Please help with crafting / enchanting

Tatsukun

Danjin Masutaa
Hi all, I am trying a new (to me) concept for a PC. I have played a PC based around one magic item (Kensei) and I liked it a lot. This time, I am making a guy whose life quest is to craft and bear a suit of armor. He’s taking a rank of Craft (Armorsmithing) every level and devoting all his free time / money to making this armor.

This PC started at 4th level (and I have only played on one session using him). He started life in a barbarian tribe, got a prophesy that he will craft / bear a magical suit of armor called “Ancestors’ Embrace” so he came to a city to learn smithing. He has just finished 107 weeks of crafting (over 3 years) to make the armor and is ready to set out adventuring! (Now he’s a Barbarian 2, Fighter 2).

Right now, it’s Mithral Full Plate +1. But, this will be a long campaign, so here is my long-term plan for the armor. I need help understanding some of the subtleties of the crafting process. As a side note, this guy will be going ‘Champion of Gwynharwyf’ from the book of exalted deeds, so he will have to pay for the enchanting, not do it himself.

One more thing, in this plan, the armor will become +4 heavy fortification. So, I could add another +1. But, there are no more +1 equivalent enchantments in the DMG. Is there another place I can find good enchantments. Any suggestions?


The Enhancement column is what he will do to it (on order, starting at the top).
The total bonus column is for determining the market price.
The rest are self-explanatory.
armor.jpg


(RED BOLD) This is the cost to craft the item, it is 1/3 the market price
(BLUE) I am not sure if I am doing this right. I think you only have to pay the difference between the old market price and the new market price if you are enhancing an already magic item.
(GREEN) If I am doing the things in blue correctly, does the same rule apply to improving the resistance? In DMG terms, I am adding “Fire resistance”, then upgrading it to “Fire resistance, improved”. I still pay the difference, right?

One last question, why the heck is ‘Glamored’ CL 10???


So here’s my plan for the helm that goes with the armor…
helm.jpg


(PURPLE) A ‘Helm of brilliance’ is 3Lb. So I used that weight for how much silver it would take to make a silver helm. Since helms don’t give a bonus to AC, I figured the DC is 10 as per making armor with the craft (armorsmithing) skill.

(BLUE) Is this right? In the DMG it lists a headband of intellect (what I based this on) as giving a bonus of 2, 4, or 6, but it only lists one caster level, 8.


So here’s the greaves…
greaves.jpg


(PURPLE) ‘Boots of speed’ (what I based this on) are is 3Lb. I decided that greaves are a little heavier, so I put it at 5Lb. These things are not supposed to be soft and comfortable, these are like downhill ski boots. Since boots don’t give a bonus to AC, I figured the DC is 10 as per making armor with the craft (armorsmithing) skill.


I really need you guys’ help here, I am getting excited about this PC and I want to make sure I am not doing something wrong. As always, any help at all is greatly appreciated.

-Tatsu
 

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Nothing in the tables stands out as being obviously wrong. There may be a subtle point I am not thinking of, but nothing obvious.

However, you may want to check with your DM about the idea of treating parts of the armor suit (Helmet and Greaves) with different enhancements. Generally, if it is part of the armor suit, it all gets the same enhancements; and, to get the benefit of the enhancements, you have to wear the whole suit.

The point being: Greaves and Helmet are both part of the "Armor" slot for magic items worn. Enhancing them separately lets you do the equivalent of wearing 3 different armor magic items.
 

Silveras said:
The point being: Greaves and Helmet are both part of the "Armor" slot for magic items worn. Enhancing them separately lets you do the equivalent of wearing 3 different armor magic items.

@ helmet : But is is still possible to wear +1 Full plate and the Hat of Disguse, Headband of intellect, or other "head-slotted" item. As far as his Helm being part of the armor, thats more of a flavor-text feel than an actual game mechanic (unless you wanted to tie the helmet to the armor by saying it doesnt work without it - that may lower the cost somewhat)

@ Greaves : per RAW, there is no "greaves" slot. You could make the item occupy the "Boots" slot, with the flavor be that they ar really greaves (and could possibly tie them to the armor same as the helm).

This way, you are using 3 different slots to get the benefits of 3 different magic items (its actually more than 3 magic items, ie boots of Haste and boots of S&S, but you have paid the appropriate costs to get the multiple bonuses per item.) If you want to get all the bonuses, and only have the item use the "armor" slot, then you'll need to recalculate the costs for adding the Wondrous Item powers onto the armor. I would use the "occupies no slot" cost for the Wondrous abilities, since "armor" isnt a wondrous item slot. Basically, figure what it would cost to make an Ioun Stone that gave all the abilites and add that cost to the armor. Hope that helps.
 

It says in the DMG that all magic armor is made in a way that you can exchange the helm and boots (greaves) for other ones.

Yes, I am planning on the helm taking up the 'helm' slot, and the greaves taking up the 'boots' slot.

-T
 

Tatsukun said:
It says in the DMG that all magic armor is made in a way that you can exchange the helm and boots (greaves) for other ones.

Yes, I am planning on the helm taking up the 'helm' slot, and the greaves taking up the 'boots' slot.

-T

Ok, then that should be fine. It sounded like you were considering it all "one item" (armor) originally.
 

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