Crafter Questions!!!


Advice


Hello everyone!!! Ok I'm normally a 3.5 player and was recently introduced to Pathfinder so something's I'm still getting used too but right now I have chosen a sweet class and got mostly everything under control except for these things.
The situation is this:
Class and Archetype: Magus Soul Forger
Level 5
Concept: Wants to eventually create an item so awesome that even the gods will be impressed.

My situation is that my archetype comes with an arcane bonded item like a wizard,but I can only have a weapon. That's fine, but I just got craft magic arms and armour and I have the means to make it a +1.

So how does one actually make a weapon +1? I've looked everywhere and it doesn't give you specifics on the situation. Just that the item needs to be masterwork and that your caster level needs to be 3x the enhancement value with some DC's thrown in there (which I will never fail...)

My archetype allows me to pay half the cost of the magic item, on top of the half that is required to craft the item. So this where I need help.
1) how do you add +1 to a masterwork item (what is the materials, skills and process needed.?)
2) how much would it cost for me?
3) the exact dc needed?
4) and anything else you think is relevant to the situation.

I am going to be the party's main source of magical stuff as I will the cheapest way to get awesome gear at low lvls.

Thanks for reading and hopefully I made sense to everyone.


Pathfinder Rulebook Subscriber

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

http://paizo.com/pathfinderRPG/prd/feats.html#craft-magic-arms-and-armor

1)You use the feat, Craft Magic Arms and Armor, to enhance the masterwork item.

2)Cost of adding a +1 enhancement to an masterwork weapon is Bonus Squared x 2,000g. So 2,000g base, cut that in half from your archetype. 1,000g

3)The DC to create a magic item is 5 + the caster level for the item. If you are required to be 3x the enhancement mod, 3rd caster level, the DC would be 8. This is lower than the DC to create a masterwork weapon because you are merely adding magical powers to a weapon, not creating a masterpiece of a crafting trade.

These are all assuming you currently have a masterwork weapon.

In personal experience it is much easier purchasing a masterwork weapon than spend time crafting one, but this would depend on the campaign being run and downtime available.

Silver Crusade

1) You say you're doing it and you put in the work. There are no rules I'm aware of that specify materials, other than the basic "heat, iron, etc." fluff mentioned, DM is the arbiter of what needs to be done.

2) I don't see anything in the archetype that lets you cut costs, so it's the same as everything else (for the most part); half market value. In this case 1000 gp

3) 5 +CL, so unless you want to craft at a lower CL, it's 10 (minimum 8). If you want to craft at double speed, 15

4) Don't know really what you're looking for.


There isn't a lot of descriptive fluff on how an item is enchanted, likely it can vary with different processes being used by different people. The mechanics are you have to pay for 'magic stuff' usually about 1/2 the price of the finished item, and make a skill roll, usually spellcraft, and spend 1 day per 1000 gp of the final price of the item.

I don't see anything in your archetype that reduces cost, just an ability that reduces time. The base price of a +1 enhancment is 2000 gp. +2 is 8000 etc. When crafting, you have to spend 1/2 of that, 1000 gp for the 'magic stuff'.

The DC for making a magic item is 5 + CL + 5 for each skipped pre-req. In this case, a basic weapon enchantment has no pre-reqs, and the caster level for +1 has to be at least 3, so the DC is 8.

Additionally with your bonded item and only with your bonded item, you don't actually need the feat to enchant it. That is one of the perks of a bonded item.

Just as a note, although the flavor of Soul Forger matches perfectly with what you are wanting, it actually doesn't do much for your ability to actually 'make a weapon to impress the gods.' The best it will give you, at level 20, is a +10 on your spellcraft check to make the item, but these checks are typically extremely easy anyway, and usually the limitation of making an item is the cost, not the skill. Additionally, this archetype is pretty weak and you are trading out some really powerful abilities for ones that seldom, if ever, do anything. I would strongly recommend you keep the flavor of your character and go ahead and craft arms and armor, but take of that archetype and just play a regular magus.


Master Smith (Ex): A soul forger adds his magus class level on Craft checks to manufacture armor, shields, and weapons. This bonus applies on skill checks required when using Craft Magic Arms and Armor.

At 7th level, a soul forger uses the 1/10 gp value of armor, shields, and weapons to determine how much time it takes to craft mundane items, and he requires only half the normal amount of time to enchant magical arms and armor. This ability replaces knowledge pool.

Ok I may not have that ability yet but I can't wait to have it lol

When it comes to the info you all were great!! Thank you for everything.


The ability says you take half the time, not cost. It isn't really worth it.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Crafter Questions!!! All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice