Divinity: Difference between revisions

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| Benefit = When combined with the [[Creator (Feat)|Creator]] feat, ''divinity'' can be used to create magic items.
| Benefit = When combined with the [[Creator (Feat)|Creator]] feat, ''divinity'' can be used to create magic items.


A day of crafting a magic item is 8 uninterrupted hours of work in an appropriate work space.  While you can do other things during that day, you must have 8 consecutive hours in your work space for it to count towards the number of days required to make the magic item.  Working fewer than 8 hours at a time fails to reduce the number of days required to finish the work – you can't work fractions of days and then add them together to create a day of work.
In addition to the Creator feat, you must have the components listed in the magic item's 'creation' section on its description page.  These items include a remnant, an item symbolic of the enchantment, and a gold cost equal to half the item's retail priceIf the symbolic item being used has a monetary value, that value is subtracted from the gold required to craft the item.


Days of work need not be consecutive.  You can take breaks or go adventuring, then come back and keep working, and this does not harm the final product in any way, except to delay its completion dateHowever, if you begin working on a different magic item before the first one is finished, all work on the first one is lost, and any components used for its creation are destroyed, just as if you had failed the check.
The creator feat and the gold cost are mandatory, but the symbolic item and remnant are not.  You may attempt to craft the magic item with a lesser-tier remnant, or a poorly-matched symbolic item, or you can skip these items altogether.  However, doing any of this causes the target DC to increase (see 'modifiers' below).


| Action = 2 days, +1 day per caster level of the item being created.
You also need an appropriate place in which to work. The nature of such a place can vary wildly. A noisy pugilarium full of hard-training warriors might be ideal for a Brawler to work on his new amulet of natural armor, but it is probably not going to be a good place for a Sorcerer to get anything done.
 
For users of [[Spellcraft]], any place suitable for preparing spells is suitable for making items. [[Warfare]] works best in forges and smithies and training halls; rough, rude places of strife. [[Spycraft]] works best in hidden spyholes full of small secretive nooks and hidden tools. [[Naturalism]] works great in grottoes and caves and glades, anywhere the Nascent Seed is strong and vital. [[Divinity]] works well in temples and crypts and ossuaries, anywhere the sense of the Divine is strong. [[Reason]] works best in libraries and meditation halls, dojos and saunas, places where quiet thought is enhanced.
 
If the workspace is considered a poor fit for the item being created, the base time required is doubled.
 
If the workspace is inconsistent, or the item is being moved around between creation days (such as attempting to create an item while journeying overland), the required time is doubled again.
 
Each day of crafting requires 8 hours of work, with no more than 1 hour of interruptions (not counting food and rest breaks).  If you are unable to work 8 hours in a given day, the entire day's efforts are wasted, and not counted toward your progress.
 
The days spent creating a magic item need not be consecutive.  Partially finished magic items stored in a safe fashion will keep indefinitely.  Since magic items in progress keep indefinitely, you may schedule time to work on one as you wish.
 
Once you have determined the base number of days required to craft the magic item, you must craft the item for half this amount of time before you may make a skill check to determine the item's success or failure.
 
| Action = 2 days, +1 day per creator level of the item being created.


You can never reduce the time to create a magic item below 3 days, no matter how well you roll.
You can never reduce the time to create a magic item below 3 days, no matter how well you roll.


| DC = * If your skill check result is at least an [[Skill DC|Easy DC]] for your current level, but less than an [[Skill DC|Average DC]] the time required to complete the magic item is increased by 1 day '''OR''' 10%, whichever is worse.
| DC = The base DC of a magic item is listed on its page, at the bottom in the section called 'creation'.
* If your skill check result is at least an [[Skill DC|Average DC]] for your current level, but less than a [[Skill DC|Challenging DC]], the required time to complete the magic item is unchanged.
*  If you roll grater than or equal to a [[Skill DC|Challenging DC]] for your current level, but less than an [[Skill DC|Impossible DC]], the required time to complete the magic item is reduced by 1 day '''OR''' 10%, whichever is better.
* If you roll greater than or equal to an [[Skill DC|Impossible DC]] for your current level, the required time to complete the magic item is reduced by 3 days '''OR''' 25%, whichever is better.


| Modifiers = If you are attempting to create a magic item that has more than one enchantment on it, the caster level of the item is determined by taking the highest caster level of the enchantments you wish to add, and then adding +3 caster levels to that number for each additional enchantment you are adding after the first. The maximum caster level of an item is 35, and if an item's caster level is above 21, you cannot create that item until you have at least 21 ranks in your bailiwick skill.
| Modifiers = * '''Quality Workshop:''' Using a workshop with very high quality tools and equipment lowers the DC by between 1 and 5, at the GM's discretion.
* '''Lower Remnant Quality:''' Attempting to use a remnant of a lower quality than the remnant tier listed for the item increases the DC by +3 per tier difference. 
* '''Higher Remnant Quality:''' There is no bonus for using a higher-tier remnant.
* '''No Remnant:''' Attempting to create the magic item without the remnant component increases the DC by +10.
* '''Excellent Symbolic Item:''' Creating a magic item while using a symbolic item that is highly relevant to the enchantment being created can reduce the DC by between 1 and 10, at the GM's discretion.
* '''Poor Symbolic Item:''' Attempting to create a magic item using a symbolic item that is a poor match to the enchantment being created increases the DC by between 1 and 10, at the GM's discretion.
* '''No Symbolic Item:''' Attempting to create a magic item without including a symbolic item increases the DC by +10.
* '''Rush Job:''' You may declare you are hurrying the work, reducing the base number of days required by 1 per +5 you add to the DC. You cannot reduce the creation time below 3 days, however.
* '''Careful Work:''' You may also declare you are taking your time, reducing the target DC by 1 per 1 extra day you add to the base time.


| Take10-Take20 = No
| Take10-Take20 = No


| Assist = Yes, but only if each assisting ally has [[Cooperative Crafting (Feat)]]. Up to 5 allies with that feat may assist.
| Assist = No


| Success = You create the magic item after the designated number of days.
| Success = * A result that is between 1 and 5 points less than the adjusted DC is considered an '''easy''' success, which increases the base time required by either 1 day '''or''' 10%, whichever is worse.
* A result that equals or exceeds the adjusted DC, by up to +4 above the DC, is considered an '''average''' success, and the base time to complete is unchanged.
* A result that exceeds the adjusted DC by between +5 and +14 is considered a '''challenging''' success, and the base time is decreased by either 1 day or 10%, whichever is better, to a minimum of 3 days.
* A result that exceeds the adjusted DC by 15 or more is considered an '''impossible''' success, and the base time is decreased by 3 days or 25%, whichever is better, to a minimum of 3 days.


| Failure = * If you fail to achieve at least an [[Skill DC|Easy DC]] for your current level, or you roll a natural 1 on the die, the attempt fails.  The components you intended to use in the item's creation are destroyed, including any monetary expenses for the item. This failure occurs on the final day of the item's creation, meaning you also lose a number of days equal to its unmodified creation time (minimum 3 days).
| Failure = * A result that is between 6 and 10 points less than the adjusted DC is considered a '''failure'''. A failure means that half of the material costs and the symbolic item (but no the remnant) are destroyed in the attempt, and half the base time (rounding up) required for the item is also wasted.
* A result that is 11 or more below the adjusted DC is considered a '''critical failure'''. A critical failure means that all of the materials, the remnant, and the symbolic item are destroyed in the attempt, and half the base time (rounding up) required for the item is also wasted.


| Retry = Yes, though you must procure new components to replace the destroyed ones, and begin the process again.  You gain a +5 circumstance bonus on each retry after a failure, as you incorporate your new knowledge of what ''not'' to do.
| Retry = Yes, though you must procure new components to replace the destroyed ones, and begin the process again.  You gain a +5 circumstance bonus on each retry after a failure, as you incorporate your new knowledge of what ''not'' to do.

Revision as of 19:51, 27 July 2019