| Post/Author/DateTime | Post |
|---|---|
| Morvik04-11-08, 04:26 PM | Me and my DM are confused at the moment, I am a 6th level cleric of a CN god. I have the craft magic armor and weapons feat. Looking through the DMG we couldnt really find anything about making armor when we have all the materials ourselves. Only buying magic items or what they do. So basically here's exactly what is happening. I kill a bunch of skeletons and decide that i might be able to use their unique properties to craft a great armor. So I snatch a large number of bones incase they break and get to work on making "Exoskeleton" from Libris Mortis. I meet all the requirements and cast animate dead on the bones when placed into the shape of the breastplate. Now we're not sure whether or not we have to pay the VERY large amount of money it says next to the item or if thats just if we buy it from an NPC. Any Clarification on crafting that type of thing anything else it would cost? |
| Eerongal04-11-08, 05:25 PM | from Creating magic items in the SRD (http://www.d20srd.org/srd/magicItems/creatingMagicItems.htm) Magic supplies for items are always half of the base price in gp and 1/25 of the base price in XP. For many items, the market price equals the base price. |
| mvincent04-11-08, 05:31 PM | Now we're not sure whether or not we have to pay the VERY large amount of money it says next to the item or if thats just if we buy it from an NPC.From the rules (http://www.d20srd.org/srd/magicItems/creatingMagicItems.htm): "Magic supplies for items are always half of the base price in gp and 1/25 of the base price in XP" To craft the Exoskeleton armor yourself would require 24,750 gp in material supplies... some of which could be theoretically supplied by the bones you acquired. You would also need the "Craft Magic arms and armor" feat, 5 ranks in Knowledge (religion), the ability to cast the animate dead spell, and an extra 1980 XP (which will be used up in creating the armor). Crafting the armor would also take over 7 weeks, since the rules say: "Creating an item requires one day per 1,000 gp in the item’s base price" |
| 1 ton ghost04-12-08, 02:56 PM | This comes up once in a while in my own campaigns. 1)Sprinkled in w/ other treaure, particularly from a defeated caster or inherantly magical place, there might be some "raw materials" for Item Creation or "exotic" spell components. This is often expressed in a generic cash value as being specific often is pause for considerable research and symbolic appropriateness. Plan ahead if that is the later case though. Invariably, the group magi wants to examine their quality/appraise. Endgame result is $ appropriate for their lvl or this encounter, but a Spellcraft, Appraise, Knowledge Aranca (or whatever is relevant) often will stipulate for example... "Scattered throughout the slain magician's laboratory is gold, art objects and a bundle of spidersilk w/ some mithril filament/thread." PC mage checks his head, DM says, "After you deliberate w/ the other caster (Assist higher Ranking Spellcraft/Knowledge base) you discern the spider silk and thread are specific per the item creation of a Cloak of Arachnidia and worth 'x' (depending on how much is found)." Now, you will have to assign Spellcraft, Knowledge, or even possible Appraise DCs dependent on the raw materials in question to find their worth. Typically, the more expensive the end product per Item Creation, the higher the DC, however some common sense is often implied. ie)Few pounds of darkwood could be very quickly deduced to be a shield/buckler when finished, but it's theoretical price is not known yet. What this means: -They can apply that cash value to making that item specifically if a PC has the correct Item Creation feat. Some raw materials may be apt for more than one finished product in much the same way some spell components are. Silver or diamond dust being very good examples. 2)PCs can actively search for raw materials to lower the cost of Item Creation. This ultimately requires DM discretion at what matterials are appropriate for Item Creation. Older edition books might help to this end; 1st ed DMG has a fairly comprehensive mentioning for potions and some of their root ingredients. Typically, metaphor and symbolism will help you reach this end; you might require a wyvern's stinger for a Dagger of Venom for example. |