| Lynn Warhaven |
Ok, but I don't have a clue how Lynn would act in front of a queen. First thought was to ask her about the beauty line she uses. Looking like twentysomething, while actually being some hundred years old. Also 15th level pally of Iomedae...
I'd prefer if she would start to talk, so I get an idea what kind of personality she is.
| Tink_ |
Let us break this down.
Base cost is 4000 gp
We then begin with the first challenge, prepping.
I attempt 1 of the 2 checks and pass.
If someone else wants to attempt the second check they can.
Assuming nobody does we set the craft cost to 85% and 1000gp of price per day.
So we make it in 4 days.
We then attempt the second challenge. I fail this check which means it is a failure so we add 10% top the 85% and get 95%.
We then attempt the third challenge.
I meet all the criteria so instant pass. I complete the item.
Final cost is 95%-5% for feat = 90%.
Now the question is how the speed increases from arcane builder, cooperative crafting and Crafting Mastery mythic add into this.
Also I get to attempt all skill checks twice due to Crafting Mastery.
Craft Alchemy 2: 1d20 + 12 ⇒ (14) + 12 = 26
I pass on this second check, which means I make no adjustment.
Final price is 85%-5% = 80%
| DM Raltus |
The DC for the Alchemy check is 30 though, so you fail by less than 5 so it is just a fail not a crit failure.
Also for the first check you did get a Crit Success since you beat the DC of 21 by 9 points or greater than 5. So your cost is set to 75% I might be reading it wrong but the Vessel is independent from the other checks, the final check is based off of how many success/failures you have.
| DM Raltus |
I would think that is the way it works I realize it doesn't say that at all but the first check is independent since you are just making the vessel.
You got a 30 the DC was 21, how do you know if you got
Critical Success You have a superlative and efficient vessel. Set
the base cost at 75% of the market price, and set the item’s
creation time to 1 day per 2,000 gp of the item’s market price.
VS
Success You have a satisfactory vessel. Set the base cost at
85% of the market price, and set the item’s creation time to
1 day per 1,000 gp of the item’s market price.
You must create or prepare an item to handle the magic you
intend to instill within it.
This is the first line of the vessel, I am going to rule if you best the DC by 5+ that is how you get the crit success since it steam lines it, you get on the DC or 1-4 above you get a regular success
A 1-4 under is a fail and 5+ under is a crit failure for the vessel, the rest are based on the Task rolls.
| Lynn Warhaven |
I looked at the suggested item creation rules and they suck. Not in general. But with our party, where almost no-one can spare a meaningful amount of skill points to invest in Craft/UMD/Knowledge(all) and taking 10 not being an option, this loses out to the original system.
Original rules we get Tink doing stuff, taking 10 to auto-succeed.
With us doing teamwork on 4 checks, we'll get a lot of fails or challenges we can't cover the skills for. But without taking these challenges we are above 50% market price for no benefit.
Role play wise this could be a lot of fun. Tink ordering the fighters around to hold this and that and don't move and, no not this, but that and really working together on creating something special. But with all the DCs being minimum 15+CL the result will be rather disappointing and expensive.
| DM Raltus |
That is where having the right bonuses help, having an alchemy kit adds +2 or +5 for a lab. Making a spot in the Cart that has an extra dimensional space to keep all Tinks toys for crafting would be a bonus.
I agree the system is a bit comber some if others cannot contribue but you all have some skill that you most likely could. I can add a link to the PDF on my Gdrive if people want.
| Tink_ |
With me being able to reroll all the checks, and burn surges on the rolls, we have a pretty good chance of at least meeting the DC. Maybe not beating it by 5.
Now as we get to higher levels and start doing more challenges there are more chances to reduce the cost and get perks/quirks which means I can drive the price down to 25% instead of 45% and we can get a bunch of other cool stuff on top too
Azrael*
|
I've been through using this unchained crafting system when my home group played an AP about a year back The net result, summed up for a party built to use it (Everyone had taken skills to help with crafting down to things like Craft shoes) was that we we slightly worse off than if we had used the base crafting rules. Quirks and drawbacks out-weighted advantages and we ended up with items that did not work inside a town or only worked at night. It was sorta fun at first, but in the end we agreed it was a lot more work and not worth the effort.
| DM Raltus |
With me being able to reroll all the checks, and burn surges on the rolls, we have a pretty good chance of at least meeting the DC. Maybe not beating it by 5.
Now as we get to higher levels and start doing more challenges there are more chances to reduce the cost and get perks/quirks which means I can drive the price down to 25% instead of 45% and we can get a bunch of other cool stuff on top too
The bolded part, the Challenges or Tasks are in the book but you can make up different ones.
Azrael*
|
No, I did not care for it. If we go with it I'll support it the best I can but my personal experience was it was not worth the considerable effort. But since I am not a crafter in this game if Tink likes it I am happy for him.
| Iko_ |
Don't think I really need crafting done. Unless there's specific items he can make.
Generically a cloak of protection would be rad.
| Tink_ |
Bane's don't stack unfortunately.
You could go Holy, Evil Outsider Bane, Axiomatic AoMF though.
Also on an AoMF you don't need to make it +1 before adding the other goodies
As to your glaive we are definately doing Impact. Beyond that I am not too sure what else would be good to have for a vital strike build
| Lynn Warhaven |
Bane: A bane weapon excels against certain foes. Against a designated foe, the weapon’s enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against the foe.
One could argue, that Bane is one effect, and stacking it for different types only broadens the number of creatures it applies to. But to avoid useless discussions about cheesy rulings, I'd settle for a Glaive with
- Evil Outsider Bane
- Human Bane
- Holy
- Axiomatic
- +4
I guess, when you start now crafting it will be done in about 200 days?
| Tink_ |
From the faqs
Bane: Can I apply multiple bane special abilities to the same weapon? If so, do their effects stack?
You can apply multiple bane special abilities to the same weapon. For example, you can have a +1 dragon- and fey-bane longsword, which has an increased enhancement bonus and damage against dragons and against fey.
If you have multiple bane effects on a weapon and attack a creature against which more than one bane applies (such as a chaotic- and evil-outsider bane weapon used against a demon), the effects do not stack: the weapon's enhancement bonus is only +2 higher than its actual enhancement bonus, and it only deals +2d6 points of damage against that opponent.
(Compare to fighter weapon training or ranger favored enemy bonuses, both of which say you use the highest bonus if more than one bonus applies.)"
~~~~~~~~~~~~~~~~~~
You dont want impact to make your vital strikes better?
Depending on how Raltus rules that all my speed increases and feats effect things I could do it in far far less time than 200 days
| Lynn Warhaven |
Impact is indeed not bad. Especially as it applies to all creatures. But it only offers 3.5 points additional damage for a +2 bonus. Opposed to 7 from Holy or Axiomatic. So it would mean to reduce the numeric bonus further to get a
- +2
- Evil Outsider Bane
- Human Bane
- Holy
- Axiomatic
- Impact
Glaive
That's probably not worth it, as I'd lose two points to hit.
| DM Raltus |
Spark of Creation = -5 % cost
Arcane Builder (Craft Wonderous) = 25% faster
I would say that the Spark of creation trait goes first and lowers the cost, then you can build from that 25% faster.
so something that is 1000 - 5% = 950 would take 1 day or 8 hours.
8 hours - 25% = 6 hours.
So if you pushed yourself you could so 2 items in 1 day or 12 hours but you would be fatigued till you got 12 hours of sleep.
That work for you?
| DM Raltus |
Cooperative Crafting - might not work out for you since no one else is taking crafting feats, mind you if you made someone to assist you or paid for a follower that could work.
Crafting Mastery - So you would double your GP value made in the day, nothing to do with speed really just if you can do 1k a day you can do 2k with that feat and you can roll twice which gives you a better chance of succeeding. So you could make a Cloak of Resistance +2 in 2 days instead of 4 normally.
Cloak of resistance 4000 - 5% cost = 3800 (It would take just under 2 days because of being able to do 2k a day,
16 hours - 25% time reduction = 12 hours
It might be closer to 11 hours
Azrael*
|
Lynn,
Can I request that you use you Inspired Spell ability to cast some long lasting buffs on the group before we set out? Communal Delay Poison comes to mind. Its just to handy not to have. Hmm. but you don't have 3rd level spells yet do you?
| Tink_ |
Can I just check the maths?
If I only succeed at the first check our base is 1000gp a day, Tink doubles that to 2k because of crafting mastery, and then Blue doubles again to 4k?
If I crit succeed at the craft check I get a base of 2k, which doubles through crafting mastery to 4k, which blue doubles to 8k
Am I understanding you correctly?