Eric Clingenpeel
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I was thinking, I could combine the Master Craftsman feat with my Alchemist's naturally outrageous Craft:Alchemy skill to make wondrous items, at least the elixers/oils/soverign glue items.
Anyone think there's a problem with that?
As long as you also take the craft wondrous item feat, its kinda what MC was designed for. (Not alchemist's specifically, but those with the craft skill)
Zerombr
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blacksmithing can make cloaks? I would've expected some clothcraft skill for that.
Exactly how basic can that get? Is there a basic listing of what is covered by a skillset? like those minatures of power.
Personally I like the idea of being a masterful author for an alchemist, having max ranks in craft:writing or profession:author. then end up making the stat boosting tomes.
| The Black Bard |
Benefit: Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Magic Items). You cannot use this feat to create any spell-trigger or spell-activation item.
To create magic items, spellcasters use special feats which allow them to invest time and money in an item's creation. At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but sometimes another skill) to finish the item.
Emphasis mine. Which leads to the individual descriptions of the various categories for making magic items. All of which very clearly spell out which craft skills are allowed, except wondrous, which still states:
Skill Used In Creation: Spellcraft or an applicable Craft or Profession skill check.
In summary, while I agree that the text of Master Craftsman could be interpreted to say that your chosen skill "replaces" the various skill choices presented in the item creation section, I disagree that such an interpretation is the correct one.
I disagree because it is both a stretch of logic, and very much against the spirit of the rest of the item creation rules regarding use of specific or applicable skills.
Which does mean that Craft:Basketweaving would only allow you to make magical baskets, or other items manufactured in a similar way. Tatami mats and wicker chairs and the like.
Personally, I would like to see an erratta stating that you could "link" other skills to it, for the purposes of a single creation feat, to specifically solve the issues this feat has with Wonderous Items. How to do so in an efficient and unconfusing manner wording-wise.... I dunno.
VikingIrishman
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Master Craftsman wrote:Benefit: Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Magic Items). You cannot use this feat to create any spell-trigger or spell-activation item.Magic Item Creation wrote:To create magic items, spellcasters use special feats which allow them to invest time and money in an item's creation. At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but sometimes another skill) to finish the item.Emphasis mine. Which leads to the individual descriptions of the various categories for making magic items. All of which very clearly spell out which craft skills are allowed, except wondrous, which still states:
Wondrous Items wrote:Skill Used In Creation: Spellcraft or an applicable Craft or Profession skill check.In summary, while I agree that the text of Master Craftsman could be interpreted to say that your chosen skill "replaces" the various skill choices presented in the item creation section, I disagree that such an interpretation is the correct one.
I disagree because it is both a stretch of logic, and very much against the spirit of the rest of the item creation rules regarding use of specific or applicable skills.
Which does mean that Craft:Basketweaving would only allow you to make magical baskets, or other items manufactured in a similar way. Tatami mats and wicker chairs and the like.
Personally, I would like to see an erratta stating that...
You know, having never delved that far in magic item creation, I never noticed that most of them have an associated craft skill. This makes a hell of a lot more sense than the way I originally read it. My thanks to the Bard for his schooling. ^_^
Zerombr
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OK lets go through this one step at a time, shall we?
Master Craftsman wrote:Benefit: Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Magic Items). You cannot use this feat to create any spell-trigger or spell-activation item.
I take Master Craftsman targetting my Profession:Author skill that has at least five ranks, I get a +2 bonus to that skill now.
I then take the feat Craft Wondrous Items, understanding that I can only create items I can create with that profession.
To create magic items, spellcasters use special feats which allow them to invest time and money in an item's creation. At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but sometimes another skill) to finish the item.
First off, I don't need to be a spellcaster since I have Master Craftsman, but it will increase the DC by 5 for not having the spell.
I decide my crafting target is a stat boosting tome. which needs a spell, and CL 17, which means I need to have 17 ranks in my Author profession. That also means that I have to be level 17 to create this item properly.
Skill Used In Creation: Spellcraft or an applicable Craft or Profession skill check.
In summary, while I agree that the text of Master Craftsman could be interpreted to say that your chosen skill "replaces" the various skill choices presented in the item creation section, I disagree that such an interpretation is the correct one.
not sure I follow you here. MC specifically said I need to use my profession:Author to do the roll, so it's used instead of spellcraft, as referred to as the 'applicable craft or profession.' How can it do anything BUT replace spellcraft?
I'm not trying to be argumentative, I'm just wanting to understand what you mean. As you had quoted and bolded above...
You must use the chosen skill for the check to create the item.
I disagree because it is both a stretch of logic, and very much against the spirit of the rest of the item creation rules regarding use of specific or applicable skills.
So is your issue with how its done, or the MC feat itself? It seems to me you're against the feat, since you don't like how a craft roll can make a magic item? Am I understanding you properly?
Which does mean that Craft:Basketweaving would only allow you to make magical baskets, or other items manufactured in a similar way. Tatami mats and wicker chairs and the like.Personally, I would like to see an erratta stating that...
likewise
So let's finish the MiC I started, eh?
so I look over the stat boosting tome, and check the prereqs, CL 17, and 'cat's grace'.
Example A: I have 17 ranks in Profession:Author, I meet the CL for this item, I do not however know the spell 'cat's grace'. My DC is 5 (base) + 17 (Caster Level needed) + 5 (for not knowing Cat's grace)
My DC is a respectable 27.
Example B: I do not have 17 ranks in Profession:Author. I do not meet the CL for this item, nor do I know 'cat's grace'. My DC is a hefty 5 (base) +17 (Caster Level needed) + 5 (for not meeting the Caster Level) +5 (for not knowing 'cat's grace') leading to a DC 32
Both of these things are possible, however with class bonus, high stats, skill focus, and traits.
10 ranks of profession. a +5 Wisdom modifier, +3 for skill focus, and a +2 from being a gnome. That gives me a +20 to my roll, respectable but not guaranteed.
An interesting idea, though, pen your own tomes at level 10...
Eric Clingenpeel
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10 ranks of profession. a +5 Wisdom modifier, +3 for skill focus, and a +2 from being a gnome. That gives me a +20 to my roll, respectable but not guaranteed.
Of course, don't forget that having 10 ranks increases your skill focus to +6... ;) +23, assume you'd have masterwork tools +25 to your check. So, on average you could easily make the check
| The Black Bard |
@ Zerombr: Anything I was saying negatively in my post was regarding the interpretation that a blacksmith could make cloaks of elvenkind. While that was a possible interpretation of the rules, I felt it was not the correct one. Everything else in my post is just showing how the feat interacts with magic item creation. Your post is completely correct, as far as I can see.
Also, don't forget, your spellcaster level is not mandatory for item creation, its just another prerequisite.
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 spell-trigger and spell-completion magic items without meeting their spell prerequisites.
What that means is that you can try to create a CL 20 item at level 10. Its just that the DC will start at 5 base +20 cl +5 not meeting the CL = 30. And thats before any spell prerequisites too, which may be hard to provide for such a powerful item.
So you could try to make your tome earlier than 17, its just going to be that much harder.
Edit- I apparently can't read, and you had already mentioned this in your mechanics. My apologies. I'll leave it up for any other people who may not be as aware of it.
| Kaisoku |
A blacksmith making a magical cloak might be putting chain links along the edge, or as the method of keeping it around your neck, or just as decoration.
An author might having magical inks or simply magical words scribed onto some gloves, or chiseled into the side of a weapon (I'm thinking of Alucard in Hellsing.. his gloves and guns have writing all over them, as well as the bullets sometimes).
Thematically, you can explain it however you want. Since a caster with spellcraft needs to buy the masterwork weapon or armor he's going to be enchanting, so too does the Master Craftsman, unless he happens to spend the time using his craft skill to make it himself.
So just like a spellcaster making a magical cloak with the spellcraft skill doesn't actually fabricate the cloak (it's assume as part of the gold cost I'm assuming), I don't see why there should be any additional restriction on a Master Craftsman doing the same.
At most, I'd say that a full set of wondrous items by a blacksmith might need to be described as full of studs, chain, and spikes... while the guy with Profession: Author might have writing decorating all his equipment.
What this says about the Profession: Chef, I'm not sure... it's up to the player and DM to come to terms with the flavor they want (pun not intended).
| Kevin Andrew Murphy Contributor |
What this says about the Profession: Chef, I'm not sure... it's up to the player and DM to come to terms with the flavor they want (pun not intended).
I would say that the Boots of Elvenkind made by the Master Craftsman with Profession Chef, aside from the usual listed powers, could also be tossed in a pot with water which with a little simmering would be transmuted into a delicious bouillabaisse.
On the downside, your boots would also smell so delicious that monsters with the Scent ability would be at +2 to track you and would gnaw your feet off in preference to any other body part.
| Sigurd |
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Thematically, you can explain it however you want. Since a caster with spellcraft needs to buy the masterwork weapon or armor he's going to be enchanting, so too does the Master Craftsman, unless he happens to spend the time using his craft skill to make it himself.
I think a Master Craftsman must make the item himself or he\she isn't supplying anything to the process. That is the issue. If their craft can not realistically make the item how are they involved?
Thematically I think the MC Feat is based on the idea that some craftsmen are so good at what they do that in their craft they find magic. The shoemaker can make a magic shoe because they know so much about shoes. That same shoemaker can't make a magic suit of armor. Master craftsmen know so much about their craft that they can make any example of that craft, even the magic varieties.
How do Master Craftsmen get any further knowledge of magic outside of their craft focus?
A caster using spellcraft knows the demands of the magic. That's a position with much more flexibility. They create compromises and modifications in the magic to accept select components. The caster crafts the magic that is suitable for the item to suit the component parts. That is the nature of Spell _Craft_. They are involved in every item.
Wondrous items are so varied, the caster must be able to rely on masterwork components because they could never have the skills to produce each type of item. Modifying the magic across a wide range of forms is part of the craft wondrous items feat.
If you come at the creation process from the craft side you have to be a master at every craft you choose to use or you certainly can't use that craft well enough to make magic. If your craft is not applicable you can't make the item.
I think that interpreting the Master Craftsman feat any other way is wishful thinking.
S
| Kaisoku |
I think your interpretation is far more limiting, in an already very limited avenue of magical crafting.
I have no problems creating fluff that matches my interpretation (for the most part, see my profession: chef for example), and I'm pretty heavily slanted towards the simulationist side of the argument.
Just know that if you were a player in my games, I'd let you do most things with your craft skill.
| Kevin Andrew Murphy Contributor |
I think your interpretation is far more limiting, in an already very limited avenue of magical crafting.
I have no problems creating fluff that matches my interpretation (for the most part, see my profession: chef for example), and I'm pretty heavily slanted towards the simulationist side of the argument.
Just know that if you were a player in my games, I'd let you do most things with your craft skill.
Sometimes, however, it gets really silly.
Let's say your Master Craftsman has Craft Wigmaking. He is a master wigmaker and of course makes Hats of Disguise in the form of wigs, magical beehives filled with actual bees and so forth. You want a wig, he can make it, and these wigs are so wonderfully made, they're magical. In fact, he even made a wig out of live vipers for a medusa who cruelly had her serpentine locks hacked off and cauterized, leaving with a pixie cut of maimed twitching stumps. But now, thanks to the wondrous wigmaker, she has back her monstrous dignity--at least until the next adventurers just kill her and are surprised to find her snaky hair falling off as a wig, and are even more interested to know that the wigmaker inscribed his name and the address of his shop inside so people can come by and take commissions.
Now, the paladin really wants a Holy Avenger. How exactly is a wigmaker going to go about this?
Yes, we can come up with business about him getting the plait of a valkyrie and braiding it, or ruthlessly shaving off the beards of barbed devils, or any other suitable epic quest, but it will still end up looking as silly as driving up to a bridal emporium and expecting them to be able to change a muffler and rotate your tires. I mean, a holy avenger made by a wigmaker. It's like asking a swordsmith to make you a magic wig.
Of course, that's the way the dwarves made Sif's golden hair after Loki cut it off, so if master smiths can make a magic wig, I suppose it's only fair that a master wigmaker can make a magic sword. It probably involves holding down a barbed devil and going at his chin with an Epilady.
0gre
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I also require that the craft skill used for Master Craftsman be a skill required for creating the item. I didn't even have to tell my players this since they pretty much assumed it also.
There is a lot of flexibility here though, a headband can be made with craft jewelry or heck I would go for craft knitting... but not craft alchemy, or profession brewer.
| Kevin Andrew Murphy Contributor |
I also require that the craft skill used for Master Craftsman be a skill required for creating the item. I didn't even have to tell my players this since they pretty much assumed it also.
There is a lot of flexibility here though, a headband can be made with craft jewelry or heck I would go for craft knitting... but not craft alchemy, or profession brewer.
Don't you want to see the Beer Hat of Brilliance?
| Louis IX |
Master Craftsman is only linked to Craft Wondrous Item and Craft Magical Arms and Armor. I would have liked the possibility of brewing potions through craft(alchemy) and MC.
Back on topic: for me, the most versatile I found is Profession(leatherworker), which allows the character to make enchanted bits of leather for almost all wondrous items and even (although it's quite a stretch) magical arms and armours. Why? Because nothing is said about the "reason" for which the thing is magical. For a steel shield, that could be the leathery covering. For the plate armor, that could be the leathery inner layer. For the sword, that could be the leather around the handle. For a book, that could be the cover. For mostly leathery items (like boots and cloaks), that's even easier to explain. Profession(smithy) is a close second because most items include metallic parts.
$0.02
EDIT: Although, really, anything might go with the proper explanation. For Profession(brewer), one might argue that the magic part comes from the item being soaked in a special liquid which names starts with "be" and ends with "er" ;-)
W. John Hare
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Master Craftsman: '...Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item Feats... You must use the chosen skill for the check to create the item.'
So, as an example my alchemist wants to craft some magic stuff...
Feat progression
Lvl 5 - Master Craftsman (Craft - Alchemy)(can't take it any earlier cause the prereq is 5 ranks in the chosen craft skill)
Lvl 7 - Craft Wondrous Item (assuming max ranks in Alchemy - caster 7)
Lvl 9 - Craft Arms and Armor (assuming max ranks in Alchemy - caster 9)
Neither Craft Wondrous Item or Craft Arms & Armor require the 'caster' to make/craft the item himself.
Then under the crafting rules I would use Craft (Alchemy) instead of Spellcraft to make my magic items.
Now, I do understand that thematically it doesn't necessarily make sense for a skilled Alchemist to bang out a magic sword/armor...
But according to the RAW he can... (just like our Basket Weaving expert could make magic full plate).
As a DM, I would be hard pressed to want to 'punish' a player by limiting what his feat could do... especially as he has to use up two feats that a caster only needs one for.
Plus, I'm lazy and there is no way that I would want to go thru and keep track of what craft/profession can make which Wondrous Item/Magic Arms & Armor.
The other way to look at this, is what if you have a party without any casters? If one of my players is willing to buy those feats, then those feats should be able to operate just like any other feat, not with limitations.
Just my 2cents.
| Jason Kossowan |
I don't think limiting a player to crafting what his Craft or Profession skills are intended for using Master Craftsman is a nerfing of the feat. The feat already provides a +2 skill bonus and allows non-casters to make magical items. It is plenty useful.
Restricting what magic items made to those that are supported by the player's skills not only keeps Common Sense in play but also prevents the feat from potentially becoming OP imho.
That being said, it does get a little messy with Profession & Craft Wondrous Item. Thanks for the big Pandora's Box Paizo! ;)
| Glutton |
Creating Magic Weapons :snip:
Item Creation Feat Required: Craft Magic Arms and Armor.
Skill Used in Creation: Spellcraft, Craft (bows) (for magic bows and arrows), or Craft (weapons) (for all other weapons).
Creating Wondrous Items :snip:
Item Creation Feat Required: Craft Wondrous Item.
Skill Used In Creation: Spellcraft or an applicable Craft or Profession skill check.
Wondrous item I can see you getting away with quite a few things if you're devious and dont mind a +5 Mighty Throwing Returning Pathfinder Roleplaying Game book being thrown at your head. Heck I could see this as being able to get you Elixirs using Craft (Alchemy) pretty easily.
Crafting arms and armor requires you to apply it to that specific skill though
| Kevin Andrew Murphy Contributor |
Kevin Andrew Murphy wrote:Don't you want to see the Beer Hat of Brilliance?:D
Here you go:
Beer Hat of Brilliance
Aura strong varied; CL 13th
Slot head; Price 125,000 gp; Weight 3 lbs.
Description
This normal-looking beer hat takes its true form and manifests its powers when the user dons it and raises a toast. Made of brilliant silver, polished steel, and gleaming copper tubing, a newly created hat is equipped with rock crystal bottles filled with magical brews: 10 Cheliaxian White Lambic, 20 Galtan “Revolutionary Red” Porter, 30 Brevoyan “Double Dragon” Stout, and 40 Andoran Pale Ale. When struck by bright light, the beauteous brews scintillate as the marvelous beer-dispensing apparatus rotates like an astrolabe, allowing the wearer to imbibe any brew (magically served at the perfect temperature) and then release a satisfied belch and with it a magical effect.
The brews' functions are as follows:
* Cheliaxian White Lambic: Prismatic spray (save DC 20)
* Galtan “Revolutionary Red” Porter: Wall of fire
* Brevoyan “Double Dragon” Stout: Fireball (10d6, Reflex DC 20 half)
* Andoran Pale Ale: Daylight
The beer hat may be used once per round, but each bottle of brew can perform its spell-like power just once. Until all its bottles are emptied, a beer hat of brilliance also has the following magical properties when activated.
* When undead are within 30 feet, a magical sign appears atop the hat, lit with a bluish light and typically taking the form of some symbol of beer’s purity: an eternally refreshing waterfall, a beautiful and saintly blonde maiden bearing beer, Shelyn in Her aspect as Lady of the Moon, the holy kirin of Tian, etc. The light from this holy sign causes 1d6 points of damage per round to all undead within that range, tormenting them with the knowledge that they are forever denied the pure refreshment of beer.
* The wearer may proclaim a toast, raising any glass or stein he holds and having it catch alight, the alcohol miraculously burning but unconsumed. This power may also be used to command any weapon he wields to become a flaming weapon. This is in addition to whatever abilities the weapon may already have (unless the weapon already is a flaming weapon). The “toast” takes 1 round to take effect.
* The wonderfully chilled and perfectly insulated beer hat provides fire resistance 30. This protection does not stack with similar protection from other sources.
Once all its bottles have been emptied, the beer hat loses its powers and the bottles crack. Removing a bottle spills and wastes the beer.
If a creature wearing the beer hat is damaged by magical fire (after the fire protection is taken into account) and fails an additional DC 15 Will save, the remaining bottles on the hat crack and explode. Remaining Cheliaxian Lambics become prismatic sprays that each randomly target a creature within range (possibly the wearer), Galtan “Revolutionary Red” Porters become straight-line walls of fire extending outward in a random direction from the helm wearer, and Brevoyan “Double Dragon” Stouts become fireballs centered on the helm wearer. The Andoran Pale Ales and the beer hat itself are destroyed.
Construction
Requirements: Master Craftsman: Profession Brewer, Craft Wondrous Item, detect undead, fireball, flame blade, daylight, prismatic spray, protection from energy, wall of fire; Cost 62,500 gp
W. John Hare
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The main issue that seems show pop up in this discussion is one line from Master Craftsman.
“You must use the chosen skill for the check to create the item.”
This line is being viewed 2 ways.
1) That by using the skill, the crafter is in fact practicing his craft to make the item from scratch and in the end the item has magical properties. In this view only items the crafter could make can become magical. (ie Craft Armor can make magical armor, but not magical weapons).
2) That at the end of the enchanting process the crafter makes his check to see if the item is magical/inert/cursed and that instead of spellcraft or other appropriate skill the crafter uses the chosen skill. (ie Profession Lawyer can make magical weapons and armor [possibly by arguing the GM until his head explodes… J ])
Now I fully admit that I fall into the 2nd viewpoint (well hopefully not have my GM’s head explode part) for several reasons.
- I’m lazy, I’m not going thru all the magic items and compiling a list of what can be made by which craft/profession skills. And to a certain degree that is what you would need to do so that players can make informed choices about what their characters could and could not make.
- That if the player has chosen to invest his character with these feats, the chances are pretty good that he will be the only one in the group. So why limit what items the character can make.
- That if we take out Master Craftsman, that a spellcaster who has a craft/profession skill superior to his spellcraft could use it instead of spellcraft to make certain items (Craft Jewelry = Forge Ring, Profession Scribe = Inscribe Scroll, etc).
- Master Craftsman (Craft Armor) takes Craft Arms & Armor feat, gets only ½ utility under viewpoint 1, being able to make magical armor but not weapons.
Now in all fairness, the 1st viewpoint is definitely more thematic. But depending on how much leeway the GM gives really determines what is ‘available’ to be made into magic. For example, say you have a Master Craftsman (Craft Alchemy) with Craft Arms & Armor. The fellow goes out, buys a masterwork sword, takes it back to the lab and then proceeds to spend several days with the weapon pouring alchemical substances on the blade to ‘transmute’ the weapon from mundane into magical.
Or Master Craftsman (Profession Soldier) with Craft Arms & Armor, does the pretty much the same thing, but instead of alchemical substances, the soldier from years of his trade hones the blade to razor sharpness by investing both time and money to sharpen it into magical status. And if these examples work, then really everything should be allowed, but you might require some ‘extra’ role-playing to be brought in (note viewer discretion should be considered when Profession Dominatrix and Profession Prostitute start their ‘crafting’ process).
| Petrus222 |
The main issue that seems show pop up in this discussion is one line from Master Craftsman.
“You must use the chosen skill for the check to create the item.”This line is being viewed 2 ways.
1) That by using the skill, the crafter is in fact practicing his craft to make the item from scratch and in the end the item has magical properties... (edit)2) That at the end of the enchanting process the crafter makes his check to see if the item is magical/inert/cursed and that instead of spellcraft or other appropriate skill the crafter uses the chosen skill. (ie Profession Lawyer can make magical weapons and armor)
I think you can simplify even more than that to be honest. It all comes down to what you define as a raw material. Eg. If a wizard uses craft arms and armor to make magic armor I think it's pretty commonly accepted that they mostly just buy MW gear and enchant it.
In effect the MW armor is a raw material of the magic armor just as the "n" thousand gold needed to make it is spent on further magical raw materials. The caster isn't required to forge raw iron into the gear and then enchant it inspite of the implications of the word craft in "craft arms and armor" suggesting they make it themselves from scratch.
So taking that further and since I don't see any mechanical RAW ruling, there's no reason that you shouldn't be able to use profession lawyer to make magical gear from MW items bought on the open market. If you need a thematic reason maybe they scribe a contract with the spirit of the sword or an elemental spirit onto the blade.
This is even more thematically appropriate for alchemy. For magic wpns/armor maybe the gear gets dipped in a suspension of magically bound alchemical adamatine, or if you were making a cloak of elvenkind, the cloak gets dipped in a liquid that has alchemical sound dampening and or color changing properties. It's not hard to be creative about it, especially for alchemy.
Profession chef... okay sure that might be a stretch, but who's to say you couldn't bake magical pie with the item to be enchanted in it. If I can accept that a person can cast a fireball by saying the right words, its actually easier for me to accept that rare magical cherries, or specific animal organs, baked in a flaky pastry, with a dagger in the middle could make the dagger harder and sharper or have a kinetic affinity for flesh.
At least the latter process is actually doing something as opposed to just mumbling and handwaving or in other words if you're willing to suspend disbelief for one, the other is certainly no less beleivable.
0gre
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As a simple rule of thumb, the more paragraph's you have to use to justify something the less likely it's right.
Using your logic the best skill for crafting is appraise and you can just go out and buy the items.
The wording is pretty straight forward. If you want to ignore it then just ignore it and move on.
| Petrus222 |
As a simple rule of thumb, the more paragraph's you have to use to justify something the less likely it's right.
Using your logic the best skill for crafting is appraise and you can just go out and buy the items.
The wording is pretty straight forward. If you want to ignore it then just ignore it and move on.
Who's that directed at?
| Kevin Andrew Murphy Contributor |
It really all depends on the type of story you're wanting to tell.
There are so many stories about magical smiths you don't really need to go into all of them, but when you have smiths even do tricks like making magic wigs out of gold that really grow, you basically have to admit that anything is possible.
Hell, you go with the Scandinavian folktales, you even find a girl who took Profession Maid and turned that into a viable option for all sorts of magical tricks.
What it comes down to is what you, as a gamemaster, feel is appropriate for your world. Master Smiths? Sure. Master Maids? In a suitably fairytale world, perfectly sensible. Master toymakers? Almost as common as the smiths. Master alchemists? They wouldn't be very successful if they weren't, and indeed, its pretty much necessary to give every alchemist Master Craftsman: Craft Alchemy and then tie that to Craft Wondrous Item so they can make all the elixirs, unguents, incense, powders and similar substances you'd expect an alchemist to make.
That said, it's perfectly fine for a gamemaster to say that in his world, there is no such thing as a Master Dominatrix, a Master Prostitute, a Master Sommelier, a Master Cheesemaker, or a Master Chimneysweep. There may be individuals of these professions who are considered masters, or even possess magic in their own right via some other class, but the metaphysics of the universe do not allow you to sweep a chimney until a miracle occurs.
Alternately, as there is folklore about sweeps being lucky, it may be that Profession Chimneysweep is on the approved list of magical professions alongside smith and alchemist, and while the dominatrixes and cheesemakers may be put out at this slight, it's simply a part of worldbuilding. Maybe there are secret rites and rituals of the brotherhood of chimney sweeps or maybe it's just the fact that when all those smiths and alchemists burn magic stuff in their furnaces, producing magic smoke, well, some of that is deposited on the walls of the chimneys as magic soot and a master chimneysweep knows how to sweep that out and sort it. Want Dust of Appearance? That makes perfect sense for a chimneysweep item. Everything else would probably look pretty sooty though.
Basically it comes down to Rule 0. The Beer Hat of Brilliance may be perfectly legal by the RAW, but I don't have to allow it in my world if I don't want it.