Huge thanks for the super fast and informative replies so far, guys :)
For a little more background, besides the DM and I, everyone in this campaign is playing their first tabletop game, hence my friend turning to me for help. But I've only ever played either frontline martial bruisers or sneaky rogue types, so I'm completely out of my depth when it comes to crafters and "pure" casters @_@; The advice given is a huge help.
Dasrak wrote:
Can traits be purchased via the "additional traits" feat? Not sure if you'll have enough feats for it to make sense as a pick, but it could be an option.
Hadn't considered it, and honestly I doubt my DM has. I'll ask him, but I doubt he'd be up for it.
Dasrak wrote:
Hit the nail on the head; the wizard has a broad spell list to meet item prerequisites, has an easy time with those intelligence-based craft/spellcraft checks, and gets bonus feats that can be used for crafting. It's a real no-brainer if you want to craft many different kinds of items.
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I'd go with Half-Orc to apply the floating bonus to intelligence. Since almost all skill checks in magical item crafting are intelligence based, the wizard has a trivially easy time hitting the DC's. There's really no point in boosting things further, and the intelligence increase is the most valuable racial bonus you're going to get.
That makes a lot of sense. See above about me being super ignorant when it comes to casters; I'm a little surprised I guessed even half right :P
Dasrak wrote:
For your choice of specialization, the most reliable pick is the Teleportation specialist Conjuror. He essentially gets a "get out of jail free" card 3+int times per day. With the dimensional agility feat, this means the wizard will virtually never have to worry about provoking attacks of opportunity when casting. For opposition schools, the typical suggestion is evocation/enchantment since those are the most narrow schools, but really the golden rule is not to oppose transmutation and conjuration; everything is free game. If you want to be a generalist, the Exploiter Wizard is the only archetype even worth consideration IMO.
We were so caught up thinking about how to optimize his crafting abilities we didn't even think about his combat role lol. Thanks for the heads up on these.
chaoseffect wrote:
Mundane crafting is mechanically not worth the effort, so magical crafting is where it is at...
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1. The only skill you will be using for magical crafting is Spellcraft. For all of the magical crafting feats. Nothing else needs to be used. Also you can take 10 on crafting checks.
Noted, thanks!
chaoseffect wrote:
2. If a character has a spell like ability, then they count as having a caster level as far as feats are concerned. So that means any race that gets a spell like ability can take crafting feats without actually being a casting class.
I actually didn't know that! My friend's really insistent on playing either a Dwarf or Half-Orc, though. I think he just likes being tough-looking "ugly" races. It's good info to keep in my back pocket for later though. I seriously need to branch out from martial characters someday.
chaoseffect wrote:
3. Pretty much all crafting requirements can be ignored by adding a +5 to the craft DC, barring the need for the crafting feat and having access to the spell for consumables like potions and scrolls. That means that you can craft whatever you want at any level as long as you have the money and the appropriate Spellcraft modifier.
Is that true? The Paizo page for Magic Item Creation says:
"The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites."
Am I misunderstanding that? I've never made a crafter nor tried crafting so I could be.
chaoseffect wrote:
With that in mind the character can pretty much be anything the player wants, but if he doesn't want to be a magic class then he needs to pick up a spell like ability from somewhere. In the core races that means elves (alternate racial trait), gnomes or half elves (alt racial); that list expands dramatically if you are also using non-core races. If you allow the feat Extra Traits, there are also some traits that give crappy spell like abilities that can act as qualifiers; if you need to do that then most likely spellcraft also isn't a class skill, so the second trait could be to get it as one with a +1 trait bonus on it to boot.
Good to know! I'll talk it over with him so he knows he doesn't have to be married to a pure caster class, see what he thinks. Again, I doubt my DM's gonna allow the Extra Traits feat, but on the off-chance he does, it'll open a lot of options as far as class goes, as per your suggestions :)
chaoseffect wrote:
That said, getting a familiar (through class features or the feat Eldritch Heritage: Arcane) is great for crafters due to the familiar archetype Valet; It lets you double the amount you can craft each day through the Able Assistant Ability.
This is pretty awesome to know :D