Banizal |
Im currently in the process of making a homebrew PF base class called "The Tinkerer". It is, in essence, an Artificer of sorts who's 'big thing' is the creation of a mini-homunculus/construct army (with roughly 5-7 individual constructs at 20th level depending on desire and build) and/or making various other items. My questions deal with this: crafting constructs.
In 3.0 and 3.5, to craft something, the crafter had to pay a gold component, an xp component and replicate the appropriate spell(s) associated. How does this crafting occur in PF? Also, i am aware of the "Craft Construct" feat in the Bestiary, but i am still fairly fuzzy on the crafting process within the new system of PF.
Any help would be greatly appreciated. Also, Ill be posting my Tinkerer on the Homebrew forums once this is cleared up. --*cough*JasonLookAtItForANewClassConcept*cough*-- =D
BigNorseWolf |
Im currently in the process of making a homebrew PF base class called "The Tinkerer". It is, in essence, an Artificer of sorts who's 'big thing' is the creation of a mini-homunculus/construct army (with roughly 5-7 individual constructs at 20th level depending on desire and build) and/or making various other items. My questions deal with this: crafting constructs.
In 3.0 and 3.5, to craft something, the crafter had to pay a gold component, an xp component and replicate the appropriate spell(s) associated. How does this crafting occur in PF? Also, i am aware of the "Craft Construct" feat in the Bestiary, but i am still fairly fuzzy on the crafting process within the new system of PF.
Any help would be greatly appreciated. Also, Ill be posting my Tinkerer on the Homebrew forums once this is cleared up. --*cough*JasonLookAtItForANewClassConcept*cough*-- =D
You will need to make your choice of either a spellcraft check (the usual)or a craft check appropriate for the item (your choice) since you have to max spellcraft anyway, and spellcraft works on any item, i'm just going to assume that its spellcraft. The DC is = to 5 + the caster level (given in the description) +5 for every prerequisite you didn't meet. Miss and you ruin your investment. miss by 5 and the item is cursed.
Step 1: get the feat. You either need to be a spellcaster of a certain level, or wait till 5th level, snag master craftsman, and then snag an item creation feat the level after that. You NEED the feat to create the items.
Step 2: sort out the confusing "musts" from the "must but not really" in the item creation descriptions. There will be a flurry of posts by people telling me "u r doin in rong" .. the rules are a little ambiguous
step 3) pay half the market cost of the item (exceptions apply to items with expensive material components..)
Scrolls(spell completion) you must know the spell or have it memorized. (hard must)For most other have someone cast it for you every day that you work. For most other items, each pre requisite you don't meet adds 5 to the spellcract dc to make it
staves and wands (spell trigger) require that you either know all the spells involved in creation, or have someone cast the spell for you once per day you work on it. (hard must)
Magic armor/weapons: The DC is equal to 3 times the effective + of the armor. Each pre requisite you don't meet adds 5 to the crafting DC. being 1/3 the effective bonus is a pre requisite, so if you you are 7th level and want to make chainmail +4 the dc is 5 base + 12 (the caster level)+5 = 22 because you're not high enough.Fail, and you waste your money. fail by 5 and the item is cursed.
potions: pay half the cost, make the spellcraft check. its a bit of a board argument as to whether you need to know the spell or not.
rings: pay half the cost, take the time, make the check. any pre reqs you don't have add 5 to the dc.
rod pay half the cost, take the time, make the check. any pre reqs you don't have add 5 to the dc.
Wondrous Items pay half the cost, take the time, make the check. any pre reqs you don't have add 5 to the dc.
The cost to add additional abilities to an item is the same as if the item was not magical, less the value of the original item. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 longsword.
Golems: pay half the market value. pay the full amount for the materials. (or rob a grave) make your spellcraft check, add 5 to the dc for each pre req you don't have. Golem manuals can make it easier.
Drejk |
Shortened comparison to 3.0/3.5 rules:
- You do not pay XP, only gold.
- You have to make a skill check (Craft or Spellcraft) against DC 5+item caster level as BigNorseWolf described above.
- You can ignore prerequisites by increasing DC of check by 5 per prerequisite missed. Required Item Creation feat cannot be ignored in this way, nor spells for spell-completion or spell-trigger items.
The last point makes creation of constructs requiring both arcane and divine spell much easier without multiclassing/cooperation.
Magic armor/weapons: The DC is equal to 3 times the effective + of the armor. Each pre requisite you don't meet adds 5 to the crafting DC. being 1/3 the effective bonus is a pre requisite, so if you you are 7th level and want to make chainmail +4 the dc is 5 base + 12 (the caster level)+5 = 22 because you're not high enough.Fail, and you waste your money. fail by 5 and the item is cursed.
I think that BigNorseWolf meant that weapon/armor Caster Level is equal to 3 times enhancement + of the weapon/armor.