Difference between revisions of "Pricing Documentation"
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[[Category:DM Guides]] | [[Category:DM Guides]] | ||
− | = Base Items = | + | |
− | == Weapons == | + | == Base Items == |
+ | === Weapons === | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|+ style="text-align: left;" | Table 1a: Weapon Value (in gp) | |+ style="text-align: left;" | Table 1a: Weapon Value (in gp) | ||
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# Masterwork versions do not confer a bonus but are required for enchantment, +1 physical counts as +1 enhancement. | # Masterwork versions do not confer a bonus but are required for enchantment, +1 physical counts as +1 enhancement. | ||
− | == Armor and Shields == | + | === Armor and Shields === |
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|+ style="text-align: left;" | Table 1b: Armor and Shield Value (in gp) | |+ style="text-align: left;" | Table 1b: Armor and Shield Value (in gp) | ||
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|} | |} | ||
− | == Grenade-like Items == | + | === Grenade-like Items === |
{| class="wikitable" style="text-align: center; width: 500px;" | {| class="wikitable" style="text-align: center; width: 500px;" | ||
|+ style="text-align: left;" | Table 1c: Grenade-like (on use) items ( Base Value * Uses per Day * 25gp ) | |+ style="text-align: left;" | Table 1c: Grenade-like (on use) items ( Base Value * Uses per Day * 25gp ) | ||
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|} | |} | ||
− | = Special Materials = | + | == Special Materials == |
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|+ style="text-align: left;" | Table 2: Special Material Value Addition (in gp): | |+ style="text-align: left;" | Table 2: Special Material Value Addition (in gp): | ||
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|} | |} | ||
− | = Weapon Enchantments = | + | == Weapon Enchantments == |
; Effective Plus Weapon Enchantment Value Formula (in gp): '''x'''² * 2000 | ; Effective Plus Weapon Enchantment Value Formula (in gp): '''x'''² * 2000 | ||
''No squaring if '''x''' is less than 1.'' | ''No squaring if '''x''' is less than 1.'' | ||
− | == Basic Enhancement == | + | === Basic Enhancement === |
{| class="wikitable" style="text-align: center; width: 500px;" | {| class="wikitable" style="text-align: center; width: 500px;" | ||
|+ style="text-align: left;" | Table 3a: Basic Enhancement Effective Plus Equivalents | |+ style="text-align: left;" | Table 3a: Basic Enhancement Effective Plus Equivalents | ||
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! Ranged Weapons | ! Ranged Weapons | ||
|- | |- | ||
− | | | + | | ??Enhancement +'''x''' |
| '''x''' * 1.0 | | '''x''' * 1.0 | ||
| '''x''' * 1.0 | | '''x''' * 1.0 | ||
|} | |} | ||
− | == Bonus Damage == | + | === Bonus Damage === |
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|+ style="text-align: left;" | Table 3b: Bonus Damage Effective Plus Equivalents | |+ style="text-align: left;" | Table 3b: Bonus Damage Effective Plus Equivalents | ||
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# Restricted to racial/alignment specific. | # Restricted to racial/alignment specific. | ||
− | == Miscellaneous == | + | === Miscellaneous === |
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|+ style="text-align: left;" | Table 3c: Miscellaneous Effective Plus Equivalents | |+ style="text-align: left;" | Table 3c: Miscellaneous Effective Plus Equivalents | ||
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# Maximum of Vampiric Regeneration +2. | # Maximum of Vampiric Regeneration +2. | ||
− | == On Hit == | + | === On Hit === |
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|+ style="text-align: left;" | Table 3d: On Hit Ability Effective Plus Equivalents | |+ style="text-align: left;" | Table 3d: On Hit Ability Effective Plus Equivalents | ||
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# Maximum DC18, no player races. | # Maximum DC18, no player races. | ||
− | = Armour and Shield Enchantments = | + | == Armour and Shield Enchantments == |
; Effective Plus Armour and Shield Enchantment Value Formula (in gp): '''x'''² * 1000 | ; Effective Plus Armour and Shield Enchantment Value Formula (in gp): '''x'''² * 1000 | ||
''No squaring if '''x''' is less than 1.'' | ''No squaring if '''x''' is less than 1.'' | ||
− | == Basic Enhancement == | + | === Basic Enhancement === |
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|+ style="text-align: left;" | Table 4: Armour and Shield Effective Plus Properties | |+ style="text-align: left;" | Table 4: Armour and Shield Effective Plus Properties | ||
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# Shield with holy symbol only. | # Shield with holy symbol only. | ||
− | = General Enchantments = | + | == General Enchantments == |
{| class="wikitable" style="text-align: center; width: 350px;" | {| class="wikitable" style="text-align: center; width: 350px;" | ||
|+ style="text-align: left;" | Table 5a: General Property Value Formulae (in gp): | |+ style="text-align: left;" | Table 5a: General Property Value Formulae (in gp): | ||
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# Specific spell only. | # Specific spell only. | ||
− | == Damage Resistance == | + | === Damage Resistance === |
{| class="wikitable" style="text-align: center; width: 300px;" | {| class="wikitable" style="text-align: center; width: 300px;" | ||
|+ style="text-align: left;" | Table 5b: Damage Resistance Value (in gp): | |+ style="text-align: left;" | Table 5b: Damage Resistance Value (in gp): | ||
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|} | |} | ||
− | == Saving Throw Bonus == | + | === Saving Throw Bonus === |
{| class="wikitable" style="text-align: center; width: 300px;" | {| class="wikitable" style="text-align: center; width: 300px;" | ||
|+ style="text-align: left;" | Table 5c: Saving Throw Bonus Value (in gp): | |+ style="text-align: left;" | Table 5c: Saving Throw Bonus Value (in gp): | ||
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|} | |} | ||
− | == Spell Resistance == | + | === Spell Resistance === |
{| class="wikitable" style="text-align: center; width: 300px;" | {| class="wikitable" style="text-align: center; width: 300px;" | ||
|+ style="text-align: left;" | Table 5d: Spell Resistance <sup>1</sup> Value (in gp): | |+ style="text-align: left;" | Table 5d: Spell Resistance <sup>1</sup> Value (in gp): | ||
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|} | |} | ||
− | == Immunity == | + | === Immunity === |
{| class="wikitable" style="text-align: center; width: 300px;" | {| class="wikitable" style="text-align: center; width: 300px;" | ||
|+ style="text-align: left;" | Table 5e: Immunity Value (in gp): | |+ style="text-align: left;" | Table 5e: Immunity Value (in gp): | ||
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|} | |} | ||
− | == Ability/Feat == | + | === Ability/Feat === |
{| class="wikitable" style="text-align: center; width: 300px;" | {| class="wikitable" style="text-align: center; width: 300px;" | ||
|+ style="text-align: left;" | Table 5f: Feat Value (in gp): | |+ style="text-align: left;" | Table 5f: Feat Value (in gp): | ||
Line 1,010: | Line 1,011: | ||
|} | |} | ||
− | == Bag of Holding == | + | === Bag of Holding === |
{| class="wikitable" style="text-align: center; width: 300px;" | {| class="wikitable" style="text-align: center; width: 300px;" | ||
|+ style="text-align: left;" | Table 5g: Bag of Holding Value (in gp): | |+ style="text-align: left;" | Table 5g: Bag of Holding Value (in gp): | ||
Line 1,032: | Line 1,033: | ||
|} | |} | ||
− | == Tome/Manual == | + | === Tome/Manual === |
{| class="wikitable" style="text-align: center; width: 300px;" | {| class="wikitable" style="text-align: center; width: 300px;" | ||
|+ style="text-align: left;" | Table 5g: Bag of Holding Value (in gp): | |+ style="text-align: left;" | Table 5g: Bag of Holding Value (in gp): | ||
Line 1,042: | Line 1,043: | ||
|} | |} | ||
− | = Stored Spells = | + | == Stored Spells == |
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|+ style="text-align: left;" | Table 6: Cast Spell Value (in gp): | |+ style="text-align: left;" | Table 6: Cast Spell Value (in gp): | ||
Line 1,069: | Line 1,070: | ||
# Except cure light wounds, which are priced at 50gp if level cast does not exceed 2. | # Except cure light wounds, which are priced at 50gp if level cast does not exceed 2. | ||
− | = Penalties = | + | == Penalties == |
; Penalty Formula : Value of Property * ( 1 + affinity penalty + multiple property penalty ) | ; Penalty Formula : Value of Property * ( 1 + affinity penalty + multiple property penalty ) | ||
Line 1,079: | Line 1,080: | ||
# Determined before penalties | # Determined before penalties | ||
− | == Affinities == | + | === Affinities === |
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|+ style="text-align: left;" | Table 4: Armour and Shield Effective Plus Properties | |+ style="text-align: left;" | Table 4: Armour and Shield Effective Plus Properties | ||
Line 1,136: | Line 1,137: | ||
# Ring is listed as a reminder only, that affinity rules do not apply despite taking up a body (finger) slot (non-Wondrous Item, created by Forge Ring feat). | # Ring is listed as a reminder only, that affinity rules do not apply despite taking up a body (finger) slot (non-Wondrous Item, created by Forge Ring feat). | ||
− | == Subgroup Bonuses == | + | === Subgroup Bonuses === |
; Abridged effective plus formula, use for single subgroup property: (base affected effective plus * (1-CF)) + (subgroup effective plus * CF) | ; Abridged effective plus formula, use for single subgroup property: (base affected effective plus * (1-CF)) + (subgroup effective plus * CF) | ||
: (sum of base affected effective plus times one minus contribution factor and subgroup effective plus times contribution factor) | : (sum of base affected effective plus times one minus contribution factor and subgroup effective plus times contribution factor) |
Revision as of 03:59, 28 January 2014
Contents
Base Items
Weapons
Item Name | Mundane | Masterwork |
---|---|---|
Ammunition (x100) 1,4 | 1 | 301 |
Bastard Sword | 70 | 370 |
Battleaxe | 20 | 320 |
Club | 2 | 302 |
Dagger | 4 | 304 |
Dwarven Waraxe | 60 | 360 |
Great Axe | 20 | 320 |
Falchion | 150 | 450 |
Flail | 16 | 316 |
Great Sword | 100 | 400 |
Halberd | 20 | 320 |
Hand Axe | 12 | 312 |
Heavy Crossbow 2 | 100 | 400 |
Heavy Flail | 30 | 330 |
Kama | 4 | 304 |
Katana | 80 | 380 |
Kukri | 16 | 316 |
Light Crossbow 2 | 70 | 370 |
Light Flail | 16 | 316 |
Light Hammer | 2 | 302 |
Longbow 2 | 150 | 450 |
Longsword | 30 | 330 |
Mace | 10 | 310 |
Morningstar | 16 | 316 |
Musical Instrument | 5 | 305 |
Quarterstaff | 2 | 302 |
Rapier | 40 | 340 |
Scimitar | 30 | 330 |
Scythe | 36 | 336 |
Short Bow 2 | 70 | 370 |
Short Spear | 20 | 320 |
Short Staff | 2 | 302 |
Short Sword | 20 | 320 |
Sickle | 12 | 312 |
Sling 3 | 2 | 302 |
Spear | 4 | 304 |
Training Club | 2 | 302 |
War Hammer | 24 | 324 |
War Mace | 40 | 340 |
- Covers all thrown and launched, 100 is the stack size, and is used as baseline for all magical and material pricing.
- Mighty property is +75gp for light crossbow/short bow, +100gp for heavy crossbow/long bow for each +1 of mighty
- Requires unlimited ammunition property before effective plus >+1 is possible, all other restrictions apply.
- Masterwork versions do not confer a bonus but are required for enchantment, +1 physical counts as +1 enhancement.
Armor and Shields
Item Name | AC Bonus | Max Dex | Cost (Mundane) | Cost (Masterwork) |
---|---|---|---|---|
Cloth | 0 | n/a | 1 | 151 |
Padded | 1 | 8 | 5 | 155 |
Leather | 2 | 6 | 10 | 160 |
Sudded Leather or Hide | 3 | 5 | 15 | 165 |
Scale Mail | 4 | 3 | 50 | 200 |
Chain Shirt | 4 | 4 | 100 | 250 |
Chain Mail | 5 | 2 | 150 | 300 |
Breastplate | 5 | 3 | 200 | 350 |
Banded or Splint Armor | 6 | 1 | 250 | 400 |
Half Plate | 7 | 1 | 600 | 750 |
Full Plate | 8 | 1 | 1500 | 1650 |
Light Shield | 1 | n/a | 10 | 160 |
Heavy Shield | 2 | n/a | 50 | 200 |
Tower Shield | 4 | 2 | 100 | 250 |
Grenade-like Items
Type | Single-use | 1x/day |
---|---|---|
Acid Bomb | 1,500 | 37,500 |
Acid Flask | 20 | 500 |
Alchemist's Fire | 20 | 500 |
Caltrops | 20 | 500 |
Choking Powder | 40 | 1,000 |
Fire Bomb | 1,500 | 37,500 |
Holy Water | 30 | 750 |
Tanglefoot Bag | 60 | 1,500 |
Thunderstone | 40 | 1,000 |
Special Materials
Material | Ammo 6 | Light Armor | Medium Armor | Heavy Armor | Light Weapons | 1-Handed Weapons | 2-Handed Weapons | Shield | Masterwork 7 |
---|---|---|---|---|---|---|---|---|---|
Adanamtine | 1,500 | 5,000 | 10,000 | 15,000 | 800 | 1,400 | 2,000 | Yes | |
Alch. Silver | 200 | 20 | 90 | 180 | No | ||||
Arandur | 1,000 | 1,500 | 3,000 | 5,000 | 2,000 | 3,000 | 4,000 | Yes | |
Bluewood | 300 | 600 | 1,200 | 400 | 600 | 900 | 300 | Yes | |
Cold Iron 2 | x2 | 1,000 | 4,000 | 9,000 | x2 | x2 | x2 | No | |
Copper | 1,500 | 1,500 | 1,500 | Yes | |||||
Darksteel | 1,000 | 1,500 | 3,000 | 5,000 | 2,000 | 3,000 | 4,000 | Yes | |
Dlarun | 1,000 | 1,500 | 3,000 | 5,000 | 2,000 | 3,000 | 4,000 | Yes | |
Dragonfang | 1,000 | 2,000 | 2,000 | 2,000 | Yes | ||||
Dragonhide 7,3 | Yes | ||||||||
Dragonscale | 30,003 | 60,003 | 110,003 | 4,000 | Yes | ||||
Duskwood | 30,001 | 400 | 600 | 900 | 300 | Yes | |||
Fever Iron | 1,000 | 1,500 | 3,000 | 5,000 | 2,000 | 3,000 | 4,000 | Yes | |
Fiendbone | 1,500 | 2,500 | 3,500 | No | |||||
Frystalline | 1,500 | 2,500 | 3,500 | No | |||||
Gold | 3,000 | 6,000 | 10,000 | 1,500 | 2,500 | 3,500 | Yes | ||
Hizagkuur | 1,000 | 15,000 | 3,000 | 5,000 | 2,000 | 3,000 | 4,000 | Yes | |
Living Metal | 2,000 | 3,500 | 5,000 | 1,000 | 1,000 | 1,000 | Yes | ||
Mithral | 1,000 | 4,000 | 9,000 | 1,000 | 6,000 | 12,000 | 1,000 | Yes | |
Platinum | 4,000 | 3,000 | 6,000 | 10,000 | Yes | ||||
Silver | 1,500 | 1,500 | 3,000 | 5,000 | 1,500 | 2,500 | 3,500 | Yes | |
Sondarr | 2,000 | 2,000 | 2,000 | 1,000 | 1,000 | 1,000 | No | ||
Suzailian | |||||||||
Chainweave | 28,000 | 35,000 | 42,000 | No | |||||
Zalantar 5 | Yes |
Weapon Enchantments
- Effective Plus Weapon Enchantment Value Formula (in gp)
- x² * 2000
No squaring if x is less than 1.
Basic Enhancement
Property | Melee Weapons | Ranged Weapons |
---|---|---|
??Enhancement +x | x * 1.0 | x * 1.0 |
Bonus Damage
Damage | Physical, Sonic, Elemental | Negative Energy | Positive, Divine, Magical | Massive Critical |
---|---|---|---|---|
+1 | +0.4 | +0.5 | +0.7 | +0.1 |
+2 | +0.8 | +0.9 | +1.1 | +0.2 |
+1d4 | +1.0 | +1.1 | +1.3 | +0.3 |
+3 | +1.2 | +1.3 | +1.5 | +0.3 |
+1d6 | +1.5 | +1.7 | +2.0 | +0.4 |
+4 | +1.6 | +1.8 | +2.1 | +0.4 |
+5 | +2.0 1 | +2.2 1 | +2.5 1 | +0.6 |
+1d8 | +2.2 1 | +2.4 1 | +2.7 1 | +0.6 |
+2d4 | +3.0 2 | +0.7 | ||
+6 | +0.8 1 | |||
+1d10 | +1.0 1 | |||
+1d12 | +1.0 1 | |||
+2d6 | +1.1 1 |
- Minimum +2 base bonus.
- Restricted to racial/alignment specific.
Miscellaneous
Property | Bonus Equivalent |
---|---|
Feat: Disarm | +0.5 |
Keen or Impact | +1.0 |
Unlimited Amunition | +0.5 |
Vampiric Regeneration +x 1 | +x * 0.5 |
- Maximum of Vampiric Regeneration +2.
On Hit
Property | 5% | 10% | Every Additional +2 DC |
---|---|---|---|
Blindness DC 14 | +0.7 | +1.4 | +0.2 |
Daze DC 14 | +0.8 | +1.6 | +0.2 |
Deafness DC 14 | +0.6 | +1.2 | +0.2 |
Doom DC 14 | +0.4 | +0.8 | +0.2 |
Silence DC 14 | +0.6 | +1.2 | +0.2 |
Sleep DC 14 | +0.9 | +1.8 | +0.2 |
Slow DC 14 | +0.9 | +1.8 | +0.2 |
Poison | +1 per 1d2 DC 14 | +0.2 | |
Wounding DC 14 | +1.5 | +0.2 | |
Slay Racial DC 14 1 | +2.0 | +1 |
- Maximum DC18, no player races.
Armour and Shield Enchantments
- Effective Plus Armour and Shield Enchantment Value Formula (in gp)
- x² * 1000
No squaring if x is less than 1.
Basic Enhancement
Property | Bonus Equivalent |
---|---|
Base AC Enhancement +x | x * 1.0 |
Deflect Arrows | +2.0 |
Feat: Combat Casting | +1.0 |
Feat: Dodge 1 | +1.0 |
Feat: Extra Turning 2 | +1.0 |
Feat: Spell Focus 1 x1/ x2 / x3 | +1.0 / +1.5 / +2.0 |
Feat: Spell Penetration 1 | +1.5 |
Glammered | +1.0 |
Invulnerability | +3.0 |
Arcane Spell Failure -10% | +1.0 |
Spell Resistance 12 / 14 / 16 / 18 | +2.0 / +3.0 / +4.0 / +5.0 |
- Armour only, up to three foci count as a single property.
- Shield with holy symbol only.
General Enchantments
Property | Formula |
---|---|
Ability Bonus +x | x 2 * 1,000 |
Armor 1 Type AC +x | x 2 * 1,000 |
Deflection Type AC +x | x 2 * 2,000 |
Natural Type AC +x | x 2 * 2,000 |
Bonus Spell Slot Level 2 x | x 2 * 1,000 |
Skill Bonus +x | x 2 * 100 |
Spell Immunity Level 2, 3 x | (x 2 + 1) * 1,000 |
Permanent Light x * 5m | x * 100 |
- Bracers only.
- Cantrips count as spell level ½.
- Specific spell only.
Damage Resistance
Resist | Elemental | Negative Energy |
---|---|---|
5 | 4,000 | 6,000 |
10 | 12,000 | 18,000 |
15 | 20,000 | 30,000 |
20 | 28,000 | 42,000 |
25 | 36,000 | 54,000 |
30 | 44,000 | 66,000 |
Saving Throw Bonus
Bonus | Fort/Refl/Will | Mind | Other | Universal |
---|---|---|---|---|
+1 | 250 | 500 | 250 | 1,000 |
+2 | 1,000 | 2,000 | 1,000 | 4,000 |
+3 | 2,250 | 4,500 | 2,250 | 9,000 |
+4 | 4,000 | 8,000 | 4,000 | 16,000 |
+5 | 6,250 | 12,500 | 6,250 | 25,000 |
Spell Resistance
Spell Resistance | Value |
---|---|
10 | 6,000 |
12 | 10,000 |
14 | 20,000 |
16 | 40,000 |
18 | 60,000 |
20 | 80,000 |
22 | 100,000 |
24 | 120,000 |
26 | 140,000 |
Immunity
Immunity | Value |
---|---|
Death Magic | 80,000 |
Disease | 7,500 |
Fear | 10,000 |
Freedom of Movement | 40,000 |
Level Drain & Ability Drain | 40,000 |
Knockdown | 22,500 |
Paralysis | 15,000 |
Poison | 25,000 |
Ability/Feat
Ability | Value | Restriction |
---|---|---|
Darkvision | 2,500 | Head, Ring, Amulet |
Feat: Combat Casting | 5,000 | Head, Ring, Amulet, Armor |
Feat: Extra Turning | 7,500 | Ring, Amulet (Holy Symbol), Armor |
Bag of Holding
Reduction | Value |
---|---|
20% | 1,000 |
40% | 2,500 |
60% | 4,500 |
80% | 7,000 |
100% | 10,000 |
Tome/Manual
Property | Formula |
---|---|
Ability Bonus +x | x * 27,500 |
Stored Spells
Function | Formula |
---|---|
Single Use Spell Completion1 (e.g. Scroll) | Spell Level2 * Casting Level * 25 |
Single Use Universal Use (e.g. Potion5) | Spell Level2 * Casting Level * 50 |
50 Charges3 Spell Trigger1 (e.g. Wand4, Staff) | Spell Level2 * Casting Level * 750 / Charges Per Use |
50 Charges3 Command Word (e.g. Rod4) | Spell Level2 * Casting Level * 900 / Charges Per Use |
Command Word x/day (e.g. Wondrous Items4) | Spell Level2 * Casting Level * 360 * x |
- Active knowledge of the spell is required for activation (usually simulated through class restriction).
- If spell is available to several classes, always consider wizard or non-domain cleric first.
- If more than one spell share the charge pool, use 100% for the most expensive, 75% for the second most expensive and 50% for all other spells.
- No-slot penalty might apply.
- Except cure light wounds, which are priced at 50gp if level cast does not exceed 2.
Penalties
- Penalty Formula
- Value of Property * ( 1 + affinity penalty + multiple property penalty )
- Non-Affinite1 Property Penalty
- 50%2
- Wondrous Items only (items created with Craft Wondrous Item feat).
- 100% if no slot is used.
- Multiple Property Penalty
- Most Expensive1 Property: 0%
- All Other Properties: 50%
- Determined before penalties
Affinities
Body Slot (Item Types1) | Enchantment Affinity |
---|---|
Head (Headband, Helmet) | Mental Improvement, Ranged Attacks |
Head (Hat) | Interaction |
Head (Lenses, Goggles) | Vision |
Cloak (Cloak, Cape, Mantle) | Transformation, Protection |
Neck (Phylactery) | Morale, Alignment |
Neck (Amulet, Brooch, Medallion, Necklace, Periapt, Scarab) | Protection, Discernment |
Ring2 | Everything |
Hand/Arm (Bracers) | Combat |
Hand/Arm (Bracelets) | Allies |
Hand/Arm (Gauntlets) | Destructive Power |
Hand/Arm (Gloves) | Quickness |
Belt (Belt, Girdle) | Physical Improvement |
Boots (Boots, Sandals) | Movement |
Chest (Robe) | Everything |
Chest (Shirt) | Physical Improvement |
Chest (Vestments) | Class Ability Improvement |
- Wondrous Items only (items created with Craft Wondrous Item feat).
- Ring is listed as a reminder only, that affinity rules do not apply despite taking up a body (finger) slot (non-Wondrous Item, created by Forge Ring feat).
Subgroup Bonuses
- Abridged effective plus formula, use for single subgroup property
- (base affected effective plus * (1-CF)) + (subgroup effective plus * CF)
- (sum of base affected effective plus times one minus contribution factor and subgroup effective plus times contribution factor)
- Complete procedure, use for multiple subgroup properties
- Effective Plus = (Sum of “Subgroup” Bonuses) / (Sum of Contribution Factors)
- Subgroup Bonus (alternate bonus) = (Effective Plus v that enemy type) * Contribution Factor (that type)
- Subgroup Bonus (base bonus) = Base Bonus * Contribution Factor (base)
- Contribution Factor (base) = 1 – (Sum of Contribution Factors for all alternate bonuses), minimum 1/3
Subgroup | CF |
---|---|
vs. Evil | 1/2 |
vs. Neutral | 2/3 |
vs. Lawful, Chaotic, or Good | 2/5 |
vs. Specific Alignment | 1/6 |
vs. Race | 1/3 |