This system came about as a result of my wish to apply the variant crafting system to magic items. I thought the idea of automatically making magic items with no chance of failure was just silly, and the XP cost for making items even worse. So, I set about coming up with a workable system. The first iteration was a bit poorly done – it was a bare-bones system that provided little more than a framework.

I went back to it some time later and greatly expanded on things, and along the way I realized that I needed some way to account for the "epic multiplier" applied to weapons, armor, and other items with a bonus above that allowed by non-epic items. So, I had to set this aside for a few days while I hashed what would become the epic pricing system, aka the graded progression. This eliminated a lot of problems and enabled me to make a consolidated chart for everything. The problem (and this is only a slight one) is that this system can't be used with the straight x10 multiplier – the price contradictions inherent in crafting a +7 market value sword vs. a +7 enhancement bonus sword, for example, create too many difficulties.

Because this is a skill-based system, some changes must be made to existing rules. I highly recommend NOT implementing this system in the middle of an existing campaign, but if you really want to, read the following:

As Craft is a class skill for all classes, anyone can take ranks in it. Unless they have spellcaster levels, however, they can't create items on their own, but they can aid a spellcaster in making an item - especially those that require a certain number of ranks, a feat, or levels in a class or prestige class - and they can still repair items.

Anyone who has taken the item creation feats might wonder, "What was the point? Now I have useless feats!" In order to compensate these players, they can either a) choose new feats; or b) exchange the feats for the Master Crafter feat, as it represents a specialized focus in creating items, similar to Skill Focus. Craft Epic [magic item] feats can likewise be exchanged for new (and more useful, IMO) feats.

I've also provided the methods used to determine the base DCs and crafting times, in case anyone wants to tinker with the system.

**Craft DC**

Add the minimum and maximum prices for the range and divide by 5 (round down), then add it to 15.

*For example:* Medium rods run from 3,000 gp to 19,000 gp. Add those and divide by 5,000, and you get 4.4 (rounded down to 4). 4 +15 = DC 19.

The same principle applies to armor and weapons – add the prices for a given range and divide by 5,000.

*For example:* Armor (+3 to +4): 25,000 gp total, divided by 5,000 is 5; 5 +15 = DC 20.

For skill bonus items, divide the individual item's price by 2,500. This was done because skill bonus items always go by 5's, which means they scale more slowly, and the lower price required a lower divisor (2,500 instead of 5,000).

*For example:* +10 skill bonus item: 10,000 gp, divided by 2,500 = 4. 4+15 = 19.

For items that apply the graded multiplier, take the multiplier for the higher of the two items and multiply that by 5,000, then divide the gp total by that number and add to 15.

*For example:* Armor (+7 to +8) is 73,500 + 128,000 = 201,500. Since +7 has a x1.5 multipler, and x8 is x2, you would divide the total by 10,000. 201,500 divded by 10,000 is 20 (rounded down); 20 + 15 = DC 35.[[/div]]

**Crafting Time**

For crafting time, add the minimum and maximum prices for the range and divide by 3,000 (round down).

*For example:* Medium rods (again) have a range of 3,000 to 19,000. 22,000 divded by 3,000 is 7 days.

For skill bonus items, take the individual item and divide its price by 2,500 times the multiplier. For example, a +25 skill bonus item has a x1.5 multipler, so you'd divide by 3,750.

For any other item that provides a numerical bonus (weapons, armor, rings of protection, amulets of natural armor, etc.), divide by 5,000. If the item has an epic multiplier, take the multiplier of the lower of the two items and multiply that by 5,000 (round up).

*For example:* Armor (+7 to +8) is 73,500 + 128,000 = 201,500. Since +7 has a x1.5 multipler, and x8 is x2, you would divide the total by 7,500. 201,500 divded by 7,500 is 26.86 (rounded up to 29).[[/div]]

For high-end items (any item between 65K and 200K gp), divide by 6,000.

For any item with a market value over 200K, divide by 10,000. The base time for such items is 10 more than the highest time for high-end items (90 days), to keep them from being easier to make than other items.

If the combined price (for items that use the graded multiplier) is over 1 million, divide by 10,000 gp instead.

*For example:* Armor (+11 to +12): +11 is 605,000 gp, and +12 is 864,000 gp, for a total of 1,469,000 gp. Since this is over 1 million, you divide by 10,000: 146.9 (I'd round up in this case, since it's so close to 147).

The reasoning behind this is that since you're adding another zero at the end of the combined price, you have to double the divisor (5,000) in order to keep the times following the progression properly – otherwise they scale out of control.