Asgetrion |
I've lately thought about the 'Craft X' -feats and Craft skills a lot, and I feel it's kind of weird that there are two different ways of creating items with in-game benefits. I can understand why Craft (Calligraphy) or Craft (Weaponsmithing) function better as skills, but Craft (Alchemy), Craft (Trapmaking) and Craft (Poisonmaking) have always felt a bit "odd" for me.
Personally, I think they would work a lot better as Feats, since (in my experience, at least) not too many PCs actually put ranks in them, and I don't see that changing in PF. Also, I think it would be more internally consistent (from the game mechanics POV) if they were actually Feats.
For example (I've omitted the 'Benefits'-section from each):
CRAFT ALCHEMICAL ITEM (Item Creation)
You can create alchemical items such as sunrods and poisons.
Prerequisites: INT 13, 1 rank in Profession (Herbalist) or Heal
CRAFT MECHANICAL TRAP (Item Creation)
You can create complex traps.
Prerequisites: INT 13, 1 rank in Knowledge (Dungeoneering)and 1 rank in Knowledge (Engineering) and 1 rank in Disable Device
CRAFT MECHANICAL CONSTRUCT (Item Creation)
You can create mechanical constructs such as golems.
Prerequisites: Caster level 12th, 1 rank in Craft (Armorsmithing) or 1 rank in Craft (Blacksmithing) or 1 rank in Craft (Weaponsmithing)
Any thoughts?