| xanthemann |
This has been covered by someone somewhere on this board I am sure, but I cannot find it at this moment. That leaves me with the option of creating a thread in hopes someone can give some helpful info on the subject.
I see that one has to be three times the level of what they are trying to create when it comes to arms and armor. I take it that means a 6th level character can only create a +2 weapon, right?
Next up is I have a fairly large list of things I would like to imbue my weapon with...Invigorating, keen, linming, neutralizing, phaselocking, planar, quenching, seaborne, thawing, transformative, glamered, ghost touch, called and anchoring...due to the material it is made of and some other factors I calculated the cost at around 40,000 gold, but being that my character would craft it the cost was cut in half ... right?
The weapon is a +2 weapon, but are the enchantments too much for one item or am I not charging myself the proper amount?
| Rocky Williams 530 |
You have a +2 weapon, and want to add all those effects?
Invigorating is +2
Keen is +1
Limning is +1
Neutralizing is +1
Phaselocking is +2
Planar is +1
Quenching is +1
Seaborne is +1
Thawing is +1
Transformative is 10,000gp
Glamered is 4,000gp
Ghost Touch is +1
Called is +1
Anchoring is +2
So, you have an effective bonus of 17, with and added cost of 14,000gp. You can't do more than a +10, and that's a base cost of 200,000 gp (100,000 crafted) + the cost of the weapon. What you want isn't possible, and your price is WAY off even if it was. Kinda curious how you figured it?
| Ashram |
Now, if you wanted to work off of 3.5 epic rules you could do it, but the price is enormously high.
First off, when calculating the cost of a magic weapon or armor, the cost of the masterwork weapon and special material does not count towards the total magic cost.
Secondly, the caster level requirement for making magic weapons and armor can be waived in exchange for a +5 to the DC of the Spellcraft check you have to make at the end of the item crafting process.
And lastly, yeah, your math is WAAAAAAAY off.
| Bill Dunn |
Adding a +1 equivalent effect isn't like adding another 2,000 gp to the cost of the weapon. You add the +1 to the +2 enchantment on the base weapon making it equivalent to a +3 weapon on the price chart (18,000 gp). Adding three +2 equivalent effects is like adding +6 to the +2 base weapon for a +8 on the chart (128,000 gp).
That's how you calculate magic weapon prices.
| Ashram |
If this Level 6 caster wanted to make a +3 magical weapon, would she add +5 to the DC of her spell craft check, because she does not meet the Level 9 prerequisite?
Exactly.
What about the flat cost enchantments? Could someone Glammer a +10 weapon?
It used to be that you couldn't in 3.5, since there were price caps for items before you went into epic rules. Now, I suppose you can.
| Cuttler |
to answer the OP question, he cater level limit requirement is in regard to "enhancement bonuses" only...
Now, you can never put an enhancement bonus higher than +5....and the total of enhancmeent bonuses and special abilities bonuses cannot exceed +10...
That means, that for your 6th level caster....he could create a +2, bane(+1), holy (+2), shocking (+1), Planar (+1), Quenching (+1), Seaborne (+1),thawing (+1) longsword (enhencement of +2 and +8 bonus worth of special abilities)
He could not add more abilities that add to the bonus equivalent of the weapon since that would raise it above 10, but he could add other abilities requiring only money such as transformative or glamered
ryric
RPG Superstar 2011 Top 32
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The abilities that list flat prices like +1000gp or +15000gp just add those costs on, they don't figure into the "+" scale.
So a +1 flaming adaptive composite longbow has +1 for enhancement, +1 for flaming, so a total of +2, which runs 8000gp, plus 1000gp for adaptive, for a grand total of 9000gp for the magic, add in 400 for the bow itself, and the example costs 9400gp.
So the way you price a weapon armor is:
Total up all the +s from enhancement and special abilities
Find the price for that amount of +s
Next add in abilities that have a set gp cost
Add in your masterwork base item
And that's it!
Some GMs may not let you go over 200,000gp total.
The basic idea is generally that abilities that make the weapon or armor better at being a weapon or armor use +s, incidental side abilities juts add a flat cost. It's not 100% accurate but that's the general philosophy.