Kargin - Crafting Notes
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yes, but in d20/3.5 most things DO NOT STACK… meaning you only get the single highest discount… a’course, cloud would know more but thats what i remember most about the 3e game system
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I thought that at first, and i cut out a lot of the original stuff because it didn’t but what was left i believe does, which is why i reduced it down to these for the following reasons.
Exceptional Artisan, Extraordinary Artisan, and Legendary Artisan can be taken multiple times, and as stated in the table as footnote number 2 - You can gain this feat multiple times. Its effects stack.
Item is restricted to being used by those of a specific skill. (DMG 3.5) page 282, and Item is restricted to being used by those of a specific class or alignment. (DMG 3.5) also page 282 (Behind the Curtain: Magic Item Gold Piece Values) - are not feats, they are under other considerations (part of the mechanic) behind creating magic items as part of the rule system for purposes of determining gold piece value.
Magical Artisan is specific to a item creation feat - like craft wonderous items, or craft wands, so you can take the feat multiple times, each time its tied to a specific item creation feat. This was from the Faerun supplement, and the Exceptional Artisan was from the Eberron - while i can see an argument either way, that these two feats shouldn’t stack or should stack, you can still take Extraordinary Artisan twice or even three times and that does stack as specified in the ECS.
Of course all of which regardless of what is written is still upto the DM’s judgement. I’m just working the research.
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Fast Item Creation
You have optimized your crafting techniques to save time.
Prerequisite: Craftsman, 9 ranks in Spellcraft.Benefit: You increase the rate at which you create magical items by 1,000 gp/8-hour day.
Special: This feat can be taken multiple times and stacks with itself. Each time it is chosen, add 1,000 gp to the value of a single magic item that the character can create each day.
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Greater Capacity (Item Creation)
When you create a magic item which carries charges, you are able to fill it with far more magical energy than is normal.Prerequisites: At least one of Craft Rod, Craft Staff or Craft Wand.
Benefits: When you craft or recharge a rod, staff, or wand, it contains 75 charges. For the purposes of expending experience points or raw materials during creation, the base price of the item is not increased in any way. This, of course, has no bearing on the final cost for which you can sell your increased capacity magical item.
Special: This feat cannot be used to add charges to a potion, scroll or other such expendable item, nor can it be used to increase the uses of a weapon, suit of armour or wondrous item with a limited number of uses, for example a nine lives stealer sword.
[Reference: Encyclopedia Arcane Magic Item Creation - Mongoose d20; page 40]
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Improved Item Creation (Item Creation)
You are a skilled crafter of magic items and are able to pull ambient magic energy from the natural world, allowing you to preserve your own strength and life
force.Prerequisites: Any two Item Creation feats.
Benefits: Select two of your Item Creation feats.
When crafting items using those feats, you need only expend 1/50th of the base price in XP.Special: You can select this feat more than once, applying it to up to two different Item Creation feats each time. Alternately, you can choose to apply it to a feat which has previously been enhanced by Improved Item Creation, in which case you no longer have to pay XP when crafting magic items with that feat.
[Reference: Encyclopedia Arcane Magic Item Creation - Mongoose d20; page 40]
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Increased Effectiveness
Magic items respond to your touch and gain strength
from your spellcasting power.Prerequisites: Spellcraft 8 ranks, any Item Creation feat, ability to cast arcane or divine spells.
Benefits: The saving throw DCs and ability to pierce spell resistance of any magic items you wield are calculated as though you were casting the spell, including caster level and all appropriate modifiers. If the normal save DC of the magic item’s ability is higher than yours would be, you can choose instead to use its save DC. So, for example, if you have a Intelligence 16, the Spell Focus (evocation) feat and are wielding a wand of burning hands, the saving throw DC of the wand would be 16 rather than the normal 11. In the case of staves, whose saving throw DCs are already based on your own, you instead add a +2 bonus to all saving throw DCs when casting spells from the staff.
Special: This feat applies only to those magic items which you yourself could create, meaning you must have the appropriate Craft Item feat to gain the benefits.
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Reforge Item (Item Creation)
You know the secret of repairing magic items, even ones which have been completely destroyed and can reforge an item so that it does not lose its magical abilities.Prerequisites: Int 15+, at least one of Craft Magic Arms and Armour, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item or Forge Ring.
Benefits: You can reforge magical items fully, so that even if they are completely destroyed and then reformed, they retain their magical essence. The cost of repairing the item is equal to one quarter the experience, the raw materials and time necessary to craft the item in the first place. If you are successful in your Craft check, the item is reforged and regains its full powers. You can only reforge magical items which you are capable of creating, so you may only reforge items for which you have the correct item creation feat. In addition, the Reforge Item feat can be used to restore magical power to an item which has been successfully disenchanted through the use of disjunction or other, similar spells and spell-like effects. In order to do so, you must expend half the amount of experience, materials and time necessary to craft the item in the first place. Rather than simply using the Craft skill to repair the item, you must instead succeed at both Craft checks and Spellcraft checks against a DC equal to double that required to craft the item in the first place. So, for example, to reawaken the enchantment in a longsword, you must succeed at both DC 30 Craft and Spellcraft checks for the duration of the repairs.
Special: An item which has been completely disintegrated or otherwise reduced to its component elements cannot be reforged through the use of this feat. In order to reforge an item so that it retains its abilities, a minimum of 50% of the original item must remain. The Reforge Item feat can even be used to repair an item of even major artifact power, though the cost of doing so is considerable; just how considerable is left up to the Games Master’s discretion.
[Reference: Encyclopedia Arcane Magic Item Creation - Mongoose d20; page 41]
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Speedy Crafting (Item Creation)
You are a gifted crafter of magic items and you have learned many techniques with which to speed the creation of your items.Prerequisites: Dex 13+, at least one of Craft Magic Arms and Armour, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item or Forge Ring.
Benefits: When crafting or forging any magic item, you need only spend one day crafting the item for every 2,000 gold pieces of the base price.
[Reference: Encyclopedia Arcane Magic Item Creation - Mongoose d20; page 41]
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Craft Anywhere
You are always tinkering and can work in nearly any
environment.Prerequisite: Any Item Creation Feat
Benefit: You can put in a full 8 hours of magic item crafting per day while adventuring as if you were working in a comfortable and distraction free environment.
Normal: While adventuring you can only dedicate 4 hours to crafting and only receive 1 hour of progress from it.
[Reference: Kobold Press, The Complete Advanced Feats, Page 11]
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Fast Item Creation
You have optimized your crafting techniques to save time.Prerequisite: Spellcraft 9 ranks, Craftsman
Benefit: You increase the rate at which you create magical items by 1,000 gp per 8 hour day.
Special: This feat can be taken several times, and stacks with itself. Each time it is chosen, add 1,000 gp to the value of a single magical item that the character can create per day.
[Reference: Kobold Press, The Complete Advanced Feats, pg. 17]
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Frugal Crafting
You have mastered the art of crafting on the cheap.Prerequisite: Any one Item Creation feat, or Craft as a class skill
Benefit: The cost of creating magical items is reduced to 1/3 of its base cost in raw materials. The cost of crafting non-magical items is reduced to 1/4 of its base cost in raw materials.
[Reference: Kobold Press, The Complete Advanced Feats, Page 18]
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Saving for Easy Reference Later (3.5 DMG page 283)
Many factors must be considered when determining the price of magic items you invent. The easiest way to come up with a price is to match the new item to an item priced in this chapter and use its price as a guide.
Otherwise, use the guidelines summarized on Table 7–33:
Estimating Magic Item Gold Piece Values.
Multiple Similar Abilities: For items with multiple similar abilities that don’t take up space on a character’s body (see Magic Items on the Body, page 214), use the following formula: Calculate the price of the single most costly ability, then add 75% of the value of the next most costly ability, plus one-half the value of any other abilities. (The many spell-like powers of a staff of power are a good example of multiple similar abilities).
Multiple Different Abilities: Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar, and their values are simply added together to determine the cost. For items that do take up a space on a character’s body (such as a ring or a necklace), each additional power not only has no discount but instead has a 50% increase in price. A belt of Strength +4 and Dexterity +4 is more valuable than a belt of Strength worn with gauntlets of Dexterity, since it takes up only one space on a character’s body.
0-Level Spells: When multiplying spell levels to determine value, 0-level spells should be treated as 1/2 level.
Other Considerations: Once you have a final cost figure, reduce that
number if either of the following conditions applies:—Item Requires Skill to Use: Some items require a specific skill
(such as Perform for a musical instrument) to get them to function.
This factor should reduce the cost about 10%.—Item Requires Specific Class or Alignment to Use: Even more
restrictive than requiring a skill, this limitation cuts the cost by 30%.Prices presented in the magic item descriptions in this book (the gold piece value following the item’s caster level) are the market value, which is generally twice what it costs the creator to make the item. Since different classes get access to certain spells at different levels, the prices for two characters to make the same item might actually be different. Take hold person, for example. A cleric casts it as a 2nd-level spell, so a cleric-created wand of hold person costs 2 (2nd level spell) × 3 (3rd-level caster) × 750 gp, divided in half, or 2,250 gp.
However, a wizard casts hold person as a 3rd-level spell, so her wand costs 3 (3rd-level spell) × 5 (5th-level caster) × 750 gp, divided in half, or 5,625 gp. A sorcerer also casts hold person as a 3rd-level spell, but he doesn’t get the spell until 6th level, so his wand costs 3 (3rd-level spell) × 6 (6th-level caster) × 750 gp, divided in half, or 6,750 gp. The
wand is only worth two times what the caster of lowest possible level (in this case, the cleric) can make it for, however, so the market price of a wand of hold person is 4,500 gp, no matter who makes it.You’ll notice, however, that not all the items presented here adhere to these formulas directly. The reasons for this are several. First and foremost, these few formulas aren’t enough to truly gauge the exact differences between, say, a ring of fire resistance and boots of speed—two very dissimilar items. Each of the magic items presented here was examined and modified based on its actual worth. The formulas only provide a starting point. The pricing of scrolls assumes that, whenever possible, a wizard or cleric created it. Potions and wands follow the formulas exactly. Staffs follow the formulas closely, and other items require at least some DM judgment calls. Use good sense when assigning prices, using the items in this book as examples.
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You have an exceptional understanding of the theory behind creating magical items.
Benefit: Select one type of magic item (potions, wondrous items, and so on). You create items of this type 25% faster than normal, and gain a +4 bonus on Spellcraft checks (or other checks, as appropriate) to craft items of this type.
Special: You may select this discovery multiple times; its effects do not stack. Each time you select this discovery, it applies to a different type of magic item.
Source: Pathfinder Roleplaying Game - Ultimate Magic
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Could Adrenaline Surge 1 & 2 qualify to pass as rage for the weapon ability below or at the very least support a alternate version that supports works with adrenaline surge?
Make sense?Magic Weapon Abilities - Berserker - Can be Found Here
A berserker weapon is valuable to barbarians and other creatures that can enter a rage. When the wielder is raging, the weapon’s enhancement bonus increases by +2. The vremyonni of Rashemen craft many axes and swords with this ability.
Caster Level: 7th
Requirements: Craft Magic Arms and Armor, divine power or rage
Price: +1 bonus
Unapproachable East
Races of Faerûn
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@halfgiant no, it is not the same thing.
But, you could easily craft something that gives a bonus while under the effect of adrenaline surge.
I could also see a larger bonus or something when under adrenaline surge ii.
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Flesh Forge [Metamagic]
You can summon things that do not exist.Prerequisites: Augment Summoning, Spell
Focus (conjuration & transmutation)Benefit: You can apply templates to creatures you summon with summon monster and summon nature’s ally spells. You may only apply templates the creatures in question qualify for. A flesh forge summoning spell has an effective level equal to the spell’s normal level + the CR adjustment of the applied template.
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Dwarvencraft Items
[http://archive.wizards.com/default.asp?x=dnd/ex/20040807a&page=6]While masterwork weapons are available from any skilled craftsman, the dwarves have perfected their skills to an almost magical degree. They possess secrets of smithing and weapon engineering that outstrip cultures that are less challenged by both their natural environment and competition for its limited resources. While many dwarf weaponsmiths and armorers are capable of crafting masterwork items, as normal, dwarf smiths have created another category of quality that goes beyond masterwork. Appropriately, such items are generally referred to as dwarvencraft items.
Dwarvencraft items are always of masterwork quality. Only items crafted primarily of metal or stone are available in dwarvencraft quality. An item must be declared a dwarvencraft item at the time of its creation; items cannot be upgraded to dwarvencraft quality once finished. Dwarvencraft items are crafted using the rules for masterwork crafting on page 71 of the Player’s Handbook. The dwarvencraft component of an item has a Craft DC of 22. Prices for dwarvencraft items include the cost for masterwork quality.
A dwarvencraft item is stronger and harder than a comparable masterwork item. A dwarvencraft item’s hardness increases by 2, and it gains an additional 10 hit points. In addition, it gains a +2 bonus on all saving throws. All of these effects stack with the similar bonuses for magic items if the dwarvencraft item is made magical.
A dwarvencraft weapon costs 600 gp more than a standard weapon of its type. Dwarvencraft armor and shields cost 300 gp more than standard armor and shields.
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Magic Forges
[http://archive.wizards.com/default.asp?x=dnd/ex/20040807a&page=6]From the mighty Moradin down to the local toolmaker, a dwarf smith’s quality is tied to her forge. Without a forge, no smith can create even the simplest of tools. With the right forge, a skilled smith can create masterpieces of art and design, objects that will live through the centuries long after the smith herself has died. Given the dwarven drive for excellence, it is little wonder that the dwarves have perfected magic forges to help them in their crafts and allow them to create works that will live on beyond their deaths.
All forges are built in a specific location and cannot normally be moved from that location. (A major expedition with teams of mules might be able to haul a forge to a new locale, but this would be an extraordinary event.) As immobile magic items, the sample magic forges presented here are priced at about 1/4 the cost of a comparable portable magic item.
The Player’s Handbook states that a character using the Craft skill can voluntarily increase the DC by 10 to craft an item more quickly. In fact, a character can increase the DC by any multiple of 10 (10, 20, 30, and so on), using the same rules. When using magic items that grant large competence bonuses to skill checks, such as many of these forges, increasing the DC by a large amount can dramatically speed the creation time for an expensive item (such as adamantine mountain plate armor).
Forge of the Armorsmith: This magic forge grants a dwarf who uses it a +20 competence bonus on Craft (armorsmithing) checks made using the forge. In conjunction with voluntarily increasing the DC by 20, a smith working at this forge can craft expensive armor in a dramatically reduced time.
Strong conjuration; CL 18th; Craft Wondrous Item, fabricate, creator must be a dwarf with 20 ranks in Craft (armorsmithing); Price 10,000 gp.
Forge of Sustenance: A dwarf using this forge for any purpose need not eat, sleep, or even breathe while he continues to work at the forge, and he can work indefinitely without tiring. When using the forge to craft an item, the user multiplies his check result by the item’s DC and then by 3 to determine his progress on a weekly (in sp) or daily (in cp) basis.
Strong conjuration; CL 15th; Craft Wondrous Item, create food and water, regenerate, creator must be a dwarf; Price 8,000 gp.
Forge of Thautam: A dwarf using this forge can create magic weapons and armor as if he had the Craft Magic Arms and Armor feat.
Strong conjuration; CL 12th; Craft Wondrous Item, permanency, creator must be a dwarf; Price 15,000 gp.
Forge of the Weaponsmith: This magic forge grants a dwarf who uses it a +20 competence bonus on Craft (weaponsmithing) checks made using the forge. In conjunction with voluntarily increasing the DC by 20, a smith working at this forge can craft expensive weapons in a dramatically reduced time.
Strong conjuration; CL 18th; Craft Wondrous Item, fabricate, creator must be a dwarf with 20 ranks in Craft (weaponsmithing); Price 10,000 gp.
Furnace of Flames: This magical forge provides spell prerequisites for a dwarf who uses it to craft magic items. The forge allows its user to create magic items as if he were able to cast any spell with the fire descriptor, using his character level as the caster level. The forge does not replace any other prerequisites or costs, including item creation feats, minimum caster level, and gold and XP costs.
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Characteristics of an non-epic magic item (Levels 1-20)
- Grants a bonus on attacks or damage up-to +5.
- Grants an enhancement bonus to armor up-to +5.
- Has a special ability with a market price modifier less than or equal to +5.
- Grants an armor bonus of less than or equal to +10 (not including magic armor’s enhancement bonus).
- Grants a natural armor, deflection, or resistance bonus less than or equal to +5.
- Grants an enhancement bonus to an ability score less than or equal to +6.
- Grants an enhancement bonus on a skill check less than or equal to +30.
Mimics a spell of an effective level less than or equal to 9th. - Has a caster level less than or equal to 20th.
- Has a market price less than or equal to 200,000 gp, not including material costs for armor or weapons, material component- or experience point-based costs, or additional value for intelligent items.
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Thought Bottle
https://www.realmshelps.net/magic/items/wondrousitems.shtmlA flask of thick green glass, a thought bottle can be used to store thoughts, memories, experience, or spells. A single bottle can hold five thoughts or memories at a time, or a single creature’s current experience, or a single spellcaster’s collection of prepared spells. Any individual that touches the bottle and speaks the command word instantly gains a general knowledge of the bottle’s contents, but doesn’t actually access the thoughts, memories, or spells within until she consciously decides to do so. Storing or retrieving anything from a thought bottle requires a full-round action that provokes attacks of opportunity.
Thoughts: The bottle can store specific ideas, communications, or conclusions. Once a memory is stored, it disappears from the user’s mind, but she remembers the general nature of the stored thought. For example, if the user stored the name of a murderer, that name would disappear from her memory and be unrecoverable from her own mind by any means, though she would know that the thought bottle now contains the murderer’s name. Similarly, secret messages and intelligence can be hidden in a thought bottle to pass them to someone else.
Memories: The user’s recollection of a single day’s events can be stored in the bottle. Once stored, the user remembers the general nature of the memory (“the day we performed the Ritual of Binding”) but loses all details of the event itself.
Experience: A thought bottle can be used to offset level loss as a restoration spell can, but is effective against level loss that even restoration can’t undo (including levels lost due to death, but not the negative levels bestowed by magic items such as a holy weapon). When a user’s experience has been stored within the bottle, he can subsequently access the bottle to restore his XP total to exactly what it was when it was last stored, negating any levels lost in the interim. Storing experience in the bottle is difficult, and the user must pay 500 XP (deducted before storing) to do so. Only the creature that stored experience can retrieve it, but if the bottle is destroyed or lost, the user suffers no ill effects.
Spells: An owner who prepares spells can store some or all of her memorized spells in a thought bottle. Any spell she puts into the thought bottle is expended as if she had cast it, but the spells in the bottle can then be retrieved at any later date to be prepared as normal. Wizards often use this function of the bottle to create a kind of backup spellbook, concealing thought bottles in well hidden boltholes against the eventuality of their grimoires being stolen or destroyed. Only the character who stored the spells can retrieve them, and if the bottle is destroyed, the stored spells are lost with no effect.
Strong enchantment; CL 13th; Craft Wondrous Item, demand, modify memory; Price 20,000 gp; Weight 1 lb.
Source: Complete Arcane