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*Pathfinder & Starfinder
Multiple Magical Crafters?
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<blockquote data-quote="Loonook" data-source="post: 5945983" data-attributes="member: 1861"><p>I would say that I could see an 'assistant' applying the enhancement bonus as a 'blank' magical sword, or assisting in adding on the specific enhancement abilities. Perhaps your lead 21st level mage is able to enchant the weapon to +4, while the 9th level Cleric Cleric makes with the Holy power on the weapon. </p><p></p><p>I would require that both parties make a Craft or Spellcraft check to see if they enhance each other's work each day. This check would be a number you're going to have to figure out on your own, but I would put it at something akin to making a complex item (DC: 20) with a +X modifier per enhancement bonus to maintain symmetry (I would put it at +2 personally, though I need to run numbers to see if that would work.</p><p></p><p>I would allow for the specific pieces of the weapon to be built separately, with the application of the highest cost for the enhancements going to the leader. So let us take our fictional +6 weapon above. It costs 72k to enhance, with the +4 enhancement (32k) and the Holy (extra +2, so 40k). Even though the Holy is being applied by the Cleric, the main Mage takes the higher cost into effect for determining the time to make the weapon. Your Mage makes a Spellcraft check (DC: 28) to maintain the flows and make sure everything works together; your second Cleric makes a Spellcraft (DC: 24) for their work. I would also allow for apprentices to 'aid' the Spellcraft checks of either individual as they keep the notes, mark down where everyone stops, etc.</p><p></p><p>Overall the weapon would be sped up to 40+ days of crafting (40 minimum with no failures). Now with other bonuses you may get to a point where, due to the dodgy math of crafting, the times will crash down... And you'll need to determine these separately. And your lead caster takes the XP brunt for the whole creation.</p><p></p><p>Slainte,</p><p></p><p>-Loonook.</p></blockquote><p></p>
[QUOTE="Loonook, post: 5945983, member: 1861"] I would say that I could see an 'assistant' applying the enhancement bonus as a 'blank' magical sword, or assisting in adding on the specific enhancement abilities. Perhaps your lead 21st level mage is able to enchant the weapon to +4, while the 9th level Cleric Cleric makes with the Holy power on the weapon. I would require that both parties make a Craft or Spellcraft check to see if they enhance each other's work each day. This check would be a number you're going to have to figure out on your own, but I would put it at something akin to making a complex item (DC: 20) with a +X modifier per enhancement bonus to maintain symmetry (I would put it at +2 personally, though I need to run numbers to see if that would work. I would allow for the specific pieces of the weapon to be built separately, with the application of the highest cost for the enhancements going to the leader. So let us take our fictional +6 weapon above. It costs 72k to enhance, with the +4 enhancement (32k) and the Holy (extra +2, so 40k). Even though the Holy is being applied by the Cleric, the main Mage takes the higher cost into effect for determining the time to make the weapon. Your Mage makes a Spellcraft check (DC: 28) to maintain the flows and make sure everything works together; your second Cleric makes a Spellcraft (DC: 24) for their work. I would also allow for apprentices to 'aid' the Spellcraft checks of either individual as they keep the notes, mark down where everyone stops, etc. Overall the weapon would be sped up to 40+ days of crafting (40 minimum with no failures). Now with other bonuses you may get to a point where, due to the dodgy math of crafting, the times will crash down... And you'll need to determine these separately. And your lead caster takes the XP brunt for the whole creation. Slainte, -Loonook. [/QUOTE]
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