Initiate of Flame

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Firelock wrote:

Hi,

While generating treasure for my group, I noticed the random weapons table in the Appendix is missing results from 65 - 85. The table goes like this:

64–65 Rapier
85–87 Spear

There's nothing between 65 and 85.

Yes I see that as well, I noticed it in the 1st printing of Ultimate Equipment.


This is something that we can up with to make the game more interesting. it adds in DR to the armor and natural armor.

AC with DR

Half of the armor bonus listed is considered Damage Reduction. The armor is still the same value , but you add half of the value as DR/-. Example is Chain Shirt +4 AC will also give DR 2/-.

Natural Armor w/ DR
Creatures Natural Armor will be treated the same way. So half the value is also DR/-.

This type of DR will stack with Creatures that already have a DR /magic or something similar.

Example: Flesh Golem Nautral AC 12 so its Natural damage reduction is DR6/- and DR5/adamantine it get normally.

Class features that grant DR/- stack for value. so a 7th level Barbarian wearing a chain shirt would have a DR3/-, 2 from the armor his wearing and 1 from class feature.

Please tell us what you think and give us your feedback.If you don't like it please explain why so we can learn.


Looking at the RAW for Magic Item Creation and me and a few local GM's put this together please let me know what you think if you like it or not. If not please tell us why, we like to get some feed back.

Base DC: 10 + CL of item +5 per requirement the caster does not meet. with an optional +5 DC for the "random component".

Requirements: CL of item (if this is not met you may reduce the items caster level to match yours, this will negate the +5 DC penalty (but not reduce the DC of the item), the only side effect is the item is easier to hit with spells such as dispel magic.)

If you do not have the spell you may use wands, scrolls, or another caster to help you in the process. You must have enough scrolls, charges in the wands, or pay the caster to cover 1 use for each day of creating the item. (ex a 2,000 gp item will take 2 days, and thus take 2 charges off a wand, 2 scrolls, or paying the caster for 2 days)

If you are using a wand or a scroll, UMD checks are required if you would normally need them to activate the item.

"Random Component" (From the Ultimate Campaign Guide)

This is adding a random item and a slight cost to the item, doing this makes the item harder to craft but has the chance to add a special benefit to the item if its craft is successful. A list might appear eventually of the most common results.

The Check:

This check must always be made by the GM, you cannot take 10 when crafting a magical item. Due to the unstable nature of magic a natural 1 - 2 is always a failure (often explosive). A natural 20 is always a success that will trigger a random benefit for the item.

Using the random component will possibly increase the odds of a critical success, but also increases the odds of a failure as well.Failing the check by 1-4 points will result in a cursed item, failure by 5-9 it fails and your work is lost, roll a 1 or fail by 10+ and the item will explode dealing 1d6 points of damage per CL of the item, in a 5' blast +5' per 2 CL's of the item.

Crafting:

Crafting magical items is best done in a dedicated lab at home, a masterwork lab is available that will grant a +2 bonus to spellcraft checks when crafting any magical items.

A focused Masterwork lab grants a +4 bonus to the check but only to 1 specific type of magic item creation, no bonus to any other type.If you wish to craft while traveling you MUST have a Portable Artificer's Lab to do any work.

This will cost 300 gp & weighs 40 lbs. However because all the tools are multifunction, and you lack the space, as well as peace and quiet you normally need to work all checks are at a -5 penalty. If you succeed on the days check you spend 4 hours working to achieve 2 hours of work. (elves get 3 hours of work instead)-- yes working on the portable lab requires daily progress checks, a natural 1 or 2 on these checks will result in all work being done so far to be lost. a natural 20 will result in the full 4 hours of work being done but no other benefit.