nogoodscallywag
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A caster in my campaign wants to craft a +10 Headband of Mental Superiority, rather then the listed +6.
He is caster level 21, but also has Profession, Master Craftsman, with 20 ranks.
In trying to compute the cost and caster level, we have run into issues.
The +6 belt is listed for 144,000 GP. The rules in magic item creation don't show the price as being this; therefore we are having trouble computing the price of the +10 headband. I'm not even sure +10 is allowed, but can't find anything RAW restricting this, especially since weapons and armor can be +10.
I figured we could take the +6 belt and divide by each bonus (6) and then multiply that times 10 to get a price for the belt. In this case a +10 belt would be 240,000 GP.
Assuming caster level is 21, does the weapon and armor bonus restriction (caster must be 3 times bonus)the wizard may not be able to make it anyway.
Nefreet
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Weapons and Armor are crafted differently from stat-boosting items.
The formula for purchasing a belt or headband is (Bonus) x (Bonus) x 1,000gp. So a +2 is 4,000, a +4 is 16,000, and a +6 is 36,000.
If you want to add an additional feature to an already existing item, it costs +150% of the usual cost. So whereas a +2 belt of Strength is 4,000gp, a +2 belt of Strength/Dexterity would be 10,000gp.
And thus a +2 belt of Str/Dex/Con would cost 16,000
To make a +10, which is certainly a custom item and only allowed in home games, it would normally cost 100,000gp for a +10 belt of Strength, 250,000gp for a +10 Strength/Dexterity, and 400,000 for something that granted +10 to three stats.
I just woke up, so I hope that all makes sense. I tend to ramble before I've had my coffee.
| Blueluck |
Weapons and Armor are crafted differently from stat-boosting items.
The formula for purchasing a belt or headband is (Bonus) x (Bonus) x 1,000gp. So a +2 is 4,000, a +4 is 16,000, and a +6 is 36,000.
If you want to add an additional feature to an already existing item, it costs +150% of the usual cost. So whereas a +2 belt of Strength is 4,000gp, a +2 belt of Strength/Dexterity would be 10,000gp.
And thus a +2 belt of Str/Dex/Con would cost 16,000
To make a +10, which is certainly a custom item and only allowed in home games, it would normally cost 100,000gp for a +10 belt of Strength, 250,000gp for a +10 Strength/Dexterity, and 400,000 for something that granted +10 to three stats.
I just woke up, so I hope that all makes sense. I tend to ramble before I've had my coffee.
Bingo.
nogoodscallywag
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Well my question wasn't answered...
The +6 Belt of Mental Superiority states the GP worth is 144,000.
If you take the chart:
Ability bonus = bonus squared x1000
This would seem to be, since the headband gives +6 to 3 different abilities, that is should be
ability bonus is 18 squared, then times 3.
This equals 324,000. But wouldn't you also use this price feature, too:
Multiple different abilities Multiply lower item cost by 1.5
Not sure how 144,000 GP was computed...
| Hendelbolaf |
As of right now, Pathfinder follows the epic rules as outlined back in 3rd edition. These epic rules are applicable for both 3.5 and Pathfinder until Paizo develops a new set of epic Pathfinder rules.
So a belt or headband +8 is 640,000gp.
A belt or headband +10 is 1,000,000gp.
A belt or headband +12 is 1,440,000gp.
The formula for epic ability score items is bonus x bonus x 10,000gp.
Look on the bright side, you no longer have to pay xp as well.
For any item that gives a bonus over the normal (ie +5 for ring of protection, cloak of resistance, or amulet of natural armor, +8 for bracers of armor, +6 for ability stat items, etc) the cost is multiplied by 10.
| Ilja |
As of right now, Pathfinder follows the epic rules as outlined back in 3rd edition. These epic rules are applicable for both 3.5 and Pathfinder until Paizo develops a new set of epic Pathfinder rules.
That's... not correct. Pathfinder is (roughly) _compatible_ with the epic rules from 3rd edition. That doesn't mean that pathfinder _follows_ those rules - an individual DM might choose to incorporate it, but for pathfinder, 3rd edition stuff is simply (roughly) compatible 3rd party stuff.
| Hendelbolaf |
Hendelbolaf wrote:As of right now, Pathfinder follows the epic rules as outlined back in 3rd edition. These epic rules are applicable for both 3.5 and Pathfinder until Paizo develops a new set of epic Pathfinder rules.That's... not correct. Pathfinder is (roughly) _compatible_ with the epic rules from 3rd edition. That doesn't mean that pathfinder _follows_ those rules - an individual DM might choose to incorporate it, but for pathfinder, 3rd edition stuff is simply (roughly) compatible 3rd party stuff.
As Pathfinder is built upon 3rd edition and the OGL, it is correct. However, you are also correct. In the Beyond 20th Level in the core rulebook it speaks about "numerous products that are compatible" with Pathfinder. They could obviously not call out D&D but that is the initial implication. Since then, yes, other 3rd party publishers have or or having a try at epic level rules.
In the end, again, you are correct that it is up to the DM to decide as even trying to use the D&D epic rules will as Paizo said "provide unanticipated problems." So, I was giving clarification based off the history of the game we know as Pathfinder and where it came from originally.
That beings said, allow your players to buy or craft headbands and belts of +10 for 100,000gp and see if it begins to unbalance the game. I was just adding a reference point that had not yet been referenced in this thread.
Happy gaming!
| Claxon |
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I would strongly discourage allowing a caster to purchase a headband that will increase his casting stat above the normal +6. The game is limited to the +6 to help preserve balance, which is even difficult with caster in general. Remember that this will increase the amount of spells he can cast and the save DCs for their spells.
| Blueluck |
For everyone who is advising against allowing an item above +6 to exist at all, don't forget that we're talking about a character who is already at 20th level and is going to take 400 days off from adventuring to craft a magic item. The campaign is solidly in "The rules are... there ain't no rules!" land.