Magic Item Creation feats and extra requirements

Where the money goes I can answer. I remember reading somewhere (I thought it was in the DMG) that it is spent on materials consumed by the process of creating the item. It is left that vague.

The other half to my question was brought up a few posts ago. Yes, there is also an assumption that they can go shopping for new items using the cost calculations. The really interesting one is the desire to create an intelligent item that is slowly imrpoved over time by adding intelligence and therefore abilities. Being it is possible to "upgrade" a magic item, it suggests that is not a problem. I'm going to allow it for now, but watch closely to see how it develops.

Thanks for the feedback everyone.
 

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Crothian said:
Another thing you can do is tell your PCs to stop using the DMG. It's not for them anyway. Make them create/invent their own items depending on their spells and abilities.
I love this idea.
I had a character with a magic chef's hat added a +5 bonus to profession;Cook, but you had to have ranks.
 
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silvertable81 said:
I had a character with a magic chef's hat added a +5 bonus to profession;Cook, but you had to have ranks.

Personally, I don't require the caster to have ranks to make an item that grants a bonus in said skill. Basically, I look at skill bonuses as really localized Intelligence bonuses. Technically, you can't really improve your knowledge of math without learning more math. You can, however, improve your learning capacity of math, and that's how I see magic skill bonuses. I don't see them as knowledge that you essentially "download" from someone else, but more like a learning capacity/capability increase in said skill.
 

Jay Lofstead said:
The other half to my question was brought up a few posts ago. Yes, there is also an assumption that they can go shopping for new items using the cost calculations...

If you do need to handle this issue, there is certainly a basis for enforcing research times and costs prior to creation. The "New Items" section in the DMG asserts that it works like "New Spells"... and if you look into the "New Spells" section, there are research costs and times specified. In my campaign, I definitely enforce those rules for both newly-invented spells and items.

The adding of DMG-specified powers to existing items is not exactly in the same category, so if you're comfortable with that, then it's totally reasonable.
 

As far as materials go I always thought of them as consumables used for the process, special oils, candles etc. I have allowed players to purchase the materials for an item then wait to make the item. The materials are specific to the item though so spending the 4K gp on boots of speed gets you materials only for boots of speed.

As for creating on the road. It may be possible but my players would never take the chance.. becuase I am pretty sure you can't be interrupted day to day while creating and they are failry sure they would be. (Campaign happens to be post a war and the lands are not secure for now)
 

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