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*Pathfinder & Starfinder
How do you create magica items
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<blockquote data-quote="Jhyarelle" data-source="post: 5852479" data-attributes="member: 96512"><p>The Following could be found in D&D 4E Adventurer's Vault</p><p> </p><p>Paired Weapon Level 3+</p><p>One weapon suddenly becomes two with startling speed.</p><p>Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp</p><p>Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp</p><p>Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp</p><p>Weapon: Any one-handed melee</p><p>Enhancement: Attack rolls and damage rolls</p><p>Critical: +1d6 damage per plus</p><p>Power (At-Will): Minor Action. Split the weapon into two identical weapons, one in your primary hand and one in your off-hand. You can spend another minor action to recombine the weapons into one. If you have the Quick Draw feat, you can split or recombine the weapon as a free action.</p><p> </p><p>Hidden Weapon Level 3+</p><p>This slender weapon cunningly adopts the characteristics of your garb when stowed.</p><p>Lv13 +1 680gp</p><p>Lvi 8 +2 3,400 gp</p><p>Lvll3 +3 17,000gp</p><p>Weapon: Light blade, mace</p><p>Enhancement: Attack rolls and damage rolls</p><p>Critical: +1 d6 damage per plus</p><p>Property: You gain an item bonus to initiative checks equal to the weapon’s enhancement bonus.</p><p>Power (At-Will): Free Action (1/round). Effect You draw or sheathe this weapon. If you sheathe this weapon, it van ishes, and only you can find and draw it.</p><p> </p><p> </p><p>Ok, if I'm reading this right. If I want to make a dagger that splits into two daggers and can be hidden when sheath, I should do the following. (Note: these items/abilities are found in Adventurer's vault.</p><p> </p><p>Minimum Character Lv To make a +1 Dagger with Enchant Magic Item Ritual: Character Lv 4</p><p> </p><p>360 GP (Lv 1 magical item cost PHB pg 223) + 1 GP (weapon cost PHB 218) to make a +1 dagger, Enchant with Paired Weapon (Adventurer's Vault) Lv 3 encahntment + 680 GP =</p><p> </p><p>+1 Paired Dagger cost 1041 GP</p><p>Weapon: Any one-handed melee</p><p>Enhancement: Attack rolls and damage rolls</p><p>Critical: +1d6 damage per plus</p><p>Property: You gain an item bonus to initiative checks equal to the weapon’s enhancement bonus.</p><p>Power (At-Will): Minor Action. Split the weapon into two identical weapons, one in your primary hand and one in your off-hand. You can spend another minor action to recombine the weapons into one. If you have the Quick Draw feat, you can split or recombine the weapon as a free action.</p><p> </p><p> </p><p>Now I want to add a sceondary enchantment to the weapon so I do the following</p><p> </p><p>Minimum Character Lv to enchant dagger with Hidden Weapon: Character Lv 13</p><p>Enchant +1 Paired Weapon Dagger with Hidden Weapon +680 GP</p><p> </p><p>So now I should have a +1 Paired/Hidden Dagger with the following properties and have a total cost of 1721 GP</p><p> </p><p> </p><p>Twin Fang +1 Lv 13</p><p>Weapon: Any one-handed melee</p><p>Enhancement: Attack rolls and damage rolls</p><p>Critical: +1d6 damage per plus</p><p>Property: You gain an item bonus to initiative checks equal to the weapon’s enhancement bonus.</p><p>Power (At-Will): Minor Action. Split the weapon into two identical weapons, one in your primary hand and one in your off-hand. You can spend another minor action to recombine the weapons into one. If you have the Quick Draw feat, you can split or recombine the weapon as a free action.</p><p>Power (At-Will): Free Action (1/round). Effect You draw or sheathe this weapon. If you sheathe this weapon, it van ishes, and only you can find and draw it.</p></blockquote><p></p>
[QUOTE="Jhyarelle, post: 5852479, member: 96512"] The Following could be found in D&D 4E Adventurer's Vault Paired Weapon Level 3+ One weapon suddenly becomes two with startling speed. Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Weapon: Any one-handed melee Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Power (At-Will): Minor Action. Split the weapon into two identical weapons, one in your primary hand and one in your off-hand. You can spend another minor action to recombine the weapons into one. If you have the Quick Draw feat, you can split or recombine the weapon as a free action. Hidden Weapon Level 3+ This slender weapon cunningly adopts the characteristics of your garb when stowed. Lv13 +1 680gp Lvi 8 +2 3,400 gp Lvll3 +3 17,000gp Weapon: Light blade, mace Enhancement: Attack rolls and damage rolls Critical: +1 d6 damage per plus Property: You gain an item bonus to initiative checks equal to the weapon’s enhancement bonus. Power (At-Will): Free Action (1/round). Effect You draw or sheathe this weapon. If you sheathe this weapon, it van ishes, and only you can find and draw it. Ok, if I'm reading this right. If I want to make a dagger that splits into two daggers and can be hidden when sheath, I should do the following. (Note: these items/abilities are found in Adventurer's vault. Minimum Character Lv To make a +1 Dagger with Enchant Magic Item Ritual: Character Lv 4 360 GP (Lv 1 magical item cost PHB pg 223) + 1 GP (weapon cost PHB 218) to make a +1 dagger, Enchant with Paired Weapon (Adventurer's Vault) Lv 3 encahntment + 680 GP = +1 Paired Dagger cost 1041 GP Weapon: Any one-handed melee Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Property: You gain an item bonus to initiative checks equal to the weapon’s enhancement bonus. Power (At-Will): Minor Action. Split the weapon into two identical weapons, one in your primary hand and one in your off-hand. You can spend another minor action to recombine the weapons into one. If you have the Quick Draw feat, you can split or recombine the weapon as a free action. Now I want to add a sceondary enchantment to the weapon so I do the following Minimum Character Lv to enchant dagger with Hidden Weapon: Character Lv 13 Enchant +1 Paired Weapon Dagger with Hidden Weapon +680 GP So now I should have a +1 Paired/Hidden Dagger with the following properties and have a total cost of 1721 GP Twin Fang +1 Lv 13 Weapon: Any one-handed melee Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Property: You gain an item bonus to initiative checks equal to the weapon’s enhancement bonus. Power (At-Will): Minor Action. Split the weapon into two identical weapons, one in your primary hand and one in your off-hand. You can spend another minor action to recombine the weapons into one. If you have the Quick Draw feat, you can split or recombine the weapon as a free action. Power (At-Will): Free Action (1/round). Effect You draw or sheathe this weapon. If you sheathe this weapon, it van ishes, and only you can find and draw it. [/QUOTE]
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