Huma44
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Do the adventure paths follow the normal magic item creation rules. The reason I am asking is a player found the magic item Zul in the Skull and Shackles adventure path. The item is only 18,395 to buy. He was wondering if he could add the dex damage ability to another weapon, the spell used is Calcific Touch. When we tried to figure it out the cost was over 28k. I was wondering if we did something wrong of if because it is a premade item it was cheaper.
The magic item is a +1 Trident with the human bane ability and 7 times per day when you hit a person with the trident you can do 1d4 dex damage. If the person is reduced to 0 dex they become petrified. And slows the target unless a dc16 fort save is made. The save does not negate the dex damage.
| Drakkiel |
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There are no rules for custom magic items...there are "guidelines"
Some magic items fall quite far out of the guidelines...this is because they are also priced on their usefulness
This is why I disagree with people when they break down certain items by ability since it doesn't work that way all the time. Yes it makes using those abilities in your own campaigns more difficult to price, but its also up to you to determine how effective that would be in your campaign
So in this case what weapon is he wanting to add the ability to? If its a one handed weapon then it's already more effective than the trident...since he can use it and another weapon, and even attempt to get the ability one both
That is just an example...you have to think about it yourself very hard ;)