Kargin - Crafting Notes
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]
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.
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
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?
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
Races of Faerûn
@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.
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.
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.
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.
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.
A 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
This ancient ring is made of ivory and carved to resemble a snarling cat’s face on one end. If the wearer ever drops to 0 hit points or below, the ring expends one of its charges to cast a heal spell upon her. The wearer can also expend a charge if she fails a saving throw, allowing her to treat the saving throw as a success. A ring of nine lives has 9 charges when created, but most are discovered with only 2d4 charges left.
CL 13th; Prerequisites: Forge Ring, heal, limited wish; Market Price: 70,000 gp; Cost to Create: 41,750 gp + 4,960 XP.
Source: Magic of Faerûn
Dragonfang weapons are masterwork weapons crafted from the claws and teeth of a dragon.
In addition to the +1 nonmagical enhancement bonus on attack rolls granted by its masterwork quality, a dragonfang weapon deals 1 point of energy damage on each successful hit. The type of energy is the same as that of the dragon’s breath weapon. If a dragon doesn’t have a breath weapon that deals acid, cold, electricity, fire, or sonic damage, dragonfang weapons made from its remains do not deal any extra damage. This damage is treated as an extraordinary (and thus nonmagical) feature of the weapon. It doesn’t stack with any other energy damage (of the same type) dealt
by the weapon.
A single tooth or claw from a dragon can be crafted into a light weapon of the same size category as the dragon, a onehanded weapon of one size category smaller, or a two-handed weapon of two size categories smaller. A single dragon’s body can provide enough material for up to twelve weapons.
Only piercing and slashing weapons may be created as dragonfang weapons.
Dragoncraft Price: 300 gp; Dragon Part: dragon tooth or claw;
Skill: Craft (weaponsmithing); Weight: 2 lb.
Draconomicon - Page 117
Dragoncraft Armor or Shield
Dragoncraft armor and shields are masterwork versions of armor and shields
crafted from a dragon’s hide that also grant energy resistance. A suit of dragoncraft armor or a dragoncraft shield grants the wearer resistance 5 against a specific type of energy, as appropriate to the dragon (acid for black, copper, or green; cold for silver or white; electricity for blue or bronze; fire for brass, gold, or red). This resistance is treated as an extraordinary (and thus nonmagical) feature of the armor. It doesn’t stack with any other energy resistance (of the same type) possessed by the character. In addition, dragoncraft armor is treated as one category lighter for purposes of movement and other determinations.
Heavy dragoncraft armors are treated as medium, and medium and light armors are treated as light. Armor check penalties are reduced by 2 (including the 1-point reduction for masterwork armor or shield). Dragoncraft armor has the normal maximum Dexterity bonus.
Dragoncraft armor can be hide armor, scale mail, halfplate, or full plate armor. Dragoncraft shields can be light or heavy.
Dragoncraft Price: 3,000 gp (light armor); 6,000 gp (medium armor), 11,000 gp (heavy armor); Dragon Part: dragon hide; Skill: Craft (armorsmithing); Weight:same as ordinary armor or shield.
@dwarf I know you explained it once many moons ago, but i don’t remember how the x2,x3,x4,x5 weapons were created? Remember them being non-magical.
Still have that memory / file lurking about?