Magic Item Crafting: any unresolved questions?


Pathfinder First Edition General Discussion

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Dwarven wizard favored class bonus adds 200 gp/lvl to work done per day. At 10th, the base rate is 3,000 gp. Accelerated crafting would, potentially, raise that to 6,000 gp.

Another thought that occurred to me is that the wording divide by (5 divided by charges) is unnecessarily complicated. It'd be much easier to say multiply by charges over 5, or multiply by charges then divide by 5, or something.


Sean K Reynolds wrote:
Fergie wrote:
I think there was some recent confusion about accelerated crafting. Does it allow you to create stuff faster, or just spend less time per day on crafting.

We're leaning toward "you can create stuff faster, in that if you spend two 4-hour time chunks to get a total of 16 hours of work done in a day, you're making faster progress toward the total time needed to craft the item."

Can you guys think of any weird or dangerous repercussions to allowing this?

I cannot. The DM still has control over how much money the party is getting. By allowing time to be accelerated for crafting it allows players with those feats to more easily use them in Adventure Paths and other set campaigns. The time to make a +5 holy sword or Belt of Physical perfection is very large and not practical in most AP's.

Contributor

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Just to be sure we're clear: accelerated crafting doesn't let you exceed the "8 hours of work per day" limit. Accelerated crafting lets you work for 4 hours and treat it as 8 hours, and then work for another 4 hours and treat it as 8 hours, for a total of 16-effective-hours (2,000 gp) of work per day.

Paizo Employee Design Manager

Sean K Reynolds wrote:
Just to be sure we're clear: accelerated crafting doesn't let you exceed the "8 hours of work per day" limit. Accelerated crafting lets you work for 4 hours and treat it as 8 hours, and then work for another 4 hours and treat it as 8 hours, for a total of 16-effective-hours (2,000 gp) of work per day.

Thanks Sean, that clears it up nicely.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Does the Fighter need to add +5 to the DC for each spell they don't have? What about caster level? Do they need 3x the craft ranks of the bonus? Could they make a chain belt of strength? Or an iron crown of charisma?


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Can you purposefully create a cursed magic item? Or what's the requirement for an an item that accomplishes an identical effect?


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Here's one that keeps popping up on the forums :

Can you duplicate an existing armor property by creating armor with a constant spell effect, and pay a fraction the price.

Here's the one that comes to mind with this, Constant Mage Armor vs Bracers of Armor, or Constant Resist Energy vs Energy Resistance Armor Bonus.

The armor bonus one is probably the one I see most, and the people who advance it say it's valid under the item creation rules :

Continuous Item : Spell Level * Caster Level * 2,000 gp
1 (They insist using Ranger scrolls and UMD or Ranger casting it) * 4 * 2000 = 8000gp, saving 10K. Then they do the 7th level version to get it up to 20 for 1 * 10 (7th level ranger) * 2000 = 20,000 (just 2K more than the armor ability).

Myself, I think this is BS, but it comes up in the rules forum repeatedly and the people that advocate it insist it's pure RAW and wonderfully intended by the Devs. Blech. There needs to be a statement about custom items not duplicating existing magic items for cheaper.


Oh, you might want to put in the Mythic Rules (which I am assuming this is for) similar restrictions on creating Artifacts, which I'm guessing is why an upcoming book would have item creation rules in it. :)


Diego Rossi wrote:

Another question:

"reworking" magic items, changing their size or shape.

Let's say I have found a large sized +1 keen trident and I want to transform it into a medium sized +1 keen trident, it is possible? And at what cost/DC?

The possibility to recover some of the value of the unwanted magic items would be interesting.

I would like to second this. I still really like the Arcane Anvil.


Did anyone mention rules on 'improving' specific magic items (increasing enhancement bonus, or adding other non-gold bonuses)?

Liberty's Edge

Ravennus wrote:

Please expand on guidelines for DMs regarding WBL for newly created higher level characters and item crafting.

Specifically, by default should new characters buying equipment using the WBL guidelines be allowed to pay half-cost for items they can craft themselves, so long as they bought the required crafting feats and have the skills.

If so, is it fair to craft all their WBL items (effectively doubling WBL) or is a cap of 50% (or something similar) fair by default?

I know most DMs houserule this (mine did after I made a lvl 11 Forgemaster Cleric with most of the crafting feats), but some guidelines and explanations would be helpful.

This.

Also, can you make a golem intelligent simply by using the intelligent item rules? Would it then gain feats/skills. (I acknowledge this may be going outside the scope of the project).


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Hi Sean - thanks for the opportunity to provide input on this issue.

I have some thoughts on the prerequisite issue as that is one of the main sources of confusion.

There needs to be clear rules, written in one location (to help clarify the old "specific text" trumps "general" text), that clearly define and list what "missing things" will add to the DC and what things cannot be avoided with an increased DC.

Missing spell in spellbook (eg Wizard spell you do not yet know)
Missing spell (eg Sorcerer has it on class list but does not know it)
Missing spell (eg Wizard making item requiring Cleric spell)
Missing spell (eg non-caster using Master Craftsman feat)
Caster level 3 x + of item (eg level 6 crafter making +3 sword)
Race or class requirement (eg Elf making "Dwarf-only" item)
Caster not high enough to know required spell (Wiz5 wants to craft a wand of a level 4 spell)
etc etc

The only thing everyone agrees on is that you need the relevant item creation feat. That is, for want of a better term, a hard requirement, everything else is a soft requirement.

I don't really care what falls into which category (other than relevant feat), but a clear list of what, using my suggested terminology above, is hard and what is soft would make things easier. People could houserule to their heart's content but the core rules would be clear.

Cooperative crafting

Clarification (and perhaps some simple examples in the text) on how characters can work together to simplify process.

eg. Wizard with Craft Wand wants to make a Wand of Cure Light Wounds with a Cleric helping.

Can it be done? Does he even need the help if he can just add +5 to the DC for not knowing the spell.

eg Fighter with Master Craftsman and Craft Magic Weapon wants to make a +1 Flaming Burst Spear. Can a Sorcerer who knows Fireball help? Does the Sorcerer have to be there every day of the crafting process

eg. Can two Wizard 5 with Craft Wand make a Wand of Fireball twice as fast as if they were working alone?

Terminology

Differentiate the words used in mundane and magical crafting as the terminology is confusing. Sometimes you are making ("crafting") the magic item from scratch and other times you are basically enchanting ("crafting") an existing item. Why not replace "craft" with "enchant" to cover the magic item side of things.

This could impact on the whole "how does the Master Craftsman feat work" issue. I see that process being the character imbues the weapon/armour/item with magic as part of the process of crafting the base item from scratch. As opposed to a Wizard casting spells/performing arcane rituals/[insert fluff here] into an existing item.

Spellcraft

Why is Spellcraft needed for crafting magic items? Why does a powerful sorcerer with amazing inate magical talent need Spellcraft - an INT based skill - to enchant a magic item?

I can see Spellcraft being INT based for other uses of the skill, but if "crafting" a magic item involves imbuing it with magical power why does a sorcerer need to use spellcraft?


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Here's a question :

Dragonhide : When making dragonhide armor, must all the hide come from one dragon, or can hide from multiple dragons be used to make up the armor? If it's that it must all come from one dragon, then it is impossible to make some suits of MW dragonhide armor for medium creatures (due to some dragons never reaching the biggest sizes, I'm looking at white dragons). However, if you can use multiple dragons, then the dragonhide entry doesn't give sufficient information about how many of a size you need for a given size/type of armor.

Liberty's Edge

mdt wrote:

Here's one that keeps popping up on the forums :

Can you duplicate an existing armor property by creating armor with a constant spell effect, and pay a fraction the price.

Here's the one that comes to mind with this, Constant Mage Armor vs Bracers of Armor, or Constant Resist Energy vs Energy Resistance Armor Bonus.

The armor bonus one is probably the one I see most, and the people who advance it say it's valid under the item creation rules :

Continuous Item : Spell Level * Caster Level * 2,000 gp
1 (They insist using Ranger scrolls and UMD or Ranger casting it) * 4 * 2000 = 8000gp, saving 10K. Then they do the 7th level version to get it up to 20 for 1 * 10 (7th level ranger) * 2000 = 20,000 (just 2K more than the armor ability).

Myself, I think this is BS, but it comes up in the rules forum repeatedly and the people that advocate it insist it's pure RAW and wonderfully intended by the Devs. Blech. There needs to be a statement about custom items not duplicating existing magic items for cheaper.

I think that

PRD wrote:

Armor bonus (enhancement) Bonus squared x 1,000 gp +1 chainmail

AC bonus (deflection) Bonus squared x 2,000 gp Ring of protection +3
AC bonus (other)1 Bonus squared x 2,500 gp Ioun stone (dusty rose prism)

is fairly clear and that people trying to use the lower cost are knowingly cheating. Still writhing that in bold, size 50 characters could help.

The problem arise when it isn't a constant bonus. What is the price of a command word item that cast Mage Armor 5 times a day at CL 1? Apparently 1.800 gp as it cast a spell but it still give a +4 AC armor bonus for most of the day and the long duration of the spell guarantee that you will not have to spend a action to activate the item during most encounters.

On the other hand for the same price you can make 2 wands of armor and have a bit of cash left and you are still set for a long time.

- * - * -

When making an object that give:
- an AC increase but is not an armor
- a Save bonus
- a Skill bonus
- an Ability bonus
you need to have a minimum level (like 3*level of the bonus) and it is a "hard" limit or it is a soft one that can be bypassed taking the +5 to DC?

[In my group we require a Caster level of 3*(level of the ability bonus) for items that enhance abilities, but that is an houserule]


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The mage armor thing still comes up though. And your rules for Enchantment above don't come into play for the constant Mage Armor problem, because the cost on the table for AC Bonus is for typed bonuses, not base Armor Bonus. In other words, it's Enhancement Bonus or Luck Bonus or what have you, not base AC cost. Only Bracers and Constant Mage Armor actually give you base Armor to enhance/etc.

Which brings up another question that comes up a lot on the threads, can you enchant Bracers of Armor to give them a +1 Enhancement Bonus to their base Armor Bonus? Note that's a legitimate question, since you have to have an armor bonus to put an enhancement enchantment on.


Diego Rossi wrote:


When making an object that give:
- an AC increase but is not an armor
- a Save bonus
- a Skill bonus
- an Ability bonus

That brings up another question. Only weapon and armor enhancement bonuses have a listed CL. You could argue that the same CL extends to other bonuses, but that wouldn't work well with skills at least, since existing items can get up to +10 or more. So, what would the CL for these other effects be? (Since this is an item that doesn't depend on CL numerically, it's mainly a question of the craft DC.)

Liberty's Edge

Another one: Stackability of armor and weapon enhancements on shields, armor spikes and other similar items.

To make some example:
it is possible to have a shield with 10 point of armor enhancements and 10 points of weapon enhancements?
A +4 defendig shield with a +5 armor enhancement is a valid item? if I am using it to attack (with one of the abilities that allow me to attack with the shield and still retain the ability to use it defensively) and I am using the +4 as a defensive bonus will it grant me a +9 AC bonus from the enhancements?
Same thing for armor spikes.

Lantern Lodge

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Pathfinder Adventure, Rulebook Subscriber

I started up a thread a little while back about using expensive base items to defray some of the crafting cost, so an official look at that concept would be nice.

Example: Bob the wizard has the Forge Ring feat. Whilst crawling through a dungeon, he comes across a nonmagical ring worth 1000gp. Bob decides to use said ring as the basis for his new Ring of Feather Falling.

Option (a): The ring counts as 1000gp towards the cost to create the ring, meaning Bob only has to come up with 100gp more to cover the cost.

Option (b): The ring doesn't count toward the cost to create the ring at all, and Bob should just sell the ring for crafting funds

Option (c): Bob uses the ring, which doesn't count towards the crafting cost, and ends up with a ring that's worth 3200gp on the open market - 1000gp above the 2200gp value of a standard Ring of Feather Falling

Thanks for your time and consideration; I look forward to the finished product!


Diego Rossi wrote:

Another one: Stackability of armor and weapon enhancements on shields, armor spikes and other similar items.

To make some example:
it is possible to have a shield with 10 point of armor enhancements and 10 points of weapon enhancements?
A +4 defendig shield with a +5 armor enhancement is a valid item? if I am using it to attack (with one of the abilities that allow me to attack with the shield and still retain the ability to use it defensively) and I am using the +4 as a defensive bonus will it grant me a +9 AC bonus from the enhancements?
Same thing for armor spikes.

There was a similar question about stacking bow enchantments and arrow enchantments past +10 total (as in a +5 bow with +5 special abilities and then a +1 arrow with +9 different special abilities becoming a +19 arrow).

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Tiny Coffee Golem wrote:
Can you purposefully create a cursed magic item? Or what's the requirement for an an item that accomplishes an identical effect?

There are no rules based answers as cursed items are assumed to be accidents, misfires of item creation, for the most part. Some "cursed items" are creatures masquerading as helpful itmes, i.e. the creature that sends forth bags of devouring.

Liberty's Edge

MagiMaster wrote:
Diego Rossi wrote:

Another one: Stackability of armor and weapon enhancements on shields, armor spikes and other similar items.

To make some example:
it is possible to have a shield with 10 point of armor enhancements and 10 points of weapon enhancements?
A +4 defendig shield with a +5 armor enhancement is a valid item? if I am using it to attack (with one of the abilities that allow me to attack with the shield and still retain the ability to use it defensively) and I am using the +4 as a defensive bonus will it grant me a +9 AC bonus from the enhancements?
Same thing for armor spikes.

There was a similar question about stacking bow enchantments and arrow enchantments past +10 total (as in a +5 bow with +5 special abilities and then a +1 arrow with +9 different special abilities becoming a +19 arrow).

Completely different question MM. The rules are clear about stacking weapon enchantment: even if they come from multiple sources the limit is +10.

My question is about stacking 10 levels of weapon enhancements and 10 levels of armor enhancements on the same item.

The crux of the question is:
Some piece of armor can be enchanted as a weapon, but doing that use up armor enhancement slots or not?


LazarX wrote:
Tiny Coffee Golem wrote:
Can you purposefully create a cursed magic item? Or what's the requirement for an an item that accomplishes an identical effect?
There are no rules based answers as cursed items are assumed to be accidents, misfires of item creation, for the most part. Some "cursed items" are creatures masquerading as helpful itmes, i.e. the creature that sends forth bags of devouring.

In 3.5, Armors of Rage were a way to get cheap +1 full plate (it granted enemies the bless effect against you though).

Now the cursed item has no benefit. So you will sell it right away.


Diego Rossi wrote:
MagiMaster wrote:
Diego Rossi wrote:

Another one: Stackability of armor and weapon enhancements on shields, armor spikes and other similar items.

To make some example:
it is possible to have a shield with 10 point of armor enhancements and 10 points of weapon enhancements?
A +4 defendig shield with a +5 armor enhancement is a valid item? if I am using it to attack (with one of the abilities that allow me to attack with the shield and still retain the ability to use it defensively) and I am using the +4 as a defensive bonus will it grant me a +9 AC bonus from the enhancements?
Same thing for armor spikes.

There was a similar question about stacking bow enchantments and arrow enchantments past +10 total (as in a +5 bow with +5 special abilities and then a +1 arrow with +9 different special abilities becoming a +19 arrow).

Completely different question MM. The rules are clear about stacking weapon enchantment: even if they come from multiple sources the limit is +10.

My question is about stacking 10 levels of weapon enhancements and 10 levels of armor enhancements on the same item.

The crux of the question is:
Some piece of armor can be enchanted as a weapon, but doing that use up armor enhancement slots or not?

Ah right. I only remembered that the question came up.


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On a related note: Please put a bold, underlined statement circled in red that the item creation guidelines are suggestions.

Liberty's Edge

I think the biggest thing is to have some commentary on spells that the Devs tend to stay away from incorporating into items for one reason or another (True Strike for example, maybe see invisible is a concern as there are no goggles of see invisible despite it being something people would want), or areas where the math isn't the sole guide (For example, odd numbered enhancement items)

Basically, rules of thumb beyond the math you all use.


question on crafting wands:

I want to make a wand of Fireball so i prepare the spell, work my regular # of hours on the item, and the spell is expended for the day. Easy enough.

If im high enough level, I can choose to prepare Fireball using my metamagic Empower feat to make the wand even better. Again, easy enough.

But what about if I dont have the feat, can I use an Empower Metamagic Rod during the creation process? if the full days crafting only uses 1 spell slot and the Rod can be used 3x per day can the Rod help create a more powerful wand?


ciretose wrote:

I think the biggest thing is to have some commentary on spells that the Devs tend to stay away from incorporating into items for one reason or another (True Strike for example, maybe see invisible is a concern as there are no goggles of see invisible despite it being something people would want), or areas where the math isn't the sole guide (For example, odd numbered enhancement items)

Basically, rules of thumb beyond the math you all use.

Actually, they say that then bring this from 3.5:

http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/hand- of-glory

Then this from them exclusively:
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/mask- of-the-mantis

There is this: http://www.d20pfsrd.com/magic-items/rods/rod-of-alertness

Or this http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/lante rn-of-revealing

Not to mention: http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/wayfi nder-of-revelation

Technically this works in a pinch: http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/lamp- salt

Shadow Lodge

Price reductions for multiple effect spells if limited to a single effect? As an example, Prestidigitation can be used to perform multiple types of effects, what would the proper price adjudication be if I wanted to limit it to only producing a small flame (like a lighter)?


First: I just as BigNorseWolf like to say thank you.

upgrading existing items and Adding New Abilities.
The rules say: if a character adds the power to confer invisibility to her ring of protection +2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5.

But can the ring then be upgraded to ring of Protection +3 and invisibility? If Yes, what would be the cost.

In our current campaign a similar question came up.

I asked our GM if it was possible to make or buy an Phylactery of positive channeling as a amulet. Our GM said no since Phylactery is a head slot item. But getting the Phylactery of positive channeling as a slot less item would be possible.
Can you make an amulet of positive channeling, or gloves of giant strength +2? If yes what is the cost?

Next question: is it possible to get an headband of Wisdom +2, and then add the Phylactery of positive channeling to it? Our GM said, yes, but then the headband couldn't be upgraded to +4 wisdom and Phylactery of positive channeling.

same question if you got a belt of Str +4, can you add con +2 to it. If yes, can you then upgrade str and/or the con. If yes, What would be the cost.

Scrolls and potions
From what I understand you can only create one scroll or potion per day. Is that correct?
But can you create a scroll with more than one spells on it? If, yes: What is the limit?

Can you create a potion with an area spell. Let's say prayer or haste? What about fireball.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

You're going to want to address:

1) Why can't I/shouldn't I be allowed to make a belt of giant strength +3 (or similar odd-increase ability item). Alternatively, why don't such things exist already?

2) How various feats and abilities stack for the purposes of reducing crafting time. e.g., If I have a trait that says I can craft things 10% faster, and a feat that says crafting time for a specific type of item is cut in half, how fast can I craft with both? Furthermore, how does this interact with things like adding +5 to the DC to get more crafting done in a day?

3) Whether or not you can upgrade a specific magical item (such as celestial armor) and how you would go about doing that (resources required, requirements and DCs, work time, and the consequences of failing).

4) How to properly balance and handle intelligent magical items. This stems partially from the fact that in v3.5 there was a rule that stated you had to be 15th-level to make intelligent magical items. There doesn't appear to be any such rule in Pathfinder. Was that intentional?

Sean K Reynolds wrote:
Fergie wrote:
I think there was some recent confusion about accelerated crafting. Does it allow you to create stuff faster, or just spend less time per day on crafting.

We're leaning toward "you can create stuff faster, in that if you spend two 4-hour time chunks to get a total of 16 hours of work done in a day, you're making faster progress toward the total time needed to craft the item."

Can you guys think of any weird or dangerous repercussions to allowing this?

Repercussion of being overworked all the time?


  • Depression
  • Anxiety
  • Arthritis
  • Manic Disorders
  • Stress in relationships
  • Conditions that cause chronic pain
  • Kidney disease
  • Heart failure
  • Asthma
  • Sleep apnea
  • Narcolepsy
  • Restless legs syndrome
  • etc.

:P

Sean K Reynolds wrote:
Fergie wrote:
I think there was some recent confusion about accelerated crafting. Does it allow you to create stuff faster, or just spend less time per day on crafting.

We're leaning toward "you can create stuff faster, in that if you spend two 4-hour time chunks to get a total of 16 hours of work done in a day, you're making faster progress toward the total time needed to craft the item."

Can you guys think of any weird or dangerous repercussions to allowing this?

Where is the rule that says this? Seems like it's coming out of nowhere to me. I thought the whole point of adding +5 to the DC was precisely so you could get 16 hours of work done on a single item (thereby rushing the job at greater risk).

The interpretation you describe as being intended really makes the whole thing that much more lack luster.


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Can a 7th level bard with one negative level create a wand with CL 6?

Contributor

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Ravingdork wrote:
The interpretation you describe as being intended really makes the whole thing that much more lack luster.

I agree. I wanted to talk about it because it's new for Pathfinder and there hasn't been much discussion about its repercussions. It makes sense that it should be "you can get double the amount of work done, reducing your overall time needed to craft," because the alternate interpretation ("congrats, you have 4 more hours you can spend in town today") is pretty lame and pointless for most campaigns where you're not counting how much you can do in individual hours.


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I'd like the caster level listing / caster level requirement thing to be made crystal clear. This has been an ambiguous mess since at least 3.0. Please stomp on it until it is thoroughly dead.

I know you mentioned that in the OP, but I feel strongly on this issue.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Seems like we're on the same page then, Sean.

Also, thanks for starting this thread. :D


Honestly, I thought the whole accelerated time thing was pretty simple. 1hour = 2hours worth of work OR 1hour = 2000gp (instead of 1000gp). Both amount to the same thing.

- Gauss


From reading all the posts around the boards, I knew there were a lot of questions about item crafting, but I didn't really expect 2 pages with so little repetition.


Hmm... questions that have come up for me (might be some duplication here...)

- can you use aid another on the spellcraft check for crafting an item? (assuming the person aiding is part of the process the entire time). Or in general what options are available for more then one person helping out as far as who has to provide what requirement. (This goes along with the can you take 10, I know was already mentioned)

- Some expanding on the light property that 1 in 3 weapons apparently have... It appears to be free, no requirement that the creator actually has to know the light spell, nor does it affect the pricing of the object. (whereas any other permanent cantrip effect would affect the cost)
Can it be added to a pre-magiced weapon that doesn't have it for free? Can it be removed from one that does? What CL is it? Can it be heightened?
Given that no one ever seems to voluntarily add this effect (which seems odd given that its supposed to be so common) I can see why its a bit glossed over, but some clarification would be nice.

- Given that you can only work on magic item creation for a specified amount of time each day, if a PC is enchanting a functional item of any sort (armor, weapon, a tool of some sort) is that item available to be used for its normal function during the rest of the day?
ie: if I'm making a holy long sword, and just need it for 4 hours each evening to work on, but it will take me 3 weeks of this to complete, does this mean I cannot use the sword at all during those 3 weeks, or is it still able to be used during the other 20 hours of the day its not being worked on directly?

- the CL for weapons is 3*bonus. So a +2 sword is CL 6. +3 sword, CL 9. This is simple, and keeps these items within the level ranges where you might be using them. Was it intended, however, for the bonuses on stat items to not follow this formula? You can create a +6 stat item as soon as you hit level 8 (money permitting). This seems inconsistent. (cloaks of resistance however, seem to maintain this relationship of CL to bonus... which is why I wonder if the same line for stat items was omitted, or perhaps a factor of stat items always going in steps of 2.)

- is the Create Reliquary Arms and Shields feat supposed to be an Item Creation feat (and thus choosable with bonus feats that allow such)


Thazar wrote:
Sean K Reynolds wrote:
Fergie wrote:
I think there was some recent confusion about accelerated crafting. Does it allow you to create stuff faster, or just spend less time per day on crafting.

We're leaning toward "you can create stuff faster, in that if you spend two 4-hour time chunks to get a total of 16 hours of work done in a day, you're making faster progress toward the total time needed to craft the item."

Can you guys think of any weird or dangerous repercussions to allowing this?

I cannot. The DM still has control over how much money the party is getting. By allowing time to be accelerated for crafting it allows players with those feats to more easily use them in Adventure Paths and other set campaigns. The time to make a +5 holy sword or Belt of Physical perfection is very large and not practical in most AP's.

+1

In a lot of adventure you can't even create a +2 weapon (or +2 cloak). You got to save the world NOW or save someone NOW. This essentially means no downtime.

What's even worse is at some level you actually need a + X sword or a +X cloak or armor. If you can't upgrading your items you got to sell your magic items and buy new items.

"No time to upgrade your +1 sword, but you can buy a +2 sword."

The effect is that the party constantly lag in WBL, be it WBL-1 or WBL-2. This is problematic.


Zark: that is the fun part about the ring of sustenance. An extra 6hours added to your day in which to craft. Of course, that mainly works at low levels. At higher levels it doesn't work since higher level items require weeks to craft and you may only have a couple days of adventuring time between levels.

- Gauss


@ Gauss.
Great advice, as always. Thanks.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Here's another good one: What happens to subservient mindless construct creatures (golems, graven guardians, shield guardians, etc.) when their creator/controller dies? Can they be re-attuned to a new controller, do they go berserk, or do they follow the commands of anyone who happens to be around (or perhaps, only the next individual to command them)?


@Ravingdork: Not really a craft question, but an interesting one.


Regarding Crafting Constructs:

UM p111 wrote:
Like when crafting magic items, a creator with a sufficiently high skill bonus may ignore these requirements. Each missing requirement increases the Craft DC by 5. Regardless, the creator must meet all item creation feats and minimum caster level requirements.

Is this an exception to the ignoring requirement rules when it comes to caster level? (I am reading that it is but it is one more inconsistency if it is.)

- Gauss


Can a Black Blade be further enchanted? Is it considered a magic item or a familiar? There seems to be quite a bit of controversy over this.

This has been asked, but from an opposing perspective - Can I make an item that increases an ability score by an odd number (for example, a belt of Strength +1)? I personally don't see why not, but there are quite a few people who would disagree. If I can get a +1 inherent bonus, then why not a +1 enhancement bonus to an ability score.

I think it would be extremely helpful to include examples whenever possible. Examples should include how a cost is calculated for custom items, as well as why something is/isn't permissible.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Ravingdork wrote:
Here's another good one: What happens to subservient mindless construct creatures (golems, graven guardians, shield guardians, etc.) when their creator/controller dies? Can they be re-attuned to a new controller, do they go berserk, or do they follow the commands of anyone who happens to be around (or perhaps, only the next individual to command them)?

They become subject to Plot.


In regards to the check to be made:

The rules state that spellcraft or another craft skill in used, does this mean you can use spellcraft for any item and craft skills to make appropriate items (such as craft(tailoring or clothing) to make a cloak of resistance?

When rolling the check can abilities be used either by the crafter or others. Abilities such as touch of law to allow a natural 11 to be used, diviner foresight to roll a 20 and possibly apply it, guidance for a simple +1, ect. Also if you play with hero points can a crafter add one to give a +8, that expands the options a bit more, or the person you are making it for encouraging you for a +4.

Going along with this is the previously stated "can you take 10?"
As a player I am happy to use it but it theoreticlly allows much higher results. As a DM I am unlikley to allow taking 10 as to limit item creation.


Sean K Reynolds wrote:


{snip}

Any other questions like this?

Thanks for the opportunity Sean. I'm fairly sure I've seen something along these lines in the thread but just in case I didn't...

Spell-Trigger & Spell-Completion Items
- a constant debate I've seen here on the boards and around my own gaming table (with 2 DMs we have 2 different house rules). Does the *crafter* (the person with the feat) personally have to have the spell? Examples: Can a Sorcerer (with the spell) and Wizard (with the feat) team up to create a scroll of one of the Sorc's spells known?

The same thing would apply towards any other combination of classes where 1 character has the creation feat and another (or multiples) have the spells

Would there possibly be a question of divine vs arcane getting in the way (such as wizard with scribe scroll and cleric with flame strike)?

Here's another variation: Could a sorc (or any other arcane class) teach a wizard a spell to put in his spellbook directly? Or would they be forced to go through the scroll creation route?

Even trickier: could a multiclass Wiz/Sorc (say 5 & 5) transcribe their spells known into their spellbook?

That's all I got at the moment.

Thanks again and keep up the great work.

JohnBear

Sovereign Court

LazarX wrote:
Ravingdork wrote:
Here's another good one: What happens to subservient mindless construct creatures (golems, graven guardians, shield guardians, etc.) when their creator/controller dies? Can they be re-attuned to a new controller, do they go berserk, or do they follow the commands of anyone who happens to be around (or perhaps, only the next individual to command them)?
They become subject to Plot.

The party is investigating a long-lost ruin with golems once owned by a now-deceased wizard.

Can the party just seize control of the golems? If yes, how?

Contributor

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JohnBear wrote:

Spell-Trigger & Spell-Completion Items

- a constant debate I've seen here on the boards and around my own gaming table (with 2 DMs we have 2 different house rules). (1) Does the *crafter* (the person with the feat) personally have to have the spell? Examples: Can a Sorcerer (with the spell) and Wizard (with the feat) team up to create a scroll of one of the Sorc's spells known?
(2) The same thing would apply towards any other combination of classes where 1 character has the creation feat and another (or multiples) have the spells
(3) Would there possibly be a question of divine vs arcane getting in the way (such as wizard with scribe scroll and cleric with flame strike)?
(4) Here's another variation: Could a sorc (or any other arcane class) teach a wizard a spell to put in his spellbook directly? Or would they be forced to go through the scroll creation route?
(5) Even trickier: could a multiclass Wiz/Sorc (say 5 & 5) transcribe their spells known into their spellbook?

Quick answer, as these have come up several times in the thread.

1) That sort of team-up works fine.
2) That sort of team-up works fine.
3) It's not a problem.
4) That's not clear, but isn't technically part of the item crafting rules.
5) No official rule for this, but I'd let him (I recall we had a discussion about that back at Wizards for 3E, and Jonathan felt it wasn't a problem).

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Ascalaphus wrote:
LazarX wrote:
Ravingdork wrote:
Here's another good one: What happens to subservient mindless construct creatures (golems, graven guardians, shield guardians, etc.) when their creator/controller dies? Can they be re-attuned to a new controller, do they go berserk, or do they follow the commands of anyone who happens to be around (or perhaps, only the next individual to command them)?
They become subject to Plot.

The party is investigating a long-lost ruin with golems once owned by a now-deceased wizard.

Can the party just seize control of the golems? If yes, how?

That's for you to decide as the DM. I know that to many here, that's a strange concept that takes getting used to. First you have to decide whether you even want to allow this to happen. Maybe the wizard left a contingency in which the golems all become berserk and uncontrollable after a certain period if the wizard doesn't reset it. Otherwise you have to decide how the golems are controlled and leave it up to the party to figure it out.

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