Creation Feats Galore


Rules Questions

Silver Crusade

Hola everyone again. Another quick question. Do you think it is a good idea to create a wizard whose build consists of crafting golems, staves, wonderous items, and magic arms and armor? Or is it better to only focus crafting all of that except crafting golems and use that feat for another metamagic or spell mastery. I would appreciate any thoughts on this. Thank you. :)


How much downtime are you expecting in the campaign? Remember that it takes 1 day for every 1,000gp of the base cost. Some items will take a long time to craft and if you are dedicated to lots of crafting, you may not spend much time adventuring.


It really all does come down to how much down time you will have. Other than that I like crafting, but I wouldn't go so heavy into it.


If you want to make your own golems, craft wondrous items and craft magic arms and armor are the prerequisites to craft construct.

It's all going to come down to what you want to gain out of your crafting. If you have downtime allowing for a full 8 hour day of crafting you can accelerate the process to completing up to 2000gp towards the final product each day by increasing the DC by 5.

Do not be discouraged if you are mostly adventuring and not in towns for long. In a standard adventuring day you are able to craft for a maximum of 4 hours a day that attributes only 2 hours towards the end goal. Again, an increase of DC 5 will get this to 4 hours which allows for 500gp towards the final product. The crafting rules explain where this time is taken from. An hour or two combined between breakfast, lunch, dinner, bedtime to get the 4 hour cumulation.

Adventuring crafters will be able to do what's needed in twice the time it would take someone in town who's not rushing. Just make sure that if you do have time in town, you utilize it as best as possible so you can get the items you need.

Try planning out the order that you'd like to get the items you want to best use your time. Time management is your best friend since you can only work on one item at a time and if you start another before completing the first you lose everything you've invested into the first.

The problem with crafting constructs is that you might be required to do so in a workshop. How else did you shape the metal of the iron golem or whatever one you're making? Having a bag of holding would be key to have first since mages won't have the strength to carry around all the materials required. This shouldn't be hard as you can make those yourself with craft wondrous items.

It's entirely a viable build to become a crafter. There are many perks that will come of it, but just know that you will be using items to try to make up for the loss of a feat to a craft that could have been used to augment your skills.


If you are using Traits take the Hedge Magician trait.

"You apprenticed for a time to a craftsman who often built magic items, and he taught you many handy shortcuts and cost-saving techniques. Whenever you craft a magic item, you reduce the required gp cost to make the item by 5%."

Very useful for a crafter. Also, if you're allowed 3.5 material take a look at the crafting Homonculus from Magic of Eberron. I used it to great effect when combined with a Portable Hole decked out as a forge/workshop.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Creation Feats Galore All Messageboards

Want to post a reply? Sign in.