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*Pathfinder & Starfinder
Multi-property magic items
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<blockquote data-quote="CapnZapp" data-source="post: 4587273" data-attributes="member: 12731"><p>First off, I guess these replies mean that the official answer is "no, there are no rules for these kinds of items anywhere in the RAW. You're on your own." Right?</p><p></p><p></p><p>Gruns, thanks for your reply. Your pricing idea makes mucho sense. Not sure I got the rationale for using the worst crit die size though. (You're probably right though, using the weaker of any similar power is probably a good guideline to avoid abuse. It's possibly not as fun though.)</p><p></p><p>Going forward with this, has anybody considered 3E:ish ideas? Such as having each additional property cost double? To account for the fact that you are indeed getting yourself extra slots?</p><p></p><p>"Cost quintuple" would have meant +5 levels, so to make it easy, I'll simply assume the easiest 4E approximation to "double" is "add one to the level". In other words, you'll add one level for each additional property on top of the cost you arrived at.</p><p></p><p>The cost of the Flaming Berserker Battleaxe +2 would then be 6+4+4+1=15, or 25000 gp. </p><p></p><p>Let's take a Rod as an additional example, as that might be more abusive in general than a weapon. It's an item where the slot saving is the main prize.</p><p></p><p><strong>A Rod of Reaving and Dark Reward +1</strong></p><p>Lowest level: 5</p><p>Implement (Rod)</p><p>Enhancement: Attack rolls and Damage rolls</p><p>Critical: +1d6 (not +1d8)</p><p>Property: When you place your Warlock's Curse on a enemy target, the creature takes 1 point of damage and you gain a +1 power bonus to AC until the start of your next turn.</p><p>Cost: Reaving +1 adds four levels to the base for +1 items, Dark Reward +1 adds one. Then we'll add one extra level for each property beyond the first, and add in the base level for +1 items. The result is 1+4+1+1=7, or 2600 gp.</p><p></p><p>Thoughts? Are we getting somewhere here or is this just a trap to wreck my campaign?</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4587273, member: 12731"] First off, I guess these replies mean that the official answer is "no, there are no rules for these kinds of items anywhere in the RAW. You're on your own." Right? Gruns, thanks for your reply. Your pricing idea makes mucho sense. Not sure I got the rationale for using the worst crit die size though. (You're probably right though, using the weaker of any similar power is probably a good guideline to avoid abuse. It's possibly not as fun though.) Going forward with this, has anybody considered 3E:ish ideas? Such as having each additional property cost double? To account for the fact that you are indeed getting yourself extra slots? "Cost quintuple" would have meant +5 levels, so to make it easy, I'll simply assume the easiest 4E approximation to "double" is "add one to the level". In other words, you'll add one level for each additional property on top of the cost you arrived at. The cost of the Flaming Berserker Battleaxe +2 would then be 6+4+4+1=15, or 25000 gp. Let's take a Rod as an additional example, as that might be more abusive in general than a weapon. It's an item where the slot saving is the main prize. [B]A Rod of Reaving and Dark Reward +1[/B] Lowest level: 5 Implement (Rod) Enhancement: Attack rolls and Damage rolls Critical: +1d6 (not +1d8) Property: When you place your Warlock's Curse on a enemy target, the creature takes 1 point of damage and you gain a +1 power bonus to AC until the start of your next turn. Cost: Reaving +1 adds four levels to the base for +1 items, Dark Reward +1 adds one. Then we'll add one extra level for each property beyond the first, and add in the base level for +1 items. The result is 1+4+1+1=7, or 2600 gp. Thoughts? Are we getting somewhere here or is this just a trap to wreck my campaign? [/QUOTE]
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