wolflord
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I am playing a warforged artifcer in an Eberron game and would like to craft all sorts of great things for my party. However, we are off on a long adventure, sometimes going days if not weeks with no access to large towns. This means that there are no smithies, alchemical labs etc.
I would greatly appreciate some feedback on this new spell and the subsequent magic item that uses it. If it sounds balanced, then please say so. If not, then please try and be constructive and help me make it better.
The theory behind the spell is that it functions much like the 0 level summon instrument, but instead it summons all the masterwork tools you'd need for one particular type of crafting or for a particular kind of skill. There is a pretty big jump in power from a 0 level spell to a 1st level spell, so I am setting it at 1st. I think this is ok, especially since this has no use outside of crafting.
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Summon Professional Toolkit
Conjuration (summoning); level alchemist 1, bard 1, cleric 1, ranger 1, sorcerer/wizard 1, witch 1
Casting time 1 round
Components V, S
Range 0 ft
Effect one set of masterwork tools
Duration 2 hours/ lvl
Saving throw none; Spell Resistance no
This spell summons one set of masterwork tools, a lab, or a kit of your choice. The available options are an Alchemist's Lab, Masterwork Artisan's Tools, Climber's Kit, Disguise Kit, Healer's Kit, Masterwork Instrument, Merchant's Scales, Surgeon's Tools, Leeching Kit, Mapmaker's Kit, Masterwork Thieves Tools, or any other item with either "Kit", "Lab", or "Tools" in its name that does not provide more than a +2 bonus to a skill check. The summoned items will only be usable by the caster or creatures she directly controls, although others may assist you as normal for any related skill checks. If the items are used in the creation of an item, magical or mundane, the caster must still provide all consumable materials needed to create an item as normal. The summoned items cannot be used in combat or to cause damage in any fashion. The summoned items will disappear at the end of this spell.
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Magic Item: Artificer's backpack
Aura moderate Transmutation; CL 5th
Slot -; Price 5,810 GP; Weight 4 lbs.
An Artificer's backpack normally looks and functions like a masterwork backpack with stiff sides and many pockets. Once per day when the proper command word is given, the backpack unfolds itself rapidly in the space of a single round to form a tent covering the area of a 20 foot cube or smaller. Any objects formerly stored inside the backpack now rest inside the tent. The backpack cannot unfold if there isn't enough open space for it to occupy once unfolded. It functions as as a Hide Campsite spell with a duration of 10 hours. The exterior of this structure can take whatever illusory form the user desires. In the center of the tent a professional crafting station appears. The user chooses one type of craft skill she has at least one rank in when the backpack unfolds. The crafting station contains all the appropriate masterwork tools needed for crafting and all necessary common components used in the crafting process. (Blacksmithing- Anvil, water buckets, kiln. Alchemy- glassware, couldrons, tubing, heat sources, etc.) The crafter must still provide all the consumable materials to create the item as normal. In addition, this crafting station grants a +5 insight bonus to a single crafting related skill check per day. A second command word causes the crafting station and all tools to dissapear and the backpack to fold istelf back into a normal masterwork backpack, but only when it is unoccupied. Any items that were created or partially created now rest on top or next to the backpack.
Construction Requirements: Craft Wondrous Item, Summon Professional Toolkit, Crafter's Fortune, Creator must have at least 5 ranks in a Craft skill; Cost 2,905 GP
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For this item, I set out with four goals:
1. The item can summon masterwork tools and a fully equipped workspace needed to create an item, anywhere the crafter found herself.
2. The item would grant the crafter a +5 to the skill check once per day (in addition to the +2 for the masterwork tools or lab above).
3. The workspace would provide an area that would not be a hindrance to anyone around it. (Noise, light, heat, smoke, etc.) Mainly, so the rest of the part can sleep or study nearby in peace.
4. The workspace would be a quiet, comfortable, and well-lit space where the crafter could do his crafting without being observed.
It's always hard to judge how much something would cost, so I will try to show my math.
Command Word (Hide Campsite): Spell level (Ranger 2) X Caster Level (5) X 1,800 = 18,000 GP
Once per day: 18,000 / 5 = 3,600 GP
Masterwork backpack = 50 GP
Command Word (Crafter's Fortune): Spell level (Wizard 1) X Caster Level (1) X 1,800 = 1,800 GP
Once per day: 1,800 / 5 = 360 GP
Command Word (Summon Professional Toolkit): Spell level (Wizard 1) X Caster Level (5) X 1,800 = 9,000 GP
Once per day: 9,000 / 5 = 1,800 GP
so 3,600 + 50 + 360 + 1800 = 5,810 GP total.
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Magic Item: Nap Sack
Aura moderate Necromancy; CL 5th
Slot -; Price 3,340 GP; Weight 1 lb.
This ornately crafted sack is filled with cotton, feathers, or some other fluffy stuffing material. Once per day, when the command word is given, the sack can impart to a single creature who rests her head on this sack the benefits of a Nap Stack spell. Creatures can benefit from the effects of this sack each day. Creatures who do not need sleep can still benefit from the sack if they choose to sleep or rest for a period of at least 2 hours.
Construction Requirements: Craft Wondrous Item, Nap Stack; Cost 1,670 GP
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More Math...
Command Word (Nap Stack): Spell level (Cleric 3) X Caster Level (5) X 1,800 = 27,000 GP
Affect 1 creature instead of 30 foot burst: Spell Level (Cleric 3) X Caster Level -2 (3) X 1,800 = 16,200 GP
Once per day: 16,200 / 5 = 3,240 GP
Silk pillow filled with stuffing or other fine materials = 100 GP
3,240 GP + 100 GP = 3,340 GP Total
So what do you think of the spell and the 2 items? I want to make these as solid as possible.
Thanks for looking!
| Gloom |
I think the artificer's pack is a really awesome idea. I would go one step further and expand on it with Bag of Holding properties for higher level versions. Something like this could do an exceptional job of helping out the party crafter. There are a few other spells that you could tie into it as well, if you really thought them to be useful.. such as Endure Elements, Silence, and at much higher levels Wish or Time Stop..
If Silence were tied into it, all of the noise would stay on the inside of the tent, making it quiet until you actual enter it.
Endure Elements would allow the heat of the tent to remain at a comfortable level, even while forging. This would prevent the user from needing to make an endurance check against hot weather for working in a confined space next to a forge/kiln..
Time Stop... well, many ways to interpret this. Could have several effects, namely any create who sleeps inside of the tent would benefit from a full night's rest in 2 hours on the outside, and one can accomplish a full days' crafting (8 hours) in a period of 2 hours on the outside.
I had a similar item setup when I played in 3.5.. used Magnificent Mansion to create a Dwarven Stronghold with functional forges and crafting stations. It took Magnificent Mansion, Time Stop, and Wish.. all enchanted onto an Adamantine Door Knob. The crafting stations were of highest quality, and everything the owner would ever want was on the inside, including unseen crafters (augmented by illusion magic) that looked like generic dwarven assistants.. ones that looked like a chef/kitchen staff, and unseen servants that were wenches serving a heroes feast and the finest ale. It was expensive, but it was a high fantasy game.
Doorknob functioned via Cartoon-Physics. Place doorknob to sky at Doorknob level. Turn until it clicks open. Then open the invisible door (clearly visible on the inside). When stepping inside and closing the door, the doorknob on the outside vanishes. It reappears when leaving the mansion or reappears in the owner's possession if they are somehow teleported outside of the mansion without leaving it.
:)
wolflord
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I'm glad you like it! The silence might be a problem for any spells that need to be cast inside of it, but you get the effect with hide campsite. No sounds, light, heat, etc can be noticed outside the area. I figured the rest of the party would sleep outside. I like the endure elements idea tho! Perhaps an upgraded version would be a master artficer's backpack and have endure elements and a bag of holding. I had considered using true strike to give +20 to a single craft roll but thought it might be too powerful considering the crafters fortune spell is only +5.
How does the spell and knap sack sound? Anyone else?