Critique these magic item crafting house rules, please.


Homebrew and House Rules


All numbers are in Price which is what it costs to buy from a store. Divide this value by two to arrive at the cost to craft.
Magic item creation and use changes.

A.) Feat Changes:
Crafting feats are combined in the following manner.

I.) Scribe Scroll and Brew Potion are now Create Eldritch Repository.

II.) Craft Arms and Armor and Forge Ring are now Forge Arcane Armament.

III.) Craft Staff, Craft Rod, and Craft Wand are now Imbue Mageborn Talisman.

IV.) Craft Wondrous Item remains unchanged.

B.) Item Classes:
5 classes of items: Enchanted, Patterned, Imbued, Masterwork, Normal

I.) Normal: These items follow the rules found in the Pathfinder CRB for normal quality items.

II.) Masterwork: These items follow the rules found in the Pathfinder CRB for Masterwork quality items with one exception, they cannot become enchanted items without first passing through the patterned state.

III.) Patterned: These items are granted a magical pattern that allows for the acceptance of various imbues up to the limits of the value of the pattern. Note that a Patterned item must be Masterwork, however Masterwork items are not necessarily Patterned.

IV.) Imbues: An Imbue is an item that contains a certain magical power, and can when used in conjunction with a patterned item exercise that magical effect. Note that while Imbues may be overwritten they may not be removed or reused. It is a Standard action to add an Imbue to an item in your possession. You may not add an Imbue to an item in another’s possession unless said other voluntarily allows it or is unable to prevent you via being helpless.
Example: A fighter wishing to enhance his patterned blade sprinkles it with dust containing a +1 Imbue, this makes the blade a +1 enchanted item. Now if the pattern of the blade allows for more enhancements to be added the fighter may do so up to the limits of the pattern. He may not however, ever in any way retrieve the imbue from his blade, that +1 imbue is locked into the blade and while the blade may be wiped clean, making it a patterned item again or overwritten with another imbue the +1 imbue may not be retrieved.

V.) Enchanted: An enchanted item is one that possesses both a Pattern and an Imbue.

C.) You no longer need to have an enhancement bonus added to an item before adding a special property. However the item does not count as magic for the purposes of removing damage reduction or any other purpose that benefits the wielder until an enhancement bonus is added.

D.) Pattern:
All non-consumable magic items require pattern to function and accept imbues. Pattern differentiates created magic items from items or areas under the effect of a spell.

An item must have Pattern equal to the value described on its Table to accept Imbues. This is usually ties to either price or bonus value. An items caster level if determined by its bonus is always the Caster Level required by having and enhancement bonus equal to its Pattern.

Example (a):
A + 2 strength belt will require a +2 Pattern in order to function.

Example (b):
An item with a price of 4,000 gp that has only one effect will require a 2,000 gp Pattern and a 2,000 gp Imbue.

E.) Adding Pattern:
Pattern is added by expending materials equal in gold value to one half of the value of the Pattern the item crafter wishes to create and making a Spellcraft roll against a DC equal to the caster level of the item created +5.

Creating Pattern follows the normal crafting rules for amount allowed to be crafted in a day. As with normal item crafting the creation of Pattern may take several crafting sessions, however the crafter rolls at the end of each session and adds the session’s value of Pattern, instead of only performing one roll at the end of the item crafting.

A failed Pattern creation roll wastes that day’s materials with no value being added to the item’s Linkage.

Example (c):
Normal = 8 hours per day, max 1,000 gp.

F.) Linkage:
A linkage cost is associated with combining two or more imbues on the same item. To calculate simply see the table for two imbues, or when adding multiple imbues to an item simply add together the existing bonuses of the item and treat as a single bonus for the purpose of linkage.
Linkage is added by expending materials equal in gold value to one half of the value of the Linkage the item crafter wishes to create and making a Spellcraft roll against a DC equal to the caster level of the item created +5. Creating Linkage follows the normal crafting rules for amount allowed to be crafted in a day. As with normal item crafting the creation of Linkage may take several crafting sessions, however the crafter rolls at the end of each session and adds the session’s value of Linkage, instead of only performing one roll at the end of the item crafting. A failed Linkage creation roll wastes that day’s materials with no value being added to the item’s Linkage.

Note: A crafter may work on both Pattern and Linkage in the same session on the same item, dividing his time as he sees fit as long as said crafter does not exceed the normally daily maximum crafting time. This can result in the crafter being required to roll for both Linkage and Pattern separately in the same day.

G.)Forge Arcane Armament:

Weapons use Appendices A, B, and C for Imbue, Pattern, and Linkage price respectively.
Armors use Appendices D, E, and F for Imbue, Pattern, and Linkage price respectively.
Rings are difficult to price and follow the pricing in the CRB with the process as described under Craft Wondrous Item applied to determine Imbue, Pattern, and Linkage.

H.)Create Eldritch Repository:

Eldritch Repository Items do not possess Pattern or Linkage.
To calculate the Price of any Eldritch Repository Item use the following formula: Spell Level x Caster Level x 20 gp.

I.)Imbue Mageborn Talisman:

Rods are difficult to price and follow the pricing in the CRB with the process as described under Craft Wondrous Item applied to determine Imbue, Pattern, and Linkage.

Wand prices are calculated by the following formula: Spell Level x Caster Level x 500 gp.

Staves follow a rule colloquially called “The rule of Three”, which states the fact that staves always come with powers in sets of three. The prices for stave Pattern, Linkage, and Imbues are defined in Appendix G.

J.)Craft Wondrous Item:

Prices should remain the same as the CRB in almost all cases.
Consumable items do not have Pattern or Linkage for their consumable portions.

To determine an items Pattern, Imbues, and Linkage, find the CRB price for each effect the item produces. In the case of single effect items divide the item price by two and that value will be equal to both the Imbue price and the Pattern price.

In the case of multiple ability items determine the price of each effect and then for the most expensive effect divide by two. This will be the price of the Pattern and Imbue for that effect.

For all further effects find the value of the effect minus the 50% increase described by the CRB. Divide the value of the effect without the 50% increase by two and this will equal the price of the Pattern and the price of the Imbue.

Do this for all effects and add all of the values of Pattern together, this should equal the summed value of the Imbues, and is the total amount of Pattern the item possesses.
The price of the Linkage is the value of all of the 50% increases summed.

For any item that requires the use of 50 x (component value) this value is part of the Pattern and Imbue price not the Linkage. This is true for all items not just wondrous items. To calculate it determine the total of 50 x (Component Value) and divide that by two, add the resulting value to the Imbue and the Pattern.

Example (CRB item breakdown):

Bracers of Archery, Lesser
CL:4th
CRB Price: 5,000 gp
CRB Cost: 2,500 gp
+1 to attack (Competence): (1 x 1 x 1,000) =1,000 gp/2 = 500 gp Pattern + 500 gp Imbue
Linkage = 1,000/2 = 500 gp
Bow Proficiency:(3,500 /2) = 1,750 gp Pattern + 1,750 Imbue
Pattern Total: 2,250 gp
Imbue total: 2,250 gp

Example(Weapon creation):
A sword has a +1 enhancement bonus, to add a second +1 imbue rather than overlaying a +2 imbue, a linkage cost is required as well as an increase in pattern.

We see that this item has a +1 imbue already worth 1,000 gp, and a +1 pattern worth 1,000 gp.

To add the additional +1 imbue we must pay the difference between a +1 and a +2 pattern which is 3,000 gp. We must further pay for a second +1 imbue which is 1,000 gp

We have now spent, including the cost of the original sword enchants;
1,000gp (Original Pattern cost)
+ 1,000gp (Original Imbue cost)
+ 3,000gp (Pattern expansion cost)
+ 1,000gp (New +1 Imbue)

For a total of 6,000gp, however when looking at the magic weapons table we see that a +2 weapon should cost 8,000gp. This explains why our new shiny sword is not working!

We need a linkage to allow our two lesser imbues to act as one greater imbue. In this case the linkage cost is easy to calculate at only the difference between what has been spent 6,000gp and what a +2 weapon costs, 8,000gp, i.e. 2,000gp for the linkage. We add 2,000gp worth of linkage and now our sword is instantly +2!

So total cost is:
1,000gp (Original Pattern cost)
+ 1,000gp (Original Imbue cost)
+ 3,000gp (Pattern expansion cost)
+ 1,000gp (New +1 Imbue)
+2,000gp (New Linkage)
=’s 8,000gp.

To add a further +1 enhancement bonus to our +2 sword so as to make it +3 we must add enough pattern so as to allow for a +3 imbue, buy a +1 imbue, and pay for a linkage.

Current cost:
1,000gp (+1 Pattern cost)
+ 1,000gp (+1 Imbue cost)
+ 3,000gp (+1 to +2 Pattern expansion cost)
+ 1,000gp (New +1 Imbue)
+2,000gp (New Linkage)
=’s 8,000gp.

New costs:
1,000gp (New +1 Imbue)
+ 5,000gp (+2 to +3 Pattern expansion cost)
+4,000gp (New Linkage*)
=’s 10,000gp.

*Due to the fact that we are treating the two +1 enhancement imbues already on the sword as a single +2 imbue. Which is what should be done for all existing imbue. I.E. a +2 and a +3 imbue already on a sword would count as a single +5 imbue when adding another imbue.

So total cost for our new +3 sword is:
1,000gp (+1 Pattern cost)
+ 1,000gp (+1 Imbue cost)
+ 3,000gp (+1 to +2 Pattern expansion cost)
+ 1,000gp (+1 Imbue)
+2,000gp (Linkage)
+1,000gp (New +1 Imbue)
+ 5,000gp (+2 to +3 Pattern expansion cost)
+4,000gp (New Linkage*)
=’s 18,000gp.

This is exactly what a +3 weapon should cost and layering further imbues proceeds in the same manner.

K.) Pattern and Linkage may be bought in any amount; however they have no effect until reaching the minimum required for the bonus desired.

Example:
A sword with a Pattern value of 3,999gp is still only able to hold a +1 imbue. As soon as the sword reaches 4,000gp worth of pattern however it may hold a +2 imbue. The same is true for Linkage.

L.) Linkage and Pattern is permanent and may not be removed unlike imbues. This does mean that once you have upgraded an items Pattern to the maximum of +10 and its Linkage to the maximum required by the appropriate item type you are able to switch imbues at only the cost of buying the new imbues. Please remember new imbues may overlay old imbues but then the old imbue is lost permanently. You must pay the appropriate linkage each time the Pattern amount changes.

Max Linkage 45,000 for Bonus x Bonus x 1,000 items, 90,000 for Bonus x Bonus x 2,000 items. For items without numeric bonuses Linkage does not have a maximum.

Example:

A sword has the following already:
4,000gp (+2 Pattern cost)
+ 1,000gp (+1 Imbue cost)
+ 1,000gp (+1 Imbue cost)
+2,000gp (Linkage)
=’s 8,000gp.

The sword’s owner is allowed to add the new Fiery +1 imbue that was found on the parties most recent adventure by overlay in the following manner.

4,000gp (+2 Pattern cost)
+ 1,000gp (+1 Imbue cost) -> 1,000gp (+1 Fiery Imbue cost)
+ 1,000gp (+1 Imbue cost)
+2,000gp (Linkage)
=’s 8,000gp.

Leaving the sword as a +1 enhancement and +1 fiery sword, or as usually stated a +1 fiery sword.

Total cost to the owner however was only a 1,000gp +1 Fiery imbue.
If the sword had originally had a +2 enhancement imbue the cost’s change slightly.

Example:
4,000gp (+2 Pattern cost)
+ 4,000gp (+2 Imbue cost)
=’s 8,000gp.
New costs:
4,000gp (+2 Pattern cost)
+ 4,000gp (+2 Imbue cost) ->1,000gp (+1 Imbue cost*)
+ 1,000gp (+1 Fiery Imbue cost)
+ 2,000gp (Linkage cost)
=’s 8,000gp.

*In this case the +2 enhancement Imbue becomes permanently a +1 enhancement Imbue, allowing for the addition of the +1 fiery Imbue.
While this does mean the owner could have potentially have spent 11,000gp for an 8,000gp item it is the cost of flexibility and the ability to change items on the fly with enough stored imbues.

M.) Some Weapon and Armor Imbues have no bonus value and only a GP value, these imbues do not consume Pattern and may be layered on any Patterned weapon or armor, or Enchanted weapon or armor without affecting Pattern or Linkage cost.

N.) Linkage for items with different powers is determined by adding the cost of all imbues being placed on the item with the exception of the highest priced imbue. Pattern for (Bonus x Bonus x 2,000) items and (Bonus x Bonus x 1,000) items is separate and must be paid separately.

Example:

2,000gp (Ring with Imbue of Protection +1)
1,000 gp +1 Protection Imbue
1,000 gp Pattern

1,000gp (Cloak with Imbue of Resistance +1)
500 gp +1 Resistance Imbue
500 gp Pattern
Total: 3,000 GP (2 Body slots)

New Ring of Protection +1 and Resistance +1:
1,000 gp (+1 Resistance Imbue)
500 gp +1 Resistance Imbue
500 gp Pattern

2,000 gp (+1 Protection Imbue)
1,000 gp +1 Protection Imbue
1,000 gp Pattern

Linkage = Lowest value which is 500gp
Total: 3,500gp (1 Body slot)

Appendix A (Bonus x Bonus x 2,000) Imbue Costs:

+1 Imbue = 1,000 gp
+2 Imbue = 4,000 gp
+3 Imbue = 9,000 gp
+4 Imbue = 16,000 gp
+5 Imbue = 25,000 gp
+6 Imbue = 36,000 gp
+7 Imbue = 49,000 gp
+8 Imbue = 64,000 gp
+9 Imbue = 81,000 gp
+10 Imbue = 100,000 gp

Appendix B (Bonus x Bonus x 2,000) Pattern Costs:

+1 Pattern = 1,000 gp
+2 Pattern = 4,000 gp
+3 Pattern = 9,000 gp
+4 Pattern = 16,000 gp
+5 Pattern = 25,000 gp
+6 Pattern = 36,000 gp
+7 Pattern = 49,000 gp
+8 Pattern = 64,000 gp
+9 Pattern = 81,000 gp
+10 Pattern = 100,000 gp

*Note: Linkage must be paid each time Pattern is upgraded if imbues are added. This means that upgrading a sword from a +2 to a +3 will require 4,000 gp of Linkage in addition to whatever is in existence on the blade already.*

Appendix C (Bonus x Bonus x 2,000) Linkage Costs:

+1 Imbue and +1 Imbue = 2,000 gp
+1 Imbue and +2 Imbue = 4,000 gp
+1 Imbue and +3 Imbue = 6,000 gp
+1 Imbue and +4 Imbue = 8,000 gp
+1 Imbue and +5 Imbue = 10,000 gp
+1 Imbue and +6 Imbue = 12,000 gp
+1 Imbue and +7 Imbue = 14,000 gp
+1 Imbue and +8 Imbue = 16,000 gp
+1 Imbue and +9 Imbue = 18,000 gp
+2 Imbue and +2 Imbue = 8,000 gp
+2 Imbue and +3 Imbue = 12,000 gp
+2 Imbue and +4 Imbue = 16,000 gp
+2 Imbue and +5 Imbue = 20,000 gp
+2 Imbue and +6 Imbue = 24,000 gp
+2 Imbue and +7 Imbue = 28,000 gp
+2 Imbue and +8 Imbue = 32,000 gp
+3 Imbue and +3 Imbue = 18,000 gp
+3 Imbue and +4 Imbue = 24,000 gp
+3 Imbue and +5 Imbue = 30,000 gp
+3 Imbue and +6 Imbue = 36,000 gp
+3 Imbue and +7 Imbue = 42,000 gp
+4 Imbue and +4 Imbue = 32,000 gp
+4 Imbue and +5 Imbue = 40,000 gp
+4 Imbue and +6 Imbue = 48,000 gp
+5 Imbue and +5 Imbue = 50,000 gp

Appendix D (Bonus x Bonus x 1,000) Imbue Costs:

+1 Imbue = 500 gp
+2 Imbue = 2,000 gp
+3 Imbue = 4,500 gp
+4 Imbue = 8,000 gp
+5 Imbue = 12,500 gp
+6 Imbue = 18,000 gp
+7 Imbue = 24,500 gp
+8 Imbue = 32,000 gp
+9 Imbue = 40,500 gp
+10 Imbue = 50,000 gp

Appendix E (Bonus x Bonus x 1,000) Pattern Costs:

+1 Pattern = 500 gp
+2 Pattern = 2,000 gp
+3 Pattern = 4,500 gp
+4 Pattern = 8,000 gp
+5 Pattern = 12,500 gp
+6 Pattern = 18,000 gp
+7 Pattern = 24,500 gp
+8 Pattern = 32,000 gp
+9 Pattern = 40,500 gp
+10 Pattern = 50,000 gp

Appendix F (Bonus x Bonus x 1,000) Linkage Costs:

+1 Imbue and +1 Imbue = 1,000 gp
+1 Imbue and +2 Imbue = 2,000 gp
+1 Imbue and +3 Imbue = 3,000 gp
+1 Imbue and +4 Imbue = 4,000 gp
+1 Imbue and +5 Imbue = 5,000 gp
+1 Imbue and +6 Imbue = 6,000 gp
+1 Imbue and +7 Imbue = 7,000 gp
+1 Imbue and +8 Imbue = 8,000 gp
+1 Imbue and +9 Imbue = 9,000 gp
+2 Imbue and +2 Imbue = 4,000 gp
+2 Imbue and +3 Imbue = 6,000 gp
+2 Imbue and +4 Imbue = 8,000 gp
+2 Imbue and +5 Imbue = 10,000 gp
+2 Imbue and +6 Imbue = 12,000 gp
+2 Imbue and +7 Imbue = 14,000 gp
+2 Imbue and +8 Imbue = 16,000 gp
+3 Imbue and +3 Imbue = 9,000 gp
+3 Imbue and +4 Imbue = 12,000 gp
+3 Imbue and +5 Imbue = 15,000 gp
+3 Imbue and +6 Imbue = 18,000 gp
+3 Imbue and +7 Imbue = 21,000 gp
+4 Imbue and +4 Imbue = 16,000 gp
+4 Imbue and +5 Imbue = 20,000 gp
+4 Imbue and +6 Imbue = 24,000 gp
+5 Imbue and +5 Imbue = 25,000 gp

Appendix G(Staves):

All staves come with powers in sets of three. This means that staves may contain three, six, or nine powers, or any multiple of three. Staves may never however contain a number of powers that are not a multiple of three such as one or two.

A stave’s Caster Level is set when it is created and it always casts at that level or your caster level as normal regardless of the Imbues it currently possesses.

The Imbue Price for each power is equal to (Spell Level x Caster Level x 150 gp)/Number of charges consumed per use.
A stave’s Pattern is equal to its total Imbue Price when created.

To determine the Linkage Price for a Stave, rank all of the stave’s Imbues in terms of Price and separate them into groups of three. The highest value in each group of three when summed is the Linkage of the Stave. In the case of a spell requiring the use of 50 x (Component value) use its Imbue and Pattern price without the components for determining Linkage.


Example (CRB Staff):

Staff of abjuration
CL 13
Dispel magic (1 charge) (13 x 3 x 200)/1 = 7,800 gp
Resist energy (1 charge) (13 x 2 x 200)/1 = 5,200 gp
Shield (1 charge) (13 x 1 x 200)/1 = 2,600 gp
Dismissal (2 charges) (13 x 5 x 300)/2 = 9,750 gp
Lesser globe of invulnerability (2 charges) (13 x 4 x 200)/2 = 5,200 gp
Repulsion (3 charges) (13 x 6 x 400)/3 = 10,400 gp

Calculated Cost: 40,950 gp

CRB Cost: 41,000 gp

CRB Price: 82,000 gp

Example (Houserule Staff):

Staff of abjuration
CL 13
Dispel magic (1 charge) (13 x 3 x 150)/1 = 5,850 gp Pattern + 5,850 Imbue
Resist energy (1 charge) (13 x 2 x 150)/1 = 3,900 gp Pattern + 3,900 Imbue
Shield (1 charge) (13 x 1 x 150)/1 = 1,950 gp Pattern + 1,950 Imbue
Dismissal (2 charges) (13 x 5 x 150)/2 = 4,875 gp Pattern + 4,875 Imbue
Lesser globe of invulnerability (2 charges) (13 x 4 x 150)/2 = 3,900 gp Pattern + 3,900 Imbue
Repulsion (3 charges) (13 x 6 x 1500)/3 = 3,900 gp Pattern + 3,900 Imbue

Linkage: Six powers therefore two linkages.
Linkage Group One: 5,850, 4,875, 3,900
Linkage Group Two: 3,900, 3,900, 1,950
Total Linkage Value: 5,850 + 3,900 = 9,750 gp

Calculated Price: 58,500 gp

Houserule Cost: 30,000 gp

Houserule Price: 60,000 gp

*Note: This only mentions Raving Dork because he seems to have a good grasp of the rules and I am hoping he will comment. No disparagement is in anyway meant.

*Goes back to laying out comment bait*

Example (Wish Staff, For Raving Dork):

Staff of Wishful Thinking
CL 17
Wish (10 Charges) [(17 x 9 x 150)/10] + [(25,000 x 50)/2] = 627,295 gp Pattern + 627,295 Imbue
Shield (10 Charges) (17 x 1 x 150)/10 = 2,550 gp Pattern + 2,550 gp Imbue
Mage Armor (10 Charges) (17 x 1 x 150)/10 = 2,550 gp Pattern + 2,550 gp Imbue

Linkage: Three powers therefore one linkage.
Linkage Group One: 2,295(Wish pre-components), 2,550, 2,550
Total Linkage Value: 2,550 gp

Calculated Price: 1,267,085 gp

Houserule Cost: 650,000 gp

Houserule Price: 1,300,000 gp


I forgot to include the required caster level for the new feats. They are as follows.

Caster Levels:
Create Eldritch Repository: Requires CL 1

Craft Wondrous Item: Requires CL 3

Forge Arcane Armament: Requires CL 5

Imbue Mageborn Talisman: Requires CL 7

The purpose of the modified system is to allow for the modular upgrading on the fly of items and to make it easier to keep a "Signature" item over time.

I also find staves to be rather overpriced, so changed the pricing structure and have added some extra use rules, which are below.

Rule A:
To activate a spell contained in a stave you must possess on your spell list any one spell contained in that stave.

Rule B:
When recharging a stave you may attempt to empower it with more than one charge per day. To do do make a caster level check against the DC equal to the Caster level of the staff + 5 for the second charge and add two to the DC for each additional charge you wish to add. Each charge is rolled independently, failure on a caster level check means that the staff may not be recharged any further that day or the following day.

Example:
Staff of Abjuration
CL 13
1rst charge added per day: no roll
2nd charge added per day: DC 18 Caster level check.
3rd charge added per day: DC 20 Caster level check.
etc...


Any opinions?


No thoughts or ideas?


Dot.


Any feedback or comments?


Not yet...


Thought I would add this in here for those non-caster crafters.

Master Craftsman V2.0:

Your superior crafting skills allow you to create simple magic items.

Prerequisites: Special See text

Benefit: Choose one Craft or Profession skill in which you possess at least 1 rank. Choose one magic item crafting feat. You receive a +2 bonus on your chosen Craft or Profession skill. You are treated as having that magic item crafting feat. You must have ranks equal in your chosen skill equal to the caster level requirement of the selected magic item crafting feat to select said feat. Ranks in your chosen skill count as your caster level for the purposes of crafting magic items associated with your chosen skill and magic item crafting feat.

You can create magic items using this feat, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Magic Items). You cannot use this feat to create any spell-trigger or spell-activation item.

Normal: Only spellcasters can qualify for magic item crafting feats, and are required to obtain those feats before crafting any magic items.


I prefer just opening up the current crafting rules.


Azaelas Fayth wrote:
I prefer just opening up the current crafting rules.

I'm sorry. I don't mean to be obtuse but I do not understand what you mean here. Could you please explain or expand on this?


Make the Caster Level Requirements into Character Level/HD Requirements and make it to where all Crafts have a linked skill. Like Craft(Bows) for bows. Craft(Jewelry) for Jewelry based items. and such.

I have a list that we are making as we play test the system.

We are debating whether or not to keep Spellcraft or not. We are leaning towards not keeping it.

We also removed Master Craftsman. Though we are thinking of making it a +5 when crafting a specific type of Magic Item.


Azaelas Fayth wrote:

Make the Caster Level Requirements into Character Level/HD Requirements and make it to where all Crafts have a linked skill. Like Craft(Bows) for bows. Craft(Jewelry) for Jewelry based items. and such.

I have a list that we are making as we play test the system.

We are debating whether or not to keep Spellcraft or not. We are leaning towards not keeping it.

We also removed Master Craftsman. Though we are thinking of making it a +5 when crafting a specific type of Magic Item.

So you are going the route of making crafting skill based. From what you say here I also assume you are keeping the feats the way they are in terms of what they cover or are you adjusting/removing them?

Seems interesting.

If I may ask was there anything specific you found comment worthy either in a positive or negative way about what I have proposed?

Thank you for your interest.


I switch them up a bit.

Like Neck and Rings and such are under Forge Jewelry (Replaces Forge Ring) and a few others.

Craft Consumable handles Potions, and such.

& I still am not sure on yours...


So does anyone have any suggestions or comments?


Any ideas?


I would love some critiques.


Any input is welcome.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber

The system you have is complicated enough that it's going to take a lot of time to figure things out before we can gauge their impact.

Perhaps it might help if you stated your reasons for making changes and the goals you had in mind as far on what your changes would accomplish.


I hate to sound like a jackass, but honestly it was the case of TL DR. It felt way too heavy to really consider it over making current system more free to use.

In our group, we added an Emulate(Su) ability to every character who takes a Craft skill. This allows any non-caster to /fake/ spells while making a magic item using Use Magic Devices skill. This is a direct copy of the Artificer class from 3.5 Eberron, and has worked perfectly, casters can create without feat. Craft feats now increase crafting time and lessen the final craft DC by -5.


I just open up the feats to where instead of Caster Level it is HD or character level. And have every Item have a key skill and lose Spellcraft as an option except for certain ones. Or at least make Spellcraft increase the DC a bit. But I also use the sacrifice a spell slot of the necessary level for +2 DC method from Words of Power.


Like Lazor, I would like to know why. How is your system better? Also as it is much more interesting. I feel like it would take a night's worth of play to create a single magic item and have the smartest player in my group double check. Just my opinion.


Any character that spends his +1 skill point/level and two feats can craft pretty well to save himself some cash. A human fighter, especially with Lore Warden archetype will have 3skill points/level in addition, easily getting craft Weaponsmith, Armorsmith and Use Magic Devices. Get Dangerously Curious trait to make UMD a class skill for a +3 bonus, Master Craftsman and Craft Arms & Armor feats.

Favoured class, trait, two feats to let any martial craft any and all swords and armors. Obviously use your party caster or scrolls to cast the spells needed.


LazarX wrote:

The system you have is complicated enough that it's going to take a lot of time to figure things out before we can gauge their impact.

Perhaps it might help if you stated your reasons for making changes and the goals you had in mind as far on what your changes would accomplish.

Reason for Feat Changes: Craft Wondrous Item is selected much more frequently than other item creation feats. I collated the feats so as to allow for similar breadth and drawing power among all feats.

Reason For Master Craftsman Changes: To allow for the trope of "Masamune-blade" or a Hitori Hanzo Sword. In short to allow for more free item creation for non-casters.

System Change Goals:

1.) Moduality: Allowing for enchants to be modular items that can be carried and applied so as to create on the fly solutions to problems.

2.) Elimination of specific weapon drop/forging requirements. i.e. "Darn, only long-swords are dropping Fred, sorry you are double specialized in <Exotic Weapon 3>."

3.) Relative pricing transparency with the existing system: With the exception of staves and consumables the pricing for all items should be exactly the same.

4.) Allowing for the growth of a "Family Sword" or a special trophy.

Stave Change Goals:

To reduce the price of staves to within a desirable but not overpowered range.

Note: After comparing the new staves and wands/potions/scrolls I was forced to lower consumable pricing so as to keep them competitive.

Basically I had in mind a system where you could have "Slots" on an item and fill and change them as desired. Allowing for magic to be mostly in the form of tangible "Imbues" that could be dropped as treasure.

This system should allow for a player who wants flexibility and depth to have it while minimally increasing work for the GM and making it so that a player with no interest in the new system can still just upgrade his items at the same prices/time expenditure as the old system.

Dirty Secret: I loved Materia...

P.S. I only GM so I sometimes have problems seeing things from the players seat, my apologies for this and my thanks for everyone's feedback and replies..


I will probably look into incorporating some of the changes into my campaign.

I already have special items that grant weapon enchants... So...


With my goals stated what exactly does anyone find confusing/objectionable/overpowered/underpowered about what I propose?

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Critique these magic item crafting house rules, please. All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules