I'd never before had cause to notice the hilariously random Caster Level requirements of Armor & Weapon enchantments. Glamoured armor takes Alter Self (a second level spell), is a +1 bonus value enchantment, and has a caster level requirement of 10. Speed weapons are a +4 bonus and require Haste (third level spell) but only take a 7th level caster. I'm starting to think Skip Williams pulled some of these numbers out of a hat.
I'm working on the items and have assumed that craft is, indeed, cross class for my spellsword levels. Still working on items, which will probably take a while but I've got a character sheet started
Also, getting base HP out of the way. From hit dice I get...
Tevish Szat rolled 2d10 and got a total of 9:
Tevish Szat rolled 4d4 and got a total of 10:
Tevish Szat rolled 3d8 and got a total of 16:
_________________
"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
Reaction to HP: Pretty much perfectly average. It's nice to know dice math still works.
Items So far Heal Emblem (Pending Approval): 2k Heward's Handy Haversack: 2k +1 Small Wooden Shield (Craftable) +1 Frost Longsword (Prerequs meetable but CL short) +1 Glamoured Mithral Breastplate (Prerequs meetable but CL short) Wings of Flying (Craftable) Minimum Remaining Cash: 11,932gp. Still in Magic Item range. If I'm able to craft everything, I would theoretically have 6k more. But, better to work with the smaller number: it's easier to spend gp than it is to recoup it
_________________
"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
Last edited by Tevish Szat on Mon Jan 06, 2014 2:31 pm, edited 3 times in total.
Hands of Forceful Entry A pair of heavy gloves or gauntlets. When pressed against an object and a command word spoken the Hands invoke the spell Knock (Caster level 3rd). CL 3, Knock, Craft Wondrous Item Market Price: 9000gp (Spell level 2 * Caster Level 3 * 1500gp for Command Word) Cost to Create: 4500gp and 360xp
_________________
"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
By the book items that must be bought at full market price whatever their provenance.
+1 Frost Longsword: 8315gp (I'd like to think Leana had a hand in the creation of her sword, likely forging the basic masterwork longsword and probably at least watching the enchanting process as an apprentice, but she can't have created it on her own, so ultimately pays full market price)
Heward's Handy Haversack: 2000 gp
Items Leana can make for herself, pending full Craft Handling rules
The reason I have to ask about Crafting rules is simple: I can't take Craft Magic Arms & Armor until Character Level 9, de-levelling would make utilizing the feat impossible.
Wings of Flying Cost: 2750gp+220XP
+1 Small Wooden Shield Cost: 653gp+40XP
Items of anomalous Caster Level
These are items that I should be able to make based on the prerequisite feats and spells, but which have a higher listed caster level than 5.
+1 Glammered Mithral Breastplate Requires: Alter Self (Level 2 spell) Caster Level: 10 (Glammered) Price: 8350gp (4350 base + 4000 enchantment) Cost to Create: 6350gp + 160xp (No rules for Craft skill versus Special Material to Craft: Blacksmithing the base item)[ I'll put in the argument (but only once) that I should be able to make a CL 5 version -- it would be more vulnerable to suppression via Dispel Magic, but naturally would be able to be crafted rather than fully purchased.
Items of a homebrewed nature, pending DM approval & handling of crafting
I've mentioned the fully homebrewed items, but I have some procedural questions about other items... Still, I'm itemizing
"Heal Emblem" Amulet, Continuous item, invokes CL 1 Cure Light Wounds every round. CL 1, Cure Light Wounds, Craft Wondrous Item 2000gp Market Price (1*1*2000) Cannot be Created by Leana
"Gloves of Forceful Entry" Casts Knock on a touched item on command CL 3, Knock, Craft Wondrous Item 9000gp Market Price (2*3*1500) To Create: 4500gp & 360xp
Alternatley Sloted items: Bracers of Dexterity? Belt of Health/Constitution?
I've stopped here because I have too many questions that effect the GP total -- in the worst case "Can't really craft anything" scenario I'd already have to cut (though I could do so effectively)
Above this point, the post is either outdated or moot
In semi-unrelated news, working out Spellbook -- taking Transmuter and barring Conjuration, final answer
_________________
"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
Last edited by Tevish Szat on Sun Jan 05, 2014 10:39 pm, edited 1 time in total.
EBWOP: As a side note, how are you handling the XP cost of items created in the pregame? Would I end up starting N XP short of the next level, or at my correct level but negative XP, or is that a bit of a savings for taking item creation feats before entering play.
Simple, really, I'm not worrying about it for one reason. I am going to assume, within reason of course, that you are at your place at 9th level having already adventured and created items, which means you've already made up those XP. Is two permanent items OR three charged items a reasonable amount to have pre-made? Single use potions and scrolls of course could have more, but again be reasonable. If you think you're pushing bounds, just ask me, otherwise I'll be looking over the final list as part of your character sheet anyway before I plug you into the adventure.
So yeah, having the item creation feat does give you a price break that will help you. After all, why else would you have the feat?
My philosophy on items is that I love magic items, though I personally pull from the lists myself, as I go more for very utilitarian magic items, which is why Clipper has everburning torches in his pack. Without darkvision, those things will save your life and all of my characters use them and also carry sunrods. So I love seeing what people come up with for their item lineups, and I'm here to have fun creating an adventure for folks, not rain on their parades.
_________________
"Are you sure you want to do that?" - Most important question I can ask you as a DM. So pay attention!
Never mind, just saw that you've been forging ahead. Disregard my post from a few minutes ago. I can't look at it tonight, just got home from a three day road trip with two nights of only about three solid hours of sleep each. It's a long story. I'll try to start looking things over tomorrow.
_________________
"Are you sure you want to do that?" - Most important question I can ask you as a DM. So pay attention!
EBWOP: As a side note, how are you handling the XP cost of items created in the pregame? Would I end up starting N XP short of the next level, or at my correct level but negative XP, or is that a bit of a savings for taking item creation feats before entering play.
Simple, really, I'm not worrying about it for one reason. I am going to assume, within reason of course, that you are at your place at 9th level having already adventured and created items, which means you've already made up those XP. Is two permanent items OR three charged items a reasonable amount to have pre-made? Single use potions and scrolls of course could have more, but again be reasonable. If you think you're pushing bounds, just ask me, otherwise I'll be looking over the final list as part of your character sheet anyway before I plug you into the adventure.
So yeah, having the item creation feat does give you a price break that will help you. After all, why else would you have the feat?
My philosophy on items is that I love magic items, though I personally pull from the lists myself, as I go more for very utilitarian magic items, which is why Clipper has everburning torches in his pack. Without darkvision, those things will save your life and all of my characters use them and also carry sunrods. So I love seeing what people come up with for their item lineups, and I'm here to have fun creating an adventure for folks, not rain on their parades.
Thank you. I now know how I mean to continue and should be able to essentially finish up character creation -- I should have something more or less complete on the linked character sheet and here when you're ready.
_________________
"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
Here are the basic stats for a favorite custom item of mine. Going to see about working through it while I figure out which character I want to go with. It might not be the only thing I try to make on the guidelines, but it's the only thing off the top of my head.
Heal Mark/Heal Emblem A Heal Mark is an amulet. Each round, it casts Cure Minor Wounds on the wearer. A Heal Emblem is a more powerful version that casts Cure Light Wounds (caster level 1st, healing 1d8+1) instead. Caster Level: 1st; Prerequisites Craft Wondrous Item, Cure Minor Wounds (Mark) or Cure Light Wounds (Emblem) Price Calculation: Spell Level * Caster level * 2000gp (Use Activated/Continuous spell effect) 0.5*1*2000 = 1000 gp for the Heal Mark, 2000 gp for the Heal Emblem. Item takes up the amulet/necklace slot.
I call shenanigans for this being made according to the rules
Doesn't this need a number of charges per day, as in Helm of Teleportation, while being unlimited overall? Also, I'm not sure if just wearing counts as Use-activated.
Continuous items are a strange corner case in .0 -- even in .5 it's not addressed other than with cost multipliers based on the duration of duration having spells
Charges per day are, however, their own cost multiplier (usually fractional) on the table.
That said if another player doesn't want to see it, I'm more than happy to remove it from the list.
_________________
"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
I've double checked the pricing guide tables, specifically using the 'updated' and expanded tables in Tome and Blood: a "use activated" item has the base price of Spell Level * Caster Level * 2000 gp. The example given (back at the DMG) is the Lantern of Revealing, which has no daily limits.
I think the problem that sets in is this: Magic item prices are only approximate. The Mark (CMiW) might be spot on but the Emblem pretty stupid. I think I applied the tables rationally but when extending the item upwards, forgot the critical "Think about it for a moment" step -- the Mark is essentially an amulet that grants Fast Healing 1 (actually, it's significantly better since it stabilizes a dying bearer rather than shutting off, IIRC about Fast Healing), which might be in line with a 1000gp magic item. The Emblem, however, grants a fast healing of approximatley 5.5, and now that I actually look at the blasted thing that way, I kind of realize that it's probably excessive for a 2kgp magic item.
I suspect now that we would have had this talk on Arcane looking over the "blueprints" so to speak, as part of a DM's long and thankless job is to, in fact, figure out where the guidelines produce something that is out of order.
One of my other items might have a problem -- the Wings of Flying are listed with a CL of 5 and a market price of 5,500 GP in my copy of the DMG 3.0 This disagrees with both the hypertext SRD (3.5) and .doc 3.0 SRD, which I checked when trying to look up the item's weight after I had shelved the book. So I'm guessing there was errata? It's a pretty big disagreement: 22,000 in the SRD and even more in .5
_________________
"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
I mean, it's AA's call to make, and I've certainly seen crazier attempts at min-maxing , but I'm not sure that's a correct interpretation of table 8-40.
I don't think the Helm of Teleportation, after all, can just be given unlimited charges per day by leaving the base cost in place (5*9*1800) without adjusting. The charges per day is a fraction (multiply base cost by {charges per day}/5), which is what yields the Helm's final cost (3/5, in that case). Having the Helm usable 1/round for the full day (14,400 uses) doesn't change the fractional requirement for charges per day for a Command-word or Use-activated spell effect.
Honestly, it won't effect my play, so I don't mind at all, actually. The less healing you need, the more I can focus on others
I can certainly think of more broken uses for that interpretation of the cost table than Cure Light Wounds, though. Maybe True Strike, for instance.
(As an aside: Latern of Revealing creates a duration effect, defined by the Lantern being lit (the use-activation), rather than an instantaneous effect (like Teleport or Cure Light Wounds)).
Aaaah, yes, the infamous "Sword of True Strike". I try to avoid the more blatant abuses of the rules like that. Honestly, it just hadn't occurred to me just how much of an upgrade over the Minor wounds version (which is what I'd previously seen in gameplay) the Light Wounds one might be.
Really bummed if the wings of flying really were hiked to 22k in some sort of errata, but I suppose I could always try to get creative with the spare.
So, yeah, the stuff I really want to stop having to worry about copying over...
Attachment:
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(NOTE: I failed to note it but the Scroll of Lightning Bolt was also for Spellbook purposes and will not actually be part of available gear)
Leaves 32,080.30gp for Magic Weapons, Armor, and "Trinkets" like Knock gloves, stat boosters, Fast Healing, or Flight. Sorry it's such a mess; I did it in order that made sense when I was worrying about price. I'll likely alphabetize it for the character sheet as well as notating location
EDIT: So the following items are a) Not in question; b) Not able to be crafted by me; and c) not things I can easily upgrade with spare cash. As such, I feel I can put them on "the list" for now
Second Edit: For that there are options (this is mostly for me, the pedant)
lists
1)Wings of flying are 5.5k as printed in the DMG. Hands of Forceful Entry are a legal item Heal Mark is a legal item. Wings of flying, Crafted - 2750gp Hands of Forceful Entry, Crafted - 4,500gp +1 Small Wooden Shield (Purchased; 2 items crafted already) - 1153gp Heal Mark (Fast Healing 1/Cure Minor Wounds) - 1000gp Masterwork Shortbow - 330gp Potion of Lesser Restoration - 300gp Potion of Remove Blindness/Deafness - 750gp Cash on Hand: 632.3gp
2)Wings of Flying are 5.5k. Hands of Forceful Entry are Disallowed. Heal Mark is Legal Wings of Flying, Crafted - 2750gp +1 Shortbow, Crafted - 1330gp +1 Small Wooden Shield - 1153gp Heal Mark - 1000gp Bracers of Health +2 - 4000gp Potion of Lesser Restoration - 300gp Cash on Hand: 882.3gp
3) Wings of Flying, Hands of Forceful Entry, no Heal Mark Wings of flying, Crafted - 2750gp Hands of Forceful Entry, Crafted - 4,500gp +1 Small Wooden Shield (Purchased; 2 items crafted already) - 1153gp Masterwork Shortbow - 330gp Potion of Lesser Restoration - 300gp Potion of Remove Blindness/Deafness - 750gp Potion of Cure Moderate Wounds x2 - 600gp Potion of Cure Light Wounds x8 - 400gp Cash on Hand: 632.3gp
4) Wings of Flying, no custom items Wings of Flying, Crafted - 2750gp +1 Shortbow, Crafted - 1330gp +1 Small Wooden Shield - 1153gp Bracers of Health +2 - 4000gp Potion of Lesser Restoration - 300gp Potion of Cure Moderate Wounds x2 - 600gp Potion of Cure Light Wounds x8 - 400gp Cash on Hand: 882.3gp
5) No Wings of Flying; Hands of Forceful Entry and Heal Mark valid Hands of Forceful Entry, Crafted - 4500gp Boots of Striding and Springing -2500gp +1 Small Wooden Shield, Crafted - 653gp Heal Mark (Fast Healing 1/Cure Minor Wounds) - 1000gp Masterwork Shortbow - 330gp Potion of Lesser Restoration - 300gp Potion of Remove Blindness/Deafness - 750gp Potion of Fly - 750gp Cash on Hand: 632.3gp
6) No Wings of Flying or Hands of Forceful Entry, but Heal Mark Valid Boots of Striding and Springing - 2500gp +1 Shortbow, Crafted - 1330gp +1 Small Wooden Shield, Crafted - 653gp Heal Mark - 1000gp Bracers of Health +2 - 4000gp Potion of Lesser Restoration - 300gp Potion of Fly - 750gp Cash on Hand: 882.3gp
7) No Wings of Flying or Heal Mark, but Hands of Forceful Entry Valid Hands of Forceful Entry, Crafted - 4500gp Boots of Striding and Springing -2500gp +1 Small Wooden Shield, Crafted - 653gp Masterwork Shortbow - 330gp Potion of Lesser Restoration - 300gp Potion of Remove Blindness/Deafness - 750gp Potion of Fly - 750gp Potion of Cure Moderate Wounds x2 - 600gp Potion of Cure Light Wounds x8 - 400gp Cash on Hand: 632.3gp
8) No Wings of Flying, Heal Mark, or Hands of Forceful Entry Boots of Striding and Springing - 2500gp +1 Shortbow, Crafted - 1330gp +1 Small Wooden Shield, Crafted - 653gp Bracers of Health +2 - 4000gp Potion of Lesser Restoration - 300gp Potion of Fly - 750gp Potion of Cure Moderate Wounds x2 - 600gp Potion of Cure Light Wounds x8 - 400gp Cash on Hand: 882.3gp
EDIT: Items that exist on all 8 of those possible lists (there are only two) are being included on the character sheet.
_________________
"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
Last edited by Tevish Szat on Tue Jan 14, 2014 4:40 pm, edited 1 time in total.
I've been on a roll and adding fluff to the character sheet (exact visual descriptions of items, character bio, etc.) including allies and enemies. Hopefully, these will be either acceptable or moot.
_________________
"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
Hey, Tevish, just got the latest round posted, so while the guys are deciding their next round of battle (usually takes a couple of days), I will endeavor to start looking at your character progress. Man, that is a lot of posts to wade through. But, I'll look at your stat sheet first on Mythweavers, and then adjudicate the items. Are your latest item posts what you would like me to look at (since you've made several changes along the way if I've been reading right?)
_________________
"Are you sure you want to do that?" - Most important question I can ask you as a DM. So pay attention!
Hey, Tevish, just got the latest round posted, so while the guys are deciding their next round of battle (usually takes a couple of days), I will endeavor to start looking at your character progress. Man, that is a lot of posts to wade through. But, I'll look at your stat sheet first on Mythweavers, and then adjudicate the items. Are your latest item posts what you would like me to look at (since you've made several changes along the way if I've been reading right?)
This post contains everything except the vital stats of the two homebrew items (and possibly some explanations of the issues). Those two items will be below.
Homebrew Item: Heal Mark
The Heal Mark is an amulet thatcasts Cure Minor Wounds on its wearer every round Grants its wearer Fast Healing 1? Priced at Caster level 1 * Spell level 0 (0.5) * 2000 gp Use Activated/continuous = 1000gp Market Price
Homebrew Item: Hands of Forceful Entry
The Hands or Forceful Entry (or Gloves of the Gatecrasher... that sounds a little better) are gloves that can be invoked to utilize Knock (caster level 3rd) Priced at Caster Level 3 * Spell Level 2 * 1500 gp = 9000gp market price (4500 gp creation cost, which is more relevant)
_________________
"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
All right, here we go on Leana's character sheet: 1. Your hit points are not marked on the sheet. It should be, though, 35 (rolled) +18 (Con granted)=53 Got it...will see once I've looked at items. Thanks. 2. Your stats are fine. 3. Your BAB computations are fine. 4. Your saves are correct. 5. Given your current items on the sheet, your AC is correct. Now that you mention that about the sword shedding light being an option, I actually do remember reading that...but not for a long time. Blessing or curse? We'll see, but it's still a cool option. 6.Your items have correct damage figured for them, and arcane spell failure totals. Looking at your total of arcane spell failure, minus your class ability, you still have a 5% chance for failure. Is that what you intended? 7. One point of note on your sword damage. All normal damage applies twice on critical hits, but your +1d6 cold does not get "doubled". Having read the crit rules this morning again, D&D RAW has you roll normal damage twice (but not added dice), rather than doubling the normal damage, thus being (1d8+3) + (18d+3) + 1d6 cold. I've always just doubled the normal damage as such: 2(1d8+3) + 1d6 cold. Any objections to continuing this way? It's probably a hold over from older editions I never got rid of that can result in really big hits, or modest hits on a critical, where the D&D method ends up being an average, thus leveling out the dramatic highs and lows over time. It's easier in this format just to double applicable damage. 8. Which class did you start out with first, please? Wizard or Fighter? 9. It's noted that your bow damage is still up in the air. Don't forget to finalize that entry. 10. Feats and class abilities are good to go. Nice to see you choosing some Faerun feats, too, making her more flavorful. A number of my sailors also have such stuff. 11.I have a generation of the following skill points: 20 (1st lvl ftr) + 5 (2nd lvl ftr) + 20 (wiz lvls 1-4) + 15 (spl swrd lvls 1-3) for a grand total of 60 points, but you have only allocated 52. Without me having to go back in, did you increase your INT along the way with stat increases? That would explain a difference in skills. I'm not a big fan of calculating skills myself, especially with synergy bonuses, unless I actually step up the character level by level as I go. Figuring it out now with 9 levels gives me a headache. If you could clarify on the difference between your number and my number, that will really be appreciated. 12.Your spells seem off. By my count, you are permitted 4/3/2 spells by level (ignoring the cantrips), as a 5th lvl caster, with your bonus spells figured in. That means you are 1 spell too many prepared at 1st level, 2nd level and 3rd level. Also, what is the (T) designating in the block, please?
Left off here...have to get to work, but I'm almost to the magic items, and should be able to take care of them this weekend.
_________________
"Are you sure you want to do that?" - Most important question I can ask you as a DM. So pay attention!
1) Was waiting for item confirmation, as one of the possible items was a +Con Item 5) DMG Page 244, under Creating Weapons (left hand column, last complete paragraph in that column), says that the creator may decide at the time of creation whether or not the weapon glows and specifies it has no effect on price or creation time. The specs for the glow are on page 184, right hand column, under "Light Generation" (equivalent to a torch, 20' radius, cannot be concealed while drawn)
_________________
"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
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