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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Magic Items that Grant Feats
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<blockquote data-quote="Sir Whiskers" data-source="post: 1612535" data-attributes="member: 6941"><p>A few points:</p><p></p><p>1. Various books have used different costs for feats/abilities in magic items. There are no hard and fast rules because feats and abilities are not all equal. 10,000 gp is a good starting point, with 5,000 for a feat that's not terribly useful (3.0 Toughness), and much more for feats or abilities that are exceptionally good (Evasion, Improved Grab). </p><p></p><p>2. Remember that items which have more than one ability have a modifier to the cost. IIRC, the mod is +50% for each additional ability, which will make the item much more expensive. The rationale is that cramming mutiple abilities into one item slot is a huge benefit to the owner of the item.</p><p></p><p>3. (Strictly IMHO) I would <strong>never, never, never</strong> allow a PC to have Improved Grab. It's one of the most overpowered abilities creatures have - putting it on a PC is just asking for trouble. As always, it depends on the power level of the campaign, but for the average campaign: not a chance. </p><p></p><p>That said, based on the amounts listed above, cost would be around:</p><p></p><p>25,000 Improved Grab</p><p>15,000 Improved Sunder (includes +50%)</p><p>12,000 +2 Weapon (includes +50%)</p><p>6,000 +2 enhancement bonus to Strength (includes +50%)</p><p>1,500 acts as shield (assuming +1 to AC, includes +50%)</p><p>------</p><p>59,500 gp total (about 20% higher than a basic +5 weapon)</p></blockquote><p></p>
[QUOTE="Sir Whiskers, post: 1612535, member: 6941"] A few points: 1. Various books have used different costs for feats/abilities in magic items. There are no hard and fast rules because feats and abilities are not all equal. 10,000 gp is a good starting point, with 5,000 for a feat that's not terribly useful (3.0 Toughness), and much more for feats or abilities that are exceptionally good (Evasion, Improved Grab). 2. Remember that items which have more than one ability have a modifier to the cost. IIRC, the mod is +50% for each additional ability, which will make the item much more expensive. The rationale is that cramming mutiple abilities into one item slot is a huge benefit to the owner of the item. 3. (Strictly IMHO) I would [B]never, never, never[/B] allow a PC to have Improved Grab. It's one of the most overpowered abilities creatures have - putting it on a PC is just asking for trouble. As always, it depends on the power level of the campaign, but for the average campaign: not a chance. That said, based on the amounts listed above, cost would be around: 25,000 Improved Grab 15,000 Improved Sunder (includes +50%) 12,000 +2 Weapon (includes +50%) 6,000 +2 enhancement bonus to Strength (includes +50%) 1,500 acts as shield (assuming +1 to AC, includes +50%) ------ 59,500 gp total (about 20% higher than a basic +5 weapon) [/QUOTE]
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Magic Items that Grant Feats
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