enchanting arms and armor


Shackled City Adventure Path


How have folks dealt with PCs wanting to enchant their arms and armor? Have you added an NPC, made Gurnezarn a caster with the EA&A feat, told the PC "tough luck", or what? I know Skie has some weapons for sell at different points in time throughout the SCAP, but some of my players want to turn the weapons that they already have (masterwork of course, and some of them from Gurny) into magic weapons.

Thanks for the input.

Mr. Peepers

Sovereign Court

I had some enchanters from Sasserine come in during the Flood Festival. I had the festival be very Christmas-like, as someone else here suggested and figured enchanters could come take advantage of that. I don't plan on having anyone capable and willing to help the PCs in town otherwise (there are enchanters among the clergy of Wee Jas, but Embril has them doing more important things).

Skie, in my game, can try to get specific items in however. I decide if she can get the item and how long it will take to come in, based on reasonable the request is. So in general the PCs can get special items made, but they will have to wait for it.

Depending on how things go I may actually have Kordites willing to enchant for them, we'll see.


I have local low-level wizard named Digglis that they go to to have spells cast (like identify) or to identify potions. He is a decidedly non-adventuring bookish wizard, and I might increase his level as the party advances. That way I can keep using the same NPC personality and they will get a sense of familiarity.

I can see Digglis taking mostly item creation feats.

If you do something similiar, the only discount they should get is the cost of the weapon itself. After all, Diggless wants to be compensated for burning his xp like that.


I have the church of Wee Jas be the place for magic item creation. According to the more detailed profile of her church (.zip download), magic item creation is an important duty of the church. I declared that they could enchant arms & armor up to +2. Anything higher would require a favor from one of the high priests. But they don't know that last part.

Luckly the PC dwarven wizard has picked up Craft Arms & Armor. What's even more interesting is that the dwarven wizard is a member of the church of Wee Jas in good standing. Since she donates her magic item crafting skills to the church and has demonstrated a proper lawful attitude, she has recently been awarded acceptance into the outer circle of the church, which grants a 20% discount on any Wee Jas items or service, and she may copy any wizard spell they have and it only costs her the cost of scribing the spell.


I had one of the rescued slaves from Lifes Bazzar, Coryston Pike, be the daughter of a Sasserine merchant. She acts as a go between for the party to get the items they need at PHB cost. Her father picks up the SH charge as repayment for the life of his only daughter. She is also the romantic interest of one fo the players.


walter mcwilliams wrote:
I had one of the rescued slaves from Lifes Bazzar, Coryston Pike, be the daughter of a Sasserine merchant. She acts as a go between for the party to get the items they need at PHB cost. Her father picks up the SH charge as repayment for the life of his only daughter. She is also the romantic interest of one fo the players.

Fun...I'm doing exactly the same! Though Coryston is pushing him a little ;D


I have my players order stuff from the nearest large city (which in my world is a the largest empire in the game). The empire isnt to magic friendly but they can get what they want for standard DMG price +10% and it takes a week or so to retrieve the item.

Alternatively they can get the stuff from another nation south of Cualdron who are magic heavy. So it takes about twice as long but the cost is normal DMG price.

That system tends to work for me as my ethos is that magic items should really be custimosed for the user. So if the players dont want to make their own they will have to order stuff from the city for their specific needs.

I also use the Bonded Magic rules from DMG2. Again fits in with my world nicely.

Works well so far. Where is the extra info about the church of wee-jas? If thats true I'll let them enchant stuff there.


They can pay 125% of book price for a combination of Weer and Guernazon to enchant something, OR they just finally went back to the Malachite Stronghold, which has been taken over by dwarven clerics of Moradin. The forge is running again, and the party can get up to +2 there at book price, but the cleric of Moradin can work a deal for 90% of book price.

The winter has been hard on my party, money-wise. They're overpaying for most everything, and the mage is really strapped for cash.


Great ideas everyone. I particularly like the use of the Flood Festival as an opportunity for the PCs to enchant their stuff. I also like the use of the Temple of Wee Jas as a place to get most magic items... that's where my players are going to go for wands and some wonderous items. I think I will have the head cleric of Kord (Asfelkir?) be an arms and armor guys since it seems to fit the Kord profile. Again, the issue isn't buying new magic gear but rather having gear upgraded...

For magic items that they can't find in town, Skie can order things through a source in Sasserine but it takes several days for the items to be delvivered to her shop.

Thanks again for the great idea everyone!


Solomani wrote:
Where is the extra info about the church of wee-jas? If thats true I'll let them enchant stuff there.

Download this .zip file of a .pdf, then go to pg. 186.

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