Atzlanti Enquirer


Advice


So, I am going to be playing the new AP Ruins of Azlant, and I am putting together a character.

Basic idea is a crafting focused wizard.

So I have the following picked out.

-

Race
Human with Focused Study.

Arcane School

Arcane Crafter

Traits
Spark Of Creation (Magic)
Resourceful (Campaign from Ruins of Azlant): Lets you craft 1500 gp rather than 1,00 gp of magic items in 8 hours.

Feats
WB1: Scribe Scroll
1: Racial Heritage: Dwarf
Focused Study 1: Skill Focus (Spellcraft)
WB3: Craft Wondrous Item
3: Arcane Builder (Wondrous)
WB5: Craft Magic Arms and Armor
5: Arcane Builder (Arms and Armor)
7: Forge Ring
Focused Study 8: Skill Focus (Perception)
9: Craft Rod
WB10: Arcane Builder (Ring)
11: Arcane Builder (Rod)
13: ???
WB15: ???
15: ???
Focused Study 16: ???
17: ???
19: ???

Stats (15 PB)
Str: 10
Dex: 10
Con: 12
Wis: 10
Int: 20
Chr: 7

Arcane Bond
Valet Familiar: Petrifern (For Grooty Goodness)

Favored Class Bonus
2: + 1 HP
3: Dwarf Racial (Wondrous)
4: Dwarf Racial (Wondrous)
5: Dwarf Racial (Arms and Armor)
6: Dwarf Racial (Wondrous)
7: Dwarf Racial (Arms and Armor)
8: Dwarf Racial (Wondrous)
9: Dwarf Racial (Arms and Armor)
10: Dwarf Racial (Wondrous)
11: Dwarf Racial (Arms and Armor)
12: Dwarf Racial (Wondrous)
13: Dwarf Racial (Arms and Armor)
14: Dwarf Racial (Wondrous)
15: Dwarf Racial (Arms and Armor)
16: Dwarf Racial (Wondrous)
17: Dwarf Racial (Arms and Armor)
18: Dwarf Racial (Wondrous)
19: Dwarf Racial (Arms and Armor)
20: Dwarf Racial (Wondrous)

Items to acquire:

Arcane Family Workbook

Gloves of Elvenkind

Headband of Int

Int Tome

With the above in mind I have some questions.

1.) Is this how my various crafting abilities work? Say I am crafting a a wondrous item. This item costs say 40,000 GP so requires 20,000 gp of crafting materials. However due to spark of creation the cost is 38,000 gp so requires 19,000 gp in crafting materials. Normally I would be able to craft 1,000 gp per 8 hours but due to the resourceful trait I craft 1,500 gp in 8 hours or if I take +5 to the DC and hurry 3,000 gp per 8 hours. If I have the full 10 dwarven favored class bonuses I am planning on taking that would be 3,500 gp per 8 hours or 7,000 gp while hurrying. These numbers are then doubled by my valet familiar meaning 7,000 gp normal and 14,000 gp hurrying. Then I craft 25% faster due to Arcane builder which means 8,750 gp normal or 17,500 gp hurrying. This means that instead of the normal 20 days it would take to make this item while hurrying I instead take 3 days, correct?

2.) Any recommendations for any other magic item crafting, feats/items/stuff etc? I know about the amazing tools of manufacture but do not plan on using them due to the fact that they are for crafting with the craft skill and seem to only be for normal items I do not plan on using them.


Isn't this a little bit of overkill?


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

The magic item crafting rules are not robust enough to allow for combining so many enhancement abilities. This is an example of how badly they are broken.

Regarding this campaign, it's my understanding that most of this campaign takes places on a deserted island where you can't buy anything down at the shop - no shops. So where do these abstracted "crafting materials" come from? You might be able to harvest some of that yourself, but the game offers no concrete rule for harvesting magic crafting materials.

So... making an arcane crafter in a campaign where access to resources is strictly limited seems like a self-defeating proposition.


I'm disappointed, I expected a newspaper or at least a journalist from the title.

There are some story feats which might be useful or appropriate to the character. Artifact hunter, eldritch researcher, wretched curator. I don't know how appropriate they are to the AP. Cypher magic might also be useful.

Edit: if you can get at least some materials for crafting, the harvest parts feat will let you stretch them a bit further.


The Arcane Crafter isn't a very good archetype. It really doesn't do anything for your crafting; the +2 bonus to crafting checks will rarely apply, and the bonus feat on its own does not make up for locking you into the atrociously bad universalist school. If you want to be a universalist, go for the Exploiter archetype, otherwise be a specialist.

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