Crafting Customised Items [Archive] - Wizards Community

Post/Author/DateTimePost
Redkun

12-11-05, 09:00 AM
I'm a relatively new DM running a 1st level campaign that has lasted four months now. The party, which has advanced to 3rd level, includes a sorceror and an artificer. Always one to cause new headaches for me at every opportunity he gets, the sorceror is now bugging the artificer to create customised items for him. Specifically, he wants an extendable shortspear that turns into a longspear.

I want to let the party create such customised items- that should be a fun advantage of the artificer. But I have little experience on how to set the requirements to make such an item, and how to make sure that this item is balanced.

The main questions I have are:

1) Would a unique version of a basic weapon (such as the aformentioned extendable shortspear) fall under Basic Weapon Proficency or Exotic Weapon Proficency?
2) Should the cost of such a weapon be simply the sum of the shortspear and longspear costs, or should there be an added cost for the mechanism? Should there be another added cost and/or increase to the Craft DC because it is not a standard item, or is that covered under the DC for Exotic Weapons?
3) How harsh should I be when it comes to stipulating the precise workings of the spear, such as what kind of action is needed to extend/retract it? A move-equilivant action would make more sense but also void the weakness of the longspear against adjacent foes while allowing the sorceror to retract and cast in the same turn. I'm thinking that a standard action would be more balanced.

Any general guidelines on how to handle customised weapons/items would be greatly appreciated, too.
DarkWarriorKarg

12-11-05, 09:31 AM
If you want to be mean, tell him that he'll need to emulate Polymorph any object :D

1) Both functions fall under simple weapon. There is no real added benefit/combat style.

2)Masterwork weapon, enchanted

3)Make it an enchantment. So:
+1 enchantment (minimum)
I would say that the ability to shift sizes is an additional +1 enhancement bonus.

Make it move-equivalent. Standard action would make the enchantment pretty much useless. Further, this item is cost-prohibitive.

Requires craft arms & armour.
If I calculated right (from memory, could be in error)
Cost : 6000gp + cost of spear (3000gp+240xp)

And requires a 5th level artificer. I dunno about you, but not too many 5th level PARTYS have 6000gp lying qround for a toy that is mostly useless in the hands of a sorcerer. Even at half-price, it's pretty steep.
Bluebrush

12-11-05, 09:39 AM
You might point him towards buying and learning to use a Duom (http://en.wikipedia.org/wiki/Duom), which appeared in Sword and Fist and the Arms and Equipment Guide as an exotic weapon and in a recent-ish dragon article as a martial weapon.
Redkun

12-11-05, 11:30 AM
3)Make it an enchantment. So:
+1 enchantment (minimum)
I would say that the ability to shift sizes is an additional +1 enhancement bonus.

Thing is, the shifting of sizes isn't a magic effect. It's simply a short spear with another tube inside the shaft that can extend or retract.
Kinger

12-11-05, 11:47 AM
You realise that would make it useless for thrusting, right? Thrusting is all spears do!

Telescoping weapons are really only good for bashing, since the motion goes against the collapsing direction. If you poke someone with a collapseable baton, for example, it just telescopes back into itself.

I think you're going to have to rely on magic in some form for this.


Also, if no magic was involved, why would the Sorc be pressing the artificer for it? Mundane weapons just need Craft: Weaponsmithing to make. EVERYBODY has that skill as a class skill.