Craft Ring


Skills and Feats


My apologies if there is already another thread on this but I searched and couldn't find it.

The level requirement (12) for the Craft Ring feat is stupid. I realize that it is a relic of 3.5 but it should be done away with. The required caster level for the item already keeps low level characters from creating creating epic level items so why have the super high level requirement for the feat?

I should be lowered to a more reasonable level, maybe 5-8, where PCs start to have the resources to start crafting their own gear. Why should rings be so different from other wondrous items?

Sovereign Court

Quite frankly, given the OTHER requirements involved in creating magic items, I've never understood why the Craft Feats have level-based prerequisites anyway. I rarely have players who take advantage of those Feats, so I don't have much play test experience with removing the level prereqs.

Scarab Sages

Yeah, ditch the level requirements.

If you want it to be more advanced, make it have annother craft feat as a prerequisite.

I personally roll all magic jewelery, including amulets into it.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Not only is the level requirement stupid, since there are lots of rings that individually have lower level requirements, I'd strongly urge some distinction between rings and wondrous items. Currently, there's nothing that really prevents a ring effect from being put into a different item slot and crafted using the craft wondrous item feat.

It would be cool if there was an actual benefit to a magic ring compared to any other item slot, similar to how staves have some advantages over wands.

Wayfinders

Level requirements for crafting items should indeed be drastically reduced, or done away with.


Vaellen wrote:

My apologies if there is already another thread on this but I searched and couldn't find it.

The level requirement (12) for the Craft Ring feat is stupid. I realize that it is a relic of 3.5 but it should be done away with. The required caster level for the item already keeps low level characters from creating creating epic level items so why have the super high level requirement for the feat?

I should be lowered to a more reasonable level, maybe 5-8, where PCs start to have the resources to start crafting their own gear. Why should rings be so different from other wondrous items?

I posted in another thread but will repeat here. If craft wonderous item can create amulets, earings, nose piercings, ankles, toerings and lip-plates? Why cant it create a ring? Why does there even need to be a craft ring feat?


Kalyth wrote:


I posted in another thread but will repeat here. If craft wonderous item can create amulets, earings, nose piercings, ankles, toerings and lip-plates? Why cant it create a ring? Why does there even need to be a craft ring feat?

Seconded - further, in the Expanded Psionic Handbook, the authors *did* ditch the Forge Ring feat, folding it into the psionic flavor variant of Craft Wondrous Item, "Craft Universal Item" and somewhere, it was explicitly stated that so-called Psionic Rings were Universal Items, and therefore did not require a separate creation feat. the concept has always boggled me from a game-mechanic standpoint, but perhaps it is rooted in the concept that Rings Are Really Powerful that D&D as a whole sort of inherited from J.R.R.Tolkien and Middle Earth. That said, I do find it silly to have so many rings with low level prerequisites that my Wizard can't actually make until 12th (13th?) level...

~Doskious Steele

The Exchange

I don't even make My players take the feats. If they can cast the requisite spells, acquire the materials, spend the time, and pay the XP, more power to them.

The XP cost keeps the players from creating too much, as if they start lagging behind their comrades levels-wise, it doesn't matter what magical doodads they have.

Actually, I ended up having a couple magic items My players created using teamwork, as one could actually craft the objects, and the others could enchant them.


I was toying with a system of creation feats that function as this.

Craft Charm (one use items, Potion, scrolls, poweders)
They have one use and are consumed in the porcess

Craft Talisman (Charged Items) multiple uses then are consumed or
can be recharged.

Craft Enhanced Item (Enhancement bonus to an item.) This gives an enhancement bonus to an items normal function.

Sword + to hit and damage
Armor + to AC
Saw + for crafts
Rope + for rope uses

Craft Wonderous Enchantment (Permanent various effects) pretty much the catch all including craft wonderous items and effects beyond enhancement bonus.)

Craft Wonderous Enchantment would require a prereq of one or more of the other craft feats.

Just a rough idea but lacking time on my break to flesh it out or present it in a clearer format.

Scarab Sages

Agree with everyone so far.

The feats for crafting magic items should depend on the power and function of the item (ie: 1-use, charged, permanent, caster-levels required vs universal-user, and minor/medium/major spell level) instead of the shape the magic gets squashed into.

Underpants of Three Wishes, anyone?

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