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- {
- "breadcrumbs": [
- "Chapter 2: Tools\r\n",
- "Building Items",
- "Fill in the Numbers",
- "Item Prices"
- ],
- "breadcrumbs_spa": [],
- "category": "rules",
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- "id": "rules-1081",
- "markdown": "<title level=\"1\" right=\"Rules\">[Permanent Items](/Rules.aspx?ID=1081)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 85</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEach item level has a price range. Based on the item’s role and abilities, decide where in that range to place it. There’s plenty of variation, and you primarily need to worry about Price only if you expect the PCs will be able to sell it.\n\n Primary items cost near the highest value for their level. They have a big impact on combat or player ability. This includes weapons, armor, and Perception items. The highest price is for items like _magic weapons_, _magic armor_, and apex items. So a _+1 striking weapon_ is 100 gp at 4th level.\n\n Secondary items, with middle values, give significant secondary benefits or enhance highly consequential noncombat or support skills like Medicine or Crafting.\n\n Tertiary items, with low value, are weird or very specific items, ones not usually core to a character’s build. Especially strange ones might fall into the gap between two levels. \n\n## Table 2–19: Permanent Magic Item Price\n<row gap=\"tiny\">\n<table> <tr><td>**Level**</td><td>**Price**</td><td>**Core Item**</td></tr> <tr><td>1</td><td>10–20 gp</td><td></td></tr> <tr><td>2</td><td>25–35 gp</td><td>_+1 weapon_</td></tr> <tr><td>3</td><td>45–60 gp</td><td>_+1 skill item_</td></tr> <tr><td>4</td><td>75–100 gp</td><td>_+1 striking weapon_</td></tr> <tr><td>5</td><td>125–160 gp</td><td>_+1 armor_</td></tr> <tr><td>6</td><td>200–250 gp</td><td></td></tr> <tr><td>7</td><td>300–360 gp</td><td></td></tr> <tr><td>8</td><td>415–500 gp</td><td>_+1 resilient armor_</td></tr> <tr><td>9</td><td>575–700 gp</td><td>_+2 skill item_</td></tr> <tr><td>10</td><td>820–1,000 gp</td><td>_+2 striking weapon_</td></tr> <tr><td>11</td><td>1,160–1,400 gp</td><td>_+2 resilient armor_</td></tr> <tr><td>12</td><td>1,640–2,000 gp</td><td>_+2 greater striking weapon_</td></tr> <tr><td>13</td><td>2,400–3,000 gp</td><td></td></tr> <tr><td>14</td><td>3,600–4,500 gp</td><td>_+2 greater resilient armor_</td></tr> <tr><td>15</td><td>5,300–6,500 gp</td><td></td></tr> <tr><td>16</td><td>7,900–10,000 gp</td><td>_+3 greater striking weapon_</td></tr> <tr><td>17</td><td>12,000–15,000 gp</td><td>_+3 skill item, apex item_</td></tr> <tr><td>18</td><td>18,600–24,000 gp</td><td>_+3 greater resilient armor_</td></tr> <tr><td>19</td><td>30,400–40,000 gp</td><td>_+3 superior striking weapon_</td></tr> <tr><td>20</td><td>52,000–70,000 gp</td><td>_+3 superior resilient armor_</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>",
- "name": "Permanent Items",
- "next_link": {
- "label": "Consumables",
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- "previous_link": {
- "label": "DCs",
- "url": "/Rules.aspx?ID=1079"
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- "rarity": "common",
- "release_date": "2020-02-26",
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- "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 85</row>\r\n\r\nChapter 2: Tools\r\n/ Building Items / Fill in the Numbers / Item Prices\r\n</additional-info>",
- "source": [
- "Gamemastery Guide"
- ],
- "source_raw": [
- "Gamemastery Guide pg. 85"
- ],
- "source_category": "Rulebooks",
- "source_markdown": "<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 85</row>",
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- "text": " Permanent Items Source Gamemastery Guide pg. 85 Each item level has a price range. Based on the item’s role and abilities, decide where in that range to place it. There’s plenty of variation, and you primarily need to worry about Price only if you expect the PCs will be able to sell it. Primary items cost near the highest value for their level. They have a big impact on combat or player ability. This includes weapons, armor, and Perception items. The highest price is for items like magic weapons , magic armor , and apex items. So a +1 striking weapon is 100 gp at 4th level. Secondary items, with middle values, give significant secondary benefits or enhance highly consequential noncombat or support skills like Medicine or Crafting. Tertiary items, with low value, are weird or very specific items, ones not usually core to a character’s build. Especially strange ones might fall into the gap between two levels. ## Table 2–19: Permanent Magic Item Price Level Price Core Item 1 10–20 gp 2 25–35 gp +1 weapon 3 45–60 gp +1 skill item 4 75–100 gp +1 striking weapon 5 125–160 gp +1 armor 6 200–250 gp 7 300–360 gp 8 415–500 gp +1 resilient armor 9 575–700 gp +2 skill item 10 820–1,000 gp +2 striking weapon 11 1,160–1,400 gp +2 resilient armor 12 1,640–2,000 gp +2 greater striking weapon 13 2,400–3,000 gp 14 3,600–4,500 gp +2 greater resilient armor 15 5,300–6,500 gp 16 7,900–10,000 gp +3 greater striking weapon 17 12,000–15,000 gp +3 skill item, apex item 18 18,600–24,000 gp +3 greater resilient armor 19 30,400–40,000 gp +3 superior striking weapon 20 52,000–70,000 gp +3 superior resilient armor ",
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- "url": "/Rules.aspx?ID=1081",
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