| Vult Wrathblades |
So with a new character I am looking to do some crafting. Gonna pick up Craft wonderous item and arms and armor.
Looking to make a +2 Mithril Mace...
My calculations:
2,000 for the cost of the mithril mace (500 per lbs = 4,000/2)
4,000 for the +2 (8,000/2)
Then I also plan to purchase a ring of Protection +1 with the ring sustenance power built in.
2,000 for the +1
2,500 for sustenance + 50% to add it to the ring of protection.
Totalling: 5,750?
Also, If I was to craft boots of striding and sprinting and add in the boots of the winter lands property I would pay...
2,750 for striding and sprinting
1,250 for winterlands property + 50% to add to striding and sprinting boots.
Totalling: 4,625?
Thank you all in advance. This will be an Inquisitor of Asmodeus, and my first shot with a character doing any real crafting.
| Pirate |
Yar.
I assume that's a heavy mace. It's market value before magic is 4012 gp. If you are crafting that yourself, it will cost you 1/3 that price, not 1/2. link to the craft skill. So you'll actually be paying 1337.33~ gp for the base item. (ask your DM about rounding infinite fractions if your counting your coppers).
The cost of the +2 enhancement is correct.
So that mace will cost a total of 5337.33~gp, and have a market value of 12012gp.
If you don't think you'll ever upgrade that ring to a +5 ring of protection w/sustenance, than you can save 250 gp by reversing the order... but if you will one day upgrade it to more than a +1, then keep it as is... the price looks right.
The price for your boots also looks good.
Just make sure your DM is ok with you combining magic items this way. I know it's in the rules, but I know many DMs who either don't know about them, or choose not to use them. Also make sure you have enough ranks in the appropriate skills to make these all yourself. Your final modifier for Craft: Weapons will need to be at least +10 (so you can take 10 and make the masterwork DC of 20... otherwise you'll need to roll, and failure in this case costs you gold), and unless your going Master Craftsman, I'm sure your spellcraft will be maxed as well.
Total costs to you for these items: either 15,462.33~ or 15,712.33~ (depending on order of enchantment for the ring)
~P
| Vult Wrathblades |
Thank you very much Pirate! The link you provided didn't seam to work. Could you just give me a page # where I can see why it only costs 1/3 to make the mace?
I will be crafting a weapon (Might go with bastard sword, not sure yet) a breastplate and a shield, so this will save me quite a bit of gold if I am paying 1/3 instead of 1/2.
| Pirate |
Yar.
Fixed the link (copy+paste error).
Craft skill is on pages 91-93. The part that specifies that you pay 1/3 is on page 92. (though I cannot stress enough that is only for the base non-magical item... crafting magic still costs 1/2... I know you know this, but it's worth mentioning for general forum knowledge).
~P
| Louis IX |
Another question...
Is there a limit to the number of times you can pay the x1.5 cost and add an additional ability to an existing item?
For example, could I add speed or flying or both to my boots listed above?
If there's a limit, I haven't seen it. Take for instance the various headbands/belts of increased ability score. Those applying the bonus to 3 scores are computed as though it was a single score with the two other scores bonuses tacked on with a +50%. Through the rules of magic item creation, this formula can be applied to strange lengths. For instance, one could craft a single belt of +8 Strength, +4 Dexterity, +2 Constitution, and +1 Wisdom... for 47750gp (32k+8k*1.5+2k*1.5+750*1.5). Such an item could even start its life as a mere belt of +2 Strength, allowing you to add one enchantment at a time (and not losing everything should you fail one roll critically). Note that the 50% additional cost is applied to the less expensive enchantments. For the belt in this example, should you raise the Dex bonus higher than +8, you'd have to recalculate the whole item price to establish the difference in cost.
Some GM might frown on adding numerous magical bonuses because they think that the magic items section has been devised with some kind of balance in mind (like having all physical stat boons on belts and mental ones on headbands; needing another magic item in order to be able to wear a third ring instead of crafting said ring's abilities into another; or being limited to 15 magical effects because of the number of body slots for magic items).
The bit about 1/3 instead of 1/2 is interesting, I had forgotten it. Most people won't be bothered with it, because "basic" equipment doesn't cost much when compared to the various magic enchantments out there. Again, some might frown on using such a "discount" for crafting with special materials. I also think that crafting a magic item is a two-part process, and the actual crafting could be waived (and time gained) if one was to enchant a finite product (after all, it is possible to add magical properties to an item).
Last note: if your craft score isn't that high, talk your GM into crafting a craft-enhancing item beforehand. A mere +5 (competence bonus) can be done for 1250gp, and +10 for 5k (and applied to anything, should you not have the Craft Wondrous Item feat - a weapons crafter could add this ability on his forge hammer, but if he does it on his anvil, the cost doubles). A friendly wizard/alchemist can give you another +5 (luck) with the Crafter's Fortune spell (APG) and use the Aid Another action to help you, for another (untyped) +2. Masterwork tools give yet another +2 (circumstance). You'll need those if there are prerequisites you can't meet.