Slime |
I like the idea of a non-caster taking Magic item manufacturing feats a lot, but I feel the Master Craftsman Feat should still offer something on it's own.
I understand that it's a big thing to get acces to the other feats but it's still hard to take a feat that does nothing until you spend another feat.
I'm not talking about big things but the ability to fix broken magic items, resizing or reshape magic weapons and/or armor could make the wait worthwhile.
Jason Bulmahn Director of Game Design |
I like the idea of a non-caster taking Magic item manufacturing feats a lot, but I feel the Master Craftsman Feat should still offer something on it's own.
I understand that it's a big thing to get acces to the other feats but it's still hard to take a feat that does nothing until you spend another feat.
I'm not talking about big things but the ability to fix broken magic items, resizing or reshape magic weapons and/or armor could make the wait worthwhile.
I agree and was thinking about adding in a minor skill bonus to the chosen skill. Something along the lines of a +2.
Jason Bulmahn
Lead Designer
Paizo Publishing
Slime |
...
I agree and was thinking about adding in a minor skill bonus to the chosen skill. Something along the lines of a +2....
A bonus is always nice but it feels a little too NPC to me. Still, I guess we'll need to see the magic item creation rules you seem to be cooking up before judging it's worth.
Thanks for the answer.
Jason Bulmahn Director of Game Design |
Thraxus |
Jason,
How about allowing a character to use their Craft skill to determine if an item is magical. Maybe not the whole determine properties function that Appraise allows, but a low level detect magic effect. A skilled weaponsmith with the Master Craftsman feat could then say, "The craftsmanship of this sword is impressive. I can feel an aura of magic upon the blade."
A skill check determines the strength of the aura.
Mistwalker |
I agree and was thinking about adding in a minor skill bonus to the chosen skill. Something along the lines of a +2.
Jason Bulmahn
Lead Designer
Paizo Publishing
I like the idea of adding a small skill bonus of +2. Is is just below the +3 of Skill Focus, and along the lines of the other skill bonus feats (acrobatic, alertness, etc..).
Mistwalker |
It is in the Announcement part of the Pathfinder board, here
Fatespinner RPG Superstar 2013 Top 32 |
What about something simple and functional for everyone? How about the Master Craftsman feat also reduces the cost to create magical items by 5%. This way, it's still useful even to spellcasters who are looking to save some cash in exchange for a feat slot. After all, 5% of that 200,000gp staff is 10,000gp. That matters at the higher levels, but isn't what I would consider game-breaking. YMMV
Or, if that's an issue, maybe it can reduce the creation time by 5-10% instead? Just a thought.
Sueki Suezo |
I will admit that this is a feat primarily aimed at NPCs, but it does have other uses. Basically think of this feat as one that unlocks a few Item Creation feats for noncasters and disregard the skill check bit (as that is a discussion for another day).
Jason Bulmahn
Lead Designer
Paizo Publishing
Why is it primarily meant for NPCs? I personally like the idea of having a non-spellcasting character that is able to craft my own Magical Arms and Armor, even if I would need a spellcaster to add special magical abilities to the resulting items.
Kevin Andrew Murphy Contributor |
What about this? Only a Master Craftsman can create Masterwork items.
It gives them a cache and makes logical sense.
Or if you want other people to turn out masterwork items, make it so that the Master Craftsman always does without any extra expense, or at least can do so at a reduced cost.
There should also be some perk to it for Wizards who already have Craft Wondrous Item but become Master Craftsmen on top of it.
Keepiru |
I like the idea of a non-caster taking Magic item manufacturing feats a lot, but I feel the Master Craftsman Feat should still offer something on it's own.
I understand that it's a big thing to get acces to the other feats but it's still hard to take a feat that does nothing until you spend another feat.
I'm not talking about big things but the ability to fix broken magic items, resizing or reshape magic weapons and/or armor could make the wait worthwhile.
We house ruled it that taking the feat is equivalent to taking the "craft magics arms and armor" or the "craft wondrous item" feat. Our DM liked the imagery of a player's dwarf fighter toiling away and forging his own magic weapons and armor. Since the player was willing to invest in a feat and a great deal of skill points (DC is higher when you don't have the spells available for your enchantments) the DM thought that it would be acceptable to make the feat available to him rather than saying "Okay, now wait two more levels and you can take another feat then start working." I don't think they player would have taken it if the DM had said that; there is no reward for the feat itself. Though its not like a fighter is hurting for feats to begin with, but its a different story for other non-casting classes or classes with 1/2 caster level progression (ranger, paladin) who can't qualify for the feat until much, much later.