Artificer's Handbook - anyone got it?

    Yeah, you've sold me on this book, die_kluge. It sounds really cool. I tried to order it from Waldenbooks last night (I have coupons!) but they didn't have it in their computer... *sigh*

Jason
 

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Leopold said:
So is there no XP penalty for creating items? I would still like ot do this, are there rules in there for that??

Yes using XP is one of the alternate ways of creating, it is in there as well. The team just preferred and liked to show a lot of alternate ways.
 

die_kluge said:


So, you have a +1 shield, that's: 450gp creation cost. I'm not even gonna calculate that since there are numerous examples of +1 bonus items in the back.

And then you've added a 1 use-per day effect that lasts for 10 rounds that grants +1 to attack, +1 to AC, +1 to reflex, and an extra move action that doesn't include any movement. Curious.

So, why is it that you don't want me to refer to the Haste spell for this?

Thing is, the Spell Slot item creation system is based on *spells*. I need a spell to create this with. If you won't allow me to use Haste, you need to give me some other spell to base it off of. Right now, Haste is my best candidate.

So, some unnamed 3rd level spell, caster level 10 (10 rounds per level), 4 for command-word, 1 use-per day (+4). 8 spell slots, +1 for added effect.
10gp(3 + 10 - 1) * 9^2 = 9,720gp + 450gp = 10,170gp creation cost.

It sounds like 3.5 Expeditious Retreat would work with some bonuses to simulate the AC and REF improvements.
 

die_kluge said:
There's an enourmous chapter on components that Kithmaker calls "Brilliant".
Could you say something more about this? Do you have specific components listed, plus what you can do with those components - similar to BOZ's "Critter Bits and Magic Recipes" thread?

For example, what are some of the things you could do with dragon parts. My PC still happens to have a small cask of preserved dragon blood...
 

I was goin gto pick it up at GenCon, along with a few other items, but for some reason I completely missed it! Been waiting for my local store to get it in. :)

Items missed at GenCon:
Sorcery & Steam
Artificer's Handbook
Plots & Poison
KoK Monster Book
BESMd20
 

The DMG 3.0 stated that some items had to be flubbed because they didnt quite fit with other items (and at all costs, try and approximate the price of your item with similarly powerd items).

So how about:
-Ring of Invisibility

-Ring of Improved Invisibility

-A Stone of Cure Minor Wounds (unlimited use, usable 1/round)

-A silver dagger that can Cast Cure Critical Wounds but only after it has hit a lycanthrope (hitting a lycanthrope creates a "charge" - it can only hold 5 charges)

-Special adamantine monk "gloves" that allow the monk to still use his unarmed damage but have 2 studs in each glove which act as rings of spell storing (minor).

The first 3 present "pitfalls" the DMG spoke of, for instance despite Cure Minor Wounds being a 0-level spell, being able to use it 1/round, unlimitedly (is that a word?) is a lot more powerful than any system would assign it. If you need further proof, call it a Quickened Cure Minor Wounds - the cost should be close to a ring of regeneration, how does your system handle this? Perhaps you assign an opposite of what you gave the bag of roses, some positive spell slot modifier?

Thanks for your time.

Technik who just put this on his amazon wish list...
 

Conaill said:

Could you say something more about this? Do you have specific components listed, plus what you can do with those components - similar to BOZ's "Critter Bits and Magic Recipes" thread?

For example, what are some of the things you could do with dragon parts. My PC still happens to have a small cask of preserved dragon blood...

We don't specifically list what kinds of things each animal component could be used for. That's too subjective, and would take up a book by itself. Boz's critter bits and magic recipes is really cool, and would make a perfect add-on to the component rules that we have in place in our book. Unfortunately, using that kind of material in a D20 product is treading on thin water in terms of the OGL license, since none of it is in the SRD.

A full 30 pages of the book are devoted to components. Monster byproducts, gems (my favorite section), miscellaneous (meteorites, driftwood, etc), herbs and plants, and weird (things like "the winds of change" or "youth misspent" - these are reserved for artifacts, essentially, or really, really cruel DMs). :)
 

Since I'm talking about components, one section that didn't make the cut, which we'll make available as a web download, is the complete periodic table of the elements. For all you D20 modern fans, I suppose.

Imagine the look of horror on your players' face when you tell him that he needs 2 scruples of Einsteinium to make that magic ring.
 

Technik4 said:
The DMG 3.0 stated that some items had to be flubbed because they didnt quite fit with other items (and at all costs, try and approximate the price of your item with similarly powerd items).

So how about:
-Ring of Invisibility

-Ring of Improved Invisibility

Essentially the same item, different spell. the cost for "invisibility, greater" is higher because it has a shorter duration. Spell slots 15, 17 respectively. Spell level 2, 4; Caster level 3, 7
10gp(2 + 3 - 1) * 15^2 = 9,000gp (invisibility)
10gp(4 + 7 - 1) * 17^2 = 28,900gp (invisibility, greater)


-A Stone of Cure Minor Wounds (unlimited use, usable 1/round)


spell level 0, caster level 1, unlimited use (instantaneous duration) spell. There's a "red flag" about allowing the creation of such things, due to potential abuse. :) spell slot cost 19
10gp(0 + 1 - 1*) * 19^2 = 3,610gp

* has to be at least 1

The cost here isn't extravagant, but there's a red flag in the book on these kinds of items for a reason.


-A silver dagger that can Cast Cure Critical Wounds but only after it has hit a lycanthrope (hitting a lycanthrope creates a "charge" - it can only hold 5 charges)


The silver part of this dagger is included in the cost of the base item. This is a multi-charge item, with a special condition on how it is recharged. BTW, our book has rules for recharging items. Ain't that grand? :)

It's a use-activated multi-charge item. We don't have rules for "5 charge" items, so I'll assign the cost for 10 charges. That's 5 slots, +1 for 10 charges, +4 because the item is rechargable. Spell level is 4, caster level is 7 (item cures 4d8+7 hit points as a result). I'm going to give this an additional +1 cost because it's counter-intuitive - it's curing the possessor, not the target.

10gp(4 + 7 - 1) * 10^2 = 10,000gp

Now, there is a "contingency" effect which recharges the wand whenever the item is used. I'll assign that as an unlimited-use effect, since you could theoretically charge and expend the dagger hundreds of times in a day. Spell level 6, caster level 11, spell slots 7, +1 for added effect.
10gp(6 + 11 - 1) * 8^2 = 10,240gp

Total cost 20,240gp. That's the ultimate lycanthrope slayer.


-Special adamantine monk "gloves" that allow the monk to still use his unarmed damage but have 2 studs in each glove which act as rings of spell storing (minor).


I'm not really sure what you're shooting for here.

How I would do spell storing. The "imbue with spell ability" is probably appropriate, for lack of a better choice. It's essentially a rechargable 1 charge item. I'm going to ignore our rule about "only multi-charge items can be recharged" and make a single-charge item be rechargable. 1 spell slot, +4 for rechargable. Spell level 4, caster level 7. Now, there are a ton of restrictions that "imbue with spell ability" has that this ring does not, so I'm just going to assign a flat +8 modifier because this ring ignores most of those restrictions.
10gp(4 + 7 - 1) * 13^2 = 16,900gp


-The first 3 present "pitfalls" the DMG spoke of, for instance despite Cure Minor Wounds being a 0-level spell, being able to use it 1/round, unlimitedly (is that a word?) is a lot more powerful than any system would assign it. If you need further proof, call it a Quickened Cure Minor Wounds - the cost should be close to a ring of regeneration, how does your system handle this? Perhaps you assign an opposite of what you gave the bag of roses, some positive spell slot modifier?

Thanks for your time.

Technik who just put this on his amazon wish list...

You're quite welcome!
 

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