Item Creationist Cohort Build Advice Needed


Advice


7th level is coming up in my party and I have decided to take the leadership feat. We don't come across many towns in our campaign so getting new gear is difficult. I want to build a Cohort that just tags along and builds whatever the party needs. They will never see combat. I need somebody thats is completely optimized for building and nothing else. I am not very creative when coming up with these types of builds so any and all advice you may have to offer would be greatly appreciated.

15 pt. buy
All Pathfinder sources welcome

Thank you


Honestly, all you're going to really need is as much put into Spellcraft as possible. Then take the Item Creation feats your party needs. For mundane items (mostly masterwork weapons and armor), you'll have to find a way to get them. Either take them from fallen enemies or find a way to get into town once in a while to buy them. Masterwork weapons and armor take too long to craft.

Everything else will just be gravy. It may be easiest to use a wizard as your cohort because he will get bonus Item Creation feats.

Here is a level 5 wizard crafter. I would take item creation feats and the arcane builder discovery for non-scrolls, non-potions, and non-wands (unless you are using 3rd and 4th level spells, then it may be an ok choice).

cohort:

UNNAMED HERO CR 4
Male Human Wizard 5
LN Medium Humanoid (Human)
Init +0; Senses Perception +2
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DEFENSE
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AC 10, touch 10, flat-footed 10
hp 27 (5d6+5)
Fort +2, Ref +1, Will +6
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OFFENSE
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Spd 30 ft.
Wizard Spells Known (CL 5, 3 melee touch, 2 ranged touch):
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STATISTICS
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Str 12, Dex 10, Con 13, Int 18, Wis 14, Cha 8
Base Atk +2; CMB +3; CMD 13
Feats Arcane Builder: Wondrous Items, Brew Potion, Craft Magic Arms & Armor, Craft Wondrous Item, Magical Aptitude, Scribe Scroll, Skill Focus: Spellcraft, Wizard Weapon Proficiencies
Traits Hedge Magician, Underlying Principles
Skills Appraise +12, Spellcraft +17, Use Magic Device +10
Languages Common
SQ Bonded Object: Ring (1/day) (Sp), Metacharge (Ex)
Other Gear Ring
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TRACKED RESOURCES
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Bonded Object: Ring (1/day) (Sp) - 0/1
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SPECIAL ABILITIES
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Arcane Builder: Wondrous Items You have an exceptional understanding of the theory behind creating magical items. Select one type of magic item (potions, wondrous items, and so on). You create items of this type 25% faster than normal, and gain a +4 bonus on Spellcraft checks (or
Bonded Object: Ring (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Hedge Magician Magic item gp costs -5%.
Metacharge (Ex) As an Arcanamirium crafter, you gain a bonus feat at 3rd level, which must be an item creation feat or metamagic feat. You must still meet all prerequisites for a bonus feat, including caster level minimums. When using metamagic feats to create magic

He still has 15 skill points to spend, 4 languages to choose, all his spells to choose, and needs a name.


Thanks for the advice and the build Bob.

Was the stat block created in PcGen?


DougFungus wrote:

Thanks for the advice and the build Bob.

Was the stat block created in PcGen?

Looks like HeroLab.


I used Hero Lab.


That makes sense. I was pretty sure that PcGen didn't have a dataset for Arcanamirium crafter.

Still looking for more advice. Keep it coming.


I came across this problem myself, so I would advise having your cohort also taking Cooperative Crafting feat in the Advanced Players' Guide. This will help at higher levels to greatly reduce the amount of days crafting each item. All you need is just one person in your party to take one crafting feat (Wondrous Items is the most bang-for-your-buck) for the teamwork to qualify. A truly equitable party could spread the crafting feats among themselves, one per player.

Wizards are best for crafting, and the order that I would give the cohort crafting feats would be: scrolls, potions, wands, wondrous items, magical arms & armor, rods, rings, and staffs. Really the only thing your cohort should be doing is getting new spells inscribed in their spellbook and crafting. Bags of Holding can help carry some of the more ridiculous items like anvils, multiple masterwork artisans' tools, alchemists' labs, etc.

Spellcraft is key, but for low-levels so is Craft: Alchemy. Never underestimate a good potion maker, especially with APG stuff like Bloodblock if you lack a divine caster. Or easy access to potions of CLW if you do have a divine caster. Most GMs will allow "gestalt crafting", so a wizard can have a divine caster help make those potions and wands with divine spells. A very high UMD otherwise.


jhpace1 wrote:
I came across this problem myself, so I would advise having your cohort also taking Cooperative Crafting feat in the Advanced Players' Guide. ...

"...and your assistance doubles the gp value of items that can be crafted each day.

Halves the time in crafting!!! Wow, didn't know that. Heck having a cohort at your base camp might be worth it with this feat.

+100 XP


Combined with arcane builder and you've got yourself a magic item factory!

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