2ndGenerationCleric |
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So Im having some trouble with crafting feats, specifically what it takes to make a certain kind of armor. It's that of my player's (im the GM) and he's a level 9 druid. He wants to make a +3 Wild armor. How much does it cost him to enchant it (starting with a Mwk Dragonhide Full plate), how long should it take him to make, and what is the crafting check for such an item? I'm kind of lost on how this works, the crafting feats... I've never gotten my mind wrapped around it. Help?
DonDuckie |
he must have Craft Magic Arms and Armor feat
wild is a +3 bonus so it's a +6 armor in total
that is 36000 gp, the of cost is 18000 and it takes 36 days (each of 8 hours of work) (18 days with accelerated crafting)
that item is caster level 9 - highest of 9 (for +3) and 9 (for wild special ability)
skill check: craft(armor) or spellcraft - DC 14 (DC 19 accelerated)
if he doesn't have baleful polymorph available every crafting session - that adds 5 to the DC for one missing requirement.
the cost is paid at the beginning of crafting, the skill check is made at the end.
And a 1-30 on a d% roll means it sheds light like a torch (but not everybody uses this)
That should cover the basics.
DM_Blake |
First, he has MW armor already so there is no cost for that.
Second, he wants it to be +3 enhancement AND Wild (a +3 modifier), so that's a +6 item. It has a BASE price of 36,000gp.
Side note: At 9th level he's expected to have between 46,000 - 62,000gp so this one suit of armor is worth more than half of everything he owns, right?
Third, the time it takes to enchant armor (or anything else) is 1 day per 1,000gp of the BASE price. This means it will take him 36 days working 8 hours each day in a quiet, safe place.
Fourth, his materials cost is 1/2 the BASE price, so 18,000gp paid up front and he loses this if he fails to make the armor.
Fifth, he needs to be 9th level to create +3 armor (the requirement is enhancement bonus x3, it is a requirement, and it can be skipped if you add +5 to the DC to create the item), and he needs to be 9th level to create Wild (but this isn't actually a requirement) - he is 9th level so that's convenient.
Sixth, he needs know and prepare Baleful Polymorph every day he works on the armor, and it won't be available for him to use that spell for anything else that day (it's used during the crafting). He can ignore this requirement but it adds +5 to the DC at the end.
Seventh, when he's done, he makes his Spellcraft check of DC 5 plus the CL of the armor (CL 9 for the enhancement bonus and CL 9 for Wild so the CL is 9). That's a DC 14 Spellcraft check which should be pretty easy for him. If he didn't prepare Baleful Polymorph every day, then add +5 to that so it would be DC 19.
Finally, if he wants to, he could cut the time in half by rushing the process. This would cut the time down to 18 days but adds +5 to the Spellcraft DC at the end.
It's as easy as that.
(edited for better clarity)
DonDuckie |
Fifth, he needs to be 9th level to create +3 armor (the requirement is enhancement bonus x3), and he needs to be 9th level to create Wild, so that's convenient.
He doesn't have to be caster level 9th, level requirements only exist when listed as "creator must be caster level 9th" in requirements (I've only seen these for constructs) and they can't be replaced with +5 DC.
The listed caster level for items are only to set DC of crafting, and some fringe caster level checks against the item.
EDIT: I stand corrected. Enhancement bonus does come with a caster level requirement (which might be overcome with a +5 DC). Special ability caster level is still not a requirement.
Snowblind |
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DM_Blake wrote:Fifth, he needs to be 9th level to create +3 armor (the requirement is enhancement bonus x3), and he needs to be 9th level to create Wild, so that's convenient.He doesn't have to be caster level 9th, level requirements only exist when listed as "creator must be caster level 9th" in requirements (I've only seen these for constructs) and they can't be replaced with +5 DC.
The listed caster level for items are only to set DC of crafting, and some fringe caster level checks against the item.
From Magic Item Creation
Creating magic armor has a special prerequisite: The creator's caster level must be at least three times the enhancement bonus of the armor.
There's also an identical requirement for weapon enhancements.
ryric RPG Superstar 2011 Top 32 |
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Being caster level 9th is an explicit prerequisite for +3 armor, but DonDuckie is right that it is not required for the wild property. It is also correct that this prerequisite can be ignored for a +5 to the crafting DC.
Since it hasn't been explained yet, the skill check required to craft can either be Spellcraft, or a Craft check appropriate to the item in question, in this case Craft(armorsmith).
So, to sum up:
Spend 18000 gp
Cast baleful polymorph each day*
Be caster level 9*
After 36 days make a DC14 Spellcraft or Craft(armor) check, +5 for each * above that is missing
Or, after 18 days make the same skill check at DC19, +5 for each missing *
The caster can, and probably should, take 10 on the check.
Here are the general rules in summary:
Crafting costs half the market value of the item
It takes 1 day per 1000gp of the market price to craft an object
The crafting DC is 5+the caster level of the item. For items with multiple properties like armor or weapon use the highest caster level of all those properties.
The creator must either provide all the prerequisites each day, or add 5 to the crafting DC for each missing prerequisite.
The creator may work twice as fast by adding 5 to the crafting DC.
The creator can take 10 on the crafting roll. Usually this is a good idea.
2ndGenerationCleric |
Thanks everyone! And sorry about the wrong forum, wasnt sure where to put it.
Second question then-since I doubt the character would want to focus all his time on it, is it possible to work on it for x amount of days, then make a check, use it as say, a +1 Wild armor, then keep upgrading it?
DonDuckie |
Thanks everyone! And sorry about the wrong forum, wasnt sure where to put it.
Second question then-since I doubt the character would want to focus all his time on it, is it possible to work on it for x amount of days, then make a check, use it as say, a +1 Wild armor, then keep upgrading it?
yes, that would make it a +4 item: 16000gp, 8000 in cost and 16 days (8 fast craft) still DC 14 (plus 5 for missing baleful polymorph)
he can work while adventuring spending 4 hours per day and advancing 2 hours of progress (4 hours fast craft) (and 8 hours makes a full crafting day)
he does need some tools and workspace and quiet time.
DM_Blake |
Thanks everyone! And sorry about the wrong forum, wasnt sure where to put it.
Second question then-since I doubt the character would want to focus all his time on it, is it possible to work on it for x amount of days, then make a check, use it as say, a +1 Wild armor, then keep upgrading it?
Yes.
You can always upgrade an item to a better item.
A +1 wild armor would be counted as +4, 16,000gp BASE price, 16 days to make, 8,000gp raw materials. The spellcraft check is still the same (CL is still 9 for Wild).
Later, if he wants to upgrade that to +2 Wild armor, he only has to pay the difference. +2 would be a BASE price of 25,000gp so he would only count the difference in BASE price of 9,000gp, 9 days to upgrade, 4,500 raw materials, and a new Spellcraft check at the same DC as before.
ryric RPG Superstar 2011 Top 32 |
Also note that the character can craft it while adventuring, but only gets 1/4 of the rate if they are doing other things with their day. Our group also rules that items being worked on are "inactive" while they are in progress, but that is likely a house rule. I don't believe the rules say one way or the other if you can use an item "while" it's being upgraded.
DM_Blake |
Our group also rules that items being worked on are "inactive" while they are in progress, but that is likely a house rule. I don't believe the rules say one way or the other if you can use an item "while" it's being upgraded.
Sounds like a house rule. I agree, there is nothing in the RAW that supports this.
If you go to town and give the local wizard your sword to upgrade it, you probably don't see it again until he's done; though presumably you could go ask him to give it back to you even before he's finished, and when you bring it back to him again, he can just resume work from where he left off. Might irritate him if you do that too often.
If your adventuring companion is upgrading it for you while you're camping during adventures, there is no reason he can't do that while you're sleeping and let you use it while you're awake.