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*Pathfinder & Starfinder
Multi-property magic items
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<blockquote data-quote="Gruns" data-source="post: 4587264" data-attributes="member: 10312"><p>I've been playing around with this idea to create unique items for a while now. The formula I use sounds tricky and confusing at first, but it's really pretty simple.</p><p>In a nutshell, I take the + value of each property and add them together, and then add the base value. Like I said, sounds confusing but it's all explained below.</p><p>Base values are easy enough to get:</p><p>+1 = Lvl 1</p><p>+2 = Lvl 6</p><p>+3 = Lvl 11</p><p>+4 = Lvl 16</p><p>+5 = Lvl 21</p><p>+6 = Lvl 26</p><p>And to find the + value of the property, simply subract the base level (according to enhancement bonus) from the item's level.</p><p>For example, we'll use your Flaming Berserker Battleaxe +2.</p><p>A normal +2 Flaming weapon is level 10. Subtract 6(the base level of a generic +2 weapon) from 10 and you get that the Flaming property is worth 4 levels.</p><p>A normal +2 Berserker weapon is also level 10, so another 4 levels.</p><p>Add the Flaming and Berserker properties to get 8 levels, and then add the original base of lvl 6 for a +2 weapon, and you get a Lvl 14 item. So 21,000gp.</p><p>The weapon gets all properties of both weapons. If there's a conflicting issue such as damage die size on crits, pick the WORST of the two. This has to be done because some powers are priced at 0 levels, but they have no extra damage on a crit.</p><p>The benefit is obviously having multiple properties on a single weapon. The downside is that the weapon is slightly underpowered as far as To Hit and Damage goes, when compared to a normal lvl 14 weapon.</p><p>Some other things to keep in mind: some properties require a minimum base level to be applied. This shouldn't change. And of course, you can only add properties to a weapon if the property is allowed on that type of weapon. (So no Vorpal Warhammers.) Also, when I make these weapons, I do so with the intent that they'll be used as actual weapons. It sounds like you're trying to cheese into some kind of deal where you only pick properties that provide "always on" static effects that don't really care about the item's enhancement value. (I'm looking at you, Rod of Reaving). This ignores the trade off of the weapon being slightly less effective as a weapon, since it will never be used as a weapon. As DM I control all of the "special" rulebreaking stuff that enters my game, and I would NEVER put something like this in the game, nor could it be bought or made. It's obviously unbalanced, since you're effectively gaining item slots at the cost of nothing.</p><p>Also, this should very much be the exception and not the norm. Only special "named" weapons get this treatment. I spiffed up the named longsword <em>Aecris</em> from KotS this way, for example. And the paladin who claimed it, promptly died the next session. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>Those are my thoughts on the issue...</p><p>Later!</p><p>Gruns</p></blockquote><p></p>
[QUOTE="Gruns, post: 4587264, member: 10312"] I've been playing around with this idea to create unique items for a while now. The formula I use sounds tricky and confusing at first, but it's really pretty simple. In a nutshell, I take the + value of each property and add them together, and then add the base value. Like I said, sounds confusing but it's all explained below. Base values are easy enough to get: +1 = Lvl 1 +2 = Lvl 6 +3 = Lvl 11 +4 = Lvl 16 +5 = Lvl 21 +6 = Lvl 26 And to find the + value of the property, simply subract the base level (according to enhancement bonus) from the item's level. For example, we'll use your Flaming Berserker Battleaxe +2. A normal +2 Flaming weapon is level 10. Subtract 6(the base level of a generic +2 weapon) from 10 and you get that the Flaming property is worth 4 levels. A normal +2 Berserker weapon is also level 10, so another 4 levels. Add the Flaming and Berserker properties to get 8 levels, and then add the original base of lvl 6 for a +2 weapon, and you get a Lvl 14 item. So 21,000gp. The weapon gets all properties of both weapons. If there's a conflicting issue such as damage die size on crits, pick the WORST of the two. This has to be done because some powers are priced at 0 levels, but they have no extra damage on a crit. The benefit is obviously having multiple properties on a single weapon. The downside is that the weapon is slightly underpowered as far as To Hit and Damage goes, when compared to a normal lvl 14 weapon. Some other things to keep in mind: some properties require a minimum base level to be applied. This shouldn't change. And of course, you can only add properties to a weapon if the property is allowed on that type of weapon. (So no Vorpal Warhammers.) Also, when I make these weapons, I do so with the intent that they'll be used as actual weapons. It sounds like you're trying to cheese into some kind of deal where you only pick properties that provide "always on" static effects that don't really care about the item's enhancement value. (I'm looking at you, Rod of Reaving). This ignores the trade off of the weapon being slightly less effective as a weapon, since it will never be used as a weapon. As DM I control all of the "special" rulebreaking stuff that enters my game, and I would NEVER put something like this in the game, nor could it be bought or made. It's obviously unbalanced, since you're effectively gaining item slots at the cost of nothing. Also, this should very much be the exception and not the norm. Only special "named" weapons get this treatment. I spiffed up the named longsword [I]Aecris[/I] from KotS this way, for example. And the paladin who claimed it, promptly died the next session. :) Those are my thoughts on the issue... Later! Gruns [/QUOTE]
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