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ALFA NWN 1 Manual Pricing Doc, V10, 2007-06-18

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Neverwinter Nights D&D pricing conversion guide.
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ALFA Pricing – Manual Entry, v7 Table of Contents ·Section 1: Weapon “Effective Plus” ·Table 1a: Weapons “Plus” Value p. 2 ·Table 1b: Bonus Damage “Effective Plus” p. 2 ·Table 1c: Ability/Feats “Effective Plus” p. 2 ·Table 1d: OnHit Ability “Effective Plus” p. 2 ·Weapon Special Abilities p. 3 ·Section 2: Armor/Shield “Effective Plus” ·Table 2a: Armor “Plus” Value p. 4 ·Table 2b: Ability/Feats “Effective Plus” p. 4 ·Section 3: Cast Spell Tables ·Table 3a: Scrolls/Single-Use Spell Trigger p. 5 ·Table 3b: Potions/Single-Use Universal Use p. 5 ·Table 3c: Wands/50 Charges, 1 Charge per Use, Spell Trigger p. 6 ·Table 3d: Rods/50 Charges, 1 Charge per Use, Command Word p. 6 ·Table 3e: Wondrous/Command Word 1/day p. 7 ·Which Table to Use p. 8 ·Table 3f: OnUse items (grenade-likes) ·Section 4: General Properties ·Table 4a: Ability Scores p. 9 ·Table 4b: Armor AC p. 9 ·Table 4c: Natural/Deflection AC p. 9 ·Table 4d: Dodge AC p. 9 ·Table 4e: Bonus Spell Slot p. 9 ·Table 4f: Damage Resistance p. 9 ·Table 4g: Saving Throw Bonus - -
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Page 1: ALFA NWN 1 Manual Pricing Doc, V10, 2007-06-18

ALFA Pricing – Manual Entry, v7Table of Contents

·Section 1: Weapon “Effective Plus”·Table 1a: Weapons “Plus” Value

p. 2·Table 1b: Bonus Damage “Effective Plus”

p. 2·Table 1c: Ability/Feats “Effective Plus”

p. 2·Table 1d: OnHit Ability “Effective Plus”

p. 2·Weapon Special Abilities

p. 3·Section 2: Armor/Shield “Effective Plus”

·Table 2a: Armor “Plus” Valuep. 4

·Table 2b: Ability/Feats “Effective Plus”p. 4

·Section 3: Cast Spell Tables·Table 3a: Scrolls/Single-Use Spell Trigger

p. 5·Table 3b: Potions/Single-Use Universal Use

p. 5·Table 3c: Wands/50 Charges, 1 Charge per Use, Spell Trigger

p. 6·Table 3d: Rods/50 Charges, 1 Charge per Use, Command Word

p. 6·Table 3e: Wondrous/Command Word 1/day

p. 7·Which Table to Use

p. 8·Table 3f: OnUse items (grenade-likes)

·Section 4: General Properties·Table 4a: Ability Scores

p. 9·Table 4b: Armor AC

p. 9·Table 4c: Natural/Deflection AC

p. 9·Table 4d: Dodge AC

p. 9·Table 4e: Bonus Spell Slot

p. 9·Table 4f: Damage Resistance

p. 9·Table 4g: Saving Throw Bonus

p. 9·Table 4h: Skill Bonus

p. 9·Table 4i: Specific Spell Immunity

p. 9·Table 4j: Spell Resistance

p. 10·Table 4k: Immunities

p. 10

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Page 2: ALFA NWN 1 Manual Pricing Doc, V10, 2007-06-18

·Table 4m: Permanent Lightp. 10

·Table 4n: Bags of Holdingp. 10

·Section 5: Slot Affinity·Table 5a: Body Slot Affinities

p. 11·Section 6: Base Item Costs

·Table 6a: Weapon Costp. 12

·Table 6b: Armor Costp. 12

·Table 6c: Masterwork Ability Substitutesp. 12

·Section 7: Basic Pricing Worksheet·Worksheet

p. 13·Instructions/Procedure

p. 14·Section 8: Special Rules / Advanced

p. 15·Section 9: Banned Properties

·Table 9a: Banned “Cast Spell”p. 17

·Table 9b: Banned “OnHit”p. 17

·Table 9c: Banned Miscellaneous·Section 10: Special Materials

·Table 10a: Special Material Pricingp. 18

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Page 3: ALFA NWN 1 Manual Pricing Doc, V10, 2007-06-18

Weapon “Effective Plus”This pricing scheme applies to all weapons, whether melee, ranged, or “unarmed attack” gloves as for monks. Each “plus one” to attack, however, is only worth “+0.85” and a “plus one” to gloves (both attack and damage) is worth “+1.2” in the unified scheme. For example, gloves with +3 to attack and +3 to damage will count as a +3.6 weapon. The maximum enhancement bonus is +5, the maximum effective plus is +6. Note that a weapon must be at least +1 enhanced to have any further effective plus properties (exceptions noted). For gloves, a +x attack bonus is sufficient to replace a +x enhancement bonus for requirements.

The basic pricing for weapons is:

Price = Base Item Cost + Masterwork Cost + Enhancement Cost (Effective Plus squared * 2000)

No squaring below 1. Base item costs are in section 5. For both melee & ranged weapons, the masterwork cost is 300gp. Table 1 shows the masterwork plus enhancement cost for the following “plus” values, so subtract 300 for gloves. Ammunition / throwing weapons are priced as if 50 pieces substitute one weapon.

Table 1a: Weapons “Plus” ValueEffective Plus* Value (gp)

+0.85 2000+0.9 2100+1.0 2300+1.1 2720+1.2 3180+1.3 3680+1.4 4220+1.5 4800+1.6 5420+1.7 6080+1.8 6780+1.9 7520+2.0 8300+2.1 9120+2.2 9980+2.3 10880+2.4 11820+2.5 12800+2.6 13820+2.7 14880+2.8 15980+2.9 17120+3.0 18300+3.1 19520+3.2 20780+3.3 22080+3.4 23420+3.5 24800+3.6 26220+3.7 27680+3.8 29180+3.9 30720+4.0 32300+4.1 33920+4.2 35580+4.3 37280+4.4 39020+4.5 40800+4.6 42620+4.7 44480

+4.8 46380+4.9 48320+5.0 50300+5.1 52320+5.2 54380+5.3 56480+5.4 58620+5.5 60800+5.6 63020+5.7 65280+5.8 67580+5.9 69920+6.0 72300

•For values in-between listed numbers, say +3 attack bow at +2.55, just use half value between 2.5 and 2.6Table 1b: Bonus Damage “Effective Plus”

Base Damage

Phys° & Element

Neg Energy

Pos, Div &

Magic

Massive Criticals

+1 +0.4 +0.5 +0.6 +0.1+2 +0.8 +0.9 +1.0 +0.2

+1d4 +1.0 +1.1 +1.2 +0.3+3 +1.2 +1.3 +1.4 +0.3

+1d6 +1.5 +1.7 +1.9 +0.4+4 +1.6 +1.8 +2.0 +0.4+5 +2.0* +2.2* +2.4* +0.6

+1d8 +2.2* +2.4* +2.6* +0.6+2d4 +2.5^ +2.7^ +2.9^ +0.7+6 N/A N/A N/A +0.8*

+1d10 N/A N/A N/A +0.8*+1d12 N/A N/A N/A +1.0*+2d6 N/A N/A N/A +1.1*

* Minimum +2 base bonus^ Restricted to aligned/bane weapons° Avoid the same damage types the base weapon, as it does not stack with the enhancement damage bonus

Table 1c: Ability/Feats “Effective Plus”Ability/Feat Bonus RestrictionsDrowcraft +1.0 See below

Feat: Cleave +0.5Feat: Disarm +0.3

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Page 4: ALFA NWN 1 Manual Pricing Doc, V10, 2007-06-18

Feat: Imp Crit (UA) +0.5 Gloves onlyFeat: Knockdown +1.2 Med/Lrg

WeaponFeat: Point Blank +0.5 Ranged onlyFeat: Rapid Shot +1.0 Ranged only

Feat: Weap Finesse +0.5Feat: Weap Spec

(UA)+1.0 Gloves only

Keen/Impact +1.0Sure Striking +1.0 Special/see

belowUnlimited Ammo +1.0 Special/see

belowVampiric Regen +0.5*V

RMax 2, evil only

Table 1d: OnHit Ability “Effective Plus”Attack Form 5% 10% Per DC +0.2

Blindness DC14 +0.7 +1.4 +0.2Daze DC14 +0.8 +1.6 +0.2

Deafness DC14 +0.6 +1.2 +0.2Doom DC14 +0.4 +0.8 +0.2Silence DC14 +0.6 +1.2 +0.2Sleep DC14 +0.9 +1.8 +0.2Slow DC14 +0.9 +1.8 +0.2

Poison +1 per 1d2 DC14 +0.2Wounding DC14 +1.5 +0.2

Blessed Bolt Prop

+1.0 N/A

Slay Racial Group

See below

Weapon “Effective Plus” Continued – Special AbilitiesThe following special abilities are both very particular and can potentially unbalance to the campaign, requiring a significant number of caveats.

Slay Racial Group: +2 to effective for DC 14, +1 to effective for each DC +2 (limit DC 18)·This effect may not be applied to player character races or outsiders (as specified in the toolset,

elementals are still allowed; see below).·Elementals are recommended not to be added (as the engine does not properly delineate an item that

would defeat fire but not water), but can be with an additional +1 (meaning +3 effective for DC 14, +4 for DC 16)

·This effect may not be combined with any +damage effect except for Aligned weapons. It is mutually exclusive of Bane weapons.

Sure Striking - +1 to effective bonus·Limited to melee weapons with a base damage no higher than 1d6·Minimum +2 base enhancement bonus·May not be combined with any other subgroup bonus, damage bonus, or any other feature which adds

to the "effective plus" of a weapon·May not be combined with any weapon-altering spell that requires a non-magical target (such as

Darkfire and Flame Weapon)·Crafting or commission requires a very rare or specific base material (adamantine for metal-base like

dagger, exceedingly rare wood for wood-base like club), with a significant quest CR at DM discretion. A sure striking weapon cannot be found at random - it must be specifically quested for.

Unlimited Ammunition - +1 to effective bonus·can add damage boni, priced as for melee weapons (table 1b)·note that certain damage properties may require a higher than +1 base enhancement (see table 1b)

Drowcraft - +1 to effective bonus·works only in Faerzess heavy areas, where it applies a +2 equivalent bonus, e.g. a +1 drowcraft

longsword works as a +3 longsword in Faerzess areas, and a +1 longsword elsewhere·applicable to weapon and body armour·exposure to sunlight destroys the “drowcraft” property, but deals no other damage to the weapon·it is recommended to use this property sparingly, and mainly to increase the danger of an NPC

challenge without increasing the useful loot for the PCs upon defeating the encounter

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Page 5: ALFA NWN 1 Manual Pricing Doc, V10, 2007-06-18

Armor/Shield “Effective Plus”

The base price for armor and shields is:

Price = Base Item Cost + Masterwork Cost + Enhancement Cost (Effective Plus squared * 1000gp)

Base item costs are in section 5. For both armor and shields, the masterwork cost is 150gp.

Table 2a: Armor “Plus” ValueEffective Plus Value (gp)

+1.0 1150+1.5 2400+2.0 4150+2.5 6400+3.0 9150+3.5 12400+4.0 16150+4.5 20400+5.0 25150+5.5 30400+6.0 36150

Table 2b: Ability/Feats “Effective Plus”Ability/Feat Bonus

-10% Spell Failure +1.0Drowcraft +1.0 (see above)

Feat: Alertness +1.0Feat: Combat Casting +1.0

Feat: Dodge +1.0Feat: Extra Turning +1.0

Feat: Mobility +1.0One Feat: Spell Focus +1.0

Two Feats: Spell Focus +1.5Three Feats: Spell Focus +2.0

Glammered +1.0Invulnerability +3.0

Spell Resistance 10 +1.5Spell Resistance 12 +2.0Spell Resistance 14 +2.5Spell Resistance 16 +3.5

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Page 6: ALFA NWN 1 Manual Pricing Doc, V10, 2007-06-18

Cast Spell FunctionsThis pricing scheme refers to all items that use the “Cast Spell” function of the, broken down in two ways The first is whether they are single-use, charged, or castable a number of times in per day. The second is whether they are spell trigger (can only be cast by an appropriate spellcaster class) or command word.

When a spell can be cast by multiple classes, typically the value of the power/item is a function of which class can create it at the lowest cost. Rangers, druids, and paladins, as well as clerics casting spells by virtue of domain-granted spells, are an exception – they are too rare or unsuited to crafting as a general profession to define the “market value.”

Table 3a: Scrolls/Single-Use Spell Trigger (Spell Level * Caster Level * 25gp)Spell Level

Cast Lvl 0-lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th1 13 25 - - - - - - - -2 25 50 - - - - - - - -3 38 75 150 - - - - - - -4 50 100 200 - - - - - - -5 63 125 250 375 - - - - - -6 75 150 300 450 - - - - - -7 88 175 350 525 700 - - - - -8 100 200 400 600 800 - - - - -9 113 225 450 675 900 1125 - - - -

10 125 250 500 750 1000 1250 - - - -11 138 275 550 825 1100 1375 1650 - - -12 150 300 600 900 1200 1500 1800 - - -13 163 325 650 975 1300 1625 1950 2275 - -14 175 350 700 1050 1400 1750 2100 2450 - -15 188 375 750 1125 1500 1875 2250 2625 3000 -16 200 400 800 1200 1600 2000 2400 2800 3200 -17 213 425 850 1275 1700 2125 2550 2975 3400 382518 225 450 900 1350 1800 2250 2700 3150 3600 405019 238 475 950 1425 1900 2375 2850 3325 3800 427520 250 500 1000 1500 2000 2500 3000 3500 4000 4500

Table 3b: Potions/Single-Use Universal Use (Spell Level * Caster Level * 50gp)Spell Level

Cast Lvl 0-lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th1 25 50 - - - - - - - -2 50 100 - - - - - - - -3 75 150 300 - - - - - - -4 100 200 400 - - - - - - -5 125 250 500 750 - - - - - -6 150 300 600 900 - - - - - -7 175 350 700 1050 1400* - - - - -8 200 400 800 1200 1600* - - - - -9 225 450 900 1350 1800* 2250* - - - -

10 250 500 1000 1500 2000* 2500* - - - -11 275 550 1100 1650 2200* 2750* 3300* - - -12 300 600 1200 1800 2400* 3000* 3600* - - -13 325 650 1300 1950 2600* 3250* 3900* 4550* - -14 350 700 1400 2100 2800* 3500* 4200* 4900* - -15 375 750 1500 2250 3000* 3750* 4500* 5250* 6000* -16 400 800 1600 2400 3200* 4000* 4800* 5600* 6400* -17 425 850 1700 2550 3400* 4250* 5100* 5950* 6800* 7650*18 450 900 1800 2700 3600* 4500* 5400* 6300* 7200* 8100*19 475 950 1900 2850 3800* 4750* 5700* 6650* 7600* 8550*20 500 1000 2000 3000 4000* 5000* 6000* 7000* 8000* 9000*

* Potions above 3rd level can only be created by the rare Master Alchemist PrC, never sold in merchants

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Page 7: ALFA NWN 1 Manual Pricing Doc, V10, 2007-06-18

Cast Spell Functions Continued

Table 3c: Wands/50 Charges, 1 Charge per Use^, Spell Trigger (Spell Level * Caster Level * 750gp)Spell Level

Cast Lvl 0-lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th1 375 750 - - - - - - - -2 750 1500 - - - - - - - -3 1125 2250 4500 - - - - - - -4 1500 3000 6000 - - - - - - -5 1875 3750 7500 11250 - - - - - -6 2250 4500 9000 13500 - - - - - -7 2625 5250 1050

015750 21000 - - - - -

8 3000 6000 12000

18000 24000 - - - - -

9 3375 6750 13500

20250 27000 33750* - - - -

10 3750 7500 15000

22500 30000 37500* - - - -

11 4125 8250 16500

24750 33000 41250* 49500* - - -

12 4500 9000 18000

27000 36000 45000* 54000* - - -

13 4875 9750 19500

29250 39000 48750* 58500* 68250* - -

14 5250 10500

21000

31500 42000 52500* 63000* 73500* - -

15 5625 11250

22500

33750 45000 56250* 67500* 78750* 90000* -

16 6000 12000

24000

36000 48000 60000* 72000* 84000* 96000* -

17 6375 12750

25500

38250 51000 63750* 76500* 89250* 102000* 114750*

18 6750 13500

27000

40500 54000 67500* 81000* 94500* 108000* 121500*

19 7125 14250

28500

42750 57000 71250* 85500* 99750* 114000* 128250*

20 7500 15000

30000

45000 60000 75000* 90000* 105000* 120000* 135000*

^ Table describes abilities that use one charge per use. Divide values by number of charges per use

* Wands can only hold spells of 4th level or below. Pricing for higher level spells included for magic staves

Table 3d: Rods*/50 Charges, 1 Charge / Use^, Command Word (Spell Level * Caster Level * 900gp)Spell Level

Cast Lvl 0-lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th1 450 900 - - - - - - - -2 900 1800 - - - - - - - -3 1350 2700 5400 - - - - - - -4 1800 3600 7200 - - - - - - -5 2250 4500 9000 13500 - - - - - -6 2700 5400 1080

016200 - - - - - -

7 3150 6300 12600

18900 25200 - - - - -

8 3600 7200 14400

21600 28800 - - - - -

9 4050 8100 16200

24300 32400 40500

- - - -

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Page 8: ALFA NWN 1 Manual Pricing Doc, V10, 2007-06-18

10 4500 9000 18000

27000 36000 45000

- - - -

11 4950 9900 19800

29700 39600 49500

59400 - - -

12 5400 10800

21600

32400 43200 54000

64800 - - -

13 5850 11700

23400

35100 46800 58500

70200 81900 - -

14 6300 12600

25200

37800 50400 63000

75600 88200 - -

15 6750 13500

27000

40500 54000 67500

81000 94500 108000 -

16 7200 14400

28800

43200 57600 72000

86400 100800 115200 -

17 7650 15300

30600

45900 61200 76500

91800 107100 122400 137700

18 8100 16200

32400

48600 64800 81000

97200 113400 129600 145800

19 8550 17100

34200

51300 68400 85500

102600 119700 136800 153900

20 9000 18000

36000

54000 72000 90000

108000 126000 144000 162000

^ Table describes abilities that use one charge per use. Divide values by number of charges per use* Table describes charged abilities that can be used by any class. If item does not need to be equipped (as with a non-weapon model rod) to use, these prices will be doubled – see ”Slot Affinity,” Section 5

Table 3e: Wondrous/Command Word 1/day^ (Spell Level * Caster Level * Uses per Day * 360gp)Spell Level

Cast Lvl 0-lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th1 180 360 - - - - - - - -2 360 720 - - - - - - - -3 540 1080 2160 - - - - - - -4 720 1440 2880 - - - - - - -5 900 1800 3600 5400 - - - - - -6 1080 2160 4320 6480 - - - - - -7 1260 2520 5040 7560 10080 - - - - -8 1440 2880 5760 8640 11520 - - - - -9 1620 3240 6480 9720 12960 16200 - - - -

10 1800 3600 7200 10800 14400 18000 - - - -11 1980 3960 7920 11880 15840 19800 23760 - - -12 2160 4320 8640 12960 17280 21600 25920 - - -13 2340 4680 9360 14040 18720 23400 28080 32760 - -14 2520 5040 10080 15120 20160 25200 30240 35280 - -15 2700 5400 10800 16200 21600 27000 32400 37800 43200 -16 2880 5760 11520 17280 23040 28800 34560 40320 46080 -17 3060 6120 12240 18360 24480 30600 36720 42840 48960 5508018 3240 6480 12960 19440 25920 32400 38880 45360 51840 5832019 3420 6840 13680 20520 27360 34200 41040 47880 54720 6156020 3600 7200 14400 21600 28800 36000 43200 50400 57600 64800

^ Table describes abilities that can be used once per day. Multiply values by number of uses per day

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Page 9: ALFA NWN 1 Manual Pricing Doc, V10, 2007-06-18

How to Choose Which Table to UseUse the following questions to determine which table to use with a given cast-spell function:

·Is the item a single-use item?·Yes: Does the item have class limitations due to the spell being on the class’ spell list?

oYes: Use Table 3a (scrolls)oNo: Use Table 3b (potions)

·No: Is the ability charged?oYes: Does the item have class limitations of the spell being on the class’ spell list?

§Yes: Use Table 3c (wands)§No: Use Table 3d (rods)

oNo (uses per day): Use Table 3e (wondrous ability)

Note that the type of class limitation is important – use restrictions alone are not enough. For example, there could be a paladin-only item that casts magic missile at 2 charges per use. There, the restriction is on the item, not on the ability itself – it can’t be a spell-trigger restriction since the paladin class can under no circumstances otherwise cast magic missile. The same would apply even if the item was limited to wizards, sorcerers, and paladins. Only if it were limited to wizards and sorcerers alone would it be a potential spell-trigger item. Use restrictions carry their own price value – see Section 8.

Table 3f: OnUse items (Base Cost * Uses per Day * 25gp)

Type Single Use 1/dayAcid Bomb 1500 37500Acid Flask 20 500

Alchemist’s Fire 20 500Caltrops 20 500

Choking Powder 40 1000Fire Bomb 1500 37500Holy Water 30 750

Tanglefoot Bag 60 1500Thunderstone 40 1000

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Page 10: ALFA NWN 1 Manual Pricing Doc, V10, 2007-06-18

General PropertiesThere is no universal pricing scheme for the following properties; each will follow its own system. These systems will be described in base prices, not accounting affinity or upgrade penalties on items. Some will note restrictions to certain body slots, partly to cut down on universal use, partly as a balance mechanism.

Table 4a: Ability Scores (Bonus^2 * 1000gp)Ability Bonus Value (gp)

+1 1000+2 4000+3 9000+4 16000+5 25000+6 36000

Table 4b: Armor AC* (Bonus^2 * 1000gp)AC Bonus Value (gp)

+1 1000+2 4000+3 9000+4 16000+5 25000

* This pertains to armor bonuses on bracers

Table 4c: Nat/Deflect AC* (Bonus^2 * 2000gp)AC Bonus Value (gp)

+1 2000+2 8000+3 18000+4 32000+5 50000

* This pertains to deflect AC even on weapons

Table 4d: Dodge AC (Bonus^2 * 2500gp)AC Bonus Value (gp)

+1 2500+2 10000

+3* 22500+4* 40000+5* 62500

* Strongly consider avoiding Dodge AC this high

Table 4e: Bonus Spell Slot (Level^2 * 1000gp)Slot of Spell Level Value (gp)

0-level 2501st 10002nd 40003rd 90004th 160005th 250006th 360007th 490008th 640009th 81000

Table 4f: Damage Resistance^ (Varies)

DR Elemental* Negative5 4000 600010 12000 1800015 20000 3000020 28000 4200025 36000 5400030 44000 66000

^ Limited to armor, rings, amulets and cloaks *Refers to only a single subtype – each elemental resistance is priced separately.

Table 4g: Saving Throw Bonus (Varies)Bonus F/R/W Mind Other* Universal

+1 250 500 250 1000+2 1000 2000 1000 4000+3 2250 4500 2250 9000+4 4000 8000 4000 16000+5 6250 12500 6250 25000

* Refers to all save bonuses other than specified. Includes Acid, Fire, Negative, Fear, etc.

Table 4h: Skill Bonus* (Bonus^2 * 100gp)Skill Bonus Value (gp)

+1 100+2 400+3 900+4 1600+5 2500+6 3600+7 4900+8 6400+9 8100+10 10000

•no single item can grant more than a total bonus of +15 skill points

Table 4i: Spell Immunity ((Lvl^2 + 1) * 1000gp)Specific Spell of Level Value (gp)

0-level 12501st 20002nd 50003rd 100004th 170005th 260006th 370007th 500008th 650009th 82000

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Page 11: ALFA NWN 1 Manual Pricing Doc, V10, 2007-06-18

General Properties Continued

Table 4j: Spell Resistance^ (Varies)Spell Resistance Value (gp)

10 600012 1000014 2000016 4000018 6000020 8000022 10000024 12000026 140000

^ Separate pricing for armor/shields

Table 4k: Immunities (Varies)Immunity Value (gp)

Freedom of Movement 40000Death Magic 80000

Disease 7500Fear 10000

Knockdown 22500Level/Ability Drain 40000

Paralysis 15000Poison 25000

Table 4l: Special Abilities and Feats (Varies)Ability/Feat Value (gp) RestrictionsDarkvision 2500 Head, Rings, Amulet only

Feat: Alertness 5000 Head, Belt, Amulet, Rings // Armor (Table 2b)Feat: Ambidexterity 10000 Gloves, Belt, Amulet, Ring only

Feat: Combat Casting 5000 Head, Rings, Amulet // Armor (Table 2b)Feat: Dodge 5000 Boots, Rings // Armor (Table 2b)

Feat: Extra Turning 7500 Rings, Amulet/Holy Symbol // Armor (Table 2b)Feat: Mobility 10000 Boot, Rings only

Feat: Spell Focus 7500 Rings, Amulet, Staves // Armor (Table 2b)Feat: Spell Penetration 7500 Gloves, Amulet, Ring, Staves // Armor (Table 2b)

Feat: Two-Weapon Fighting 5000 Gloves, Amulet, Ring onlyFeat: Weapon Finesse 5000 Gloves, Amulet, Ring // Weapons (Table 1c)

Table 4m: Permanent LightLight Radius Value (gp)

5m 10010m 20015m 30020m 400

Table 4n: Bags of HoldingReduction Type Value (gp)

20% 100040% 250060% 450080% 7000100% 10000

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Page 12: ALFA NWN 1 Manual Pricing Doc, V10, 2007-06-18

Slot AffinityThis is not a true type of item or ability, but instead a modifier to abilities on items. In canon, instead of being able to place abilities indiscriminately on items, certain slots on the body were meant to have a “preferred” enchantment type. For example, gauntlets represent offensive power, boots represent movement and so on. Between this and “upgrade penalties” it creates a sort of rarity for certain enchantments, and ends up creating “bottlenecks” where multiple desired abilities can’t be stacked onto a limited number of slots without paying a premium.

An enchantment that does not match the listed affinity takes a minimum of a +50% value penalty, higher at DM discretion depending on how poor the fit is. For example, Goggles with a +4 strength enchantment might be priced at +300% to a price of 64000 because of the absurdity. The list from the 3.0/3.5 SRD is:

Table 5a: Body Slot AffinitiesBody Slot (item types) Enchantment Affinity

Head (Headband, Helmet) Mental improvement, ranged attacksHead (Hat) Interaction

Head (Eye Lenses, Goggles) VisionCloak (Cloak, Cape, Mantle) Transformation, protection

Neck (Phylactery) Morale, alignmentNeck (Amulet, Brooch, Medallion, Necklace, Periapt, Scarab) Protection, discernment

Ring EverythingHand/Arm (Bracers) Combat

Hand/Arm (Bracelets) AlliesHand/Arm (Gauntlets) Destructive powerHand/Arm (Gloves) QuicknessBelt (Belt, Girdle) Physical improvement

Boots (Boots, Sandals) MovementChest (Robe) EverythingChest (Shirt) Physical improvement

Chest (Vest, Vestment) Class ability improvement

No SlotNot listed above are items that do not need to be equipped in an NWN slot to be used. These include items like Ioun Stones, tattoos, some magic rods, and so on. Every ability on these items takes a +100% affinity penalty, with no particular enchantment affinity of their own. Single-use/consumable items are exempt.

Examples·Stoneskin (7) tattoo, 1/day use – value 20160

·Base cost of Cast Spell 1/day on Table 3e of 10080 (Spell Level 4, Caster Level 7)·Affinity penalty of +100% since tattoo doesn’t occupy an equipped slot

·Helm with +4 save v fire – value 6000·Base cost of +4 Other save on Table 4g of 4000·Affinity penalty of +50% (Mental/Ranged/Interaction/Vision do not apply)·Would lose affinity penalty on cloak, neck, ring, or armor

·Belt with Owl’s Wisdom (3) 3/day – value 9720·Base cost of Cast Spell 3/day on table 3e of 6480 (Spell Level 2, Caster Level 3, 3x)·Affinity penalty of +50% (Physical Improvement does not apply)·Would lose affinity penalty on head (Mental), neck (Discern), ring, or armor

·Bracers of SR 14 – value 30000 ·Base cost of SR 14 on Table 4j of 20000·Affinity penalty of +50% (Combat/Allies/Destruction/Quickness do not apply)·Would lose affinity penalty on cloak, neck, ring (protection); separate price for armor

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Base Item CostsWhen dealing with weapons (including staves) and armor, there are basic costs associated with the items. To be enchanted, these items need first to be masterwork quality, which has its own cost. For all other slots (wondrous items, rings, etc.), that price is zero, both for the base cost and the masterwork cost. Even though items may cost more at DM discretion because of what they have (say two 4000gp emeralds in a ring), the items used in manufacturing those items can be rolled up into the enchantment cost.

Lastly, an item that is masterwork, but not enchanted, can have abilities that might cost more if taken from the tables in sections 1-4. These abilities are varied, and are intended to give masterwork items a little bit more variety, since it is not easy to exactly duplicate canon. When an item becomes +1 in quality, it immediately loses any and all of those abilities, however. Remember that the masterwork cost is already represented in Tables 1a and 2a; these numbers are just for masterwork-only items.

Table 6a: Weapon Cost (in gp)Item Name Mundane Masterwork

Ammunition (50)* 1 350Bastard Sword 70 370

Battleaxe 20 320Club 2 302

Dagger 4 304Dire Mace 80 380

Double Axe 60 360Dwarven Waraxe 60 360

Greataxe 40 340Greatsword 100 400

Halberd 20 320Handaxe 12 312

Heavy Crossbow** 50 350Heavy Flail 30 330

Kama 4 304Katana 80 380Kukri 16 316

Light Crossbow** 35 335Light Flail 16 316

Light Hammer 2 302Longbow** 120 420Longsword 30 330

Mace 10 310Morningstar 16 316Quarterstaff 2 302

Rapier 40 340Scimitar 30 330Scythe 36 336

Shortbow** 60 360Shortsword 20 320

Sickle 12 312Sling 2 302Spear 2 302

Two-bladed Sword 200 500Warhammer 24 324

Whip 1 301* Ammunition refers to arrows, bolts, bullets, darts, shuriken, and throwing axes all.** Mighty property is +75gp for light xbow/shortbow, +100gp for heavy xbow/longbow for each +1 of mighty

Table 6b: Armor Cost (in gp)Item Name Mundane Masterwork

Padded (AC1) 5 155Leather (AC2) 10 160

Studded/Hide (AC3) 15 165Chain Shirt/Scale (AC4) 100 250Breastplate/Chain (AC5) 150 300

Banded/Splint (AC6) 200 350Half-Plate (AC7) 600 750Full Plate (AC8) 1500 1650

Small Shield (AC1) 10 160Large Shield (AC2) 50 200Tower Shield (AC3) 100 250

Table 6c: Masterwork Ability SubstitutesItem Type Possible Masterwork Ability*

Armor

80% Weight ReductionSingle +1 skill bonus

+1 skill bonus to three armor check penalty skills (AC 3 or higher)

Shields

80% Weight ReductionSingle +1 skill bonus

+1 skill bonus to three armor check penalty skills (AC 1 or 2)

Melee Weapon

+1 damage (physical)Massive Criticals 1, 2, 3, or 1d4

Single +1 skill bonus80% WR (added to any of above)

Ranged Weapon80% Weight Reduction

Mighty +1Massive Criticals 1, 2, 3, or 1d4

Ammunition +1 damage (physical)80% Weight Reduction

* Each possible masterwork ability in each subgroup is exclusive from the others, except for 80% WR on weapons

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Manual Pricing Worksheet

Item Name: ___________________________ Equipped Slot:____________

Column A Column B Column C Total Value

Base Item Cost ____________

Weapon Effective Plus _________ ____________

·Base Bonus _________

·_______________ _________

·_______________ _________

·_______________ _________

·_______________ _________

Armor Effective Plus _________ ____________

·Base Bonus _________

·_______________ _________

·_______________ _________

·_______________ _________

·_______________ _________

Other Abilities Table Val Affinity Upgrade

·_______________ _________ _________ _________

____________

·_______________ _________ _________ _________

____________

·_______________ _________ _________ _________

____________

·_______________ _________ _________ _________

____________

·_______________ _________ _________ _________

____________

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·_______________ _________ _________ _________

____________

·_______________ _________ _________ _________

____________

·_______________ _________ _________ _________

____________

Total Cost (in gp): _______Manual Pricing Worksheet Continued - InstructionsUse the following procedure to fill in the pricing worksheet:

1.Base Item Cost– If the item is a weapon, armor, shield, or ammunition, use Table 6a or 6b to get the value, and place it in the “Total Value” column.

a.If the item is enchanted, use the “Mundane” column of Table 6a or 6bb.If the item is unenchanted masterwork, use the “Masterwork” column of Table 6a or 6b

2.Weapon Effective Plus– If the item is neither a weapon, nor ammunition, skip this stepa.Write down the base bonus in column A in the “Base Bonus” lineb.Write in all special weapon abilities (found in Tables 1b, 1c, and 1d) and place their

effective plus modifiers in column A next to the appropriate abilityc.Add up all of the effective plus modifiers, and place it in column A in the “Weapon

Effective Plus” linei.If the total effective plus exceeds +5, weapon is not legal short of artifact

d.Use Table 1a to get the value of the effective plus; place it in the “Total Value” column3.Armor Effective Plus– If the item is neither armor nor a shield, skip this step

a.Write down the base bonus in column A in the “Base Bonus” lineb.Write in all special armor abilities (found in Table 2a) and place their effective plus

modifiers in column A next to the appropriate abilityc.Add up all of the effective plus modifiers, and place it in column A in the “Armor Effective

Plus” linei.If the total effective plus exceeds +5, armor is not legal short of artifact

d.Use Table 2a to get the value of the effective plus; place it in the “Total Value” column4.Other Abilities

a.Write in all non-weapon/armor special abilities (found in Tables 4a – 4k) and place their value from those tables in column A next to the appropriate ability

i.If the item is a weapon, armor, or shield, it must have a base bonus of at least +1 to have any abilities in this section.

b.Add in affinity penalties if appropriate to each ability in column B, using the equipped slot and Table 5a

c.Define which abilities are “upgrade abilities”i.If the item is a weapon, armor, or shield, all abilities are “upgrade abilities.”

ii.Otherwise, all abilities except the most expensive one when adding columns A and B together are “upgrade abilities”

d.Place a value 50% of column A in column C of each “upgrade ability”e.Add together columns A, B, and C to generate the total value of each ability

5.Total Valuea.Add every item in the “Total Value” column to generate the total item value

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Special/Advanced RulesThe following rules may be more mathematically intensive than the pricing worksheet. Feel free to consult Standards for help using them.

Use RestrictionsIf an item contains restrictions whether by race, class, or alignment, no reduction in value is available.

Charge PoolThis requires a number of charged Cast Spell abilities to all draw from the same charge pool. Multiply each charged cast spell according to the following formula:

·Most expensive Cast Spell ability: 100% (no reduction)·Second most expensive Cast Spell ability: 75% (25% reduction)·All other Cast Spell abilities: 50% (50% reduction)

oNote that “most expensive” includes value of the ability considering how many charges it requires to use that ability, not just the table value alone

Example: Ring casts True Seeing (11) 5 chg, See Invis (3) 3 chg, Ultravis (3) 2 chg, Light (5) 1 chg·Most expensive base is True Seeing (59400 by table 3d divided by 5) * 100% = 11880·Second most expensive base is Ultravis (5400 by table 3d divided by 2) * 75% = 2025·Next most expensive base is Light (2250 by table 3d divided by 1) * 50% = 1125 ·Next most expensive base is See Invis (5400 by table 3d divided by 3) * 50% = 900·Total Value of 15930gp

Contribution FactorsThis pricing scheme is used when a weapon enhancement bonus or armor bonus is restricted to a particular subgroup, such as a weapon that is +1, +2 v evil. Such a weapon is better than a +1, and worse than a +2, and the system attempts to say that the weapon will perform as a +1 some percentage of the time and a +2 some other percentage of the time, and make the effective plus based on that ratio. The equations are:

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

Contribution Factors represent a conservative “fraction” that the weapon will behave at that level. DMs are empowered to adjust value for a given character based on their use patterns. For example, a sword with a bonus v good is less valuable to a paladin than a bonus v evil. Default contribution factors are in Table 8b:

Base contribution factor is whatever it takes to make sum of factors equal to 1, or at least 1/3

Table 8b: Contribution Factors

Subgroup Base CF Max CFAlign Group (non-

neutral)*1/3 2/3

Align Group (neutral) 2/3Damage Type (armor only) 1/2

Racial Group** 1/5 2/5Specific Alignment 1/8

* 1/2 base for Evil, since static content favors evil alignments (goblins, orcs, etc)** Consider higher base for powerful types like undead, outsiders, giants, etc.

Special/Advanced Rules - Continued

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Upgrade ProcedureThis procedure is sort of like an extended version of the “upgrade penalty” part of the base pricing worksheet, as seen in steps 4c and 4d of the procedure. The actual procedure depends slightly on what is being changed in an item, however. If adding new abilities are adjusting multiple abilities, upgrade the item one ability at a time to avoid confusion. When dealing with each ability being adjusted or added, use the following series of questions to determine how to price the cost of the upgrade:

·Are you adding or changing an ability that contributes to the “effective plus” of weapons/armor?oYes (part of effective plus):Price the new item, subtract the cost of the current item, and

add no upgrade penalty, to get the upgrade value.oNo (not part of effective plus): Are you adding an entirely new ability?

§Yes (new ability):Find the base value of the ability, add 50% upgrade penalty, add affinity penalties, and this is the upgrade value.

§No (upgrading existing ability): When pricing the original item, does the ability you are adjusting have an “upgrade” or column C cost already?

·Yes (existing upgrade cost):Price the new item, subtract the cost of the current item, and add no upgrade penalty, to get the upgrade value

·No (no existing upgrade cost):Find the new base value of the ability, subtract the ability’s current base value, and add 50% upgrade penalty to get the upgrade value

Note that there is an intentional distinction between when to price out the new item entirely or just price an ability before adding upgrade penalties. When upgrading multiple abilities on an item, this procedure may need to be done for each new ability. In general, this procedure discourages frequently making small upgrades over the character’s lifetime – tampering with pre-existing dwoemers is complicated work.

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Banned PropertiesThe following properties may not be added to items short of artifact level. Exceptions which mimic core engine or campaign items may be considered on a case-by-case basis by contacting Standards.

Table 9a: Banned “Cast Spell” Abilities*Spell Condition

Blackstaff AlwaysBlade Thirst Always

Bless Weapon AlwaysDarkfire Until ACR Change^

Flame Weapon Until ACR Change^True Strike Until ACR Change^

Tenser’s Transformation AlwaysBarkskin Above Caster Level 6

Greater Magic Weapon Above Caster Level 6Magic Vestment Above Caster Level 6

* These abilities are banned in charged or use/day format. They may still be used in single-use items^ Upcoming ACR changes will change the functionality of these items considerably to prevent their abuse, and Standards will relax restrictions at that time

Table 9b: Banned “OnHit” AbilitiesOnHit: Ability Drain

OnHit: ConfusionOnHit: Disease

OnHit: Dispel MagicOnHit: Fear

OnHit: Greater DispellingOnHit: Hold

OnHit: KnockOnHit: Lesser Dispelling

OnHit: Level DrainOnHit: Mordenkainen’s Disjunction

OnHit: Slay AlignmentOnHit: Slay Alignment Group

OnHit: StunOnHit: Vorpal

OnHit Cast Spell (except Blessed Bolt Properties)

Table 9c: Banned Miscellaneous AbilitiesDamage Immunity (percent reduction)Damage Reduction (soak reduction)

Damage Resistance (magical/divine/positive/physical)Feat: Armor Proficiency (heavy)Feat: Armor Proficienty (light)

Feat: Armor Proficiency (medium)Feat: HiPS

Feat: Shield ProficiencyFeat: Sneak Attack (+1d6)Feat: Sneak Attack (+2d6)Feat: Sneak Attack (+3d6)Feat: Sneak Attack (+5d6)

Feat: Use PoisonFeat: Weapon Prof (Creature)Feat: Weapon Prof (Exotic)Feat: Weapon Prof (Martial)Feat: Weapon Prof (Simple)

Feat: Whirlwind AttackHaste

Immunity: Damage TypeImmunity: Critical Hits

Immunity: Mind-Affecting SpellsImmunity: Sneak AttackImmunity: Spell School

Immunity: Spells by LevelImproved Evasion

RegenerationTrue Seeing

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Special MaterialsSpecial materials can be used for certain kinds of weapons and armours. They are either wood or metal, and only applicable where it makes sense – no mithral quarterstaff, for instance. Special materials cannot be combined.

Special materials do not count against an item's effective plus. Note that only configurations we can simulate somewhat satisfactorily with NWN 1 are listed.

Table 10a: Special Material PricingAdded

value gpAmmo Light

ArmourMedium Armour

Heavy Armour

Light Weapon

1-handed Weapon

2-handed Weapon

Shield

Adam. +60 +5,000 +10,000 +15,000 +1,000 +1,400 +2,000 -A. Silver +2 - - - +20 +90 +180 -Arandur +40 - - - +2,000 +3,000 +4,000 -Bluew. - +300 +600 +1,200 +400 +600 +900 +300Copper - +1,500 +1,500 +1,500 - - - -

Darksteel +40 - - - +2,000 +3,000 +4,000 -Dlarun +40 - - - +2,000 +3,000 +4,000 -

Dragonf. - - - - +2,000 +2,000 +2,000 -Dragonh. - +3,000 +6,000 +11,000 - - - +4,000Duskw. - - +3,000* - +400 +600 +900 +300

Feveriron +40 - - - +2,000 +3,000 +4,000 -Hizaag. +50 - - - +2,000 +3,000 +4,000 -Live M. - +2,000 +3,500 +5,000 - - - -Mithral - +1,000 +4,000 +9,000 +1,000 +6,000 +12,000 +1,000Sondarr - +2,000 +2,000 +2,000 +1,000 +1,000 +1,000 +1,000Zalantar ** ** ** ** ** ** ** **

* Only breastplates** To determine the price of a Zalantar item, use the original weight but add 10gp per pound to the price of a masterwork version of that item

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