Thondor
I run Compose Dream Games RPG Marketplace
All special magical enhancements have a 'cost' listed in their discription. It's located in the Italicized end line where it says the CL and spell as well as the price. Keen for example is a +3 (of the top of my head) while flaming is a +1 equivalent enhancement.
These values are given so that the DM can have an idea of how powerful a weapon he is giving out. And so that he doesn't ever make a weapon above +10. (Unless you want epic weapons)
A +5 flaming keen defending returning javelin for example would be a +11 weapon and would be disallowed by the rules.[ +1 flaming, +3 keen, +1 defending, +1 returning = +6 non-standard enhancement + 5 standard (attack and damage) = +11]
(my numbers might not be exactly right I don't have my DMG with me but you get the idea)
But thus you have a rating of how powerful magic enhancements are.
Frankly I'm a little confused about what Aristotle is proposing myself. I think what he meens is that when the PC's stumble across this 'Leveled Legendary item' the Character must spend a certain amount of XP to 'awaken' it.
However this makes little sense because of his weilder only line. This could be adapted to mean that only Decendants could awaken it. thus your meeting a more difficult prerequisit so XP cost is less.
Bloodline would mean that the PC could be the 23th cousin 4 times removed and wield it. Slightly higher cost.
excetera
So the Character pays a cost as dictated as such :
total enhancement bonus - relation to legendary weilder= Xp cost
Relation
Decendant: -3
bloodline: -2
race/culture: -1
everyone: 0
*the item always counts as at least +1
The Xp cost for the item would equal 3X standard Xp cost for crafting the item.
+1: Craft: 80 xp X 3 = 240 xp
+2: Craft: 320 xp X 3 = 960 xp
+3: Craft: 720 xp X 3 = 2 160 xp
+4: Craft: 1280 xp X 3 = 3 840 xp
+5: Craft: 2000 xp X 3 = 6 000 xp
note that the adventure required to obtain the item will usually pay for the items cost. Which is how it should be.
I'm nearly postive that what I've discribed is not even similar to what Aristotle intended but it's yet another way to do things
These values are given so that the DM can have an idea of how powerful a weapon he is giving out. And so that he doesn't ever make a weapon above +10. (Unless you want epic weapons)
A +5 flaming keen defending returning javelin for example would be a +11 weapon and would be disallowed by the rules.[ +1 flaming, +3 keen, +1 defending, +1 returning = +6 non-standard enhancement + 5 standard (attack and damage) = +11]
(my numbers might not be exactly right I don't have my DMG with me but you get the idea)
But thus you have a rating of how powerful magic enhancements are.
Frankly I'm a little confused about what Aristotle is proposing myself. I think what he meens is that when the PC's stumble across this 'Leveled Legendary item' the Character must spend a certain amount of XP to 'awaken' it.
However this makes little sense because of his weilder only line. This could be adapted to mean that only Decendants could awaken it. thus your meeting a more difficult prerequisit so XP cost is less.
Bloodline would mean that the PC could be the 23th cousin 4 times removed and wield it. Slightly higher cost.
excetera
So the Character pays a cost as dictated as such :
total enhancement bonus - relation to legendary weilder= Xp cost
Relation
Decendant: -3
bloodline: -2
race/culture: -1
everyone: 0
*the item always counts as at least +1
The Xp cost for the item would equal 3X standard Xp cost for crafting the item.
+1: Craft: 80 xp X 3 = 240 xp
+2: Craft: 320 xp X 3 = 960 xp
+3: Craft: 720 xp X 3 = 2 160 xp
+4: Craft: 1280 xp X 3 = 3 840 xp
+5: Craft: 2000 xp X 3 = 6 000 xp
note that the adventure required to obtain the item will usually pay for the items cost. Which is how it should be.
I'm nearly postive that what I've discribed is not even similar to what Aristotle intended but it's yet another way to do things