Should there be any skill roll associated with magic item crafting?


Rules Questions


If so, what would a reasonable DC be? Based on the overall cost of the item being crafted?

If not, where do all the cursed items come from? *grin*


http://paizo.com/pathfinderRPG/prd/magicItems/magicItemCreation.html


Yeah this is a case of not reading the rulebook...


Abraham spalding wrote:
Yeah this is a case of not reading the rulebook...

The real question should be is when do you need to make the roll as opposed to just taking a 10 on it?

Unless I missed something it looks like you can just take a 10 on the spellcraft check and thus always succeed on anything you have any real sort of a chance to make.


Yeah, there's a lot of taking 10. I've addressed (as GM) it by adding a few more potential negative modifiers, and keeping a tight rein on the calendar. I figure it might be less of a problem if the crafting mage isn't a maxed out Spellcraft wizard/cleric.

Scarab Sages

Abraham spalding wrote:
Yeah this is a case of not reading the rulebook...

I myself am not a big fan of the mechanics of this, though. I'd rather have this work more like any other crafting roll -- make checks based on DCs in the range of other crafting targets (20-ish and higher), working towards a completed item over a time range more like those.

I find it depressing that you can create magic wands quicker than you can create a masterwork greatsword. I think I have a system more in line with my goals and play balance ready, but it needs tweaking.


Abraham spalding wrote:
Yeah this is a case of not reading the rulebook...

More of a case of versionitis, really. 3.5 didn't have anything of the sort, if I recall correctly; you could just crank them out automatically. Thanks for the reference!

I'm with Michael Suzio, though. I'd probably up the DC. Perhaps to something akin to the DC for defensive casting -- 5 plus (2 x minimum caster level).

Crafting a wand would be at least DC 15 for the base level 5 of the Craft Wand feat -- at level 5, any decent wizard would have Spellcraft +12 (5 ranks, +4 INT, +3 class skill). To craft a wand of something more powerful, like a wand of magic missile at 9th level, would require a DC 23 check with a probable Spellcraft +17 (9 ranks, +5 INT, +3 class skill) -- still not too hard, as you only need to roll a 6 assuming you satisfy all the prereqs.

Once you get into something like a ring of wizardry, though, things would get more challenging -- minimum caster level 13 would mean a Spellcraft DC of 31, with a probably Spellcraft +24 (13 ranks, +2 item, +1 inherent, +5 INT, +3 class skill, not counting skill focus). Still only a 7 needed to roll -- but you actually could fail it by 5 or more and create a cursed item.

An artifact like a ring of three wishes, requiring caster level 20, would thus mean a Spellcraft DC of 45, opposed by Spellcraft +35 (20 ranks, +3 item, +3 inherent, +6 INT, +3 class skill) -- needing a roll of 10 or more. And shouldn't there be some chance of failure to craft such a thing, even for the mightiest of wizards?


I'm with Kurukami and Evil Lincoln on this one - it is too easy to make magic items RAW. A level X character is likely going to have an X+3 Spellcraft check, so they only need a +1 bonus to meet the DC of any check at their caster level by simply rolling a 1. (Natural 1's don't autofail skill checks.) This doesn't include the Intelligence bonus that a Wizard is going to have, though Clerics and Sorcerers may not. Since most people are just going to take 10, that means they are automatically going to hit a DC of 13+X+Int, or 8+Int higher than needed for their caster level - enough to skip one or two prerequisites and STILL not even risk a cursed item.


Since there actually is a roll in the rules for this, at this point we're kind of moving on into houserules, so maybe this thread would be best served migrating elsewhere?


Derek Vande Brake wrote:
I'm with Kurukami and Evil Lincoln on this one - it is too easy to make magic items RAW. A level X character is likely going to have an X+3 Spellcraft check, so they only need a +1 bonus to meet the DC of any check at their caster level by simply rolling a 1. (Natural 1's don't autofail skill checks.) This doesn't include the Intelligence bonus that a Wizard is going to have, though Clerics and Sorcerers may not. Since most people are just going to take 10, that means they are automatically going to hit a DC of 13+X+Int, or 8+Int higher than needed for their caster level - enough to skip one or two prerequisites and STILL not even risk a cursed item.

remember that the rules these are based on (D&D 3.5) there was no roll, everything was automatic. At least now there is a restriction, if you want to make something too big you either cant, or you make a roll and risk losing everything.


deathmaster wrote:


remember that the rules these are based on (D&D 3.5) there was no roll, everything was automatic. At least now there is a restriction, if you want to make something too big you either cant, or you make a roll and risk losing everything.

I guess I saw the roll (and resulting chance for cursed items) as replacing the XP cost for item creation. If it is still (virtually) certain, but there is no XP cost now, then magic items just became a whole lot easier to aquire.

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