generalized strength, making the muleback cord limitation meaningful. (Hey! The enemy isn't in melee range and you can't close! Hey, the scimitar was sundered! Hey, you need to make a Climb check, or a Swim check! Hey, the shadow just hit you for 6 points of Strength damage!)

But most importantly, you're missing the basic point. There's a reason why pricing isn't done by rule, but rather just guidelines for GM judgment. Any simple, consistent rule for magic item pricing will give ridiculous results. That attempting to extract a extract a reasonably simple, consistent rule from a particular a judgment call will give ridiculous results isn't evidence the judgment call was wrong — it merely proves you've made the mistake of trying to extract and then apply a simple, consistent rule to magic item pricing.

Mighty Squash wrote:
And really, staff magi need this. They don't get the feature until 10th level and it really is the only thing the archetype has going for it - it is otherwise just a nerfed magus.

Which, incidentally, is another judgment call that can't be neatly encapsulated in a simple rule. Which is why there are no rules for magic item pricing, just guidelines to assist in judgment.


carn wrote:
Diego Rossi wrote:
PRD wrote:
Not all items adhere to these formulas. First and foremost, these few formulas aren't enough to truly gauge the exact differences between items. The price of a magic item may be modified based on its actual worth. The formulas only provide a starting point. The pricing of scrolls assumes that, whenever possible, a wizard or cleric created it. Potions and wands follow the formulas exactly. Staves follow the formulas closely, and other items require at least some judgment calls.

It say closely, while for scroll and wands it say exactly.

Pretty important distinction.

The wording is unclear, either for some items the formulas are exact or the prices are just a starting point. First saying the price of (any) magic item may be modified on its actual worth and table is just a starting point and then saying for these items its exact, is contradictory.

Furthermore "closely" would suggest, that the CL 20 shield staff should cost 10 k GP or less, as its table price is 5334 GP and "closely" suggest that anything beyond doubling is not RAI.

Potions, scrolls and the like are straightforward items, they cast spells at a set casterlvl a set number of times. Other items are harder to evaluate since they cant easily be evaluated by spell level and/or have multiple powers. So it is not as contradictory as you might think.

Your suggested staff differentiates from other staves significantly, I believe the cl of the item should in a way reflect it's actual power so I'd not allow it to be made at a lvl over 8 by that basis alone, a lvl 1 spell draining 3 charges is weird, as is only having a single spell, having multiple uses is a trademark of staves. None of it is raw but it just doesn't compare to other items of it's kind, just on that basis alone I would not allow it.

I'd not consider a staff without at least a lvl 7 spell and 20 spell levels worth of spells to have cl 20 for instance.


see wrote:
carn wrote:


So a +3 natural armor + mules cord neckband costs for a str 5 dervish dance feat halfling 18000 (+3 natural armor) + 96000 gold (as he is using the mules cord to have a str 13 or +8 for the only purpose where str matters to him, namely carrying)?

Part of the judgment call on the shield staff is there is no other coherent use for it. Nobody other than a staff magus would ever have any reason to want one as described, when cheaper alternatives are easy to acquire. On the other hand, there are plenty of characters who would benefit from a hybrid amulet/muleback cords.

Did you ever see a melee char with a hybrid amulet/muleback?

No melee char ever needs a muleback cord because they boost str.

And following your logic it means that items useful to many are to be low priced, while items useful for few are to be high priced. Whats the logic behind?

see wrote:


Second, there are plenty of foreseeable circumstances where, in fact, encumbrance is not the only benefit the character would get from generalized strength, making the muleback cord limitation meaningful. (Hey! The enemy isn't in melee range and you can't close! Hey, the scimitar was sundered! Hey, you need to make a Climb check, or a Swim check! Hey, the shadow just hit you for 6 points of Strength damage!)

And there are plenty of foreseeable circumstances, where the staff sucks:

-disarm, giant accidentally steps on it
-ambush with area attack especially asleep(prior ambush normally the staff is not wielded, tehrefore no bonus, asleep not even on body)
-dropping staff due to unconsciousness, giant steps on it
-other people cannot use the staff as magic weapon (this can be crucial if other good magic weapons are unavailable)

see wrote:


But most importantly, you're missing the basic point. There's a reason why pricing isn't done by rule, but rather just guidelines for GM judgment.

And you miss the point, that you do not suggest what the GM judgement should be based upon. A CLW wand for a cleric lacking party?

Should in terms of usefulness have increased price, at least 6000 GP instead of suggested 750 GP. Furthermore the party just like the staff magus tries to screw the spirit of the game by skipping healer characters.

A staff of resurection, restoration and CLW for a party with just a bard as healer char?
Forget ever being able to pay the usefullness price tag.

You cannot bring forth any argument, why these judgements would be correct or wrong. As soon as individual usefullness and not general usefulness causes a price increase, the prices are entirely and completely fluid as individual usefullness varies widely from PC to PC and party to party.

If overall usefullness is used to gauge price adjustment (e.g. then the wheatstone +5 above might be too low priced at 120000 because it effictively provideds whole companies with +5 weapons), then there is no reason to increase price of staff much, as its overall usefullness is low.

Liberty's Edge

Remco Sommeling wrote:

Potions, scrolls and the like are straightforward items, they cast spells at a set casterlvl a set number of times. Other items are harder to evaluate since they cant easily be evaluated by spell level and/or have multiple powers. So it is not as contradictory as you might think.

Your suggested staff differentiates from other staves significantly, I believe the cl of the item should in a way reflect it's actual power so I'd not allow it to be made at a lvl over 8 by that basis alone, a lvl 1 spell draining 3 charges is weird, as is only having a single spell, having multiple uses is a trademark of staves. None of it is raw but it just doesn't compare to other items of it's kind, just on that basis alone I would not allow it.

I'd not consider a staff without at least a lvl 7 spell and 20 spell levels worth of spells to have cl 20 for instance.

A staff with one spell is a kind of repurposed wand. You get less charges but you can recharge it. AFAIK there is no staff in all the rulebook with only 1 spell in it.

Liberty's Edge

carn wrote:

nd there are plenty of foreseeable circumstances, where the staff sucks:

-disarm, giant accidentally steps on it
-ambush with area attack especially asleep(prior ambush normally the staff is not wielded, tehrefore no bonus, asleep not even on body)
-dropping staff due to unconsciousness, giant steps on it

I don't see any difference with any other +5 weapon.

- disarmed: you aren't wielding your +5 falchion
- ambush, your +5 falchion is in his scabbard
- dropping your +5 falchion due to being unconscious, you aren't wielding it.

carn wrote:


-other people cannot use the staff as magic weapon (this can be crucial if other good magic weapons are unavailable)

Your enemies can't pick up your +5 staff and use it against you while they can pick up the +5 falchion and use it. I am not sure it is a drawback.


Remco Sommeling wrote:


Potions, scrolls and the like are straightforward items, they cast spells at a set casterlvl a set number of times. Other items are harder to evaluate since they cant easily be evaluated by spell level and/or have multiple powers. So it is not as contradictory as you might think.

Staffs are pretty straightforward either, they cast spells at PCs caster level or CL of staff, whichever is higher, and use charges and are rechargeable. What is not straightforward about that?

Remco Sommeling wrote:


Your suggested staff differentiates from other staves significantly, I believe the cl of the item should in a way reflect it's actual power so I'd not allow it to be made at a lvl over 8 by that basis alone, a lvl 1 spell draining 3 charges is weird, as is only having a single spell, having multiple uses is a trademark of staves.

Great, then give it also unerred strike, its then a 10666 GP buy price and 5333 GP create price.

And a level 1 spell draining 3 charges is not weird, if the person expects drawn out encounters every few days, the shield lasting 20 mins will be very useful and can be recharged. A level 20 shield scroll costs 1000 GP for one use. A staff of shield would be much preferably in that case.

And with unerred strike lev 20 one can get a decent increase in crit chance, again rechargeable. Actually this ability will probably be used often by a staff magi as +7 crit confirmation is very useful.

Remco Sommeling wrote:


None of it is raw but it just doesn't compare to other items of it's kind, just on that basis alone I would not allow it.

So any item that has no comparable item should have price tag increase?

(I am still looking for the criterias that should be applied if price from table is not used. So far the criteria seems to be " If GM thinks it should be more expensive, then it should have increased price.")

Remco Sommeling wrote:


I'd not consider a staff without at least a lvl 7 spell and 20 spell levels worth of spells to have cl 20 for instance.

Why lvl 7 and not lvl 6 or 8? Or 15 spell levels or 25?


Diego Rossi wrote:
carn wrote:

nd there are plenty of foreseeable circumstances, where the staff sucks:

-disarm, giant accidentally steps on it
-ambush with area attack especially asleep(prior ambush normally the staff is not wielded, tehrefore no bonus, asleep not even on body)
-dropping staff due to unconsciousness, giant steps on it

I don't see any difference with any other +5 weapon.

- disarmed: you aren't wielding your +5 falchion
- ambush, your +5 falchion is in his scabbard
- dropping your +5 falchion due to being unconscious, you aren't wielding it.

When the +5 falchion is dropped and receives damage (e.g. giant stepping on it), it still is a +5 falchion having a hardness 10 points higher and 50 extra HP.

The not wielded staff on the other hand has hardness 5 and hit points 10, so giants trample will crush it and the ambushed fireball will burn it.


carn wrote:
Staffs are pretty straightforward either, they cast spells at PCs caster level or CL of staff, whichever is higher, and use charges and are rechargeable. What is not straightforward about that?

Well staves grow with the character level and ability (ability mod/feats), they have a recharge function making them permanent and charged items at the same time, they allow multiple abilities with possibly different cost and power levels. All that makes them considerably less straightforward.

carn wrote:

Great, then give it also unerred strike, its then a 10666 GP buy price and 5333 GP create price.

And a level 1 spell draining 3 charges is not weird, if the person expects drawn out encounters every few days, the shield lasting 20 mins will be very useful and can be recharged. A level 20 shield scroll costs 1000 GP for one use. A staff of shield would be much preferably in that case.

And with unerred strike lev 20 one can get a decent increase in crit chance, again rechargeable. Actually this ability will probably be used often by a staff magi as +7 crit confirmation is very useful.

I'd not allow any power at all for multiple charges if there isnt a power costing 1 charge, I'd expect a power to be more powerful to cost more charges. Too cheesy for my tastes.

Unerring strike is nice though arguably a staff is a terrible weapon for crit related spells.

carn wrote:

So any item that has no comparable item should have price tag increase?

(I am still looking for the criterias that should be applied if price from table is not used. So far the criteria seems to be " If GM thinks it should be more expensive, then it should have increased price.")

Items that are not comparable to other items doing something for which there is no precedent should be very carefully considered at least, what I was saying is that I would not allow this staff not that I'd increase the pricetag.

I do think the GM is supposed to judge custom made items yes, denying it, offering suggested changes or accepting it as is.

carn wrote:
Why lvl 7 and not lvl 6 or 8? Or 15 spell levels or 25?

A rough guideline, considering a staff with relatively few spells. In effect I'd base the maximum allowed CL on the cost of the staff, though I know we do not agree since the sole purpose is to make a staff that gets you a cheaper weapon rather than a staff.

I feel like it is supposed to combine the staff function with the weapon function, allowing for a powerful staff to double as an effective weapon, your suggestion loses the staff function almost entirely, it makes a powerful staff undesirable to wield because you can cheese it better.


Remco Sommeling wrote:

I feel like it is supposed to combine the staff function with the weapon function, allowing for a powerful staff to double as an effective weapon, your suggestion loses the staff function almost entirely, it makes a powerful staff undesirable to wield because you can cheese it better.

With the staffs in books (which were all designed with never the staff magus in mind) the staff magus ability is very bad.

E.g. caster level 8 staffs cost 17000-30000. Enchanting such a staff as a +2 weapon costs 4000. So staff magus ability gives a price discount of 10-20%. Thats practically useless. (And i think there are +X staffs, so no argument that such an item would be too unusal to allow)

CL 12 staffs are 60K+ so a discount of 20%.

CL 16 staffs are 200k+, so a discount of 10%.

And no CL20 staffs available.

And that discount only shines if the spells are something worth that price, which for many staffs is not true, often because magus does not have respective spells.

So this ability only useful, if a staff can be made, tailored towards what the magus needs. Otherwise the staff magus is bad and would be better of simply buying a +X staff instead of staffs with spells.

Take for example staff of of defense (cheapest CL 12+ staff i found):

http://www.d20pfsrd.com/magic-items/staves/staff-of-defense

Buying a +3 staff would cost 18 K, so 44 K spent to be able to cast shield other or shield of faith on average once a day. Sounds like a bad deal, better buy a +5 staff.

So at minimum a staff magus needs to be able to purchase staffs tailored to his needs, otherwise its a useless ability, as buying a simply enchanted weapon is far cheaper. Maybe it makes sense to have certain price limits (e.g. no CL 20 staff below 50 K, no CL 16 staff below 35 k, no CL 12 staff below 20 K), but except for that staff design should be free.


E.g. the following staff should be ok:

CL 12th
battering blast 1 charge
shield 5 charges

costs 25120 GP, serves as +3 weapon and gives access to a nice 3rd level spell magus otherwise has problems to cast.

But with this staff one could probably again argue that the structure "1 spell nice for magus to have, 1 crappy spell so magus can have access" is so unstylish and so dissimilar to the (for the magus totally useless) standard staffs, that GM should not allow it.

(Though talking about overpowered things, this spell looks overpowered. At level 10 its already very likely bull rush with 10d6 force damage without save and at lev 15 its guranteed bull rush with 15d6 force.)


let the poor Staff Magus have this ability/item, that archetype is pretty useless without it, and even barely worth with it


1 person marked this as a favorite.
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
carn wrote:

When the +5 falchion is dropped and receives damage (e.g. giant stepping on it), it still is a +5 falchion having a hardness 10 points higher and 50 extra HP.

The not wielded staff on the other hand has hardness 5 and hit points 10, so giants trample will crush it and the ambushed fireball will burn it.

Where are you getting that Magus' ability adds in an extra 10 hardness and 50 extra hit points?

"At 10th level, a staff magus treats any magical staff he is wielding as a magical quarterstaff with an enhancement bonus to attack and damage equal to the staff’s caster level divided by 4 (minimum +1). The staff must have at least 1 charge for the magus to use this ability."

Are you contending that when Staff Magus picks up a staff there is flare of magic hardening the staff? When I read the above, I took it to mean that the Magus could use the magic of the staff to enhance their attacks and damage, not that the mere touch of a Magus would suddenly enhance the structure of the staff.

I have always understood that the extra hardness and hit points comes from the permanent enhancement of the weapon. That temporary enhancements do not provide anything more than what is explicitly stated.

The closest spell for this is Greater Magic Weapon. From what I am getting from your interpretation, this spell would also add in hardness and hit points? If not, why not, it seems to be the same case?

Out of curiosity, do you believe that the above ability also allows the staff to bypass damage reduction?

51 to 100 of 146 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / So a +5 weapon for 2667 GP? All Messageboards

Want to post a reply? Sign in.