For Kargin
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The cost to create for the standard Cincture is 1,000 gp, 80 xp, and 2 days.
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For Onaga
Market Price: 178k
Normal Crafting Price: 89k
Kargin Crafting Price: 31.5k (rounding up) -
That’s sexy as hell, I WANT ONE!!!
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@DarkWulf said in For Kargin:
That’s sexy as hell, I WANT ONE!!!
Assuming you have the cash, he made it because you asked above.
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Pretty sure I do, outta that mil. we got previously, I still have like 200k left.
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@halfgiant said in For Kargin:
For Onaga
Market Price: 178k
Normal Crafting Price: 89k
Kargin Crafting Price: 31.5k (rounding up)I did notice the minor tag…
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what is the useage limit, if any?
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@DarkWulf said in For Kargin:
what is the useage limit, if any?
Valid point. What was your logic @halfgiant ?
Cubes or X times per day or until short rest or whatever?
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And still on the topic of the Dragon Spirit Cincture, could I get one that functions like a D.S.C. (Major) that adds 3 die to b.w. damage instead of just 1 die. for a total of 12d6 damage at lvl 20 DFA. (enough to be somewhat competitive but not unbalanced.)
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@daermadm The equation i used was based on x uses per day for a wondrous item, with the intent for it to run on cube (10 charges) before requiring a refill.
Spell Level: 9 CL: 17 - Beige Cube
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So technically the Cincture, and the Torc haven’t been made yet, since we haven’t stopped long to craft either item. Smaller stuff i can have my Crafting Homunculus Army make from within the Portable Mansion, but both of these items likely will require proper downtime to make.
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no problem, I am just happy that they could be made, I have no issue waiting the required time in-game for them.
Btw Half-G, has anyone told you your a genius.
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question, when will the Torc and Cinture be ready for use??
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If i threw 2 of my crafting golems at it (one for the Torc, and one for the Cincture), working around the clock (since they are golems) … They could probably knock it out in 8 days of downtime.
Since we are out adventuring, and Dregnoth is courting a Dragon at the moment, we haven’t had a ton of downtime. I suspect we will need to wait until we return either to a friendly nearby city or town assuming Dregnoth doesn’t (1) offend the local constable, king or other political figure, (2) attack any doors that Dregnoth feels are an affront to him, or (3) Dregnoth tries to Avatar of Love his way thru half the town - with any combination of those three getting half the party thrown into the klink. Then there is the Slaad, a being of Chaos you just never know he may decide to drop a duece in the Queens flower bed because the tulips makes him feel safe, or use a local merchant as a toothpick to clean out the elf caught between his teeth. A wrong turn, badly worded phrase taken as an insult, irritable slaad bowel syndrome, anything in this party is likely to set them on a collision course with offending the locals. Thereby resulting in Kargin having to spend a day or two to find the rest of the party on some bender, get them sobered up enough to mount an effective rescue operation, preferably before Dregnoth escapes and decides to spread his ‘forgiveness’ all over the city. Resulting in having to stop his crafting golems before they can complete the items, so the party can flee the city and surrounding area.
Or we make it back to V’Ral, were we have the greatest chance of having a lasting consecutive 8 days of peace and quiet to make your items.
-Kargin
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okie okie
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https://dnd-wiki.org/wiki/SRD:Amulet_of_Mighty_Fists
Can I add a +5 version of this to the list also?
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Might i suggest…
Necklace of Natural Weapons
The enhancement bonuses on this necklace are applied to attack and damage rolls involving one or more of the wearer’s natural weapons. In addition, any weapon special quality may be applied to this necklace, and the quality then applies to those natural weapons as well. For instance, a +1 throwing returning necklace of natural weapons would apply its enhancement bonus and the throwing and returning special abilities to one or more of the wearer’s natural weapons.Caster Level: 3rd; Prerequisites: Craft Wondrous Item, Craft Magic Arms and Armor; Market Price: 600 gp, plus the cost of the enhancement bonuses, multiplied by the number of natural weapons affected. A +1 necklace of natural weapons that affects one natural weapon costs 2,600 gp; if the same necklace affects six natural weapons, it costs 15,600 gp.
Weight: —.[Savage Species, Page 58]
AND
Amulet of Mighty Fists
This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.Faint evocation; CL 5th; Craft Wondrous Item, greater magic fang, creator’s caster level must be at least three times the amulet’s bonus; Price 6,000 gp (+1), 24,000 gp (+2), 54,000 gp (+3), 96,000 gp (+4), 150,000 gp (+5).
I can tweek the one of the items to have a racial bonus versus a enhancement bonus that way you get the benefits of both items.
Depending on your build, i assume you have claw attacks being a half-dragon, so you may want to consider.
Beast Strike Feat
Type: General, Fighter
Source: Dragon #355Your martial training makes full use of your natural weapons in unarmed combat.
Prerequisite: Base attack bonus +5, Improved Unarmed Strike, claw or slam attack
Benefit: When you make an unarmed strike or grapple check to deal damage, you may add your claw or slam damage to your unarmed trike or grapple damage.
Special: A fighter may select Beast Strike as a fighter bonus feat. -
You will likely also want one of these as well.
Belt of Physical Might
Aura strong transmutation; CL 12th; Slot belt; Price 10,000 gp (+2), 40,000 gp (+4), 90,000 gp (+6); Weight 1 lb.DESCRIPTION
This belt grants the wearer an enhancement bonus to two physical ability scores (Strength, Dexterity, or Constitution) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. These bonuses are chosen when the belt is created and cannot be changed.CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, bear’s endurance, bull’s strength, and/or cat’s grace; Cost 5,000 gp (+2), 20,000 gp (+4), 45,000 gp (+6). -
Greater Unarmed Strike (Combat)
Your unarmed attacks show a master’s skill.
Prerequisite(s): Improved Unarmed Strike, character level 3rd.
Benefit(s): Your unarmed strikes have their base damage increased to 1d8 (for a Medium size creature). At character level 10th, this increases to 1d10 base damage. If you are a monk, brawler, or other class that gains increased unarmed damage based on your level, you instead add 4 to your effective class level to determine your unarmed strike damage dice.