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jgbrowning, Rystil Arden, and Hypersmurf talk amongst themselves
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<blockquote data-quote="rowport" data-source="post: 2183752" data-attributes="member: 9729"><p>Hey, guys! At the risk of interrupting a perfectly good rules... debate... <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /> I have a few quick follow-up questions on the item repair bit. And, thanks for breaking down the details, Patryn, you helped answer some questions for me before I asked them on the boards! But, I still need some clarification:</p><p></p><p>Here is my situation. I wear +2 Dwarvencraft Mithral Heavy Plate that I created and enchanted myself (as a paladin/battlesmith). In our last session I was hit with a rend attack that caused 33 points of damage to the armor, stopped by 12 points of hardness due to it being dwarvencraft (Races of Stone 159), for a total of 21 points of damage.</p><p></p><p>1. Regarding Craft DC to repair:</p><p>I get how to calculate the DC, which is as if you were creating a new masterwork item (DC 20) which in this case is a dwarvencraft item (DC 22). That is the same that it took to make the armor in the first place. Right so far?</p><p></p><p>2. Regarding Cost to repair:</p><p>Here is where I get fuzzy. I think I understood the repair cost to be 1/5 base price in materials. (I presume that is the total base price- materials plus "armor" plus "dwarvencraft"?) If that is correct, because he has Mithral Plate, that is:</p><p>Heavy plate 2,000 gp</p><p>Dwarvencraft +300 gp</p><p>Mithral Material +8,850 gp</p><p>Materials Cost to Create: 11,150 gp</p><p>So it is 1/5 * 11,150 = 2,230 gp</p><p>That just seems insanely expensive to me, especially compared to just casting...</p><p></p><p>3. "Make Whole" spell</p><p>If Make Whole is only a Cleric 2 spell without spell components, and works to repair items with the magical bonus enhancements in place, then is this not crazy useful compared to the effort and expense of using the Craft skill?</p><p></p><p>I mean, if I understand correctly (and I guess my point is to make sure that I do), then this is a no-brainer. I should not plan to ever repair anything, but just ask my cleric buddy to memorize Make Whole when needed and fix me up for free. That just makes me wonder how useful my Craft skills are! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="rowport, post: 2183752, member: 9729"] Hey, guys! At the risk of interrupting a perfectly good rules... debate... :uhoh: I have a few quick follow-up questions on the item repair bit. And, thanks for breaking down the details, Patryn, you helped answer some questions for me before I asked them on the boards! But, I still need some clarification: Here is my situation. I wear +2 Dwarvencraft Mithral Heavy Plate that I created and enchanted myself (as a paladin/battlesmith). In our last session I was hit with a rend attack that caused 33 points of damage to the armor, stopped by 12 points of hardness due to it being dwarvencraft (Races of Stone 159), for a total of 21 points of damage. 1. Regarding Craft DC to repair: I get how to calculate the DC, which is as if you were creating a new masterwork item (DC 20) which in this case is a dwarvencraft item (DC 22). That is the same that it took to make the armor in the first place. Right so far? 2. Regarding Cost to repair: Here is where I get fuzzy. I think I understood the repair cost to be 1/5 base price in materials. (I presume that is the total base price- materials plus "armor" plus "dwarvencraft"?) If that is correct, because he has Mithral Plate, that is: Heavy plate 2,000 gp Dwarvencraft +300 gp Mithral Material +8,850 gp Materials Cost to Create: 11,150 gp So it is 1/5 * 11,150 = 2,230 gp That just seems insanely expensive to me, especially compared to just casting... 3. "Make Whole" spell If Make Whole is only a Cleric 2 spell without spell components, and works to repair items with the magical bonus enhancements in place, then is this not crazy useful compared to the effort and expense of using the Craft skill? I mean, if I understand correctly (and I guess my point is to make sure that I do), then this is a no-brainer. I should not plan to ever repair anything, but just ask my cleric buddy to memorize Make Whole when needed and fix me up for free. That just makes me wonder how useful my Craft skills are! :) [/QUOTE]
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jgbrowning, Rystil Arden, and Hypersmurf talk amongst themselves
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