Crafting rules


Rules Questions


Hey one of my players wants to craft a magic item but instead of using one of the bonuses on the book he wants to choose a spell (heroism) to imbue the armor with.

Are there any rules out there the would tell me how to solve this or what requirements he needs to craft an armor with that ability?

he also wanted to craft gauntlets or an item with the breath of life spell imbued is it possible?

thanks

Dark Archive

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First, the player has to make, buy, or have someone else make the master crafted armor. This is done by them doing a crafting check to make the armor, THEN another check to make it master crafted. not sure off hand the DC for this.

Next, they need to have a level 3 times higher then the enhancement bonus (minimum of +1 bonus) being added. Before you can even think of adding an ability, it has to be a +1 item.

Cost to add the ability would be as if 200 charges if it's a continuous effect or has unlimited charges. Does he want the armor to have a constant Heroism effect, or usable effect that you trigger X times per day? This affects cost to make.

Finally, the DC to craft the item is 5+caster level (Heroism is probably CL 6). If you don't actually have the requirements, add another 5 to the DC for each missing requirement. For example if you want to make a belt of physical might, but don't have bulls strength, cat's grace, and bears endurance the DC goes up by 15.

Note that caster level for a vanilla +X item is three times the enhancement bonus. So to make a +5 sword it's caster level 15 base. If there's both, use the highest caster level. So in the case of a +5 shield of heroism, that would probably be caster level 15, for a DC of 20 minimum to craft.

If you're a word caster the spell needs to be on the normal spell list for your class, and you have to have enough spell slots of the correct level. If both are true, increase DC by 2 per spell prereq you're replacing with word casting. If not true, add 5 DC per prereq you don't meet.

For example a wordcasting sorcerer could make a belt that grants +2 dex and +2 con so long as they can cast two level 2 spells per day. But the DC would go up by 2 for each spell needed. Thus raising the caster level to craft from 12 to 16.

Note that some abilities you can add to weapons, armor, and shields have an enhancement value. Add this to the item's enhancement value to determine caster level for crafting DC. A +5 anarchic long sword for instance would have a total enhancement bonus of +7, for a total DC of 26 (31 if the crafter doesn't have the Chaos Hammer spell).

Rules are on pages 462 and 548-551

So in summery, the spellcraft DC to make the armor he wants is 5+(CL of spell or 3x enhancement bonus, whichever is higher)+5 for each prerequisite missing (such as Heroism spell).

And remember, if he rolls 5 less then the crafting DC, it's a cursed item. Or if he rolls a 1 on the crafting check. If he fails to meet the DC but it's within 4 points, he just wasted time and resources, have to restart.

Also remember that it takes one 8 hour day of crafting per 1000g of the end value (not crafting cost). And if he's working on it while adventuring, he can only spend 4 hours a day working on the item (while receiving 1 hour of credit towards completion).

Dark Archive

Yes, I've been reading up on crafting rules lately. Started playing a word caster sorcerer who makes their living (or at least did) via crafting wondrous items and selling them in cities or to adventurers she encounters in the wilderness. So I had to learn about the system.


Quote:
Cost to add the ability would be as if 200 charges if it's a continuous effect or has unlimited charges. Does he want the armor to have a constant Heroism effect, or usable effect that you trigger X times per day? This affects cost to make.

No. You figure the price at 100 charges if continuous or unlimited use. 50 charges if there is a daily limit.

Quote:
If item is continuous or unlimited, not charged, determine cost as if it had 100 charges. If it has some daily limit, determine as if it had 50 charges.

Dark Archive

Ah, misread my PDF. It wasn't zoomed in to 100% so that looked like it said 200.


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

FYI there is an armor special ability called Determination that adds the Breath of Life Feature when you hit 0 hp for +30,000 gp to armor. I would allow it for gauntlets too.

Shadow Lodge

Jeraa wrote:
Quote:
Cost to add the ability would be as if 200 charges if it's a continuous effect or has unlimited charges. Does he want the armor to have a constant Heroism effect, or usable effect that you trigger X times per day? This affects cost to make.

No. You figure the price at 100 charges if continuous or unlimited use. 50 charges if there is a daily limit.

Quote:
If item is continuous or unlimited, not charged, determine cost as if it had 100 charges. If it has some daily limit, determine as if it had 50 charges.

That applies to material component costs. For the spell itself, the formula is:

Continuous item: spell level x caster level x 2000 gp x duration factor*

= 3 x 5 x 2000 x 1.5 = 45,000gp

Charges per day: spell level x caster level x 2000 gp x (charges/5)

= 3 x 5 x 2000 x (1/5) = 6,000gp per charge

Note that adding to to armour invokes the 50% price increase for adding an ability to a slotted item, so you're looking at 67,500gp to add a continuous heroism effect to armour, or 9,000 gp for each daily charge up to 5. The enhancement should probably be CL 5 (craft DC 10) and require the heroism spell.

*"If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half."


I think there is also the permancy spell route no?
I don't know much about it though since I never permancy anything..

I think it is dispel=able though, and that would be one expensive sad day.


In general, Permanency only applies to certain spells, and should not be an attempted substitute for getting around the costs of items. XD

Dark Archive

So it'd still possibly default back to the DC of the armor's enhancement bonus. All told, making magic armors and weapons gets difficult. Not something you want to do with low spellcraft. Hell, crafting in general isn't something you want to do with low spellcraft.

Yeah with +15 spellcraft a DC 21 item (handy haversack for a level 5 wordcasting sorc for example) isn't too difficult. But higher CL items get rough, especially if they require multiple spells you don't have. And you REALLY don't want to push your luck with some things. The first time you accidentally make a scarab of death instead of a +3 flaming burst amulet of mighty fist of pure good could well be your last. Or the first time you mess up a bag of holding type IV and make a bag of devouring...


Strangely, you are allowed to take 10 on magical item crafting. So you don't need to risk messing it up mostly.

Another way to make either item is to make them 'Spell Storing' and have a friend add the spell wanted each time you wanted.

It's also cheaper to make a different item than armour into the heroism item. Eg use a vest so you don't need an armour enhancement first. Since a vest occupies a slot, you get a 50% discount on the price of a slot less item.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Note that the "Use activated or continuous" line for spell effects in the Estimating Magic Items Gold Piece Values table is the easiest way to break the game.

For continuous bonuses, even if "granted" by a spell effect, you should always use the top of the table. Heroism grants a +2 morale bonus on attack rolls, saving throws, and skill checks; so that's (at least!) 4 x 2000 gp = 8000 gp for the attack bonus (using the Weapon Bonus (enhancement) as the equivalent*), 4 x 1000 gp = 4000 gp for the save bonus, and 4 x 100 gp = 400 gp for the skill bonus (plus any adjustments for multiple abilities in a slot item).

Now, if you wanted to use heroism as a spell effect X times per day (or unlimited uses; but you have to activate it each time, it only lasts for the duration determined by the CL, etc.), then the Command Word line can be used. Since heroism has a 10 min/level duration, you could probably go with a 4 times per day version at CL 6 (1 hour duration); 3 x 6 x 1800 gp x 4 / 5 = 25,920 gp.

*- it only affects attack rolls, but it's for all attacks and stacks with existing enhancement bonuses.


Dragonchess Player wrote:

Note that the "Use activated or continuous" line for spell effects in the Estimating Magic Items Gold Piece Values table is the easiest way to break the game.

For continuous bonuses, even if "granted" by a spell effect, you should always use the top of the table. Heroism grants a +2 morale bonus on attack rolls, saving throws, and skill checks; so that's (at least!) 4 x 2000 gp = 8000 gp for the attack bonus (using the Weapon Bonus (enhancement) as the equivalent*), 4 x 1000 gp = 4000 gp for the save bonus, and 4 x 100 gp = 400 gp for the skill bonus (plus any adjustments for multiple abilities in a slot item).

Now, if you wanted to use heroism as a spell effect X times per day (or unlimited uses; but you have to activate it each time, it only lasts for the duration determined by the CL, etc.), then the Command Word line can be used. For heroism, since it's a 10 min/level duration, you could probably go with a 4 times per day version at CL 6; 3 x 6 x 1800 gp x 4 / 5 = 25,920 gp.

*- it only affects attack rolls, but it's for all attacks and stacks with existing enhancement bonuses.

The bonus only applies to attack rolls, not damage rolls, so the cost should be half (4000gp). Morale bonuses to saves cost twice as much, so it is possible that a morale bonus to an attack would cost twice as much as well.

It is a +2 morale bonus on all saves, not just 1. That costs 8000gp each.
The skill bonus can't be calculated as it applies to all skills. The formula is only for a single skill boost.

Adding that all together, including the increase for multiple enchantments on an item, gives a price of 38000gp (8000 for 1 save bonus, 12000 each for the other two, 6000 for the attack bonus). And that is not including the cost of the +2 morale bonus to every skill in the game.


Be careful there's already an Ioun Stone that gives +1 morale bonus to everything covered by a Heroism spell, and that it costs 30000 gp.

To evaluate a correct price on a slotted item (and not an armor) :

30000 / 2 = 15000 gp (as slotless doubles the price)

To follow the usual rule for bonus evolution, if +1 is 15000, +2 will cost 4 times as much, thus making it 60000.


Daniel Myhre wrote:
Note that caster level for a vanilla +X item is three times the enhancement bonus. So to make a +5 sword it's caster level 15 base. If there's both, use the highest caster level. So in the case of a +5 shield of heroism, that would probably be caster level 15, for a DC of 20 minimum to craft.

If he is not a CL 15, he does not meet that prerequisite and gets to add another +5 to the DC for his check (in this specific situation).

----

Heroism (the spell) continuous on an item:
Cheapest if he finds some bard to make a scroll of heroism (level 4 bard x level 2 spell x 2000g (to make continuous) = 16,000g

Heroism (the affects) (+2 morale bonus to saves, attacks, and skill checks).

Core Rules:
Multiple Different Abilities: Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar, and their values are simply added together to determine the cost. For items that take up a space on a character's body, each additional power not only has no discount but instead has a 50% increase in price.

There are 38 + craft (varies) + profession number of skills. For the purpose of math, let us assume there are only 40 skills.

The book gives skills a circumstance bonus. To compare what a morale bonus to skill checks would be - I will compare the difference between an enhancement bonus and a morale bonus (%) is to armor and apply the same % increase to skills and attacks (1000 g vs 2500 g).

Cheapest first when creating magical items. 2^2 = 4 x 100 = 400g + 400gx1.5 (see multiple different abilities above) = 600g. 400g + 600gx39 = 400g + 23,400g = 23,800g. 23,800 / 1000 = 23.8 x 2500 = 59,500g.

+2 morale bonus to attack. 2^2 = 4 x 2000 = 8000 x 1.5 = 12,000 / 1000 = 12 x 2500 = 30,000g.

+2 morale bonus to saves. save bonus (other) = number squared x 2000. 2^2 = 4 x 2000= 8000 x 1.5 = 12,000g.

59,500g + 30,000g + 12,000g = 101,500g /2 (crafters pay half) =
50,750g = crafter payment to make this item.

As GM, this is how much players at my table would have to pay to have heroism continuous on an item.

----

Someone brought up the idea of applying this spell to a slotless item.
Two rules from Core Rules govern slotless item prices:
3 An item that does not take up one of the spaces on a body costs double.

Multiple Similar Abilities: For items with multiple similar abilities that don't take up space on a character's body, use the following formula: Calculate the price of the single most costly ability, then add 75% of the value of the next most costly ability, plus 1/2 the value of any other abilities.

Rule 1 applies and Rule 2 does not apply when creating this item.

Skills: 400g x 40 = 16,000g x 2 = 32,000g / 1000g = 32 x 2500 = 80,000g

Attack: 2^2 = 4 x 2000 = 8000 x 2 = 16,000g / 1000g = 16 x 2500 = 40,000g

Saves: 2^2 = 4 x 2000 = 8000 x 2 = 16,000g

80,000g + 40,000g + 16,000g = 136,000g / 2 (crafter discount) =
68,000g

Dark Archive

Sarrah wrote:
Daniel Myhre wrote:
Note that caster level for a vanilla +X item is three times the enhancement bonus. So to make a +5 sword it's caster level 15 base. If there's both, use the highest caster level. So in the case of a +5 shield of heroism, that would probably be caster level 15, for a DC of 20 minimum to craft.

If he is not a CL 15, he does not meet that prerequisite and gets to add another +5 to the DC for his check (in this specific situation).

Really? My understanding was that you flat out aren't allowed to make a +3 sword if you're not level 9 or higher. And that you similarly aren't allowed to make a +2 amulet of natural armor unless your caster level isn't high enough for the bonus (4 levels per +1 I believe). And isn't the CL added to difficulty already factoring in that part? I mean, unless they are taking feats, traits, and other stuff to maximize Spellcraft a level 5 player is probably going to find a CL 15 item to be difficult to make. Especially if they have multiple prereqs that they're missing.

Overwhelming yet? Crafting is a nifty system that can give the players a lot of power far faster then the GM might have intended. On the other hand, players that overreach them self can quickly get smacked down HARD when they fail a crafting check.

Personally, I'd only let someone take ten if they literally can't fail to make the item except on a 1. That way there's always the slight chance they'll mess up a high DC item.


Daniel Myhre wrote:

Really? My understanding was that you flat out aren't allowed to make a +3 sword if you're not level 9 or higher. And that you similarly aren't allowed to make a +2 amulet of natural armor unless your caster level isn't high enough for the bonus (4 levels per +1 I believe). And isn't the CL added to difficulty already factoring in that part? I mean, unless they are taking feats, traits, and other stuff to maximize Spellcraft a level 5 player is probably going to find a CL 15 item to be difficult to make. Especially if they have multiple prereqs that they're missing.

Overwhelming yet? Crafting is a nifty system that can give the players a lot of power far faster then the GM might have intended. On the other hand, players that overreach them self can quickly get smacked down HARD when they fail a crafting check.

It is one of the broken parts about magical crafting that has never been addressed by a FAQ or errata. Most tables will rule exactly as you have.

Daniel Myhre wrote:
Personally, I'd only let someone take ten if they literally can't fail to make the item except on a 1. That way there's always the slight chance they'll mess up a high DC item.

I totally agree. Also, I (the GM) have to make the roll, because if they roll low and know it is cursed, then they'll never use the item.


Daniel Myhre wrote:
Sarrah wrote:
Daniel Myhre wrote:
Note that caster level for a vanilla +X item is three times the enhancement bonus. So to make a +5 sword it's caster level 15 base. If there's both, use the highest caster level. So in the case of a +5 shield of heroism, that would probably be caster level 15, for a DC of 20 minimum to craft.

If he is not a CL 15, he does not meet that prerequisite and gets to add another +5 to the DC for his check (in this specific situation).

Really? My understanding was that you flat out aren't allowed to make a +3 sword if you're not level 9 or higher. And that you similarly aren't allowed to make a +2 amulet of natural armor unless your caster level isn't high enough for the bonus (4 levels per +1 I believe). And isn't the CL added to difficulty already factoring in that part? I mean, unless they are taking feats, traits, and other stuff to maximize Spellcraft a level 5 player is probably going to find a CL 15 item to be difficult to make. Especially if they have multiple prereqs that they're missing.

Caster level prerequisites are one of the things you can ignore by adding +5 to the DC. It is entirely possible for a 5th level character to make +5 armor and weapons (should he have the money and ability to make the check).

Quote:
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites.

And there is even a FAQ about it:

Quote:
As presented on page 549 of the Core Rulebook, there are no limitations other than (1) you have to have the item creation feat, and (2) you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites. So racial requirements, specific spell requirements, math requirements (such as "caster level must be at least three times the enhancement bonus"), and so on, are all subject to the +5 DC rule.


A lot of discussion, a lot of house rules, and a lot of misinformation, all in just 18 posts.

First, Take-10 is always allowed when crafting. Since you CANNOT craft without a safe quiet place, you are never "distracted" or "in danger" so the only restrictions on Take-10 never apply (if they did, you couldn't be crafting there in the first place). All the comments about not letting people use Take-10 are purely house rules. That said, I agree that using Take-10 removes all randomness and all chance of getting cursed items and takes all the fun out of it, so it's probably a good (fun) house rule to disallow it.

As for a continuous Heroism effect, I would almost certainly never allow that. First rule: Don't let players create things that could potentially break or unbalance the game. While it doesn't sound too bad, consider that the price of attack and save bonuses does not scale linearly, but geometrically. Adding a morale bonus on top of the scaling bonuses break this math. Consider: If you have a +1 sword and add +2 more, the price goes up by just 16,000gp, but if you have a +5 sword and add +2 more, the price goes up by 48,000 (and the rules say you can't even normally do this). So already, having a flat-price +2 bonus breaks the math.

Another problem is that it adds bonuses to several different TYPES of rolls. Usually, only weapons add to your attack rolls, usually only misc items add to saves, and usually only separate misc items add to skill checks (and rarely to EVERY skill at the same time). Stacking all of this onto a single item for a single price is potentially game-breaking. There are rules for it, but the math gets a bit more complicated and GMs are generally advised to be very careful with this stuff.

If you are going to use it, then I would NOT put it on a weapon or armor (due to the scaling factor) so I would suggest only on a MISC item. Preferably in a slot that has other items that add to at least one of these types of checks (amulet or cloak seems appropriate). But I suppose it could work as an add-on to armor if you want, but if you do that, make sure to add the extra cost for being "slotless" since you're basically letting the player add it without using any slot for it (he had magical armor anyway, right?) - so this means an item that doesn't take up its own space should cost x2 the normal price.

Now, breaking Heroism down:

+2 MORALE bonus to attack rolls should price like any other magic weapon but at half price since it doesn't add to damage: 2^2 x 1,000 = 4,000gp. That's the very minimum.

+2 MORALE bonus to saves should price like a Cloak of Resistance: 2^2 x 1,000 = 4,000gp.

+2 MORALE bonus to EVERY skill is extremely hard to price. I can't find it. Sarrah suggested basing the price on 40 skills, and that might work, but it seems too high in my estimation. But since there doesn't seem to be a good way to price it, anything might work. I would suggest more like 10 skills, so the price is consistent and reasonably affordable when done: 2^2 x 1,000 = 4,000gp.

Remember that when adding multiple magical powers to a single item, the first power is normal price, then each power after that is x1.5 the cost. So 4,000 + 6,000 + 6,000 = 16,000gp.

Continuous items have their own pricing structure which we didn't use here because we used equivalent prices of other items that are also continuous, so that cost should be built in. But it's worth noting that when the original spell is 10 minutes/level, the prices of a continuous item is multiplied by 1.5 and I would strongly advise doing that here too, so 16,000 x 1.5 = 24,000gp.

This is a fairly reasonable price (seems low to me, actually) if the item takes a useful slot like an amulet or a cloak. If it doesn't, then add the "No space limitation" multiplier of x2 and charge 48,000 for it.

None of this is "RAW" or in any way set in stone. It's always up to each GM to figure out pricing for custom items. But remember that the first rule for pricing items is to find a comparable item and price accordingly to that. I scanned around and found: flawed pale green prism Ioun Stone.

This item costs 28,000 and takes no slot. It only adds +1 instead of +2 so we need to adjust for that. It also adds to ability checks while Heroism does not, so we need to adjust for that.

Ability checks are pretty rare. I hardly use them. So adding to them is the least beneficial thing the Ioun Stone does. I think knocking 4,000 off the price is fair, bumping it down to 24,000gp for a +1 morale bonus to attack rolls, saves, and all skill checks.

Then since scalar pricing in this game is always a matter of bonus^2 multiplied by some value, it's easy to figure out the formula: bonus^2 x 24,000gp. Adjusting for a +2 bonus, we get 2^2 x 24,000gp = 4 x 24,000gp = 96,000gp for slotless constant Heroism effect.

That feels too high in my opinion. Exactly double what I got when I tried it mathematically. I think either of those could be just fine but I would probably settle on something in the middle for my taste. Purely speculation, but I'd say around 60,000 feels good to me.

Hopefully some of this helps.

Dark Archive

Jeraa wrote:
Caster level prerequisites are one of the things you can ignore by adding +5 to the DC. It is entirely possible for a 5th level character to make +5 armor and weapons (should he have the money and ability to make the check).

It's the entry that specifically calls out how high of a bonus you can add though that gave me the my ruling. It reads as follows:

Quote:

Creating magic armor has a special prerequisite: The

creator’s caster level must be at least three times the
enhancement bonus of the armor.

This is the same as for magic weapons, amulets of mighty fist, and amulets of natural armor. And the wording implies it's not bypassable via a +5 to the DC. Thus why saying you can bypass it by adding +5 DC surprises me.

Shadow Lodge

Dragonchess Player wrote:
Note that the "Use activated or continuous" line for spell effects in the Estimating Magic Items Gold Piece Values table is the easiest way to break the game.

It certainly can break things, but in this particular case my quick and dirty estimate for the item's value is actually much higher than yours, which comes to 18,600gp once you account for adding the ability onto an existing armour.

And no matter which way you slice it, you do have to do some extrapolating with the value of the item since there isn't a formula for "a bonus to all skills" or a firm way to estimate the value of a morale bonus to attacks or skills relative to an enhancement or competence bonus.

I think in this case using the spell effect is actually a pretty decent, maybe even high estimate (67,500gp). Most of the problems with continuous spell effects pop up with low-level spells such as Mage Armour, Shield, or True Strike, especially those with additional limits on them that are not reflected in the item (for example Shield being personal only or True Strike applying only on a single attack). Heroism is somewhat higher level, thus cost scales up more sharply, and is a long-duration buff that you can often expect to have cast on you by the time you're able to drop almost 70K on a single magical effect. Consider that a once-per day automatic Breath of Life, a literal lifesaver, costs only 30K when added to armour.

Jeraa wrote:
It is a +2 morale bonus on all saves, not just 1. That costs 8000gp each.

No, the table assumes a bonus to all saves. Note that the cloak of resistance uses the resistance bonus formula of bonus squared x 1000gp, and grants a bonus to all saves.

DM_Blake wrote:

Remember that when adding multiple magical powers to a single item, the first power is normal price, then each power after that is x1.5 the cost. So 4,000 + 6,000 + 6,000 = 16,000gp.

Continuous items have their own pricing structure which we didn't use here because we used equivalent prices of other items that are also continuous, so that cost should be built in. But it's worth noting that when the original spell is 10 minutes/level, the prices of a continuous item is multiplied by 1.5 and I would strongly advise doing that here too, so 16,000 x 1.5 = 24,000gp.

This is a fairly reasonable price (seems low to me, actually) if the item takes a useful slot like an amulet or a cloak. If it doesn't, then add the "No space limitation" multiplier of x2 and charge 48,000 for it.

This is not also how the formulae are intended to work. The 1.5x cost for multiple powers on the same item applies to a slotted item, so it's inappropriate to apply both that modifier and also the 2x modifier for a slotless item.

Rule Quote:
Multiple Different Abilities: Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar, and their values are simply added together to determine the cost. For items that take up a space on a character's body, each additional power not only has no discount but instead has a 50% increase in price.
---

Also, the 1.5 multiplier for a continuous spell effect that usually has a 10 minute/level duration is meant to balance spell effects with different durations, since shorter duration spells give bigger benefits than long-duration spells of the same level. If you're calculating item cost based on the specific bonuses provided, there's no need for this adjustment. It's like saying that a slotted item granting barkskin for a +2 natural armour bonus should cost 4x2000x1.5= 12K while one granting shield of faith for a +2 deflection bonus should cost 4x2000x2 = 16K, because shield of faith normally has a shorter minute/level duration. Really, both items should cost 8K.

(Using spell effects, you'd get barkskin at 2x3x2000x1.5=18K and shield of faith at 1x1x2000x2 = 4K, which is also quite a bit off, but note that the higher-level effect actually ends up being significantly more expensive than it should be, rather than undervalued, which again supports the idea that 67K is probably an overestimate for the cost of Heroic Armour.)


Daniel Myhre wrote:
Jeraa wrote:
Caster level prerequisites are one of the things you can ignore by adding +5 to the DC. It is entirely possible for a 5th level character to make +5 armor and weapons (should he have the money and ability to make the check).

It's the entry that specifically calls out how high of a bonus you can add though that gave me the my ruling. It reads as follows:

Quote:

Creating magic armor has a special prerequisite: The

creator’s caster level must be at least three times the
enhancement bonus of the armor.
This is the same as for magic weapons, amulets of mighty fist, and amulets of natural armor. And the wording implies it's not bypassable via a +5 to the DC. Thus why saying you can bypass it by adding +5 DC surprises me.

Did you actually read the post that shows a direct answer to this in the FAQ?

Dark Archive

Blakmane wrote:
Daniel Myhre wrote:
Jeraa wrote:
Caster level prerequisites are one of the things you can ignore by adding +5 to the DC. It is entirely possible for a 5th level character to make +5 armor and weapons (should he have the money and ability to make the check).

It's the entry that specifically calls out how high of a bonus you can add though that gave me the my ruling. It reads as follows:

Quote:

Creating magic armor has a special prerequisite: The

creator’s caster level must be at least three times the
enhancement bonus of the armor.
This is the same as for magic weapons, amulets of mighty fist, and amulets of natural armor. And the wording implies it's not bypassable via a +5 to the DC. Thus why saying you can bypass it by adding +5 DC surprises me.
Did you actually read the post that shows a direct answer to this in the FAQ?

Hadn't actually found the entry regarding that till today in the faq. Ironically enough I was looking for something else in the faq a friend mentioned wanting to do. Namely that he was thinking of having an amulet of mighty fist combined with amulet of natural armor made for a monk he's planning on playing in a starting lvl 6 campaign. I wasn't sure if that's even possible. Tempted to go with "no", but wanted to verify my gut reaction.

Shadow Lodge

Combining effects of slotted items is allowed, but it gets expensive since the second enhancement costs 50% more than usual. So an Amulet of Mighty Fists +1 and Natural Armour +1 costs 4k+(2kx1.5)=7k, compared to 6k for both items separately. For two +2 bonuses the cost to combine is 4k higher than the separate items, and it keeps increasing.

Note that this is basically how the belts and headbands improving multiple stats are priced.

Dark Archive

If you did build such an amulet, would it be called an amulet of the Mighty Monk? :)


DM_Blake wrote:

A lot of discussion, a lot of house rules, and a lot of misinformation, all in just 18 posts.

...
Now, breaking Heroism down:
...
+2 MORALE bonus to EVERY skill is extremely hard to price. I can't find it. Sarrah suggested basing the price on 40 skills, and that might work, but it seems too high in my estimation. But since there doesn't seem to be a good way to price it, anything might work. I would suggest more like 10 skills, so the price is consistent and reasonably affordable when done: 2^2 x 1,000 = 4,000gp.

Easy to find. Circlet of Persuasion uses Staff rules, since you almost never use two checks at the same time.

4500 = 900 * 5
Charisma skills: Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform, Use Magic Device
7 Skills. Multiplier = 1 + 0.75 + 0.5 + 0.5 + 0.5 + 0.5 + 0.5 = 4.25
If you count Perform twice since it is shown twice on the sheet, the multiplier becomes 4.75.
Calculating 4.75 * 900 = 4275. Round up to 4500. Done.

At 39 skills listed, you get a multiplier of 20.25. So a +2 would be 8100.

/cevah

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