Reducing crafting magic item costs


Advice


Only thing I know that can reduce costs is the hedge magician trait.
Is there anything else?

Liberty's Edge

Franko a wrote:

Only thing I know that can reduce costs is the hedge magician trait.

Is there anything else?

Besides the GM approved built in way, I'm not sure myself, but I'd like to know as well if there is a way.


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Just the standard two...

If you restrict the item so it can only be used be a certain class (i.e. wizard, fighter, monk)or alignment, it reduces the cost by 30%.

If you restrict the item so it requires a certain skill to use, it reduces the cost by 10%.

With the hedgemage 5% reduction, an item that requires someone to be a fighter who has handle animal skills would cost 55% of the full value, or 27.5% of the market value.

So a hypothetical Horseshoes of Speed made by a wizard for a mounted fighter friend of his to use can theoretically cost only 825 gold to make, rather than 1500.

These reductions can be kinda cheesy, as it allows you to make dirt cheap magic items if you are making them for yourself or fellow party members. Perfectly within the rules, and even probably common enough in the world, but still a bit cheesy.

they would probably be pretty hard to sell, and net you much less money than a normal set of horseshoes of speed.

combine it with taking an extra 5 DC crafting to double your crafting speed, you can easily get rather useful items completed in a single day.


Class and alignment restrictions only reduce price, not cost.


For that matter, Class and alignment restrictions require GM approval as they would fall under custom items (if they are not already restricted).

- Gauss


Other Considerations: Once you have a cost figure, reduce that number if either of the following conditions applies:

Item Requires Skill to Use: Some items require a specific skill to get them to function. This factor should reduce the cost about 10%.

Item Requires Specific Class or Alignment to Use: Even more restrictive than requiring a skill, this limitation cuts the price by 30%.

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In addition, while everything is eventually up to the DM's discretion, this is not mentioned specifically as an optional rule set, nor is specifically pointed out as 'up to the DM'.

It is JUST as valid as every other part of the crafting rules.

The wording may unintentionally lead to cost reductions by some oversight on the part of the writers, but again that is its exact wording in the PRD.


Eldritch Smith also reduces the cost by 5%

Liberty's Edge

Aioran wrote:
Eldritch Smith also reduces the cost by 5%

Oh of course, the Dwarf! Paizo's favored PC race. (grumble) ;)

But, I don't think this will stack with Hedge Magician as they are both magic traits, and the rules for selecting traits says you can dip into the same pool twice.

Though if you do plan on making lots of magic items from metal, this would be a better effect as you could get 5% of the cost to make the MW item, and another 5% off the enchanting costs once you get to that step.

Grand Lodge

Also if your players relay want it I would allow them to take a feat that would reduce the price my 10% (2x the trait).


JTibbs wrote:

Other Considerations: Once you have a cost figure, reduce that number if either of the following conditions applies:

Item Requires Skill to Use: Some items require a specific skill to get them to function. This factor should reduce the cost about 10%.

Item Requires Specific Class or Alignment to Use: Even more restrictive than requiring a skill, this limitation cuts the price by 30%.

It does contradict itself a bit there, but it works much better if the players can't apply that whenever they want. (Note that it also says that a restriction that isn't really a restriction is worth 0%.)

Also, the whole section is under a "GM permission required" warning. While I personally disagree with that, it is what it is.

Grand Lodge

Gauss wrote:

For that matter, Class and alignment restrictions require GM approval as they would fall under custom items (if they are not already restricted).

- Gauss

Pathfinder's list of restrictions is so severely broken that I would not allow discounts for any of them. A restriction that does not restrict the character's use of the item is no restriction in my book.


Runesmith, but it's mutally exclusive with Hedgemagician.


LazarX: I agree with you on the restrictions. Hence my reminding people they require GM approval.

- Gauss


Winterwalker wrote:
Aioran wrote:
Eldritch Smith also reduces the cost by 5%

Oh of course, the Dwarf! Paizo's favored PC race. (grumble) ;)

But, I don't think this will stack with Hedge Magician as they are both magic traits, and the rules for selecting traits says you can dip into the same pool twice.

Though if you do plan on making lots of magic items from metal, this would be a better effect as you could get 5% of the cost to make the MW item, and another 5% off the enchanting costs once you get to that step.

There is the dwarf alternative racial trait 'craftman' it replaces the greed trait. That would stack with with either Eldritch Smith or Hedge Magician, which ever you prefer.So a total saving of 10% not half bad :)


You can make it a cursed item. If it only works in certain instances that's a 30% reduction. If it creates the opposite effect of what should happen that's a 50% reduction. If it has particular drawbacks those can range from a 10% to 50% cost reduction, depending on the severity. There are no cost reductions for cosmetic drawbacks or requirements with no direct game effects.

Intentionally crafting cursed items requires the same item creation feats and skill checks as does crafting a normal item of that type, but in addition to such requirements, intentionally cursed items require bestow curse or major curse as a spell prerequisites.

Silver Crusade

lmd67 wrote:
There is the dwarf alternative racial trait 'craftman' it replaces the greed trait. That would stack with with either Eldritch Smith or Hedge Magician, which ever you prefer.So a total saving of 10% not half bad :)

Nope:

Craftsman

Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.


Ask your DM if you can use the Downtime system from Ultimate Campaign.
It takes a bit more time, but buying 'Magic capital' through work and then using that saves a lot of gold.
It's an entirely optional system though.

If Feats are avialable, you could use either Harvest Parts or Haunt Scavenger. But I personally doubt either feat is worth the ... Feat.


be evil (better N.e.)
and get a cacodaemon familiar for his soulstones production .there is also a 3nd level spell to make soulstones (Create Soul Gem) youll need a 500 gp focus for it. then again summon cacodaemon is a 2nd level spell (4th for greater 1d4+1) and his soul luck ability is not a spell but super natural so the soul stones stay after the summon go back (unlike any spell cast by summoned monster). look up the soul trade here for more info about soul prices (souls can be used as materials for item creation).
the souleater prc is best at this and can also use his soul pool for extra reduction (do notice it has been redone recently. also in d20pfsrd it's named changed to souldrinker for trademark names reasons)


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Wow. Soul trade is kind of tempting.

So lets talk about my new favorite abusive thing in Pathfinder. Druidic Herbalism divine bond for Druids. It lets you make potions with a few restrictions, like they must be spells you can cast. And they aren't technically potions, but they are potions in every way that counts.

You get to make your wis mod in concoctions per day for FREE. Which usually means 4 potions of 200gp or less, or 1 potion up to 2,000gp value per day because those are the rules for crafting potions.

...until you hit 7th level Druid. Then you get to make concoctions at 1 minute each. Wis mod for free, and any beyond that for half price. You can also produce extracts of your spells just like an alchemist with the discovery that lets others use them. So you can bottle a 7th level Heal spell and hand it off to a fighter for later. Honestly this ability just becomes nuts at this point. Still, it can't make concoctions of anything you can't cast yourself, so that limits you a bit. Not bad for trading away your animal companion.


yep that is nice. now combine it with an alchemist who has eternal potion discovery and you got a break-point.
eternal potion of 'Shapechange'? dragon form to dps. change to troll and the like to regenerate etc.


You might also look into using the Ultimate Campaign Downtime rules. Under Generating Capital you can use skills to earn Magic Capital. Essentially you hit a DC 10 on a skill check and gain 1 Magic Capital; you also have to spend 50 GP up front.

One of the things you can use Magic Capital for however is to pay the crafting costs of magic items. By spending 1 Magic Capital that you paid 50 GP to earn, you are actually paying 100 GP worth of the crafting cost. So, if you earn 10 Magic for 500 GP and then craft a Greatsword +1, which you'd pay 1,000 GP to craft, you've already paid for that cost with the 500 GP you spent on Magic Capital!

In essence, you cut your spending on crafting costs in half.

Also, a special note on Scrolls if you and your GM are willing to use variant/alternate rules: Bastion Press has a variant making scroll crafting costs as low as 2.5 GP/Spell Level x Caster Level, so long as you take the Thrifty Scrollcrafter Feat as well. These rules can be found on the PFSRD.

Between the Downtime rules and using Craft: Baskets, plus the Thrifty Scrollcrafter Feat to scribe scrolls on Birch Bark pages, a level 1 wizard using the PFS starting gold of 150 GP could, theoretically, start the game with 120 Level 1 spells with a CL 1! If you pick either utility spells w/no save or spells with fixed effects which aren't level dependent that is still a mountain of useful spells!


And somehow its all less impressive than the crafting ability of a 1st level Gunslinger. Strange, no?

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