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Hi everybody, I'm pretty new to the forum and I've been playing pathfinder for few months.

The DC for the creation of a magic items is 5 + CL of the item found the rulebook + 5 (for each unknown prerequisite). However I've found a post in this forum (http://www.giantitp.com/forums/archive/index.php/t-261004.html) which states the following:

"A 4th level caster can make a Handy Haversack, but would have to leave out the Secret Chest prerequisite, as he can't meet it. And he could make it at any caster level from 1st to 4th. Lets assume 4th level. So the skill DC to create the item would therefore be 5 (the base) + 4 (the caster level of the item) +5 (because he didn't use Secret Page , for a total DC of 14. If the caster spends the appropriate amount of gold, and succeeds at a DC 14 check, he has made his Handy Haversack.

As for the effects of caster level for wondrous items (or any other item, as well):
Magic items use the same saving throw bonus for all saves, no matter what the type (Fortitude, Reflex, or Will). A magic item's saving throw bonus equals 2 + 1/2 its caster level (rounded down). The only exceptions to this are intelligent magic items, which make Will saves based on their own Wisdom scores.

A handy haversack at the default caster level (9th) would have saving throw modifiers of +6. The haversack made by our 4th level wizard above would have saves of +4, potentially as low as +2 if he made it at minimum caster level (CL 1)."

I can't find in the official rules where its written that the caster level associated to an item can be decided arbitrarily, and that the CL written within the items description is just the minimum CL to craft the item without malus (eg.the +5 for unknown peer requisite).

Anybody out there who could enlighten me about the rules behind item creation?


Sarrah wrote:
I would say no in my game, but it is probably correct according to a very strict reading of RAW.

Ok I will talk to my GM then, to specifically define this mechanic =)

Thanks


So using a rod to make another rod it's kinda moving the charges from one to another?

I've got a different answer on the italian pathfinder forum, here I've been told that using a rod as a spell source consumes one charge to make a fully charged new rod.


Both mechanics require that the creator have\know the required items\spell apart from the needed creation talent.

It's possible to increase the DC by 5 for each missing prerequisite, but it's also possible to access the needed prerequisites through another spell-caster or magic item. Now my question is: Is it possibile to use a charged rod as a spell source? If yes what is going to be consumed, a charge or the whole rod? In case of failure the rod is destroyed or just a charge is consumed?

Furthermore "In addition, you cannot create spell-trigger and spell-completion magic items without meeting their spell prerequisites."

Is it possible to use external sources also for this mechanic?

I'm pretty new to the game and I found this mechanic confusing because it looks like that one rod could be exploited to craft another fully charged rod =)

Am I right? What did I missed in the rules?

Thanks in advance!