
FALCN120 |
Hey guys, I'm new to DMing and have a question on this item. It's a 16th level campaign and the gunslinger is using some supplemental books. In the "Secrets of the Gunslinger" there is a very powerful feat: Bonded Firearm. Basically a 24 hour ritual with a gun gives it a +1 luck attack bonus and a different 8 hour ritual lets the gun eat other items/gold to increase it's magical abilities. He just asked if he bought a Pistol of the Infinite Sky could he add more abilities to it.
After searching for a bit, that's a very long answer question. But I'm just trying to break down the cost of the pistol to even see where it's cost is coming from, and I can't get the right numbers.
Pistol of the Infinite Sky: Cost 73,300 gp
<gives +5 enhancement bonus and infinite ammo with no reloads>
Partial Breakdown:
Masterwork Pistol: 1,300 gp
+5 enhancement bonus: 50,000 gp
Partial Total: 51,300 (22,000gp remaining)
I just can't figure out the remaining bit.
I'm using the "Use-activated or continuous" spell effect cost:
Reloading Hands: 2(spell level)*3(caster level)*2,000gp = 12,000gp
Reloading Hands is the closest thing I can find to "infinite ammo with no reloads" plus it's the spell required to craft the gun. But, there's an extra add-on. A foot-note states that "If a continuous item has an effect based on a spell with a duration measured in rounds [which reloading hands is], multiply the cost by 4."
So, 48,000gp. Plus technically the spell only functions 1/round, unlike the specific Pistol of the Infinite Sky which can do it an unlimited number of times per round.
If I don't include the x4 then the cost is 10,000 short, if I do include it I'm 26,000gp over cost.
So if someone can clear me to the cost break down up I'd appreciate it.
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Also I'm down to a couple of thoughts on this in general.
If I allow him to buy it and then upgrade it, how much would that cost?
The +6 weapon cost of 72,000 is exactly what the pistol costs, but a +1 bonus for infinite ammo and no reloading just sounds too powerful.
My thoughts are to either (in order of preference):
1) Don't let him do it at all
2) Let him do it but count the pistol as either a +7 or +8 weapon for the purposes of upgrading it further.
3) Say he can add the spell "Reloading Hands" to his current firearm (a magical revolver that I don't remember the specifics of off hand) if he really wanted to (for 48,000gp or the cost to add +1 to his weapon whichever is greater) and count it as a +1 bouns for the max +10 weapon bonus. But restricted to the spell's ability to only make 1 free bullet a round.
Just curious what you guys think of my above options. Thanks.
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Also, that the feat Bonded Firearm seems broken compared to normal magical item creation. Unless I'm reading something wrong with it.

Skylancer4 |

The problem with trying to give named weapon/armor untyped abilities a static number is, they often don't follow the magic item guidelines. So, they don't work out to what you'd expect.
The design team decided the price was balanced for the effects gained at the point the item would be available at that price. This is part of the reason magic item creation is sometimes more an art than a science. You as the GM know what your players are capable of and where the campaign will lead, so you need to decide on the prices in such cases. The guidelines give a starting point but everyones home game will be different and your prices may be considered high to some, then low to others. This is part of the reason PFS doesn't allow named items to be 'upgraded' or altered at all. Items are built at price points and giving those 'undefined' abilities to other items could be unbalancing.
Long story short, do what lets your game progress and allows for the players (and yourself) to enjoy it. Honestly at 16th level 'balance' starts to become VERY subjective, and as a 'martial' character I'd let the item go at its price (not more expensive/costly). Spellcasters are going to be getting access to endgame spells the next level and a continuous custom item is well within the characters budget (if the casters aren't already offering to help the party out by providing the buff themselves for free/using a higher level wand that the character bought to provide it/etc).

Skylancer4 |

As for the feat, if you think the characters should have to sell their items to buy new items and basically be 'penalized' for switching weapons or not using weapons they find (which often times happens with exotic weapons/builds) I guess you could considered broken.
Really it is a way to simplify the characters life and book keeping, they use X weapon and find Y weapon which is an slight upgrade. They either have to choose to sell the weapon (and not get its full 'worth') because it isn't the right weapon for the feats they have, sell the first weapon and sit on the gold because it isn't enough to actually upgrade the new weapon, or some such nonsense.
With the feat the new weapon allows them to upgrade the weapon they are trained with and allow them to 'use' the new weapon more efficiently. It's a quality of life option really.

FALCN120 |
Wow thanks for the fast response. As I said, I'm new at trying to GM, but I've been a rules monger for a long time. My group was playing a star wars table top but that DM wanted a break, so I stepped up saying I'd like to try my hand with a lvl 16 one shot campaign I got off of kickstarter to give him some more prep time for our next adventure. Not ideal to just start at lvl 16, but I figured it'd work itself out.
And is that a hard rule, about not upgrading specific items, because I can't seem to find it anywhere (unless PFS does things different than the core rules). Most of the dozen or so threads I found all said either "DM's discretion" or "yes, but the cost is tricky." If the normal rules say "no" I'm happy to go by that.
Also, we don't actually have a true caster just a crit happy samurai with a flying triceratops, a bow using fighter, a paly with a celestial bear, and the gunslinger.
I'm just a little confused by your final answer. You say to let the item go at its base cost, but don't suggest what would be a good benchmark of how much it would cost to add extra abilities (unless you're just saying that it isn't allowed) and this was just saying that my third option above should be ignored.
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As for the feat, I didn't exclusively mean that. I know finding junk loot isn't any fun. Next time I try running a full campaign of my own I would most likely use a universal weapon upgrade rule (going from +1 to +2 only costs the difference), as I'm of the mindset that awesome items are fun and let you throw stronger things at the PCs. Besides if it's a special weapon (family heirloom or bonded weapon, etc.) you can get some nice RP out of it.
My comment of the strength of the feat was 1) it gives a +1 luck bonus, which if I recall only an ioun stone can give a similar bonus. 2) They do get the full price of the weapon [which is the point you commented on]. But most importantly 3) for 8 hours of work, they can craft a +10 gun given the right amount of money, where it would take a caster with a craft feat several months to craft. Unless I'm reading the feat wrong. That last part is what just seems over powered to me.
Thanks again for the reply.

Skylancer4 |

It's been priced as a +1 enhancement. 73,300-1,300=72,000, which is a +6 weapon.
Or the price difference happens to be the difference between a +5 and +6 weapon. 22000 gp.
@FALCN120:
PFS doesn't really allow crafting by the PCs from what posters in other threads I've read have said (feats restricted). They need to 'buy' the items they want and altered named items are not possible. So it isn't strictly a PFS rule that they are disallowed. Custom items are strictly the domain of the GM, RAW, so do it if you want them to be allowed. I'd price it at the 22k difference as you figured out and account for it as a static cost special ability, it would increase the total price of the item by that amount not as an enhancement cost.