Item- Portable Workshop?

As I pointed out in an earlier post, the SRD rules have no requirement for a forge to perform Craft (weaponsmithing) or (armorsmithing). It just requires artisan's tools, and if a crafter doesn't have those they can use improvised tools at -2.

That's ridiculous, of course, but it's what the rules say. :heh:

It's unspecified for mundane items, but for crafting magical items the SRD rules are quite specific. The general requirement for a suitable workspace is at the top of the page, and the additional specific requirements for individual crafting types are further down under their specific headings.
 

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It's unspecified for mundane items, but for crafting magical items the SRD rules are quite specific. The general requirement for a suitable workspace is at the top of the page, and the additional specific requirements for individual crafting types are further down under their specific headings.

Oh right, you're referring to the
Creating Magic Armour
and Creating Magic Weapons subentries.

Those just require adding a "heat source" to the materials and tools you need for mundane crafting, which seems simple enough. Especially as it doesn't specify an intense heat source - an over-literal interpretation would allow a crafter to use a torch to Craft Magic Armor - 1 point of fire damage is a heat source, after all!

The easiest portable solution would be using shrink item on "a burning fire and its fuel".

I suppose a smallish (foot cube?) fireproof pot with a permanent wall of fire inside it would work once you figure out a way to stop it burning stuff while it's in storage - a tight lid ought to block the flames, under normal "line of effect" rules.
 


Isn't this what a Dedicated Wright in a portable hole is for?

Sure, assuming the campaign's using Eberron rules.

Seems a waste of a portable hole though. It'd usually be better to leave the homunculus at home and stuff adventuring stuff in the extraplanar carryall.
 

Isn't this what a Dedicated Wright in a portable hole is for?

Come to think of it, that also depends on the Craft Skill of the Wright.

I checked the Eberron Campaign Setting and they have Craft +7 (any) and +4 (any), so they wouldn't be much use if you set them a task where they need to succeed at checks against high DCs.

'Course, you can always increase that by building an Advanced Dedicated Wright (although that caps out at 3 HD with Craft +9 unless you're an Artificer using Craft Homunculus), giving it masterwork tools and so on.

Is there any way of making a Homunculus into a familiar? Then it'd be able to substitute its master's skill ranks for its own...
 

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