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General Tabletop Discussion
*Pathfinder & Starfinder
a question on magic items
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<blockquote data-quote="Anguish" data-source="post: 5049494" data-attributes="member: 27032"><p>I've only got a few minutes edgewise, so I can only offer a few details right at the moment.</p><p></p><p>Bottom line: yes, very, very over-powered. First of all, you can't add any enhancement to a magic item until it's already a +1 weapon. So, your daggers have to have +1 first. They'd be <em>+1 holy dagger</em> for instance. That's a total of a +3 enhancement. That's 18,000gp worth of enhancing. Plus they have to be masterwork first. Another 300gp. You're handing two of these to each rogue. Nearly 74,000gp worth of gear. For third level rogues. The table on page 399 tells you that a 3rd-level character should have 3,000gp worth of gear.</p><p></p><p>74,000gp > 3,000gp</p><p></p><p>Overpowered. Dramatically. Call us back when your characters hit 11th or 12th level.</p><p></p><p>Otherwise, I've got enough time to explain about the spells involved. Spells used as requirements to craft magic items do what the spells do. Read the spell descriptions in the book to find out what they do. As requirements, they're just what's needed as a component in the making. So for instance, you can use <em>fireball</em> to make a <em>flaming</em> weapon. The weapon cannot cast fireball, ever. The weapon does what <em>flaming</em> says it does: add +1d6 fire damage to each successful attack. The person who made the weapon had to give it a source of fire, hence the requirement that he or she scrape up someone willing to cast <em>fireball</em> into the weapon as it was crafted.</p><p></p><p>Anyway, that's about what I can write right now.</p></blockquote><p></p>
[QUOTE="Anguish, post: 5049494, member: 27032"] I've only got a few minutes edgewise, so I can only offer a few details right at the moment. Bottom line: yes, very, very over-powered. First of all, you can't add any enhancement to a magic item until it's already a +1 weapon. So, your daggers have to have +1 first. They'd be [i]+1 holy dagger[/i] for instance. That's a total of a +3 enhancement. That's 18,000gp worth of enhancing. Plus they have to be masterwork first. Another 300gp. You're handing two of these to each rogue. Nearly 74,000gp worth of gear. For third level rogues. The table on page 399 tells you that a 3rd-level character should have 3,000gp worth of gear. 74,000gp > 3,000gp Overpowered. Dramatically. Call us back when your characters hit 11th or 12th level. Otherwise, I've got enough time to explain about the spells involved. Spells used as requirements to craft magic items do what the spells do. Read the spell descriptions in the book to find out what they do. As requirements, they're just what's needed as a component in the making. So for instance, you can use [i]fireball[/i] to make a [i]flaming[/i] weapon. The weapon cannot cast fireball, ever. The weapon does what [i]flaming[/i] says it does: add +1d6 fire damage to each successful attack. The person who made the weapon had to give it a source of fire, hence the requirement that he or she scrape up someone willing to cast [i]fireball[/i] into the weapon as it was crafted. Anyway, that's about what I can write right now. [/QUOTE]
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