The Crafty Crafter [Archive] - Wizards Community

Post/Author/DateTimePost
Blacksworddragon

08-27-07, 02:16 PM
A fellow PC and I are trying to develope our own traps, poisons and even weapons. We're low-level characters with low stats in craft(which will change next level). The problem is that we are shore exactly how to go about doing so.

Traps are especially difficult because the PHB says check the DMG and the DMG has a rather lengthy area that doesn't really expliain too well. Can someone clarify how we make traps as far as the Craft check and design? Weapons take second priority but help there would also be appreciated.
Nephlite

08-27-07, 03:15 PM
A fellow PC and I are trying to develope our own traps, poisons and even weapons. We're low-level characters with low stats in craft(which will change next level). The problem is that we are shore exactly how to go about doing so.

Traps are especially difficult because the PHB says check the DMG and the DMG has a rather lengthy area that doesn't really expliain too well. Can someone clarify how we make traps as far as the Craft check and design? Weapons take second priority but help there would also be appreciated.

pg 74.
Use Craft (trapmaking): without magic, mundane only. I'll use assumption Mundane here.
Remember: you only need 1/3rd the base cost to make.

1. First: make an idea of what you want.
a. Assign characteristics/adjustments these elents will cost. (using table on pg 74)
n. Determine CR of Trap after. CR must equal at least 1.
c. Number of craft checks just make to construct it.

2. Base cost is 1, 000 gp (they are expensive, too bad most traps can't be sold) add tabl 3-15 modfiers to get modified cost.
Final cost is (modified base X CR+ +extras.
Minimum: (CR x 100) gp.
Extras: If adding poison + alchemy items add their cost.
If trap uses these with auo reset: multiply the extra cost by 20.

3. A Trap can be 2 or more traps connected: Determie final cost of eacg seperately, than add values together.

I'll assume mechanical traps: you'd specify magic traps if you want them. Please, tell me you want them and Ill try to help there.

Example:
Machine gun Shuriken trap: Idea is the trap shoots out lots of shuriken at targets in areas.
Location trigger: adds no cost.
High Strength rating: +100 x bonus gp=400 in this case.
Manual reset: no cost added.
Seach DC 20: no cost added. Adding more raises cost/reducing lowers cost.
Disable DC 20: no cost added. Adding more raises cost/reducing lowers cost.
Attack Bonus: +10 is minimum for no cost added, Adding more raises cost/reducing lowers cost.

Each Shuriken deals 1d2 +4 Str. Shoots out 1d4 +1 Shiruken at each target in 2 adjacent 5 foot squares.

CR modifiers:
+0 CR for DC 20 seach/+0 CR for DC 20 disable. No change for +10 hit. Average damage 1d2 +4=CR 1.
Multiple Target: +1 CR.
So Final CR is CR 2.

Cost: (1000 + 400) isd modified base.
Final= (1400 x CR 2) + 0= 2, 800 gp.

DC for craft is 20 because CR is 2.

So: you need 1/3rd in raw materials (as normal for craft) so costs you 933 gp 3 sp. Or 9333 sp.
Must make Craft checks at DC 20.
If Result x DC equals the price in sp than it is finished: it will be one week each time you make check.

So say you roll a result of 20 x20=400 sp. It will take you about 23 weeks if you always get 20.

So you'll need good craft checks. You can increase DC by 10 to finish faster according to PHB.

Example: 20 x 30 is 600. It only takes 15 weeks now.

Sadly, without lots of empathsizing Craft skill modifier it will be hard.

However, aid another checks add +2 for each person helping the primary builder (I'd assume person with best craft modifier).

With enough help, it will make te work much faster.
Blacksworddragon

08-27-07, 05:44 PM
Is the process the same for weapons? Even unique weapons?
Nephlite

08-28-07, 12:29 AM
Is the process the same for weapons? Even unique weapons?

Nothing in D&D is called unique (weapon-wise). There are exotic weapons, martial, and simple.
That is it.

Still:

So: you need 1/3rd in raw materials (as normal for craft) so costs you X gp (X is equal to what it costs divided by 3).

Must make Craft checks at DC 12 (simple weapons), DC 15 (martial), or DC 18 (Exotic).
If Result x DC equals the price in sp than it is finished: it will be one week each time you make check.
Exceptions: Clubs can be made as a free action as they cost nothing.

There are no mechanics for player made weapons.
You'll need:
1. Figure out costs
2. what weapon does
3. proficiency requirement
4. DM approved.

Why not look to see if a weapon exist that does what you want?
Anyway, assuming DM approves you''l need to craft as normal.
Nylanfs

08-28-07, 01:09 PM
Get Traps & Treachery 1 & 2 from Fantasy Flight Games. There's VERY good rules in there for trap creation. Plus a lot of REALLY nasty and devious traps that you might not think on your own.