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Zekarra
2018-09-30, 06:29 PM
I am trying to figure out the cost of creating a Combined Amulet of Natural Armor and Health

Natural Armor +1,+2,+3,+4,+5 respectively 2000, 8000, 18000, 32000, 50000
Amulet of Health(Con) +2,+4,+6 respectively 4000, 16000, 36000

I know that adding the 2 abilities can be done but i can't seem to find the actual cost multiplier. Most people say take the highest and add 1.5 times the lowest. So a Amulet of NA +4 (32000) and Health +4 (16000) would cost 32000 + 1.5(16000) = 56000

Would that be correct? If so what page do you find this multiplier in the DMG or MIC?

Thanks

PrismCat21
2018-09-30, 07:01 PM
I could easily be wrong though.
Looks like I was :)

ngilop
2018-09-30, 07:01 PM
It is right there in the table for creating magical items.




Special
Base Price Adjustment
Example


Multiple different abilities
Multiply lower item cost by 1.5
Helm of brilliance

Biffoniacus_Furiou
2018-09-30, 07:27 PM
Magic Item Compendium page 234 has newer, more current rules on adding certain effects to other items.

An enhancement bonus to natural armor can be added to another magic item of the appropriate slot for the same price as an Amulet of Natural Armor of the same bonus.
An enhancement bonus to Constitution (or any other ability score) can be added to another magic item of the appropriate slot for the same price as a separate item of the same bonus.

I would add both of those to a Necklace of Adaptation, as that's one of the best neck-slot effects you can get and it's extremely affordable.

MaxiDuRaritry
2018-09-30, 07:27 PM
Most of the time, the +50% price modifier on the least expensive item effects would be in effect, but the MIC has rules (explicitly not guidelines) on this, and a number of commonly needed item abilities (such as enhancement bonuses to ability scores and saving throw bonuses) don't have the surcharge. So just add the two prices together, and there you go.

[edit] Noooo! Scorpion kama'd!

Deophaun
2018-09-30, 08:11 PM
Would that be correct? If so what page do you find this multiplier in the DMG or MIC?
Page 288 for the DMG, under "Adding New Abilities."
Page 233 for the MIC, under "Improving Magic Items."

And as noted, these are rules regarding combining existing magic items, not guidelines (in other words, combined magic items != custom magic items). Though there is a guideline that only items that occupy the same slot be combined based on this formula. Honestly, though, in practice it doesn't much matter.

Crake
2018-10-01, 05:05 AM
Most of the time, the +50% price modifier on the least expensive item effects would be in effect, but the MIC has rules (explicitly not guidelines) on this, and a number of commonly needed item abilities (such as enhancement bonuses to ability scores and saving throw bonuses) don't have the surcharge. So just add the two prices together, and there you go.

[edit] Noooo! Scorpion kama'd!

To clarify, since least expensive makes it sound like just the cheapest one: It's +50% price modifier to all but the most expensive. So if you had 3 effects from your item, one worth 1000gp, another 3000gp, and another one worth 3500gp, it would cost: 1500+4500+3500, for a total of 9500gp.

Keep in mind that some magic items already have this pricing taken into account, for example boots of springing and striding are 2500gp for the +5 jump and 2000gp for the +10ft movement speed (1 hour CL1 spell level 1 longstrider effect). The 2000gp gets multiplied by 1.5 for 3000gp, for the final combined price of 5500gp. If you add boots of springing and striding to say, boots of teleportation, the price shouldn't be 5500gp *1.5, it should be 2000gp *1.5 + 2500gp *1.5 for a total extra cost of 6750gp