Another Magic Item Creation Post question, this time, with math


Rules Questions


On the Magic Item Gold Piece Values section of the SRD, there is Multiple Similar Abilities:

Quote:
For items with multiple similar abilities that don't take up space on a character's body, use the following formula: Calculate the price of the single most costly ability, then add 75% of the value of the next most costly ability, plus 1/2 the value of any other abilities.

So if I'm reading this correctly:

+3 dex = 9000 gold
+2 cha = 4000 gold
+2 int = 4000 gold

9000 is the highest cost + (75% of 4000, which is 3000) + (50% of 4000, which is 2000) = 14000 gp
Then make it a tattoo for x2 cost (and also making it now not taking up a slot)

So for 28000 gold pieces I can have a tattoo of +3 dex, +2 cha, +2 int ?

Or does this type of discount only apply for Ioun stones, because it says: "For items with multiple similar abilities that don't take up space on a character's body"

edited cause i used belt instead of tattoo as my item descriptor... silly me.


Burn56 wrote:
So for 28000 gold pieces I can have a belt of +3 dex, +2 cha, +2 int ?

As with all custom magic items, ask your GM.

An item granting +3 enhancement bonus to an ability score will probably not happen. See this FAQ for details.

Silver Crusade RPG Superstar 2014 Top 16

I was told there wouldn't be any math!

Silver Crusade RPG Superstar 2014 Top 16

Also, two other things to consider

1) There are core items that give +2 to three stats, and they cost 16k each.

2) Mixing Physical and Mental stats on an item is seemingly NOT "similar abilities" since core doesn't do that


I'm not actually aware of any items that are priced with the "similar ability" discount. If you look in the book at stuff like the multi-stat belts and headbands, you'll see they price out using the other multiple ability formula.

That being:
First ability at the regular rate + 150% of each extra ability

And you'll notice that the first suggestion for pricing custom magic items is to see if there's a similar magic item already and price it accordingly.


MacGurcules wrote:
I'm not actually aware of any items that are priced with the "similar ability" discount. If you look in the book at stuff like the multi-stat belts and headbands, you'll see they price out using the other multiple ability formula.

Staffs. And as far as I know, those are the only items that use that formula.

Every other item that grants multiple abilities always uses the other formula. (The one where the most expensive enchantment is priced normally, but all others receive a 50% increase in price.)


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

Normally ability score items do come in multiples of 2 but you can ask your DM to allow you to take a single point increment.

I am not 100% sure the line that you are quoting is applicable in this situation (plus I have always thought it to be confusing).

If you wanted to make an item that increased your Charisma +2, then it would cost 4000gp.

If you wanted to add to that a bonus to Intelligence of +2, that would cost an additional 6000gp (4000gp x 150%).

If you then wanted to add another enhancement bonus to Dexterity of +3 (say the DM allows it) in the same item, then you would pay an additional 13,500gp (9000gp x 150%).

That would mean that the total cost would be 23,500gp to purchase or 11,750gp to craft.

Now, you could set the Dexterity as the base item to reduce the cost and pay 21,000gp (9000gp + 6000gp + 6000gp) to buy or 10,500gp to craft. I would, however, recomend that you look to a belt for Dexterity and just pay the 10,000gp for a headband of Intelligence and Charisma and just pay 19,000gp.

Does this help?

Edit: Sorry, I saw some of the other comments and the tattoo reference.

I think that the quoted line fits for Staves but I think it would be less for what you are planning and just go with the multiple bonus method of 150%.


Hendelbolaf wrote:

If you wanted to make an item that increased your Charisma +2, then it would cost 4000gp.

If you wanted to add to that a bonus to Intelligence of +2, that would cost an additional 6000gp (4000gp x 150%).

If you then wanted to add another enhancement bonus to Dexterity of +3 (say the DM allows it) in the same item, then you would pay an additional 13,500gp (9000gp x 150%).

That would mean that the total cost would be 23,500gp to purchase or 11,750gp to craft.

Now, you could set the Dexterity as the base item to reduce the cost and pay 21,000gp (9000gp + 6000gp + 6000gp) to buy or 10,500gp to craft. I would, however, recomend that you look to a belt for Dexterity and just pay the 10,000gp for a headband of Intelligence and Charisma and just pay 19,000gp.

The most expensive enchantment is always at base price. All other enchantments have the price increase. It doesn't matter if you started with the +3 dexterity or not - as the most expensive enchantment, it never receives the additional cost modifier.


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber
Jeraa wrote:
The most expensive enchantment is always at base price. All other enchantments have the price increase. It doesn't matter if you started with the +3 dexterity or not - as the most expensive enchantment, it never receives the additional cost modifier.

Actually, that is not correct. The "base" item is the item that is normally priced anything added to it, whether it costs more or less, costs 50% more. Now, if I were to craft something from the start, I would put the most expensive item as the base and then work from there. However, if I wanted to add to an item I already had, then everything else would pay an additional 50%.


The book is very slightly contradictory. In the section on adding additional abilities, it says the cost of upgrading an item is just the difference in cost between the item you have and the item you're turning it into.

Then, right after that, if tells you that additional abilities beyond the first are at +150% cost. The example shown is adding invisibility to a ring of protection +2. Invisibility costs more than protection +2, but according to the example, you pay 150% for invisibility. The intention here, seems clear enough.

This does introduce a small amount of weirdness in that a ring of protection +2 of invisibility has a different cost from a ring of invisibility of protection +2. Personally, I run all of it as "calculate the final price and craft the difference" just for consistency. That doesn't appear to be the actual intent of the rules, though.

Grand Lodge

Those are Guidelines, and called out as Guidelines, in the book.

They are not a hard formula, that all Magic Items follow.

No cheap constant True Strike effect.
Items need to be reviewed, compared to existing items, and given the okay from the DM.

So, the "all magic items must follow this formula" stuff is false.

It is called out as false.

They make decent Guidelines, but that is all they are.

Guidelines.

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