How to Upgrade Your Gear in PFS.


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

It's only 36,000ish gold. Not unreasonable. By 12th level my Tengu spent that much on a +3 Amulet of Mighty Fists and still had enough to purchase a Ring of Invisibilitiy, a +3 Cloak of Resistance, a +3 Mithral Chain Shirt, a number of 5,000ish gp purchases, and his fair share of consumeables.

Just realized this is kind of more along the lines of "advice". We should probably stick to just basic upgrading questions.

Grand Lodge 4/5

Also, on the dual Bane weapons, you might want to keep ETV in mind, since some GMs might consider Bane not to be able to stack with Bane, since they are the same enhancement.

Also, unless it says otherwise, I don't think you can put Bane on any weapon twice, since it doesn't say that you can, and I think the default for enhancements is once only per weapon.

Also, on Bane weapons, for an archer, buying batches of 50 +1 Bane (something) arrows is the way to go. 8,301 gp per 50. And it doesn't add to the cost of putting enhancements on your bow, and will stack with whatever enhancements your bow has.

+1 Holy, Seeking with Bane (relevant) arrows can be pretty ugly.

Also, for getting boosts to your to hit and damage, consider some of the Ranger spells: Gravity Bow, Aspect of the Falcon, and Instant Enemy (I think) are all potentially useful spells.

Oh, and don't forget Abundant Ammunition, too.


1 person marked this as FAQ candidate.
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I don't allow multiple banes to stack. It is the same enhancement.

I do allow multiple banes to be placed on a weapon, for different targets, but only one applies even if the target could be subject to more than one.

4/5

Mistwalker wrote:

I don't allow multiple banes to stack. It is the same enhancement.

I do allow multiple banes to be placed on a weapon, for different targets, but only one applies even if the target could be subject to more than one.

Bane does count as actually increasing the weapon's enhancement bonus for overcoming DR, right? So a +1 Bane (relevant) weapon counts as a +3 weapon and therefore overcomes Silver and Cold Iron DR as well as Magic?

Also, a weapon can never get higher than a +5 magic attack bonus, so part of the value of Bane is lost on +4 and +5 weapons?

What I'm thinking is that Inquisitors with Greater Bane never need better than a +1 weapon to overcome DR, and inquisitors with just the Bane class feature can overcome Cold Iron and Silver with just a +1 weapon?

Liberty's Edge 2/5

First of all, if I read things correvctly, Bane is a +1 enhancement, so a +1 weapon with bane only is a +2 effective weapon, right?

Also, my understanding from earlier posts is that, no, if you want the DR deal its must be a +3 base weapon, not a +1 holy, or somesuch.

Another thought I had is how to make my ranger most effective for season 5 while keeping him very good all the time.

I could go for a +1 outsider (evil) bane bow, and take Outsider (evil) as my next favored enemy. I'd be +5 to hit demons from that. But maybe seeking is so valuable in general that it's worth putting on the bow first? It's very versatile, no doubt, and there's certainyl enough times I might face low light or invisible foes.

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

This tangent made me do some searching in the Rules Forum, and apparently you cannot put multiple Bane enchantments on the same weapon, even if they are designated against different foes. Good to know.

Silver Crusade 2/5

How can write at mi chroncle sheet if i buy a Masterwork transformation over my Heirloom Weapon?

Thx for help.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Nefreet wrote:
This tangent made me do some searching in the Rules Forum, and apparently you cannot put multiple Bane enchantments on the same weapon, even if they are designated against different foes. Good to know.

Could you provide a link(s) to the relevant post(s)?

Shadow Lodge 4/5

Nefreet wrote:
I'm going to be enchanting one weapon with Outsider (Evil) Bane and Outsider (Chaotic) Bane, and the other weapon with Outsider (Evil) Bane and Outsider (Lawful) Bane. If I encounter either a Demon or a Devil, I'll effectively have a +5 weapon that deals an extra 4d6 against them.

You can stack Bane now? I didn't know this was a resolved issue.

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

No, see my post above. I corrected myself. Bane is just like any other weapon enchantment (flaming, shocking, vicious), in that you can't have more than one of the same put on the same weapon.

Grand Lodge 4/5

Haco wrote:

How can write at mi chroncle sheet if i buy a Masterwork transformation over my Heirloom Weapon?

Thx for help.

This should be documented in the Conditions Gained/Items Bought section, just like any other purchase or upgrade:

"Upgraded heirloom <weapon> with Masterwork Transformation" 360 gp (300 gp if PC caster, but needs the PC caster's PFS #, including specific number, if not yourself)

"+1 enhancement added to MW heirloom <weapon>" 2,0000 gp

So on, and so forth.

Silver Crusade 2/5

Thx Kinevon!!

Grand Lodge 4/5

kinevon wrote:
Haco wrote:

How can write at mi chroncle sheet if i buy a Masterwork transformation over my Heirloom Weapon?

Thx for help.

This should be documented in the Conditions Gained/Items Bought section, just like any other purchase or upgrade:

"Upgraded heirloom <weapon> with Masterwork Transformation" 360 gp (300 gp if PC caster, but needs the PC caster's PFS #, including specific number, if not yourself)

"+1 enhancement added to MW heirloom <weapon>" 2,0000 gp

So on, and so forth.

Wish I had noticed that typo while it was editable:

"+1 enhancement added to MW heirloom <weapon>" 2,000 gp

Also, when you put a magical enhancement on a weapon or armor enchanted with Masterwork Transformation, that weapon or armor no longer counts against the one item enchanted with Masterwork Transformation limit.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
kinevon wrote:
Also, when you put a magical enhancement on a weapon or armor enchanted with Masterwork Transformation, that weapon or armor no longer counts against the one item enchanted with Masterwork Transformation limit.

I have always read the spell to mean that you transform one item per casting of the spell - or one part of the item if there are more than one, like double weapons or spiked shields.

I could not find anything in my physical copy, the PRD, additional resources nor the FAQ.

Could you provide a reference for the one item enchanted rule?

Grand Lodge 4/5

Mistwalker wrote:
kinevon wrote:
Also, when you put a magical enhancement on a weapon or armor enchanted with Masterwork Transformation, that weapon or armor no longer counts against the one item enchanted with Masterwork Transformation limit.

I have always read the spell to mean that you transform one item per casting of the spell - or one part of the item if there are more than one, like double weapons or spiked shields.

I could not find anything in my physical copy, the PRD, additional resources nor the FAQ.

Could you provide a reference for the one item enchanted rule?

That is a PFS-specific rule, in the Guide to Pathfinder Society Organized Play, under the section about spells carrying over from scenario to scenario.

As they recently upgraded my coimputer at work, I don't have the Guide available to me right now to pull up the exact section it is in.


Akerlof wrote:

Bane does count as actually increasing the weapon's enhancement bonus for overcoming DR, right?

So a +1 Bane (relevant) weapon counts as a +3 weapon and therefore overcomes Silver and Cold Iron DR as well as Magic?

I don't believe so, the +X equivalency is specifically listed under the table heading "Base Price Modifier",

which apples for cost (and total item enchantment limits, since the table only goes so high),
it does not otherwise count as a +X weapon in general, i.e. for DR purposes or item HP purposes.
Each enhancement's stats themselves state "Price +X bonus".


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
kinevon wrote:
That is a PFS-specific rule, in the Guide to Pathfinder Society Organized Play, under the section about spells carrying over from scenario to scenario.

Thanks, I found it on page 26 of the guide.

I don't really understand why masterwork transformation is limited to one per PC, as it costs the same as if you had bought a MW weapon. I can see no real mechanical benefit, barring a few gold saved by not selling a longsword and buying a MW longsword (you save 7.5 gp with masterwork transformation).

It will be interesting to see if it will still be in the new guide, due to be released in a few hours.


barnowl wrote:
The more I am understanding about enchanting double weapons, the weird staves become. If you upgrade it as a "magic item" rather than a "magic weapon" you only end up enchanting half the weapon. So all the staves in the various books then could in theory be upgrade on the other half to be a different "Staff of X". Or be enchanted as the same staff on the other half for double the charges?

No, because you are conflating enchanting a weapon with enchanting an item.

Staves may function as double weapons, in which case each end enchanted separately.
Staves may function as magic staves, in which case each end has no special role or relevance.
Enchanting a magic staff is enchanting the entire freaking object.
AFAIK, there is no impediment to doing both "Staff of X" and (Double) Weapon Enchants with the same staff,
they shouldn't really interact at all. (other than for cost purposes, including intelligent object ego, but that isn't allowed in PFS AFAIK)

Grand Lodge 4/5

Mistwalker wrote:
kinevon wrote:
That is a PFS-specific rule, in the Guide to Pathfinder Society Organized Play, under the section about spells carrying over from scenario to scenario.

Thanks, I found it on page 26 of the guide.

I don't really understand why masterwork transformation is limited to one per PC, as it costs the same as if you had bought a MW weapon. I can see no real mechanical benefit, barring a few gold saved by not selling a longsword and buying a MW longsword (you save 7.5 gp with masterwork transformation).

It will be interesting to see if it will still be in the new guide, due to be released in a few hours.

Nothing has been posted on the boards or in discussions, besides your comment, that might cause a change in how Masterwork Transformation would be handled.

In all honesty, the times you would even want MT are few and far between.

First, it usually costs you more than having it cast would save. Yes, you "save" 7.5 gp having it cast on a longsword, but, unless you or one of your party members can cast it, and has it memorized (or there is significant travel time built into the scenario), it will cost you 60 gp for the casting fee.

Times when MT is a "good" option:
Heirloom weapon (which is also probably the most common situation fo rits use)
Weapon (rare) or armor (not totally uncommon) which costs more than 120 gp to buy base.

Time when use of MT is going to generate questions, at least for me:
MT on a cold iron weapon: Do you pay the extra 2,000 gp at this time, or do you get to delay until an actual magical enhancement is applied?


Mistwalker wrote:
I don't really understand why masterwork transformation is limited to one per PC, as it costs the same as if you had bought a MW weapon. I can see no real mechanical benefit, barring a few gold saved by not selling a longsword and buying a MW longsword (you save 7.5 gp with masterwork transformation).

I'm guessing for exactly the reason that you can't sell all your gear for full price to replace it with MW versions. If you could, people would wholesale replace all normal gear with MW versions as soon as they could afford the difference in price, instead of having to consider the loss of half the original value. When you can do that, all your weapons and armor and skill tools get quickly upgraded to MW. When you can't do that, people in fact do end up waiting longer, do sell back items for half cost, and do save up money for slightly longer so that they can go straight to the MW item they ultimately desire, which would happen much much less if the rule was different. Or more particularly, the people who play with casters who can spare an extra slot at the end of the day would do that without regard for casting services cost (although that is less than the half the price for a good number of weapons and armor), which means introducing further disparity in character wealth.


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

I can't see how it makes things easier or more balanced in PFS.

At the last game day scenario that I ran, I had one player get 5 gp for their day job, while the one beside them managed to get 75 gp for theirs.

A few gold is not going to make a big difference (armor 100gp, shield 10 gp, ranged weapon 50 gp (composite longbow) and melee weapon 7.5 gp - let's say 200 gp as a nice round number). 200 gp over a PC's career is very small change.

Unless I am missing something, which if I am, I would appreciate having it pointed out to me.

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

Quandary wrote:
Akerlof wrote:

Bane does count as actually increasing the weapon's enhancement bonus for overcoming DR, right?

So a +1 Bane (relevant) weapon counts as a +3 weapon and therefore overcomes Silver and Cold Iron DR as well as Magic?

I don't believe so, the +X equivalency is specifically listed under the table heading "Base Price Modifier",

which apples for cost (and total item enchantment limits, since the table only goes so high),
it does not otherwise count as a +X weapon in general, i.e. for DR purposes or item HP purposes.
Each enhancement's stats themselves state "Price +X bonus".

A Bane weapon does indeed count as having an enhancement bonus two higher than the weapon's base bonus, and this increase does indeed help in overcoming damage resistance. This has nothing to do with its price.

Sovereign Court 5/5

Mistwalker wrote:
kinevon wrote:
That is a PFS-specific rule, in the Guide to Pathfinder Society Organized Play, under the section about spells carrying over from scenario to scenario.

Thanks, I found it on page 26 of the guide.

I don't really understand why masterwork transformation is limited to one per PC, as it costs the same as if you had bought a MW weapon. I can see no real mechanical benefit, barring a few gold saved by not selling a longsword and buying a MW longsword (you save 7.5 gp with masterwork transformation).

It will be interesting to see if it will still be in the new guide, due to be released in a few hours.

My understanding is that the limit was put in place to allow some magic to persist from one session to the next. You can have the M/W or a continual flame, but not both at the same time. Until recently you couldn't have any magic like this last from one adventure to the next.

Grand Lodge 4/5

Todd Lower wrote:
Mistwalker wrote:
kinevon wrote:
That is a PFS-specific rule, in the Guide to Pathfinder Society Organized Play, under the section about spells carrying over from scenario to scenario.

Thanks, I found it on page 26 of the guide.

I don't really understand why masterwork transformation is limited to one per PC, as it costs the same as if you had bought a MW weapon. I can see no real mechanical benefit, barring a few gold saved by not selling a longsword and buying a MW longsword (you save 7.5 gp with masterwork transformation).

It will be interesting to see if it will still be in the new guide, due to be released in a few hours.

My understanding is that the limit was put in place to allow some magic to persist from one session to the next. You can have the M/W or a continual flame, but not both at the same time. Until recently you couldn't have any magic like this last from one adventure to the next.

Todd, I think you misunderstand the rule. Previously, other than puyrchased items like Ioun Torches and Everburning Torches, no spells would endure between sessions.

The rule lets you keep a maximum of one of each of thoise spells going indefinitely. You can have both a PC-enchanted Heightened Continual Flame and a Masterwork Transformation continuing until dispelled or replaced/upgraded, not just a single one of the four spells, but one each of the four spells.


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

I never took masterwork transformation to be a continuing spell - it's duration is instantaneous. Once cast, it changes the object and cannot be dispelled, and the object is not magical. So how can it be a spell that carries over from scenario to scenario?

I am a little confused by the rule. I will abide by it, but I would like to be able to understand why it was put in place, for myself and to be able to explain it to players.

5/5

Mistwalker wrote:

I never took masterwork transformation to be a continuing spell - it's duration is instantaneous. Once cast, it changes the object and cannot be dispelled, and the object is not magical. So how can it be a spell that carries over from scenario to scenario?

I am a little confused by the rule. I will abide by it, but I would like to be able to understand why it was put in place, for myself and to be able to explain it to players.

Animate Dead is an instantaneous spell as well. Zombies do not carry over from scenario to scenario. Spells and spell effects, except beneficial healing, end at the end of a scenario. It's been the rule for PFS pretty much from the get go.

In Guide 4.2 or 4.3, they added the ability to carry over the effects of 4(?) different spells, and Masterwork Transformation is one of them.

EDIT: And the base reason why, IMO, was it would permit item creation/enchantment/enhancement outside of the normal boundaries being tried to be reigned in and balanced.

Grand Lodge 4/5

kinevon wrote:

Time when use of MT is going to generate questions, at least for me:

MT on a cold iron weapon: Do you pay the extra 2,000 gp at this time, or do you get to delay until an actual magical enhancement is applied?

The material component for masterwork transformation costs the same as the difference between the normal and masterwork versions of the item, which for a cold iron weapon is 300gp.

You need the extra 2000gp when you place a magical enhancement on it.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Sniggevert wrote:

Animate Dead is an instantaneous spell as well...

And the base reason why, IMO, was it would permit item creation/enchantment/enhancement outside of the normal boundaries being tried to be reigned in and balanced.

Wouldn't animate dead be covered by the one combat pet rule?

I not seeing how it affects game balance. a couple hundred gold saved by a PC if they or someone in their party can cast masterwork transformation is not a huge deal.

My apologies Kinevon and Quandary, I missed your post last night - likely because I was typing a response at the same time as you and neglected to verify is anyone had post while I was typing.

kinevon wrote:

Nothing has been posted on the boards or in discussions, besides your comment, that might cause a change in how Masterwork Transformation would be handled.

In all honesty, the times you would even want MT are few and far between.

Not sure if you are saying that I am the only one asking or if that there are no indications that Paizo is contemplating a change.

1) I tend to ask a lot of questions, to understand the why, and am not usually satisfied with "because" or "that is always the way we do it (or have done it)".
2) Mike has indicated that the new guide will be much shorter that the current guide, that it will be much more streamlined. Which to me, means that redundant items or items that didn't turn out to be a balance issue may have been deleted.

Quandary wrote:
I'm guessing for exactly the reason that you can't sell all your gear for full price to replace it with MW versions.

Even adding in for a couple of tool sets (which would save you 2.5 gold for artisan tools or save you 35 gold on MW thieves tools), the grand total that an average PC would save appears to be 205 gold over the life time of a PC, if the spell were cast by a PC, or cost the PC 55 gold (360 spell casting service fees minus 205 in savings).

Again, I do not see a game balance issue.

Grand Lodge 4/5

@Starglim: The net result of the spell enhancing the weapon is a masterwork weapon, but it wouild be the first magical enhancement for a cold iron weapon. While I can see your POV on it, I can also see where it would have the 2,000 gp kicker, since it is a magical enhancement of the weapon, even though the result is a non-magical weapon...

@Mistwalker: The general rule for PFSOP is that all spell effects, including from Instantaneous spells, ends at the end of the scenario/module.

The specific rule is that one instance of a small group of specific spells, including Continuous Flame and Masterwork Transformation, can now continue in effect from game to game.

Believe me, that was a set of recent rules changes, as even Continual Flame, originally, ended at the end of the scenario.

Now, if you can state it well, in a separate thread, with pros and cons, as to why instantaneous spells shouldn't end at the end of the game session, or why there should be allowances for more than one of the limited list to be allowed to linger, go for it. Mike has been known to change the campaign rules with as well-reasoned and well-presented debate on an issue. C.F. Magical Knack, for instance. Also the addition of modules to the new GM Double-Take rule, an update made even before the rule is active in play.


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

@kinevon,

Thanks for the tip. I will do so, but only after GenCon is done with. I suspect that both he and John have a bit much on their plates right at the moment.

4/5 5/5 Venture-Lieutenant, Finland—Tampere

Is it possible to upgrade a Belt of Mighty Constitution +2 into a Greater Plague Rat Belt, or does this fall under the "similar but not the same item" rule?

Liberty's Edge

Um.. Hey. I had a GM tell me that Leather armor made from dragonhide had the same AC result as full plate, while still remaining in all accounts leather armor.

Now I poured through the Ultimate Equipment and APG to see where this came from, and i can't see it working like that, as it describes Dragonhide making one suit of banded mail two sizes smaller, a half-plate for one three sizes smaller, and a breastplate or full plate for four sizes smaller. Am I missing something? Or was that just a misinterpretation?


1) That isn't at all related to the thread topic.
2) Your GM is obviously ignoring actual game rules in favor of basing things off of his 'visualizations', i.e. 'dragonhide is leather made from dragons, so dragonhide armor is leather armor'.
4) That's wrong. The rules state:

Quote:

Dragonhide: Armorsmiths can work with the hides of dragons to produce armor or shields of masterwork quality. One dragon produces enough hide for a single suit of masterwork hide armor for a creature one size category smaller than the dragon. By selecting only choice scales and bits of hide, an armorsmith can produce one suit of masterwork banded mail for a creature two sizes smaller, one suit of masterwork half-plate for a creature three sizes smaller, or one masterwork breastplate or suit of full plate for a creature four sizes smaller. In each case, enough hide is available to produce a light or heavy masterwork shield in addition to the armor, provided that the dragon is Large or larger. If the dragonhide comes from a dragon that had immunity to an energy type, the armor is also immune to that energy type, although this does not confer any protection to the wearer. If the armor or shield is later given the ability to protect the wearer against that energy type, the cost to add such protection is reduced by 25%.

Because dragonhide armor isn't made of metal, druids can wear it without penalty.

Dragonhide armor costs twice as much as masterwork armor of that type, but it takes no longer to make than ordinary armor of that type (double all Craft results).

Dragonhide has 10 hit points per inch of thickness and hardness 10. The hide of a dragon is typically between 1/2 inch and 1 inch thick.

Nowhere in there is Leather armor mentioned. There is no 'Dragonhide' Leather armor.

If you want to use the skin of a Dragon to make Leather armor, it does not have the special qualities of 'Dragonhide' armor.
All the types of armor mentioned there do in fact count as that type of armor, not as Leather armor.

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

Dragonhide gives no AC bonus to a suit of armor. It simply allows for normally metal armors, such as the various "plate" armors, to be made of Dragonhide (and thus wearable by Druids).


You can make Dragonhide special quality Hide armor from it though.

Liberty's Edge

1) I apologize for not realizing my question about upgrading my gear with a specific material was not related to the topic in the thread 'How to Upgrade Your Gear in PFS'

2)That's what I thought he was doing.

3)Thank you all for pointing out exactly what I said. I don't think the GM's an idiot, (No one said he was here, but others might read and think so) but a little more research might have saved a lot of confusion.

4) Why is is so hard to find a decent Tiefling profile avatar on this website.

5) Number lists are fun to make.

Sovereign Court 1/5

Tony Lindman wrote:
PeteZero wrote:

Can you similarly upgrade a Belt of Mighty Constitution +2 to a Cord of Stubborn Resolve? Or a Belt of Giant Strength +2 to Anaconda's Coils?

No. You can only upgrade an item to something with the same name but higher bonus; as I recall a special exception is made to upgrade the various belts of STR/DEX/CON to a combo belt of the same or higher total bonus (likewise headbands of INT/WIS/CHA), but otherwise there are no upgrade paths that change the name of the item.

Why is this the case for wondrous items when it is ok for Armor and Weapons? You can upgrade armor or weapons to a named item from a constituent item. A Belt of Giant Strength +2 is a belt with a Bulls Strength enchantment. A Belt of Anaconda Coils is a belt with a Bulls Strength and a Beast Shape enchantment. Going from the belt of Giant Strength to one of Anaconda coils simply involves the addition of the Beast Shape enchantment. It also goes from an item that exists to another that exists.

4/5 *

RtrnofdMax wrote:
Tony Lindman wrote:
PeteZero wrote:

Can you similarly upgrade a Belt of Mighty Constitution +2 to a Cord of Stubborn Resolve? Or a Belt of Giant Strength +2 to Anaconda's Coils?

No. You can only upgrade an item to something with the same name but higher bonus; as I recall a special exception is made to upgrade the various belts of STR/DEX/CON to a combo belt of the same or higher total bonus (likewise headbands of INT/WIS/CHA), but otherwise there are no upgrade paths that change the name of the item.

Why is this the case for wondrous items when it is ok for Armor and Weapons? You can upgrade armor or weapons to a named item from a constituent item. A Belt of Giant Strength +2 is a belt with a Bulls Strength enchantment. A Belt of Anaconda Coils is a belt with a Bulls Strength and a Beast Shape enchantment. Going from the belt of Giant Strength to one of Anaconda coils simply involves the addition of the Beast Shape enchantment. It also goes from an item that exists to another that exists.

You make a very reasonable argument, and in my home game would probably be able to do that. However, to the best of my knowledge, Mike has not allowed that in PFS.


Funnyman218 wrote:
1) I apologize for not realizing my question about upgrading my gear with a specific material was not related to the topic in the thread 'How to Upgrade Your Gear in PFS'

Special material items must be crafted as such from the beginning, you cannot add special material qualities to an existing item, so as such, they are not 'upgrades'. PFS has issued specific rulings clarifying how 'upgrades' work, and what doesn't work as an upgrade, e.g. why you cannot upgrade to Celestial Armor from Mithril Chainmail because Celestial Armor itself is made from a special unique material. Perhaps you were using the term upgrade in a broader sense, and weren't actually referring to upgrading existing items, I don't know, but the term 'upgrade' does mean a very specific thing in PFS, that isn't compatable with adding new special material qualities.

Quote:
4) Why is is so hard to find a decent Tiefling profile avatar on this website.

Excuse me?


Here's a question that came up recently at a PFS game I attended. Is it possible to upgrade a Ring of Spell Knowledge I to a Ring of Spell Knowledge II?

I had assumed that this was possible since they were directly related items "of the same kind" with an obvious numerical upgrade path, but the Regional Coordinator said that I couldn't do this because you can only upgrade items with increased bonuses such as a +1 to a +2 rather than Type I to Type II.

Is this really how the rules are meant to be interpreted? That just seems odd to me, because if you go with such a strict interpretation then technically you can't add flat cost weapon special abilities to weapons either...


That's a pretty dubious comparison.
Adding a flat cost ability is just that: adding an ability, which is allowed.
You aren't wanting to ADD something to an existing item/enchantment, you are wanting to CHANGE the existing enchantment.
Whether or not that is allowed/ should be allowed, I can't say, but it isn't at all equivalent to comparison of adding weapon abilities.


Quandary wrote:

That's a pretty dubious comparison.

Adding a flat cost ability is just that: adding an ability, which is allowed.
You aren't wanting to ADD something to an existing item/enchantment, you are wanting to CHANGE the existing enchantment.
Whether or not that is allowed/ should be allowed, I can't say, but it isn't at all equivalent to comparison of adding weapon abilities.

Good point, maybe that wasn't the best comparison. I was just mentioning it because the reason I was told that I couldn't upgrade the ring was because I could only upgrade enchantment bonuses ;)

In any case, the reason why I was surprised when I was told that a Ring of Spell Knowledge can't be upgraded is because in this case nothing is being lost in the upgrade from Type I to Type II. I would be taking a ring that can record a 1st level spell, and making it so that it can record 2nd level spells as well.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Yes, but the ring is more similar to bag of holding type I to bag of holding type II

Which they have said you cannot do.


I don't know if this was asked here.

How would I go about making my own item, say a gnome making a retractable punch dagger on some bracers?

Can it even be done?

Scarab Sages

BigNorseWolf wrote:
Kyle Baird wrote:
Boom! Jiggied!

"This video contains content from SME, AdShare for a Third Party, The Harry Fox Agency, Inc. (HFA), Warner Chappell, UMPG Publishing and EMI Music Publishing, one or more of whom have blocked it in your country on copyright grounds.

Sorry about that."

T^T

4/5

invidca wrote:

I don't know if this was asked here.

How would I go about making my own item, say a gnome making a retractable punch dagger on some bracers?

Can it even be done?

Unfortunately no, you can't make custom items.

Sovereign Court 5/5

Akerlof wrote:
invidca wrote:

I don't know if this was asked here.

How would I go about making my own item, say a gnome making a retractable punch dagger on some bracers?

Can it even be done?

Unfortunately no, you can't make custom items.

To be somewhat more specific, except for very rare exceptions you can't craft anything in PFS. (it simply isn't our job).

Grand Lodge 4/5

Todd Lower wrote:
Akerlof wrote:
invidca wrote:

I don't know if this was asked here.

How would I go about making my own item, say a gnome making a retractable punch dagger on some bracers?

Can it even be done?

Unfortunately no, you can't make custom items.
To be somewhat more specific, except for very rare exceptions you can't craft anything in PFS. (it simply isn't our job).

However, you could possibly simulate it using a regular punch dagger and the spring-loaded wrist sheath.

Silver Crusade 2/5

If i understand after read many messages on this thread the always avalaible items are only to easy the life of characters with fame less than 13, because with fame 13 you can buy items of less than 3000 gp.

My question is, when you have Fame 5 or more you can buy any item listed in the books listed in Aditional Resources that 500 gp or less, can i buy scrolls and potions of more than level 1?

Thx for help, i suppose that with the fame system broke the limitation ancient system where only always avallaible items and chronicle items, isn't?

Silver Crusade 2/5

As long as you have the fame for it, I think yes.

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