Item Point Costs: Difference between revisions

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These are the general guidelines for all item creation.


- No item can have Haste, True Sight, Freedom of Movement, or Improved Evasion as permanent abilities. <br>
- No item may grant the wearer to combat feats such as Called Shot or Knockdown. <br>
- No item can have blanket immunity to a category of effects, ie; (death magic, mind spells, sneak attacks, etc). <br>
- No item may have melee damage reduction or soak a slot that can be hotkeyed and shifted during combat. This basically limits it to shields, visible helms, and armor. <br>
Point Caps:<br>
(Level 7-14) Tier 1 to 3.5: 75 points <br>
(Level 15+) Tier 4 and 4.5:  110 points <br>
(Level 20+) Artifact Tier: 140 points <br>
(Level 21+) Tier 5: <br>
(Level 21+) Ascension: --<br>
Ascension Tier 1: 165 points <br>
Ascension Tier 2: 205 points <br>
Ascension Tier 3: 250 points <br>
- Items may be given a cost reduction for impacting flaws/curses/etc and special limitations (for instance, an item that gives bonus spell slots, but for which the bonus spell slots must be used for necromancy spells). Subject to Admin approval. <br>
- Certain specific items, when following the rules literally, end up being excessively expensive. This may be discussed with an Admin.<br>
- Properties not listed below are subject to Admin approval.<br>
'''Attribute Score Bonus:'''<br>
+1 - 10 points<br>
+2 - 25 points<br>
+3 - 35 points<br>
+4 - 50 points<br>
+5 - 60 (Ascension/Artifact)<br>
+6 - 75 points<br>
'''AC Bonus:'''<br>
+1 - 5 points<br>
+2 - 15 points<br>
+3 - 30 Points<br>
+4 - 50 points<br>
+5 - 65 points (Ascension/Artifact)<br>
+6 - 80 (Ascension 3)<br>
'''Arcane Spell Failure Decreasement:'''<br>
5% - 5 points<br>
10% - 10 points<br>
15% - 20 points<br>
20% - 30 points<br>
25% - 35 points<br>
30% - 40 points<br>
35% - 45 points<br>
40% - 50 points<br>
45% - 60 points<br>
50% - 70 points<br>
This property can only be put on armour and shields. In addition, the item can only negate its own penalty; not more.<br>
'''Cast Spell (Spell Level)'''<br>
0 - Non-Factor<br>
1 - 5 points<br>
2 - 10 points<br>
3 - 20 points<br>
4 - 25 points<br>
5 - 35 points (Tier 4 and 4.5)<br>
6 - 40 points<br>
7 - 50 points<br>
8 - 60 points (Ascension/Artifact)<br>
9 - 70 points (Ascension 2)<br>
This is per day. If an item has multiple uses of the same spell, you multiply it x the amount. However, if the item has different spells of the same level, you add 50% on the cost of second/third/etc use. This rule also applies to spell combinations if they are not of the same level and if they essentially represent a ''goodie bag''. Flame Weapon + Elemental Shield would be an item that is not a ''goodie bag'', while Flame Weapon + Improved Invisibility would be.
Please keep in mind that these values are essentially averages. Some spells are worth more than the values listed for their level, while others are worth less. This also depends on how accessible the spell is in the module.<br>
- For example - while Shadow Shield and Delayed Blast Fireball are both the same spell level, Shadow Shield is clearly superior and would be worth the full point cost, whereas Delayed Blast Fireball may not. Also, while Haste is quite useful, potions of Haste are readily found all across the module, so 20 points may be a bit steep for the spell.<br>
When it comes to charges, 25 charges of a spell on an item is equal to 1/day. You can extrapolate from there. Do keep in mind that once an item is out of charge, it is destroyed. When in doubt about items that cast spells, especially when you are close to the point limit of your item, you should feel free to contact the admin.<br>
When adding spells to an item that does not need to be equipped the activate the spell, costs are increased by 50%.<br>
<br>
Extra Spell Slots:
Spell Level
0 - 5
1 - 5 points
2 - 5 points
3 - 10 points
4 - 15 points
5 - 20 points
6 - 25 points
7 - 30 points
8 - 35 points (Tier 1)
9 - 40 points
Spell Resistance:
10 - 2 points
12 - 4 points
14 - 8 points
16 - 14 points
18 - 18 points
20 - 22 points
22 - 24 points (15+)
24 - 28 points
26 - 32 points
28 - 38 points (Tier 1)
30 - 44 points
32 - 52 points
34 - 60 points (Tier 2)
Damage Reduction:
+1/5 - 6
+1/10 - 12
+1/15 - 18
+1/20 - 24
+2/5 - 15
+2/10 - 30
+2/15 - 45
+2/20 - 60
+3/5 - 18
+3/10 - 36
+3/15 - 54
+3/20 - 72
+4/5 - 30 (15+)
+4/10 - 60
+4/15 - 90
+5/5 - 55
+5/10 - 85 (Tier 1)
+6/5 - 80 (Tier 2)
+6/10 - 110 (Tier 3)
Damage Resistance:
Physical damage resistance should be given out as Piercing, Slashing, or Bludgeoning only. One item should only have a maximum of 15 physical damage resistance (and only up to 10 versus one type of physical damage), or 30 total including the 15 physical damage resistance.
Elemental Damage Resistance
2 DR - 6
3 DR - 9
4 DR - 12
5 DR - 15
6 DR - 18
7 DR - 21
8 DR - 24
9 DR - 27
10 DR - 30
15 DR - 40
20 DR - 50 (15+)
25 DR - 60
30 DR - 70 (Tier 1)
Physical/Magical Damage Resistance (No Divine)
2 DR - 8
3 DR - 12
4 DR - 16
5 DR - 20
6 DR - 24
7 DR - 28
8 DR - 32
9 DR - 36
10 DR - 40
11 DR - 44 (Tier 1)
12 DR - 48
13 DR - 52
14 DR - 55
15 DR - 60 (Tier 2)
20 DR - 80 (Tier 3)
Darkvision - 5 points
Saving Throw Bonus: Universal
+1 - 25 points
+2 - 50 points
+3 - 75 points (15+)
+4 - 100 points
+5 - 125 points (Tier 1)
+6 - 150 points (Tier 2)
Saving Throw Bonuses versus Spells:
+1: 18
+2: 36
+3: 54
+4 :72
Saving Throw Bonus: Reflex, Fortitude, Will
+1: 7 points
+2 - 13 points
+3 - 25 points
+4 - 33 points
+5 - 41 points (15+)
+6 - 50 points
Saving Throw Bonus: Death/Mind Affecting
+1 - 7 points
+2 - 14 points
+3 - 21 points
+4 - 28 points
+5 - 35 points
Saving Throw Bonus: Acid/Cold/Electricity/Fire/Sonic/Fear
+1 - 6 points
+2 - 12 points
+3 - 18 points
+4 - 23 points
+5 - 26 points
+6 - 30 points
Saving Throw Bonus: Disease/Divine/Poison/Positive
+1 - 5
+2 -10
+3 - 15
+4 - 20
+5 - 25
Saving Throw Bonuses versus Traps:
+1 - 4
+2 - 6
+3 - 8
+4 - 10
+5 - 12
Immunity: Damage Type:
Physical/Magical (No Divine)
5% - 7
10% - 15
25% - 30
50% - 60 (Tier 1)
Elemental
5% - 5
10% - 10
25% - 25
50% - 50
Immunity: Specific Spell:
Spell level x5; limited to 1-4.
Immunity: Spells by Level
1st level - 5
2nd level - 15
3rd level - 30
4th level - 45
5th level - 65 (Tier 1)
6th level - 85 (Tier 2)
Regeneration
1 - 10 points
2 - 20 points
3 - 30 points
4 - 40 points
5 - 50 points
6 - 60 points
Skill Bonus (RP skills are half cost. No UMD)
+1 - 5 points
+2 - 10 points
+3 - 15 points
+4 - 20 points
+5 - 25 points
+6 - 30 points
+7 - 35 points
+8 - 40 points
+9 - 45 points
+10 - 50 points (15+)
+11- 55 points (Tier 1)
+12 - 60 points
+13 - 65 points
+14 - 70 points
+15 - 75 points (Tier 2)
The total skill bonus of mechanical skill points an item can have may not be more than +20.
On Hit Properties:
Apply a modifier of % multiplied by rounds duration. Highest percentage is 75%. E.g., 75%/1 round would be .75 * 1, or a modifier of .75.
On Hit Ability/Level Drain/Poison/Daze:
DC 14 - 11
DC 16 - 13
DC 18 - 16
DC 20 - 19
DC 22 - 22
DC 24 - 25 (15+)
DC 26 - 28
On Hit Blindness/Silence/Slow:
DC 14 - 10
DC 16 - 13
DC 18 - 16
DC 20 - 19
DC 22 - 22
DC 24 - 25 (15+)
DC 26 - 28 (Tier 1)
Confusion/Fear/Stun/Hold:
DC 14 - 15
DC 16 - 20
DC 18 - 25
DC 20 - 35
DC 22 - 40 (15+)
DC 24 - 45
Deafness/Disease
DC 14 - 5
DC 16 - 6
DC 18 - 7
DC 20 - 8
DC 22 - 9
DC 24 - 10
DC 26 - 11
Dispelling
DC 14 - 24
DC 16 - 32
DC 18 - 40 (15+)
DC 20 - 55 (Tier 1)
Mighty:
2 points per +1
Additional Damage:
1d4 - 15 points
1d6 - 25 points
1d8 - 40 points
1d10 - 55 points
1 - 8 points
2 - 12 points
3 - 18 points
4 - 30 points
5 - 50 points
6 - 65 points
Additional damage from multiple dice can be expressed by the following formula (there are tables to follow which clearly state pricing, and then a ratio of cost to damage).
C= Cost of damage
D= Amount of die
T= Tax per die. Either 15, 25 or 35 depending on bracket.
C*D + D(T-1)
2-6 Tax: 15
1d4+1d4 - 35
1d4+1d6 - 45
6.01 - 10 Tax: 25
1d4+1d8 - 90
1d4+1d10 - 95
1d4+1d4+1d4 - 80
1d4+1d4+1d6 - 90
1d4+1d4+1d8 - 110
1d4+1d6+1d6 - 110
1d6+1d6 - 65
1d6+1d8 - 95
1d6+1d10 - 105
1d8+1d8 - 105
1d8 + 1d10 - 125
10+ Tax: 35
1d4 + 1d6 + 1d8 - 150
1d4 + 1d6 + 1d10 - 160
1d4 + 1d8 + 1d8 - 180
1d4 + 1d8 + 1d10 - 190
1d4 + 1d10 + 1d10 - 200
1d6 + 1d6 + 1d6 - 135
1d6 + 1d6 + 1d8 - 160
1d6 + 1d6 + 1d10 - 170
1d6 + 1d8 + 1d8 - 190
1d6 + 1d8 + 1d10 - 200
1d6 + 1d10 + 1d10 - 210
1d8 + 1d8 + 1d8 - 220
1d8 + 1d8 + 1d10 - 230
1d8 +1d10 + 1d10 - 240
1d10 + 1d10 - 155
1d10 + 1d10 + 1d10 - 250
Multipliers for damage type
Piercing, Slashing, Bludgeoning, Sonic, Negative= 1
Fire, Acid, Cold, Electricity = 0.9
Divine, Magical, Positive= 1.1
Vampiric Regeneration:
1 - 1 point
2 - 2 points
3 - 4 points
4 - 6 points
5 - 10 points (15+)
6 - 14 points
7 - 18 points (Tier 1)
8 - 22 points
Massive Criticals:
1d4 - 2
1d6 - 4
1d8 - 6
1d10 - 8
1d12 - 10
2d6 - 12
2d8 - 14
2d10 - 16
Extra Melee Damage Type:
Slashing - 15
Piercing - 15
Bludgeoning - 20
Enhancement Bonus:
+1 - 5 points
+2 - 15 points
+3 - 30 points
+4 - 50 points (15+)
+5 - 65 points (Tier 1)
+6 - 85 points (Tier 3)
Attack Bonus
+1 - 0 points
+2 - 5 points
+3 - 15 points
+4 - 30 points
+5 - 45 points (Tier 1)
+6 - 60 points (Tier 2)
Keen - 20 points
Sequencers:
Lower price may be negotiated in terms of restrictions with admin approval.
1 spell: 80
2 spells: 160
Lower prices may be negotiated in terms of restrictions with admin approval. Sequencers that are placed on a slotless item (meaning, an item that does not need to be equipped), cost 50% more.
Combat Feats:
Blind Fight - 15
Knockdown - 15 > Improved Knockdown - 30 total
Called Shot - 15
Ambidexterity - 10
Improved Two-Weapon Fighting - 30
Dodge - 10
Mobility - 10 > Spring Attack - 20 total
Whirlwind Attack - 15
Cleave - 10 > Great Cleave - 20 total
Power Attack- 10 > Improved Power Attack - 20 total
Zen Archery - 15
Extra Stunning Attacks - 10
Rapid Reload - 10
Point Blank Shot - 10
Rapid Shot - 15
Evasion - 65
Magic Feats:
Silent Spell - 15
Still Spell - 15
Extend Spell - 20
Quicken Spell - 15
Empower Spell - 20
Maximize Spell - 20
Spell Focus (Any) - 15
Greater Spell Focus (Any) - 25
Spell Penetration - 10
Greater Spell Penetration - 30
Extra Turning - 35
Arcane Defense Divination - 10
Arcane Defense Everything Else: 15 . Be advised that Arcane Defense does not stack with the +20 saving throw limit!
Other Feats:
Keen Senses - 30
Bonuses versus Alignment/Race/Damage Type
If you want to calculate how much an armor class/attack bonus/enchantment bonus/damage bonus against a specific race/alignment or such costs, you apply the following modifiers. It should be noted that if an item also has a value that applies versus ''everything'', the modifier only applies over the difference between the main value and versus value.
Ab/AC/Enhancement bonuses that apply against an alignment group/race/damage type (for AC) have their level restriction lowered by 1. So a weapon with +5 versus humans would be a level 15+ item, not a level 21+ item.
Versus Alignment Group(Good, Chaos, Law, Evil) - 0.6
Versus Alignment Group (Neutral) - 0.75
Versus Specific Alignment - 0.25
Versus Damage Type (AC only) - 0.4
Versus Race:
Outsider - 0.6
Undead - 0.5
Human - 0.4
Aberration, Elemental, Elf, Dwarf, Halfling, Gnome - 0.25
Orc, Dragon, Goblinoid, Monstrous Humanoid, Magical Beast, Reptilian, Construct - 0.20
Shapechanger, Fey, Ooze - 0.15
Animal, Vermin - 0.10
If a single item has multiple bonuses versus race; the most expensive race keeps its modifier but other races have their modified halved. So a property against both Outsiders and Undead would have a modifier of 0.6+0.25=0.85.
Example item:
+4 Enchantment Sword, with +5 versus Undead.
+4 Enchantment = 50 points
+5 Enchantment versus Undead = (75-50) x 0.5 = 12.5
Total= 62.5

Latest revision as of 18:33, 24 February 2023