| DaRotten |
Hey! Rotten here.
I've been playing pathfinder for a while now, my whole party is almost at lvl 3, super fun game to play n' stuff.
I need some advice though, on some examples of magical items for my players, to quit handing +1 sword, n' stuff like that. Im not sure If I missread the core book on magic items, but, most of the magic items are liked 98242GP worth, so, if someone could provide me with some basic magic items guided, or point me in the right direction to look I would really apriciate it.
Thanks in advance!
| Tacticslion |
EDIT:
Heh, ninja'd by both you and Glutton.
In general either the Archives of Nethys are great, as is d20pfsrd.
More in specific response to you, below.
A given PC has about 3,000 gold worth of stuff.
By rules, you need a +1 basic bonus in order to add anything else.
Most abilities (including flaming) is another +1 bonus, bringing the total to +2.
The inexpensive magic effects that don't require a +1 bonus is Impervious and Glamered (3k and 4k, respectively).
A +1 is 2k.
A +2 is 8k.
Impervious is 3k.
The most inexpensive weapon beyond a +1 is, hence, a +1 impervious weapon that clocks in around 5k-value worth of stuff.
But that's a really boring weapon.
So... the reason I'm asking what you're looking to give them, is because with more specifics, we can generally recommend cool things with more interesting effects that won't break whatever module or set of your games you're running.
So... what game are you running? Module, AP, home-brew, etc?
What are you looking to give them?
What are you willing to adapt?
What are the player characters?
| Tangaroa |
You have to build a general magical weapon using the rules.
Example:
+1 flaming longsword is an "equivalent" +2 magic weapon - +1 for the basic magic bonus (always needed), and +1 for the flaming.
Cost:
15 gp for a longsword
300 gp for masterwork (always needed for magic weapons)
8000 gp for making it +2 magic
total: 8315
Crafting:
If the PCs want to craft it, they would need:
*Craft Magic Arms and Armor
*The sword, plus half price for the magic: 15 gp + 300 gp + 4000 gp = 4315 gp. To make the blade would take 4 days (1 per 1000 gp of magic cost)
*Because the sword is flaming, they need to be able to cast flame blade, flame strike, or fireball each day (which comes from the flaming ability
*The spellcraft or craft(weapons) skill - the check they need to make is 5+caster level. In the rules, it says you take the higher of the caster level required for the enhancement bonus (3x+1 = 3) and the special property (flaming says 10 in the property.) Ten is higher, so they need to make a DC 15 check to make the weapon. If they fail, they lose the money and waste their time. If they fail by 5 or more (rolled a 10 on the check), they actually make something cursed instead.
| DaRotten |
Oh oh oh...
Lemme see.
Im playing a module that I created myself, and I want to give them stuff that makes them "cooler" but not invincible.
I have, for example, a rouge hafling, with a hatred towards goblinoid creatures, so I thought about a "anti-goblin sword" but to me, it seemed waay to specific to be usefull, so I'll keep the backstories a part (Unless you think its important) and give you the classes.
I have:
Half-orc Cleric 1 bard 1, protection and healing domains.
Half-elf Monk 2
Halfling Rouge 2 with more melee aproach, and a little bit of alchemy (On his way to level up an alche class later on, but he still not sure)
Human Fighter 1 druid 1, with melee aproach, hig STR and hig CHA (Will not keep leveling Druid though, he just wanted a tiny pet, lolz)
Elf Sorcerer lvl 2 Draconic bloodline.
Thats about it.
I dont know if you need more info? Ask me if you need though. Hope this help you to help me :P
| Tacticslion |
EDIT: ninja'd again!
(It's because I'm slow.) :D
I'll look at that more, soon. :)
Tacticslion wrote:What... are you looking for?Uhhm... some examples of magic items for lvl 2~3 players.
Or where to look for them
There are plenty of things that you can give.
What I'm asking is what you want out of it either in specific, in general... or the general idea.
Do you like swords on fire?
Do you armor that's hard to sunder?
Do you like potions or elixirs or wands?
(These last are all easily valid magic items for level 2~3 characters, and are relatively cheap for what they get, but are limited use, so I wasn't entirely sure if you wanted them.)
Specifically, I'm trying to understand this:
most of the magic items are liked 98242GP
What does that mean, exactly?
What gives you that number? Is it arbitrarily made up? Is it in reference to a specific item?
Thus, "what are you looking for"?
Permanent magic items?
Temporary magic items (that can be used up)?
Either or both?
| DaRotten |
You have to build a general magical weapon using the rules.
Example:
+1 flaming longsword is an "equivalent" +2 magic weapon - +1 for the basic magic bonus (always needed), and +1 for the flaming.
Cost:
15 gp for a longsword
300 gp for masterwork (always needed for magic weapons)
8000 gp for making it +2 magic
total: 8315Crafting:
If the PCs want to craft it, they would need:
*Craft Magic Arms and Armor
*The sword, plus half price for the magic: 15 gp + 300 gp + 4000 gp = 4315 gp. To make the blade would take 4 days (1 per 1000 gp of magic cost)
*Because the sword is flaming, they need to be able to cast flame blade, flame strike, or fireball each day (which comes from the flaming ability
*The spellcraft or craft(weapons) skill - the check they need to make is 5+caster level. In the rules, it says you take the higher of the caster level required for the enhancement bonus (3x+1 = 3) and the special property (flaming says 10 in the property.) Ten is higher, so they need to make a DC 15 check to make the weapon. If they fail, they lose the money and waste their time. If they fail by 5 or more (rolled a 10 on the check), they actually make something cursed instead.
Thanks!! I'll take a more depth look on that, looked more complicated than what you explain now.
| Mudfoot |
| 1 person marked this as a favorite. |
There's no particular reason (except that it was grandfathered in from 3.0) why a weapon has to have a +1 enchantment before it gets anything interesting. An Amulet of Might Fists is for some reason exempt from this rule, suggesting that it's not necessary. So by all means ditch it and allow a +0 flaming sword. It would of course be masterwork so +1 to hit (and therefore only little worse than a normal +1 flaming).
| DaRotten |
There's no particular reason (except that it was grandfathered in from 3.0) why a weapon has to have a +1 enchantment before it gets anything interesting. An Amulet of Might Fists is for some reason exempt from this rule, suggesting that it's not necessary. So by all means ditch it and allow a +0 flaming sword. It would of course be masterwork so +1 to hit (and therefore only little worse than a normal +1 flaming).
Im still strugling to understand this rules (First timer on a D20 system) the +1 on the weapon, adds to what? The atack, the damage? Both? Or each +1 means a separate improvement? Im sure that I'll figure it out once I study the rules, but want to get that part sure first, to understand what you guys are telling me, haha.
| Jeraa |
| 2 people marked this as a favorite. |
Im still strugling to understand this rules (First timer on a D20 system) the +1 on the weapon, adds to what? The atack, the damage? Both? Or each +1 means a separate improvement? Im sure that I'll figure it out once I study the rules, but want to get that part sure first, to understand what you guys are telling me, haha.
The weapon enhancement bonus (the +) adds to both attack rolls and damage.
| DaRotten |
EDIT: ninja'd again!
(It's because I'm slow.) :D
I'll look at that more, soon. :)
DaRotten wrote:Tacticslion wrote:What... are you looking for?Uhhm... some examples of magic items for lvl 2~3 players.
Or where to look for themThere are plenty of things that you can give.
What I'm asking is what you want out of it either in specific, in general... or the general idea.
Do you like swords on fire?
Do you armor that's hard to sunder?
Do you like potions or elixirs or wands?
(These last are all easily valid magic items for level 2~3 characters, and are relatively cheap for what they get, but are limited use, so I wasn't entirely sure if you wanted them.)Specifically, I'm trying to understand this:
Quote:most of the magic items are liked 98242GPWhat does that mean, exactly?
What gives you that number? Is it arbitrarily made up? Is it in reference to a specific item?
Thus, "what are you looking for"?
Permanent magic items?
Temporary magic items (that can be used up)?
Either or both?
Im more comfortable with "permanent" items, but Im open minded 8D
The number that I posted there, I just smashed my numpad, hahaha, was trying to state that the items on the core book are really expensive for a 2~3 level character (But now I think that I might be pretty wrong).Oh, I also like items that either enhaced abilities (+2 on stealth, IE) or items that give abilities (Spell like, or things like that) BUT, that are "good enough" for lvl 2~3 characters.
| DaRotten |
You have to build a general magical weapon using the rules.
Example:
+1 flaming longsword is an "equivalent" +2 magic weapon - +1 for the basic magic bonus (always needed), and +1 for the flaming.
Cost:
15 gp for a longsword
300 gp for masterwork (always needed for magic weapons)
8000 gp for making it +2 magic
total: 8315Crafting:
If the PCs want to craft it, they would need:
*Craft Magic Arms and Armor
*The sword, plus half price for the magic: 15 gp + 300 gp + 4000 gp = 4315 gp. To make the blade would take 4 days (1 per 1000 gp of magic cost)
*Because the sword is flaming, they need to be able to cast flame blade, flame strike, or fireball each day (which comes from the flaming ability
*The spellcraft or craft(weapons) skill - the check they need to make is 5+caster level. In the rules, it says you take the higher of the caster level required for the enhancement bonus (3x+1 = 3) and the special property (flaming says 10 in the property.) Ten is higher, so they need to make a DC 15 check to make the weapon. If they fail, they lose the money and waste their time. If they fail by 5 or more (rolled a 10 on the check), they actually make something cursed instead.
That flaming word, you used, would be a +2 flaming sword? Or a +1 flaming sword and the "other" +1 would be the flaming property?
Also, what does the "Minor" "Medium" and "Major" columns stand for?| Tacticslion |
.
.
. (dropping this down to be easier reading)
Pricing is understandably weird. EDIT: Questions about it are understandable. Please feel free to ask for any clarifications you need.
That flaming word, you used, would be a +2 flaming sword? Or a +1 flaming sword and the "other" +1 would be the flaming property?
It would be a +1 flaming sword (one +1 would be the actual +1, the other would be the 'flaming') that was the same price as a generic +2 sword.
The primary reason for having the generic '+' elements associated with weapons in the d20 system is a matter of game balance and evening out the math.
To explain:
- a regular weapon uses just the character's own bonuses to attack and damage
- a masterwork weapon grants a +1 to attack, but no bonus to damage; this is necessary to be a magic weapon
- a +<X> weapon adds the amount of the + to both attack and damage, but this overlaps with masterwork
The means:
1) a longsword grants no bonus to attack and damage
2) a masterwork longsword grants a +1 to attack, but no bonus to damage
3) a +1 longsword provides a +1 to attack and damage
4) a +2 longsword provides a +2 to attack and damage
- 4a) a +1 flaming longsword (priced as +2 a) provides a +1 to attack and damage, and +1d6 fire damage
5) a +3 longsword provides a +3 to attack and damage
... and so on.
Does that help clear things up?
There's no particular reason (except that it was grandfathered in from 3.0) why a weapon has to have a +1 enchantment before it gets anything interesting. An Amulet of Might Fists is for some reason exempt from this rule, suggesting that it's not necessary. So by all means ditch it and allow a +0 flaming sword. It would of course be masterwork so +1 to hit (and therefore only little worse than a normal +1 flaming).
This is correct, however it's worth noting that the Amulet of Mighty Fist (unless this has been altered?) is really expensive, compared to other weapons.
(Also not for a particularly good reason, but that's how it runs.)
That said, depending on how you run the game, giving a masterwork sword the flaming property is perfectly fine.
As an example, in another 3.5 module, there's a cave where you can take any weapon, smear your blood on it, and touch it to a gem to irrevocably give that weapon an elemental damage property (flaming, frost, shock, or thundering).
It was... pretty awesome, actually.
Thus, it's not a hard, inviolable rule.
If you're interested in permanent magic items, but want to ignore +'s, just go with that.
If you plan on having this game continue for a while... you might not want to, for balance reasons, down the road.
| Kobold Catgirl |
You could try giving them special mundane weapons, like the alchemy-ish stuff from Dragon #something. My books are like a thousand miles away right now so I can't check.
You could also try making normal +1 weapons with special "little" benefits, like +2 on sunder attempts or +2 on attacks/damage against undead.
Specialized weapons (like the anti-goblin sword you were thinking about) are fun because you get to say, "Ooh! Guys, step aside. I got the perfect weapon for this."
| I3igAl |
Oh oh oh...
Lemme see.
Im playing a module that I created myself, and I want to give them stuff that makes them "cooler" but not invincible.
I have, for example, a rouge hafling, with a hatred towards goblinoid creatures, so I thought about a "anti-goblin sword" but to me, it seemed waay to specific to be usefull, so I'll keep the backstories a part (Unless you think its important) and give you the classes.
I have:
Half-orc Cleric 1 bard 1, protection and healing domains.
Half-elf Monk 2
Halfling Rouge 2 with more melee aproach, and a little bit of alchemy (On his way to level up an alche class later on, but he still not sure)
Human Fighter 1 druid 1, with melee aproach, hig STR and hig CHA (Will not keep leveling Druid though, he just wanted a tiny pet, lolz)
Elf Sorcerer lvl 2 Draconic bloodline.Thats about it.
I dont know if you need more info? Ask me if you need though. Hope this help you to help me :P
Don't take the wealth per level guidelines to serious. While a +1 Goblinoid Bane sword, counts as +2 and would therefore have a base price of 8000, if the characters only fight Goblins rarely, you could count it as a +1 weapon instead. This would leave 6000 GP to use for something else.
| Tacticslion |
Don't take the wealth per level guidelines to serious. While a +1 Goblinoid Bane sword, counts as +2 and would therefore have a base price of 8000, if the characters only fight Goblins rarely, you could count it as a +1 weapon instead. This would leave 6000 GP to use for something else.
I want to say that the above is great advice if:
1) you have no crafters and your characters are not interested in the selling 'expensive/worthless' items to get 'useful' items
OR
2) you have crafters that are willing to create and make things for people who are not the PCs
--------
The reasons: if you ignore the WBL Guidelines (and they are guidelines, not hard rules), than, due to the way shopping for and selling magic items works, characters with access to a metropolis can shed any item they don't want and gain almost any item they do want instead.
With enough (relative) wealth (including expensive magic items they're willing to sell), they can gain substantial power.
Thus if a GM ignores the WBL (which is a fine and good thing, if that's what you want to do), in order to maintain the (relative) balance of power with their group, many will have to have a tighter reign on the magic marts in the world.
Wealth By Level is one of many means of controlling power.
Depending on your group's style, it may not be necessary, or it may.
On that, we can't really advise in general, as it fluctuates from group to group how important it is.