Albions_Angel
2017-05-02, 09:50 AM
Hi all
In my quest to populate my world with a host of player-ready NPCs who can do anything RAW legally, but not stretch the bounds of "Why the hell hasnt this lowly peasant taken over the kingdom if he is a 20th level caster?", I keep hitting snags in understanding exactly how the rules work.
My latest problem is understanding the actual process of creating magical arms and armo(u)r.
As far as I can tell, no craft check is actually required for making the enhancement, but I dont know if I am correct in that.
For example. I have a Blacksmith NPC. He is mundane (and level 3 expert if that matters). A party approaches him and asks him to make a +1 magic weapon. "Sure" he says, "but I will need to find a guy to do the enchanting. I happen to know someone. Ill let you know when its done." (I will probably have commissioned items be 75% total cost. This means its a cheaper option that simply buying off the shelf, but doesnt invalidate party crafting, especially as I dont have XP costs in my games.)
Ok, so far so good. The blacksmith needs to make a masterwork component, and then the rest of the weapon. (You can certainly take a 10 on craft I believe!). Well, taking a 10 with my level 3 NPC gives a DC of 23, which meets the MW component. 23x20 is 460 sp. A MW component is 3000 sp. So you take 6.5 (really? 6.5?) weeks to make the MW component. The rest of it takes about a week on average (a typical weapon is maybe 200 sp, while taking a ten nets 345 sp). So 7.5 weeks for the base sword.
Then the blacksmith gets on the sending stone to old Jim Stormcloak, the local hedge wizard. "Hi Jim, got a sword some guy wants +1 on. Can you come down here and gimme a hand?" "Sure, Ill be right over".
Jim comes over. Jim has the Craft Arms and Armor feat. Jim takes the MW weapon. And here I sorta lose the plot a bit.
As far as I can tell, for just +1, Jim pays 1000 gp (half of the price of the enhancement). He doesnt need to pay half of the MW weapon, because he already has that, right?
Then he spends 2 * 8 hour work days enhancing the item. Right?
Then what? Is it just done? Does Jim need to make a check of some kind?
Jim also needs to be at least CL 3 to make the item (correct?).
So the weapon takes roughly 8 weeks. If the blacksmith has an apprentice, maybe the apprentice makes the non-MW parts, so we can knock off a week. 7 weeks. And maybe the shop is particularly well equipped, or the blacksmith is a little more experienced. So maybe its 6 weeks, or 5. Anyway, I can worry about blacksmith optimisation later (though if anyone has any ideas, its a level 3 template NPC expert that can be applied to more or less any race with 14 Int, skill focus "craft", which I know should only affect one craft, but I am having affect all the Blacksmithing type crafts for simplicity, and a MW set of tools, plus full ranks. Optimisation cant be race dependent because, well, flavour).
Any help with the magical aspect? It seems kinda weird no check is made, but I can see it being a thing.
Thanks.
In my quest to populate my world with a host of player-ready NPCs who can do anything RAW legally, but not stretch the bounds of "Why the hell hasnt this lowly peasant taken over the kingdom if he is a 20th level caster?", I keep hitting snags in understanding exactly how the rules work.
My latest problem is understanding the actual process of creating magical arms and armo(u)r.
As far as I can tell, no craft check is actually required for making the enhancement, but I dont know if I am correct in that.
For example. I have a Blacksmith NPC. He is mundane (and level 3 expert if that matters). A party approaches him and asks him to make a +1 magic weapon. "Sure" he says, "but I will need to find a guy to do the enchanting. I happen to know someone. Ill let you know when its done." (I will probably have commissioned items be 75% total cost. This means its a cheaper option that simply buying off the shelf, but doesnt invalidate party crafting, especially as I dont have XP costs in my games.)
Ok, so far so good. The blacksmith needs to make a masterwork component, and then the rest of the weapon. (You can certainly take a 10 on craft I believe!). Well, taking a 10 with my level 3 NPC gives a DC of 23, which meets the MW component. 23x20 is 460 sp. A MW component is 3000 sp. So you take 6.5 (really? 6.5?) weeks to make the MW component. The rest of it takes about a week on average (a typical weapon is maybe 200 sp, while taking a ten nets 345 sp). So 7.5 weeks for the base sword.
Then the blacksmith gets on the sending stone to old Jim Stormcloak, the local hedge wizard. "Hi Jim, got a sword some guy wants +1 on. Can you come down here and gimme a hand?" "Sure, Ill be right over".
Jim comes over. Jim has the Craft Arms and Armor feat. Jim takes the MW weapon. And here I sorta lose the plot a bit.
As far as I can tell, for just +1, Jim pays 1000 gp (half of the price of the enhancement). He doesnt need to pay half of the MW weapon, because he already has that, right?
Then he spends 2 * 8 hour work days enhancing the item. Right?
Then what? Is it just done? Does Jim need to make a check of some kind?
Jim also needs to be at least CL 3 to make the item (correct?).
So the weapon takes roughly 8 weeks. If the blacksmith has an apprentice, maybe the apprentice makes the non-MW parts, so we can knock off a week. 7 weeks. And maybe the shop is particularly well equipped, or the blacksmith is a little more experienced. So maybe its 6 weeks, or 5. Anyway, I can worry about blacksmith optimisation later (though if anyone has any ideas, its a level 3 template NPC expert that can be applied to more or less any race with 14 Int, skill focus "craft", which I know should only affect one craft, but I am having affect all the Blacksmithing type crafts for simplicity, and a MW set of tools, plus full ranks. Optimisation cant be race dependent because, well, flavour).
Any help with the magical aspect? It seems kinda weird no check is made, but I can see it being a thing.
Thanks.