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Papa-DRB |
![Sun Shaman](http://cdn.paizo.com/image/avatar/A11_Sun-Shaman.jpg)
In section: Magic Item Creation
"The DC to create a magic item is 5 + the caster level for the item."
In section: Feats
Successfully creating a magic item requires a Spellcraft check with a DC equal to 10 + the item's caster level.
Is it 5 or 10 + caster level?
-- david
Papa.DRB
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Watcher |
![Erudite Owl](http://cdn.paizo.com/image/avatar/eruditeowl.jpg)
*bump* Sorry to be a pest, but which DC do I use for creating magic items?
That is an interesting contradiction and should be reported for errata.
I would go with the Item Creation Section. I.e 5 + Caster Level.That section was obviously read, rewritten, and labored over more. I think the one line in the feats just got glossed over during editing.
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Watcher |
![Erudite Owl](http://cdn.paizo.com/image/avatar/eruditeowl.jpg)
Everyone is waiting on an "official" answer, but the one that everyone is leaning toward (and I can't recall why) is the 10+CL number.
I can guess why, because I am plagued with a craft happy player wizard.
Having run the numbers before, a wizard with an 18 INT and with his spellcraft maxed per level (which should not be out of the ordinary), has little chance of failure to craft an item within his/her own level range. It's practically a given.
The 10+CL would at least institute a 20% chance of failure to a wizard that was basically optimized with their INT ability score and skill ranks.
Basic example: The DC of a CL 5 Wondrous Item would be DC 10. A Wiz with a 18 Int has (+4) ability modifier, and presumably 5 skill ranks of Spell craft, for a total skill of 9. They only need to roll a 1, and automatic failure actually only applies in combat and saves (but I houserule it in anyway). Using the other methodology, the DC would be 15, and the wizard would have to roll at least a 6.
If "everyone" is waiting on an answer, I didn't know. We always looked right at the item creation section and paid no great attention to the Feats section, other than the Feat was required.
Thinking about it, I'd probably like 10+CL, but that is not what we've been using so far. I might see if I can change it on my players, because they're really going to town on the crafting.
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Farabor |
Basic example: The DC of a CL 5 Wondrous Item would be DC 10. A Wiz with a 18 Int has (+4) ability modifier, and presumably 5 skill ranks of Spell craft, for a total skill of 9. They only need to roll a 1, and automatic failure actually only applies in combat and saves (but I houserule it in anyway). Using the other methodology, the DC would be 15, and the wizard would have to roll at least a 6..
Your example missed out on the +3 trained class skill modifier...level 5 wizard, 4 int, 3 class skill, +12 spellcraft. So would only need a 3 to succeed on a 15.
On a side note....I haven't looked up the rules in detail. Is there anything to indicate that you can't take 10 during item creation? I mean, it's not in a stressful/combat situation (usually...)
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Thazar |
![Elminster](http://cdn.paizo.com/image/avatar/Face-Offcolor1.jpg)
A little off topic as to if you should use 10 or 5, but basing it on the harder number for difficulty or balance reasons for a character dedicated to making items may be a bit extreme.
If a caster is making an item that they paid a feat for, and have also maxed their class skill of Spellcraft, and they are paying the gold cost to create an item that is within their level they should almost auto-succeed. A roll of a one or two causing a miss is fine.
The beauty of the skill check to make an item is when someone is trying to make an item that is NOT an almost auto success. Your party fighter with the master craftsman feat wanting to make a +4 Greatsword could fail and maybe even make a cursed item... or the wizard that wants to make a wand of Cure Light Wounds for the party cleric... or even the party cleric that wants to make himself a +5 Breastplate of Speed. As these items are note a class feature or possibly beyond the caster level of the target those +5DC mods start to hit. You can still try and do it, but there is a chance you fail and even curse an item.
Never underestimate player greed or willingness to "push the envelope" to get something that is risky to make as a balancing factor.
In past editions you NEVER failed to make an item, but you were also limited in who could make items. Now more characters have the option to make stuff, but not all characters are as equally skilled.
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Watcher |
![Erudite Owl](http://cdn.paizo.com/image/avatar/eruditeowl.jpg)
The beauty of the skill check to make an item is when someone is trying to make an item that is NOT an almost auto success. Your party fighter with the master craftsman feat wanting to make a +4 Greatsword could fail and maybe even make a cursed item... or the wizard that wants to make a wand of Cure Light Wounds for the party cleric... or even the party cleric that wants to make himself a +5 Breastplate of Speed. As these items are note a class feature or possibly beyond the caster level of the target those +5DC mods start to hit. You can still try and do it, but there is a chance you fail and even curse an item.
I take your point, adding that I am currently using DC 5+CL.
However, I've never had a PC try to make something so clearly out of their purview. I guess I only get the greedy and smart players.
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Thazar |
![Elminster](http://cdn.paizo.com/image/avatar/Face-Offcolor1.jpg)
However, I've never had a PC try to make something so clearly out of their purview. I guess I only get the greedy and smart players.
I agree, but even if you have a 50/50 chance of making an item, you may get lucky and make it on the first try in which case your character is golden. If not you make a second try and still get exactly what you want at list price without having to hope the DM is willing to let an NPC set you up. (By RAW not every magic item is available in every town.)
Then there is always the chance that you fail every roll and eventually run out of money. Then it is time to go adventuring to get more XP to level up the skill and try again when you have more gold.
Finally, not every cursed item is useless. This gives the DM a chance to have some fun with the item and limit its power in some way as well as add some RP aspects to the game. And years from now most players will not really remember the random +2 Sword they got, but they may remember the time Groo the Dwarf Fighter tried to make a +2 Longsword that only worked when it was dunked in a pitcher of ale every day because he screwed up the crafting and spilled his beer on the blade while making it.
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Funkytrip |
![Frequent Visitor](http://cdn.paizo.com/image/avatar/20_frequent_visitor_col_fin.jpg)
Don't forget the +5 if you want to rush stuff etc. In optimal conditions, it would take indeed only a 1 (if that's an autofail) to ruin your attempt, but in less optimal conditions it's not. I generally tend to always rush since in our campaign we have little time to create stuff and are always on the move (meaning you only have 2 effective hours a day to craft something)
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Guhigh |
when you look at the rule to craft a type of item, a wand for example, the bolded requirement at the bottom say this for a wand
Item creation feat requirement: craft wand
Skill used in creation: spellcraft, craft(jewelry), craft (sculptures) or profession(woodcutter)
my thinking is that the craft dc is 5 + item CL, if you use a craft or profession skill, and 10 + CL if you use spellcraft
my reason why, that dc is lower for craft skill, is that spellcraft can be used for all crafting while a particular craft or profession can only be used for a few item type.
In addition all spellcaster have a good incentive to max out spellcraft: identify magical item, scribe scroll, know what spell opponent just cast, create all magic item type, ... it's a versatile skill, not a specialized skill. common sens will say that dc should be higher because of that. and seriously, for every caster without spellcraft, there are probably dozens of caster maxed out or nearly so. it's THE must have skill for caster.
a spell caster that maxed out a craft skill in addition to having a high spellcraft deserve to gain a bonus efficiency while crafting item related to there craft (in my opinion).
But mostly it will be people with the magical artisan feat that will need it the most, since they are not caster they cannot meet spell requirement for a specific item and will have at least one +5 DC because they can't cast required spell.
In the feat chapter, they first saw that spellcraft dc = 10 + CL. Then they told you that you can use a craft of profession instead of spellcraft and to check in the magic item creation section for more details about that.
there are still no answer to that subject from a game developer about what DC it is actually. Is it a misprint, or the did RAW didn't end up as RAI. it's still a question mark and it's really up to your DM to rule out this issue.