| Post/Author/DateTime | Post |
|---|---|
| HotSorceress11-08-06, 02:00 AM | I have a question about armor enhancements. Certain enhancements, such as shadow and energy resistances, add a GP amount to the price of armor. How do you count the enhancement bonus with these to deteremine your max enhancement bonus? And are these extra GP amounts in addition to the modifier price above them? For example, shadow adds 3750 GP to the price of armor. Shadow is found just below light fortification which is a +1 bonus. Am I right in saying that shadow would cost 4750 gp? 1000 because it is a +1 enhancement and the 3750 because that's what it has next to the price? If mods like that don't take up enhancement bonus spots, there is some pretty wicked armor to be made. Thanks in advance for helping me clear this up. |
| DarkPawn11-08-06, 03:08 AM | I have a question about armor enhancements. Certain enhancements, such as shadow and energy resistances, add a GP amount to the price of armor. How do you count the enhancement bonus with these to deteremine your max enhancement bonus? And are these extra GP amounts in addition to the modifier price above them? For example, shadow adds 3750 GP to the price of armor. Shadow is found just below light fortification which is a +1 bonus. Am I right in saying that shadow would cost 4750 gp? 1000 because it is a +1 enhancement and the 3750 because that's what it has next to the price? If mods like that don't take up enhancement bonus spots, there is some pretty wicked armor to be made. Thanks in advance for helping me clear this up. If it doesn't have +1, +2, +3... in the description it does not take up enchancement bonus spots. |
| Dunamin11-08-06, 03:17 AM | Certain enhancements, such as shadow and energy resistances, add a GP amount to the price of armor. How do you count the enhancement bonus with these to deteremine your max enhancement bonus? You don't, if I've understood your question correctly. Not really sure what you mean by "max enhancement bonus", though. And are these extra GP amounts in addition to the modifier price above them? For example, shadow adds 3750 GP to the price of armor. Shadow is found just below light fortification which is a +1 bonus. Am I right in saying that shadow would cost 4750 gp? 1000 because it is a +1 enhancement and the 3750 because that's what it has next to the price? No, that's wrong. You only add the price indicated, in this case +3750 gp. If mods like that don't take up enhancement bonus spots, there is some pretty wicked armor to be made. I don't see a problem here. I figure this is how the price was determined: The shadow quality adds a +5 competence bonus to hide. The cost of a seperate item granting this bonus would be 5x5x100=2500 gp (DMG p285). Adding this property as a new ability to a magic item would be increasing price by 50% (DMG p288). Thus, you arrive at 2500 x 1.5 = 3750 gp. |
| tarkin11-08-06, 10:38 AM | The Max Enhancement of +10 does not apply at all to the +x,0000 gp stuff. They do not interact. The +x used for weapons and armor should be applied to all (and only these) things that directly affect to hit or damage. It need not be used for things that do not involve increasing/reducing your chance to hit or increasing/reducing your damage. |
| GalaGalaxia11-08-06, 11:20 AM | The +x used for weapons and armor should be applied to all (and only these) things that directly affect to hit or damage. It need not be used for things that do not involve increasing/reducing your chance to hit or increasing/reducing your damage. ... actually, the +x does not apply to all things that directly affect attack bonus and damage. There are several x/day uses (and a few others) which do not apply to every hit. Those sometimes have just a straight gp value. DMG II has a handful of these. |
| Platonix11-08-06, 02:44 PM | Bear in mind, though, that in addition to the +10 bonus limit, there is also a price limit: you have to achieve epic level before you're allowed to craft magic items costing more than 200,000 gp (I assume this is just the price for the magic, since a longsword with a total effective enhancement of +10 costs 200,315 but is legal pre-epic.) I actually have another question relating to armor enchantments that are priced in gp rather than effective bonus. There's a sidebar in the 3.0 Arms and Equipment Guide saying you could put armor special abilities on bracers of armor, so that you could have +2 bracers of armor of invulnerability and light fortification. The sidebar says that you price the bracers by their effective enhancement bonus: since invulnerability is +3 and light fortification is +1, +2 bracers of armor of invulnerability and light fortification cost the same as +6 bracers of armor without any special abilities. Now, I don't recall the way it was in 3.0, but in 3.5 nearly all the armor special abilities are priced in flat gp. Can you add such abilities to bracers of armor, and is the cost just that amount added in, which would make +3 bracers of greater slick armor cost 9,000 + 33,750 = 42,750 gp? |
| Dunamin11-08-06, 03:47 PM | Don't forget the 50% extra cost. If the item is one that occupies a specific place on a character's body (see Magic Items on the Body, page 214), the cost of adding any additional ability to that item increases by 50%. |
| Platonix11-08-06, 03:56 PM | Don't forget the 50% extra cost. That doesn't apply to abilities that are priced as plusses. You're saying it should apply to those that aren't just because they aren't? |
| Dunamin11-09-06, 06:28 PM | My mistake, I was thinking of another item. Yes, if going by the 3.0 A&EG sidebar, it seems appropiate just to add the flat gp price of those respective armor special abilities. |