Forging either 2 Major Magic items or 1 Legendery


Rules Questions


I have been tasked with crafting either 2 major magic items or 1 legendary and I have no idea what I'm doing. I'm looking for help in crafting the fine items so I have them ready for my GM's Sunday game session. I really would like it if they would be a gun of some kind of a sword. Do to me playing an Inquisitor/ Gunslinger. But I'm game for anything that would help me I'm only level 6.


I'm willing to help, but you have given very little to work with.

So what do you mean major or legendary items? Is there a price range or minimum enhancement bonus you want?

The WBL table (table 12–4) (p. 399) suggests that a 6th level character can expect to have 16,000 gp. If they put 25% of their wealth into weapons, then the best weapon they have might be a +1 weapon (no other powers) and a few non-magic weapons (probably masterwork). Don't forget about special materials as it might be needed to bypass the DR of some monsters.

Quote:
I really would like it if they would be a gun of some kind of a sword.

Could you rephrase this? Sounds like you made a typo. Do you want a gun and a sword, or do you want some kind hybrid weapon? I'm not sure if such a hybrid weapon exists, but maybe look in the Ultimate Equipment book (the firearms start on p. 41).


I have been tasked with crafting either 2 major magic items or 1 legendary item and I have no idea what I'm doing. I'm looking for help in crafting these fine items so I have them ready for my GM's Sunday game session. I really would like it if the 2 major items would be a gun of some kind and the other a sword of some kind. The legendary item can be anything. Do to me playing an Inquisitor/ Gunslinger. But I'm game for anything that would help me.

My GM did not give me a price range or minimum enhancement bonus for said items. The only stipulation he put on it was no wish.

But what I'm thinking is a +2 weapon with one + 2 special ability for major.

+5 weapon with one + 3 special ability and one + 2 special ability

+ 5 armor with two + 2 special ability for legendary.


OK. I'll assume you have read the chapter on magic at least once. I'll walk you through the process of making one magic item.

A +2 weapon with a +2 ability would be 32,000 gp. Lets give it some flavor. I'm feeling like a lucky boom stick. Lets make the base weapon a Blunderbuss. Or double barrel shotgun if you want to use advanced firearms. Lets make the special ability flaming burst.

This next part for adding other effects. Lets give it a +2 luck bonus to defense, and a +1 luck bonus to saves. For defense, a luck bonus would be an AC bonus (other), so it would be 2^2 * 2500 gp = 10,000 gp. A +1 luck bonus to saves would be a save bonus (other), so it would be 1^2 * 2000 gp = 2000 gp.

The next part is giving it a spell effect. Lets make it a command word spell. I'm thinking the spell should be a fireball, so it can cast a fireball effect when you say the command word. The minimum version would be 3 (spell level) * 5 (caster level) * 1800 gp = 27000 gp. 27,000 gp might be a bit much, so lets reduce the cost by adding a drawback. If you give it a 1 charge per day, you cost would be divided by 5 (spell / 5 * 1 charge). 27000 gp / 5 = 5400 gp.

So lets add it all together. 2000 gp (for the Blunderbuss) + 300 gp (masterwork weapon) + 32000 gp (enhancement) + 10000 gp (+2 luck bonus to AC) + 2000 gp (+1 luck bonus to saves) + 5400 gp (for the 1 per day, command word activated fireball = 51700 gp.

In total, lets call this a Lucky Boomstick. It is a +2 flaming burst blunderbuss that gives a +2 luck bonus to AC and a +1 luck bonus to saves, and it can cast a fireball (CL 5) once per day.

A greater version might be a Greater Lucky Boomstick. A +3 flaming burst, double barrel shotgun with a +2 luck bonus to AC and saves, and it can cast fireball (CL 10) 3 times per day. It would be 107700 gp.


...ok. A gun and a sword for a super twink. Got it.

+2 Shadowcrafted one-handed ranged weapon with the seeking special ability.

You can transform that into any one-handed ranged weapon, like a pistol or dragoon pistol, or even a hand crossbow. And it doesn't need to be reloaded, though opponents can disbelieve the shots to take minimum damage.

For the sword, +2 Adamantine Holy (deity favored weapon). Out of all of the damage adding abilities, Holy hits the largest percentage of opponents adventurers face. Being made of Adamantine is also a big deal for overcomming DR, though you might get more benefit from a Mithril weapon because that counts as silver for overcomming DR and a lot more low level encounters are vulnerable to silver instead of adamantine.


So how did it go? You kinda disappeared without a word. I would like to know how things went. You said that the game was on Sunday, so I assume you gamed.

I realized that I priced my magic weapons wrong. I forgot to include the 50% increase to extra abilities.

So lets add it all together. 2000 gp (for the Blunderbuss) + 300 gp (masterwork weapon) + 32000 gp (enhancement) + 15000 gp (+2 luck bonus to AC) + 3000 gp (+1 luck bonus to saves) + 8100 gp (for the 1 per day, command word activated fireball) = 60400 gp.

The greater lucky boomstick. 7000 gp (for the double barrel shotgun) + 300 gp (masterwork weapon) + 50000 gp (enhancement) + 15000 gp (+2 luck bonus to AC) + 12000 gp (+2 luck bonus to saves) + 48600 gp (for the 3 per day, 10 caster level, command word activated fireball) = 132900 gp.

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