| Post/Author/DateTime | Post |
|---|---|
| pascuahl01-25-05, 11:23 PM | In the DMG 3.5 page 288 says that adding new abilities to an item that occupies a specific place in the character's body costs an extra 50%. It says to look on page 214 and it comes that armor occupies a specific place on the body. Does that mean that it's better to make a whole new armor than to add new abilities to an existing one? What about the enhancement bonuses? Making a +1 chaint shirt of silent moves would cost 2375 gp's and 190 XP's. But what if i want to add the ability of undead controlling? It says that it costs 49,000 gp, but i am adding a new magical ability to an item that takes a specific place in the character's body changing the cost to 73,500. So i'm a bit confused about this :confused: and i already read Skip's "Rules of the Game" concerning magic item crafting. Any help on this would be very appreciated, thanks in advance |
| Nightwing_2201-26-05, 11:36 AM | If it says Undead controlling costs 49,000gp under the special abilities table of the Armors sections then it only costs 49,000gp. Otherwise it would cost 73,500gp(1.5*49,000) times as much. An Example: Boots or Cloak of Elvenkind cost 2500gp and adding Silent Moves or Shadow to Armor cost 3750gp(1.5*2500). They both give a +5 bonus to Hide/Move Silent. The Armor ability is an addtional power costing more. |
| Beamup01-26-05, 11:40 AM | The "new abilities" clause you refer to is applied if, for example, you want to make your Cloak of Resistance also provide a bonus to Con - something where there aren't already specific rules and prices. Armor has its own special pricing system, which takes precedence. Now, you might use the "new abilities" clause if you wanted to price a new armor special ability you just thought up that isn't listed in the DMG. |
| pascuahl01-26-05, 12:45 PM | Thank you Nightwing and Beam. It's just that i find it contradictory by the RAW to have a special item pricing for crafting magic armor and then keep reading just to find that adding new magic abilities for armors applies to the way that any other magical item that occupies a specific part of the body does (an extra 50% to the cost). It does not say that it only applies to abilities unusual on the item. |
| Beamup01-26-05, 12:59 PM | Ah, I see where the confusion is coming from. The statements about 50% more, and so on (that entire table and related notes, in fact) are used for creating NEW items that do not exist in the DMG. They're a way (though not the best) you can come up with a price for, as an example, a pair of bracers that can cast glitterdust once per day. They are not rules meant to be applied to items described in the DMG. They are suggestions for how you can come up with a price for new items you want to create. |
| Kyaran01-26-05, 01:26 PM | Ah, I see where the confusion is coming from. The statements about 50% more, and so on (that entire table and related notes, in fact) are used for creating NEW items that do not exist in the DMG. They're a way (though not the best) you can come up with a price for, as an example, a pair of bracers that can cast glitterdust once per day. They are not rules meant to be applied to items described in the DMG. They are suggestions for how you can come up with a price for new items you want to create.The rules in question are also only for creating Wondrous Item type items. If you're adding armor abilities, it's simple pricing as handled in the Magic Arms and Armor section. If you're adding Wondrous Item type abilities to a suit of armor, the Wondrous Item pricing would apply. |
| pascuahl01-26-05, 02:40 PM | So it only applies to new magical items... It all becomes clearer now. Thanks Beamup and Kyaran. :) |