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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Spell Immunity, six grand a spell, one spell at a time?
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<blockquote data-quote="Patryn of Elvenshae" data-source="post: 2136153" data-attributes="member: 23094"><p>Certainly! But first ...</p><p></p><p></p><p></p><p>Good question. I believe there was, once, in a published WotC adventure, a fire giant with a +1 Flaming [x3] Battleaxe.</p><p></p><p>I assume most people want to have Flaming and Shocking, rather than Flaming [x2], because it's more flexible.</p><p></p><p></p><p></p><p>Ok, from the top:</p><p></p><p>Unless an ability says that it can't be applied multiple times - like, say, Keen - then there's no reason to assume that it can only be applied once. Accordingly, feel free to have a Flaming [x2] or [x3] weapon. As with armor, you could conceivably get the Silent Moves (+5 competence bonus to Move Silently checks) placed on it multiple times. However, since like-named bonuses don't stack, you'd just be wasting cash.</p><p></p><p>Now, if you look at the various skill bonus armor enhancements (Silent Moves [Improved], Slick [Improved], Shadow [Improved], etc., you'll notice that they have a cost of 3,750gp for the non-Improved versions, and 15,00gp for the Improved versions.</p><p></p><p>The handy-dandy "Magic Item Cost Calculator" table tells us that Competence bonuses to skill checks are priced at Bonus^2 * 100gp. Therefore, a +5 Competence bonus should cost 25 * 100gp, or 2,500gp. Similarly, a +10 Competence bonus should cost 10,000gp.</p><p></p><p>However, the same table tells us that, if you are putting multiple abilities on a item which takes up a slot, each additional power after the first has a 50% increase in cost.</p><p></p><p></p><p></p><p>So, what do a +5 and a +10 competence bonus cost when increased by 50%? 3,750gp and 15,000gp, respectively, which exactly equal to the prices given on the table. Thus, these special abilities already incorporate the "Extra Abilities" surcharge.</p><p></p><p>I imagine that, in a similar fashion, the <em>spellblade</em> quality already includes the "Extra Abilities" surcharge. Thus, adding one costs 6,000gp, adding two costs 12,000gp, etc. There's no further multiplier, because all relavent multipliers have already been taken into account.</p></blockquote><p></p>
[QUOTE="Patryn of Elvenshae, post: 2136153, member: 23094"] Certainly! But first ... Good question. I believe there was, once, in a published WotC adventure, a fire giant with a +1 Flaming [x3] Battleaxe. I assume most people want to have Flaming and Shocking, rather than Flaming [x2], because it's more flexible. Ok, from the top: Unless an ability says that it can't be applied multiple times - like, say, Keen - then there's no reason to assume that it can only be applied once. Accordingly, feel free to have a Flaming [x2] or [x3] weapon. As with armor, you could conceivably get the Silent Moves (+5 competence bonus to Move Silently checks) placed on it multiple times. However, since like-named bonuses don't stack, you'd just be wasting cash. Now, if you look at the various skill bonus armor enhancements (Silent Moves [Improved], Slick [Improved], Shadow [Improved], etc., you'll notice that they have a cost of 3,750gp for the non-Improved versions, and 15,00gp for the Improved versions. The handy-dandy "Magic Item Cost Calculator" table tells us that Competence bonuses to skill checks are priced at Bonus^2 * 100gp. Therefore, a +5 Competence bonus should cost 25 * 100gp, or 2,500gp. Similarly, a +10 Competence bonus should cost 10,000gp. However, the same table tells us that, if you are putting multiple abilities on a item which takes up a slot, each additional power after the first has a 50% increase in cost. So, what do a +5 and a +10 competence bonus cost when increased by 50%? 3,750gp and 15,000gp, respectively, which exactly equal to the prices given on the table. Thus, these special abilities already incorporate the "Extra Abilities" surcharge. I imagine that, in a similar fashion, the [i]spellblade[/i] quality already includes the "Extra Abilities" surcharge. Thus, adding one costs 6,000gp, adding two costs 12,000gp, etc. There's no further multiplier, because all relavent multipliers have already been taken into account. [/QUOTE]
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Spell Immunity, six grand a spell, one spell at a time?
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