How Magic Armor and Weapons Work in PF

From Tenebrae
Revision as of 02:22, 25 January 2013 by MediaWiki default (talk | contribs) (Created page with "Armor and Weapons are enchanted, and priced, according to their total bonuses. For example, a piece of armor can possess a +2 Enhancement bonus, and a "+3" ghost touch Effect ...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Armor and Weapons are enchanted, and priced, according to their total bonuses. For example, a piece of armor can possess a +2 Enhancement bonus, and a "+3" ghost touch Effect bonus. These bonuses operate slightly differently from one another. In addition, the total "value" of an armor or weapon's bonus determines its value. So, in our example, the armor is worth +5 in total bonuses.

Enhancement bonuses: An effect bonus on an armor or weapon is a "flat" bonus that adds to an armor or weapon's general effectiveness.

An armor Enhancement bonus:
Adds to the armor's AC (a +2 breastplate would have an AC 2 higher than normal)
Adds to the armor's hardness
A weapon Enhancement bonus:
Adds to the weapon's to-hit and to-damage (a +2 longsword has +2 to hit and damage)
Adds to the weapon's hardness
Increases the weapon's ability to overcome Damage Reduction

As per the PRD, a weapon may only possess up to a +5 Enhancement bonus unless it is Epic (suited for play over level 21+; as Tenebrae does not go into levels 21+, we tend to not have Epic weapons)

An armor's or weapon's Effect bonus:
Does a unique thing, such as resisting or causing fire damage
The value of this "thing" is expressed in a +X value


Pricing Armor or Weapons

The basic price of a magic armor or magic weapon is:

Armor: Basic Armor + 150 gold for Masterwork Quality + Value of Total Bonuses
Weapon: Basic Weapon + 300 gold for Masterwork Quality + Value of Total Bonuses

Example:

+1 Breastplate: 100 + 150 + 1000 = 1250 gold
+2 Flaming Greataxe: 20 + 300 + 18,000 = 18,320 gold

The "enchantment value" of the +2 Flaming Greataxe is 18,000. This is because the Flaming effect bonus is valued at "+1." Adding +1 to the already-existing +2 Enhancement bonus gives us a total value of +3, or 18,000 gold.


Adding Enchantments to Existing Weapons or Armor

The basic rules when adding enchantments are:

1. A weapon or armor must have a +1 Enhancement bonus before adding any type of Effect bonus
2. To determine the cost of adding an additional bonus to the armor/weapon:
(Value of Existing bonuses + Value of New bonus) - Existing bonuses

Example: To add Frost to a +2 Flaming Greataxe, it would cost 14,000 gold. Or: 32,000 (total value of existing bonuses + new bonus) - 18,000 (value of existing bonuses).

Rules for Crafting Magic Arms and Armor

If you want to craft armor or weapons, you will need:

1. The Craft Magic Arms and Armor feat
2. A Caster Level of at least 3x the Effect or Enhancement bonus

Rule #2 means that a 9th level caster could craft up to a +3 Armor of Ghost Touch, but could not make a +4 Armor of Ghost Touch.

Limitations are:

1. You may not add an Enhancement or Effect bonus higher than 3x your Caster Level
2. Any armor or weapon may not possess higher than a +5 Enhancement bonus, though it may go up to a +6 Effect bonus. Higher than either of these values is Epic.
3. The total bonuses attributed to an armor or weapon may not go above +10. Higher than this value is Epic.