How to Upgrade Your Gear in PFS.


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Liberty's Edge 4/5 5/5

ezrider23 wrote:
Q.1 I have a +1 Adamantine Nodachi, can i add the "Called" property to it and what would the cost be? I'm not looking to make it a +2 weapon but would like to keep it at a +1 Called Adamantine Nodachi.

Called is a +1 equivalent ability, so the cost would be the same as increasing the bonus from +1 to +2.

Presumably you paid 5360 gp for your weapon. Adding the called ability would cost an additional 6000 gp. However, you must have the Fame score for the full weapon cost of 11360 gp, i.e. 27 Fame.

Grand Lodge

2 people marked this as a favorite.

If I add Called to Armor Spikes, does the Armor come with it?

Sczarni 5/5 5/55/5 ***

If it does, I'd imagine you'd be left holding the spikes in your hand, and you'd still have to spend the time to equip your armor.

Shadow Lodge 4/5 5/55/55/55/5 ***** Contributor

Odd question... I know that upgrading named armor/weapons is not legal, but if the item's description allows it, does that supercede the general rule?

Specifically - Equestrian Plate

Equestrian Plate wrote:

Shined to a mirror finish, this suit of +2 full plate is decorated with gold inlay. As a move action when the wearer is mounted, the plates of the armor expand and reposition to protect the wearer’s mount. In this form, the armor becomes a suit of +2 banded mail for the wearer and a suit of +1 banded mail barding worn by the mount. A second move action merges it back into +2 full plate. Equestrian plate cannot transform and protect a mount more than one size larger than its wearer or a creature that cannot wear barding. It can create exotic barding, however, such as for a griffon or dragon.

If extra enhancements or spells are placed upon equestrian plate in full plate form, they affect only the wearer’s armor when the suit is split. Effects on the barding are suppressed when it is merged into the armor. If either suit of armor is broken while separated, the other half immediately gains the broken condition as well. Destroying one suit destroys the other as well.

Thanks for any thoughts on this.

1/5

CanisDirus wrote:

Odd question... I know that upgrading named armor/weapons is not legal, but if the item's description allows it, does that supercede the general rule?

Specifically - Equestrian Plate

Equestrian Plate wrote:

Shined to a mirror finish, this suit of +2 full plate is decorated with gold inlay. As a move action when the wearer is mounted, the plates of the armor expand and reposition to protect the wearer’s mount. In this form, the armor becomes a suit of +2 banded mail for the wearer and a suit of +1 banded mail barding worn by the mount. A second move action merges it back into +2 full plate. Equestrian plate cannot transform and protect a mount more than one size larger than its wearer or a creature that cannot wear barding. It can create exotic barding, however, such as for a griffon or dragon.

If extra enhancements or spells are placed upon equestrian plate in full plate form, they affect only the wearer’s armor when the suit is split. Effects on the barding are suppressed when it is merged into the armor. If either suit of armor is broken while separated, the other half immediately gains the broken condition as well. Destroying one suit destroys the other as well.

Thanks for any thoughts on this.

In normal games, you can add additional properties (subject to DM approval). The inability to upgrade is a PFS specific campaign rule; the the best of my knowledge, the only way to overrule this is another campaign specific rule.

Scarab Sages 2/5 5/5 *

Looking thorough this whole thread, I saw mention that elven chain CAN be enchanted/upgraded, as it is a non-magical (mundane) item, though named. This is still true I presume?
Also, due to it's specially crafted property allowing it to be treated as light armor, wouldn't it make a better baseline for consideration of attempting to upgrade it to celestial armor, which shares that ability?

3/5

Can I upgrade a cracked ioun stone to a flawed one of the same type, or a flawed one to a normal one?

5/5

1 person marked this as a favorite.
Ring_of_Gyges wrote:
Can I upgrade a cracked ioun stone to a flawed one of the same type, or a flawed one to a normal one?

No

Silver Crusade 2/5

1 person marked this as a favorite.
Y. Duskwalker wrote:

Looking thorough this whole thread, I saw mention that elven chain CAN be enchanted/upgraded, as it is a non-magical (mundane) item, though named. This is still true I presume?

Also, due to it's specially crafted property allowing it to be treated as light armor, wouldn't it make a better baseline for consideration of attempting to upgrade it to celestial armor, which shares that ability?

Mike Brock responded to me directly on this question. Yes, you can enchant non-magical specific armors, including elven chain. Celestial Armor, however is magical, and so can not be further enhanced.

Lantern Lodge 3/5

Y. Duskwalker wrote:

Looking thorough this whole thread, I saw mention that elven chain CAN be enchanted/upgraded, as it is a non-magical (mundane) item, though named. This is still true I presume?

Also, due to it's specially crafted property allowing it to be treated as light armor, wouldn't it make a better baseline for consideration of attempting to upgrade it to celestial armor, which shares that ability?

You can enchant non-magical unique armor like the elven chain.

However, celestial armor must be purchase as is and cannot be "upgraded" into:

Michael Brock wrote:
There is no upgrade path to achieve Celestial Armor.

Original post is on page 3 of this thread, about 9 post down.


I didn't see it referenced in the top post so I was curious, can
Shifter's Headband be upgraded from +2 to +4 and 6 in PFS?

Sczarni 5/5 5/55/5 ***

The first post in this thread wrote:
Wondrous items whose names include a +X value (such as bracers of armor, headband of vast intelligence, amulet of might fists, etc.) may also be upgraded following the rules for upgrading magical items on page 19 of the Guide to Pathfinder Society Organized Play.


Nefreet wrote:

As you can see from HERE, HERE, HERE, and HERE, and in many other threads, this is most certainly a Frequently Asked Question.

Let's not bog down this thread with it.

For the record the Official answer to that question is in the third link, This One. Post #97 and 98. You use the normal non-mithril weight to calculate the price for a mithril item.

Peet

Sczarni 5/5 5/55/5 ***

It was actually added to the FAQ in October last year.

*grins*

5/5 *****

A quick question about purchasing rather than upgrading. Can you purchase potions or scrolls with higher than normal Caster Level, paying the appropriate price and meeting the fame requirements of course.

Could I, for example, buy a Scroll of Barkskin with a CL of 12 so it will last 2 hours and grant +5 natural armour?

5/5

andreww wrote:

A quick question about purchasing rather than upgrading. Can you purchase potions or scrolls with higher than normal Caster Level, paying the appropriate price and meeting the fame requirements of course.

Could I, for example, buy a Scroll of Barkskin with a CL of 12 so it will last 2 hours and grant +5 natural armour?

Not unless you find it on a chronicle sheet.

All items are considered to be purchased at the minimum caster level for the applicable spells.

EDIT: Also, all magic items are considered to be created by a cleric, druid or wizard, unless the requisite spell does not fall on any of those 3 spell lists.


A quick question, and I apologize if it was mentioned already but after searching through here I can't find it.

I have a +1 Adaptive Composite Longbow. I'd like to add seeking to it bringing it's total enhancement up to +3 but I'm not sure if it would cost 10,000 (the difference between +2 and +3) or 15,000 (the difference between the Adaptive Cost and +3).

Grand Lodge 2/5 **

Pathfinder Adventure Path Subscriber

+1 Adaptive bow =3,000gp. +3 Adaptive bow = 19,000 gp. 19k-3k=16k. Cost to upgrade is therefore 16,000 gp. (Cost of actual bow not included in math.)

Shadow Lodge

Vosveldon wrote:

A quick question, and I apologize if it was mentioned already but after searching through here I can't find it.

I have a +1 Adaptive Composite Longbow. I'd like to add seeking to it bringing it's total enhancement up to +3 but I'm not sure if it would cost 10,000 (the difference between +2 and +3) or 15,000 (the difference between the Adaptive Cost and +3).

Adaptive is a flat +1,000g cost and does not increase the effective 'magical plus' of the weapon for cost calculations.

Seeking is a +1 enchant for cost calculations.

  • A +1 Adaptive Composite Longbow is priced as a +1 Enchant + 1,000g. Not counting the base masterwork weapon + any special materials used, the price is 3,000g.
  • A +1 Adaptive Seeking Composite Longbow is priced as a +2 Enchant + 1,000g. Not counting the base masterwork weapon + any special materials used, the price is 9,000g.
  • Your cost to upgrade should be 6,000g, but you still need to have enough fame to afford the final weapon value (9,400+ gold).

  • A +2 Adaptive Seeking Composite Longbow is priced as a +3 Enchant + 1,000g. Not counting the base weapon, the price is 19,000g.
  • Your cost to upgrade from your original +1 Adaptive weapon would be 16,000g. Your cost to upgrade from a +1 Adaptive Seeking weapon would be 10,000g. In either case, you still need enough fame to afford the 19,400g+ final weapon.


  • So even though Adaptive is listed under the +1 enhancements it doesn't count as a +1 bonus for costs to upgrade? Is this written somewhere?


    Vosveldon wrote:
    So even though Adaptive is listed under the +1 enhancements it doesn't count as a +1 bonus for costs to upgrade? Is this written somewhere?

    You'll notice its price is +1000gp, not +1 bonus.


    I'm aware. I'm also aware that it is listed as a +1 bonus equivalent.

    Grand Lodge 4/5

    Vosveldon wrote:
    I'm aware. I'm also aware that it is listed as a +1 bonus equivalent.

    No, it is not listed as a plus 1 bonus equivalent. Just like the various set price armor enhancements are placed on the random generation table, so is adaptive. Neither Glamered for armor, nor Adaptive for bows are +1 enhancements.

    Shadow Lodge

    Vosveldon wrote:
    So even though Adaptive is listed under the +1 enhancements it doesn't count as a +1 bonus for costs to upgrade? Is this written somewhere?

    You'll notice the 'Special Ability' charts have a '%' column: These tables are intended for random treasure generation, which is why there are 'non plus' enchants listed.

    For the purposes of Random Treasure generation (and for this purpose only), a 3,400g '+1 Adaptive Composite Longbow' is considered equivalent to a 8,300g '+1 Frost Sling' (both would be the result of a '+1 weapon with one +1 special ability' roll).


    So what you are saying is that I could potentially have a +5 Composite Longbow with 6 special abilities.

    Grand Lodge 4/5

    Vosveldon wrote:
    So what you are saying is that I could potentially have a +5 Composite Longbow with 6 special abilities.

    As long as one of those abilities is Adaptive, the total cost is within your Fame limits, and you can come up with the money for it, sure.

    For a true +10 weapon with Adaptive, the total cost is 201,000 gp, so you would need 72 Fame, and, of course, 201,000 gp, to be able to purchase it or upgrade to it.

    Best case: 72/6 = 12, so for the Fame, if you always get max Prestige, never play a module or AP segment, you can get it when your PC reaches 13th level.

    For gold, I am not sure, but by the Wealth by Level table, it wouldn't be until sometime in the middle of 14th level, if you never spend anything on much of anything else.

    For an arcane type, with their bow as their bonded item, it might be doable when you get the Fame needed, due to cheaper enhancement costs for arcane bonded items...


    Very well. Thank you for clearing this up. That part always confused me.

    Silver Crusade 2/5

    Vosveldon wrote:
    So what you are saying is that I could potentially have a +5 Composite Longbow with 6 special abilities.

    a weapon is hard-capped at +10, but there are other enchantments that don't count a a 'plus'. They are just a direct cost and don't count toward that limit.

    Benevolent, Glamered and Hosteling for armor, and Adaptive, Impervious, and Glamered for weapons.

    So, yes, you could have a +5, Vorpal (+5 bonus), Glamered and Impervious sword.


    Yep. In fact you could have one with 8. Adaptive, Impervious and Glamered.

    Grand Lodge 2/5 **

    Pathfinder Adventure Path Subscriber

    Fame/Prestige not withstanding, you could have a +1 weapon with every special ability in the books...


    Darrell Impey UK wrote:
    Fame/Prestige not withstanding, you could have a +1 weapon with every special ability in the books...

    No, you're limited to a max +5 bonus and a max effective +10. Most of the special abilities count towards that limit. The few that are just flat cost increases, like Adaptive, don't. Nothing to do with Fame/Prestige or PFS at all.

    Dark Archive

    Darrell Impey UK wrote:
    Fame/Prestige not withstanding, you could have a +1 weapon with every special ability in the books...

    Not sure if that's quite right. I thought I remembered reading a rule that the maximum value of a magic weapon could be 200,000gp, but can't seem to find it, so I may be mistaken. However, you would still be limited by the following ;

    Pathfinder PRD wrote:
    Some magic weapons have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including from character abilities and spells) higher than +10. A weapon with a special ability must also have at least a +1 enhancement bonus. Weapons cannot possess the same special ability more than once.

    Emphasis mine. So, you could have a weapon with +1 and every gold cost special ability, but there are far too many + equivalent special abilities to have a weapon with all of them and not breach the +10 equivalent limit.

    Gold Value Weapon Qualities:
    • Adaptive - 1,000
    • Dry Load - 1,500
    • Dueling - 14,000
    • Glamered - 4,000
    • Impervious - 3,000
    • Transformative - 10,000

    Gold Value Armor Qualities:
    • Adhesive - 7,000
    • Benevolent - 2,000
    • Creeping - 5,000
    • Delving - 10,000
    • Determination - 30,000
    • Energy Resistance - 18,000
    • Energy Resistance, Greater - 66,000
    • Energy Resistance, Improved - 42,000
    • Etherealness - 49,000
    • Expeditious - 4,000
    • Glamered - 2,700
    • Harmonizing - 15,000
    • Hosteling - 7,500
    • Jousting - 3,750
    • Martyring - 18,000
    • Poison Resistant - 2,250
    • Putrid - 10,000
    • Radiant - 7,500
    • Rallying - 5,000
    • Righteous - 27,000
    • Shadow - 3,750
    • Shadow, Greater - 33,750
    • Improved Shadow - 15,000
    • Slick - 3,750
    • Slick, Greater - 33,750
    • Improved Slick - 15,000
    • Unbound - 27,000
    • Undead Controlling - 49,000
    • Unrighteous - 27,000
    • Vigilant - 27,000
    • Wyrmsbreath - 5,000

    Grand Lodge 2/5 **

    Pathfinder Adventure Path Subscriber

    I was referring to abilities (like adaptive) which have a flat price, and are not "equivalent' to a +1, +2 etc. As I see it, as long as you start with a +1 weapon you can layer on as many of these abilities as you can afford. (Subject to someone finding that possible upper value limit rule.)

    Shadow Lodge

    Darrell Impey UK wrote:
    (Subject to someone finding that possible upper value limit rule.)

    That rule is from the 3.0 Epic Level Handbook, which was never updated to 3.5, let alone Pathfinder.

    3.0 Epic Level Handbook wrote:

    Epic magic items are objects of great power and value. The following are typical characteristics of an epic magic item. In general, an item, with even one of these characteristics is an epic magic item.

    • Grants a bonus on attacks or damage greater than +5.
    • Grants an enhancement bonus to armor higher than +5.
    • Has a special ability with a market price modifier greater than +5.
    • Grants an armor bonus of greater than +10 (not including magic armor’s enhancement bonus).
    • Grants a natural armor, deflection, or resistance bonus greater than +5.
    • Grants an enhancement bonus to an ability score greater than +6.
    • Grants an enhancement bonus on a skill check greater than +30.
    • Mimics a spell of an effective level higher than 9th.
    • Has a caster level above 20th.
    Has a market price above 200,000 gp, not including material costs for armor or Weapons, material component- or experience point-based costs, or additional value for intelligent items.

    Since that 200,000gp limit was not in the 3.0/3.5 DMG, it wasn't in the material Paizo used to create the Core Rulebook, and wasn't carried over.

    Grand Lodge 4/5

    Darrell Impey UK wrote:
    Fame/Prestige not withstanding, you could have a +1 weapon with every special ability in the books...

    How about:

    With sufficient Fame and gold, you could have a +1 weapon with every statically priced weapon special ability in the books, including those yet to be published.

    Equally:
    With sufficient Fame and gold, you could have a +1 armor or shield with every statically priced armor or shield special ability in the books, including those yet to be published.

    Grand Lodge 2/5 **

    Pathfinder Adventure Path Subscriber

    :)


    I tried to look this up in this thread but I did not see it mentioned. If I want to take a listed item that normally has charges per day and buy a version of it that is constant instead, using the formulas in magic item creation from the core rule book to find the increased price, as there are very clear rules as to how this item would be priced, is this allowed?

    Liberty's Edge 4/5 5/5

    Ian Meadows wrote:
    I tried to look this up in this thread but I did not see it mentioned. If I want to take a listed item that normally has charges per day and buy a version of it that is constant instead, using the formulas in magic item creation from the core rule book to find the increased price, as there are very clear rules as to how this item would be priced, is this allowed?

    It's not allowed.


    Thanks, that's what I thought but I just wanted to check. Thanks for the quick response too.


    Could someone please confirm to me if I am getting the following sequence correct, and if I am wrong, where?

    Step 1:
    Purchase Cloak of Resistance +1(Cost: 1000g)(9 Fame Required - 1500g or less)

    Step 2:
    Using the 'Adding New Abilities' Rules for Magic items:

    Add Muleback Cords to the Cloak (Cost: 1.5 x 1000g = 1500g)(13 Fame <3000g as the final value is 2500g)

    Step 3:
    Upgrade the Cloak of Resistance +1/Muleback Cords to Cloak of Resistance +2/Muleback Cords (Cost: 3000g - Difference between +1 to +2)(22 Fame <8000g as the final value is 4000g + 1500g)

    Step 4:
    Carry on upgrading the Cloak of Resistance at the normal cost difference, with the Fame having to cover the final value of the item (Resistance Cloak value +1500g)?

    Scarab Sages 4/5

    Fearspect wrote:

    Could someone please confirm to me if I am getting the following sequence correct, and if I am wrong, where?

    Step 1:
    Purchase Cloak of Resistance +1(Cost: 1000g)(9 Fame Required - 1500g or less)

    Step 2:
    Using the 'Adding New Abilities' Rules for Magic items:

    Add Muleback Cords to the Cloak (Cost: 1.5 x 1000g = 1500g)(13 Fame <3000g as the final value is 2500g)

    Step 3:
    Upgrade the Cloak of Resistance +1/Muleback Cords to Cloak of Resistance +2/Muleback Cords (Cost: 3000g - Difference between +1 to +2)(22 Fame <8000g as the final value is 4000g + 1500g)

    Step 4:
    Carry on upgrading the Cloak of Resistance at the normal cost difference, with the Fame having to cover the final value of the item (Resistance Cloak value +1500g)?

    Custom magic items such as this are not allowed in PFS. You can have a Cloak of Resistance +1, and you can upgrade that Cloak of Resistance to +2, but you cannot add Muleback Cords to a Cloak of Resistance in PFS.


    I did not notice that it was disallowed in the PFS Primer v6.0 nor in the PFS FAQ, but I probably missed it. Could you please direct me to where I can read about it?

    5/5

    Fearspect wrote:
    I did not notice that it was disallowed in the PFS Primer v6.0 nor in the PFS FAQ, but I probably missed it. Could you please direct me to where I can read about it?

    By this time, its more understood than spelled out, but the base rule restricting this is coming from character creation in the Guide.

    The Guide wrote:

    Step 5: Feats

    Characters select feats according to the guidelines in
    the Core Rulebook. Certain Core Rulebook feats are not
    available to Pathfinder Society characters. These include
    Brew Potion, Craft Magic Arms and Armor, Craft Rod,
    Craft Staff, Craft Wand, Craft Wondrous Item, Forge
    Ring, Leadership, and Scribe Scroll.
    Neither the craft feats nor the item creation section of
    the magic items chapter in the Core Rulebook are legal for
    play.

    You can not make your custom magic item without using the item creation section of the magic items chapter. That chapter is not allowed in Society, ergo custom magic items are not allowed in Society.

    Liberty's Edge 4/5 5/5

    Fearspect wrote:
    I did not notice that it was disallowed in the PFS Primer v6.0 nor in the PFS FAQ, but I probably missed it. Could you please direct me to where I can read about it?

    This FAQ clarifies that the only upgrade allowed to a +X cloak is to increase it to +X+1.

    If you want a more clear statement, see this post from the campaign coordinator:

    Mike Brock wrote:
    We don't allow creating custom items in PFS


    Ah, I see.

    1) I always thought that when 'custom magic items' were being discussed, what this meant was inventing an item that has an effect that doesn't exist in the rules (like an amulet of invisibility); and

    2) the ban on item creation was just the blanket ban on item crafting (as in Craft Wondrous Items, not purchasing a listed item at a listed cost). It seems weird to use a sentence from the Feats section (in a paragraph describing the ban on item crafting) to apply to equipment purchases.

    This would be a lot clearer to me, I suppose, if they simply added a section to the Additional Resources section that stated what is banned from the core rulebook.

    I guess, at the end of the day, I just don't see the difference between being able to do what I listed a few posts up, and upgrading a +1 Longsword into a +2 Vorpal Longsword (both of which are listed in that same section of the 'Adding New Abilities' Section), which is allowed in PFS.

    I suppose this is what is relevant (from the first post), but I feel like it points to my point 1 above (this is a made up item):

    Quote:

    Q: Can I upgrade my headband of mental prowess +2 into a headband of mental prowess with +4 to intelligence and +2 to charisma?

    A: No. You can not upgrade items into items that don't clearly exist in a legal PFS source.

    5/5 5/55/55/5

    Fearspect wrote:
    I guess, at the end of the day, I just don't see the difference between being able to do what I listed a few posts up, and upgrading a +1 Longsword into a +2 Vorpal Longsword (both of which are listed in that same section of the 'Adding New Abilities' Section), which is allowed in PFS.

    The difference is that the custom magic item section of the book is a guideline, and it is spelled out as such. It is very, VERY breakable and it knows that, and says it explicitly. The limiting factor on it is the DM who can look at an item and tell whether or not this thing is broken , not the rules themselves. Without it, you wind up with things like use activated true striking swords

    Mike brock doesn't have time to banhammer ever single loopholed, munchkined item 100,000 rules lawyers can come up with, so the process isn't allowed.

    Sczarni 5/5 5/55/5 ***

    I created a more undated version of this thread a while back, How to Upgrade Your Gear in PFS (2014), that better addresses this type of confusion. I was hoping at the time that it'd replace this thread, but I suppose the longevity of this thread's existence is worth keeping.


    I appreciate that link, Nefreet, and it clearly answers my question as one of your Q&As cover it exactly. I just wish the ruling was more clear.

    If it just said that in the buying equipment section (specifically upgrading items), or even just an addition to the additional resources that listing what in the core rulebook is not allowed, this would be an improvement.

    I have done a significant amount of more digging on the subject, and agree with the responses above (well, sort of), but I really think it needs to be a little more clear rather than a reply from a Developer to a slightly related question buried in a thread four pages down.

    Nefreet: Was that a specific question that was actually answered somewhere by someone with authority over the rules? Please note: this question is not intended as a slight against you in any way.

    Quote:

    Q: Adding New Abilities–Can I combine the abilities of a ring of protection and a ring of invisibility into one item by paying 1.5x the price of the newer ability?

    A: No, custom magic items are not available for purchase or upgrade. The only exception to this general rule is the ability to upgrade headbands (and belts) that increase ability scores, as outlined above.

    Sczarni 5/5 5/55/5 ***

    Most of those Q&As were just polished versions of the ones Kyle Baird posted in this thread. I only added a few, and although I can't recall at this point where I sourced all my answers, I only posted responses I was sure of.

    Regarding this specific question, I believe I relied on this quote:

    Quote:
    You can not upgrade items into items that don't clearly exist in a legal PFS source.

    Although it's also possible I relied on the common understanding that custom magic items are not available.

    5/5

    A recent chronicle brought up a few questions. It includes a few items that, following the custom magic item rules, combine 2 items that ordinarily would share the same slot. They have unique names, so I suspect they act as unique items. The questions are though...

    1: Could one of the "base" items found in the CRB be upgraded into one of the custom items?

    2: Since they end with +1 or higher, can they be upgraded further? I suspect not, since the "upgraded" items don't exist in a legal additional resource, except possibly...

    3: Can one of the +1 items found in the low tier be upgraded to the matching +3 item found on the high tier by paying the difference?

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