Oh the joys of having a party crafter.


Jade Regent

The Exchange

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Pathfinder Lost Omens, Rulebook Subscriber

My group has a nice solution to the magic item issue with Jade Regent. The party has Skotty Narr (aka. Gnomish Tony Stark) a Gnomish Summoner who is also a full time crafter. Magic items, weapons, you name it. He's the source of all sorts of toys.

Well, they're are finihsing up Ravenscrag when they find the cloak room full of animal hides and supplies. And do you know what the first thing that the group considers doing? (when they finish with the dungeon)

Folks I present:

Skotty Narr's Awesomesacks - Better than a Handy Haversack. They come in the stylish look of BEAR, FOX, and WOLF. With optional DEER!

Get yours today.

Love my group.

The Exchange

Pathfinder Lost Omens, Rulebook Subscriber

Considering the party has a Kitsune Witch, I think they'll discontinue the FOX line and just bury the pelts.


I've got two characters in my Jade Regent campaign who are doing a similar thing (an elven wizard and a tengu cleric of Abadar).

We're at the halfway point of Hungry Storm, and my players took to heart my warnings about the scarcity of things while crossing the pole. They are now....'recycling' almost every big thing they come across, including

Spoiler:
Vegsundvaag.
(o_O)

I foresee great profit in their future when they finally get to Ordu-Aganhei...if they behave themselves, of course ;D

Your Friendly Neighborhood Dalesman
"Bringing Big D**n Justice to the Bad Guys Since 1369 DR"

The Exchange

Pathfinder Lost Omens, Rulebook Subscriber

Before my group hits Hungry Storm they are looking into passwall items for their "Crisis Entry" dungeon method. That and cranking out a few Boots of the Winterlands.

Shadow Lodge

I'm almost always the party crafter, we had (have) an all caster (more or less) group (me a sorcerer one bard one alchamist one necromancer) I was still the only one who made anything permanant (the necromancer had scribe scrool ovbiously as a bonus feet likewise the alchamist for potions, and the necromancer had craft wand as well, but they didn't make those hardly at all) I like being the party crafter because I can be creative with them
I had a cup of neutralize poison and create water (at will as the 0th lvl spells)
a shirt of stability, resistance, guidance, and virtue (continous as the 0th lvl spells)

Grand Lodge

I am one of the party's crafters, especially when it comes to weapons, armor, and wondrous items. My character also is the party "bard" (Arcane Duelist)... the other crafter is an npc wizard (that used to be a PC, but got relegated to NPC status when the campaign died the first time...)

I love being party crafter, but the highlight is making one "present" for each of the PCs throughout the course of the campaign. Usually this is a unique item that I consult with the GM about, but it is awesome! :p

Shadow Lodge

I love using 0th and 1st lvl spells in my wonderous items, I also had goggles of all seeing (continous detect magic, detect poison, see alingnment (I think that's what it was called, it's a bard spell) detect undead and detect charm all continous on the lenses)

for our necromancer I gave him the eyes of the inferno (gave him a gaze attack of ray of heat (custome 0th lvl spell the character resherched, essentially ray of frost but fire damage)

the bard I made an iuon stone that gave him fleet (based off the one that gave you bonuses to ride checks and your mount fleet)

the alchamist I gave gloves that increased natural weapon damage (by one as the spell antagonize wounds) and gave bonuses to heal checks and any check related to torturing someone (this is the only one that was not made up by me)

Grand Lodge

I am working on a prayer mat for the cleric that allows him to prepare spells as if he had 2 higher WIS score.

I want to make a shell necklace for the fighter (who is a sailor by trade) that will allow him to use it like a rebreather (hence some underwater breathing.)

I have a badge of the happy face that I want to make for the party half-orc inquisitor to remind him that it is OK to be happy. (He is by far the most powerful character in the group, so he doesn't really NEED anything, but he is eternally grumpy...)

Then, I don't have an idea yet for the ninja...


But but but, i want fox shaped fox leather handy haversack.


Skotty's house of Awesomesacks is open for business, Bags of holding for all who want them...

and the Pirate Barbarian got his rockin' new eyepatch, and the monk got his "wounding amulet"


The fox fur handy haversack isn't a big deal until the poor thing mews when you make it hwarf up your stuff...


Is this character a PC or NPC? Cause a summoner has better things to do than spend feats on item creation, plus, his spell selection for prereqs is horrible.

But it is nice to have a party crafter. We aren't playing Jade Regent, but our party has to rely on scavenging items most of the time. We have a wizard PC who can craft wondrous items, and I think arms and armor (because he really wants to craft constructs like golems) but he's missed about a 3rd or more of our sessions. Plus, I suspect thanks to some drama in a recent session he might want to switch out characters.

My character is hoping to eventually take inscribe rune, but saving up the gold for this is crazy hard.


Yeah, those runes are hellishly pricey for what they do.


Wycen wrote:
Is this character a PC or NPC? Cause a summoner has better things to do than spend feats on item creation, plus, his spell selection for prereqs is horrible.

PC Synthesist, so don't cry any tears for his power level suffering for spending 2 feats on crafting.

Plus, gnome with profession engineer and alternate racial ability to be proficient with any weapon he personally crafts, so crafting was an integral part of the character concept.


Wycen wrote:

Is this character a PC or NPC? Cause a summoner has better things to do than spend feats on item creation, plus, his spell selection for prereqs is horrible.

The spellcraft DC is only +5 for each spell you do not know, something an intelligent and crafty gnome could easily manage with the correct traits, feats, and racial modifiers.

All you need is the Feat and money, and you can basically craft just about anything in the game if your skillcheck and d20 roll are good enough.


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If his Eidolon is big and strong enough, he can craft a cannon and tote one of those things around to open combat with...


Lord Tsarkon wrote:
Wycen wrote:

Is this character a PC or NPC? Cause a summoner has better things to do than spend feats on item creation, plus, his spell selection for prereqs is horrible.

The spellcraft DC is only +5 for each spell you do not know, something an intelligent and crafty gnome could easily manage with the correct traits, feats, and racial modifiers.

All you need is the Feat and money, and you can basically craft just about anything in the game if your skillcheck and d20 roll are good enough.

And time, although that might be mitigated to some degree

tips to crafting while adventuring:
First of all carry all of your needed equipment (heat soure, materials etc.) for crafting in a big bag of holding.
Be wearing the ring for at least a week.
Do not do anything at all for a full day, do not prepare spells, do not craft and don't do anything (so that we deal with that 24 vs day in the rules).
Now the day after you did nothing:
1)You awake at the same time as your rest party.
2)Spent 1 hour to prepare your spells (i assume wizard without fast study).
3)Spent the next 13 hours with your group (gather equipment, unset camp, adventuring, setting camp, take first watch etc.).
4)Cast rope trick (might be needing a rod of extend here). (this happens during the last hour of step 3).
5)Unload your crafting equipment and have your party help you move it into the extradimensional space you created. (this happens during the last hour of step 3).
6)Go in your extradimensional space you created with your spell.
7)Be sure to take a cage with 7 hamsters with you.
8)Craft for 8 hours (and since you are doing it the normal way you get the full benefit of 8 hours crafting).
9)Pack your equipment and sleep for 2 hours (be sure to thank your nice little ring).
10)Go to step 1 and repeat.

Now as you see with that 9 steps you don't violate the rule of preparing spells more than once per day or the rule of crafting for a maximum of 8 hours, and it only costs you 3 things:
1)a ring of sustenance.
2)one of your 1st level spell slots since you needed for the rope trick. (make sure you prepare one each day)
3)maybe one of your uses of your lesser rod of extend.
4)a big bag of holding.

I hope that it's clear enough.


We finished the Passwall item.


Oh....I long for the day when the rules go back to the days when a Permanency spell was required and it cost the caster 1 permanent point of Con.

I get that crafting things is cool and to be able to do it with the rules now is easier, but player in my games have colored me against it to the point that I hate every crafting caster I see. nothing breaks a game faster that a caster turning the hundreds of normal items the party has collected over the coarse of an adventure using the Fabricate spell to make them all master work and then crafting them all into +1 items and dumping on a city.

And before you all start yelling at me do a quick count thru the first half of any Adventure path as to how many normal weapons, armor, boots, cloaks, and belt can be had. Then do the math of how fast the treasure curve is thrown off when all that is sold as +1 items.

Once you have done that then you will know my pain.

(i'm ready to take my beating now as you all yell at me)


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Uthak:

You do realize that fabricate does not bypass the crafting costs of the masterwork component? Each weapon that they transform requires 100 gp be paid out of pocket for that masterwork component. They also *must* be able to make the appropriate DC Craft check for that masterwork component: armor for armor, weapons for weapons, etc. Lastly, it is one item per casting (IIRC).

Enchanting items takes (a) game time [1 day per +1 item usually] and (b) costs half of the base price in materials. Plus the other requirements for making magic items (quiet, well-lit place to work in, sufficient prepared spells to meet the requirements, Spellcraft check to succeed).

They don't get a free ticket to riches with fabricate.

Also, you do realize that they don't get better than 50% of base price when pawning off their loot - selling your own crafted magic items is a sure ticket to breaking even - basically, wasting valuable game time that would have been better spent making daily Perform checks or weekly Profession checks in the nearest big city. Selling fabricated masterwork items is both more efficient and actually profitable, earning 17 1/2% of the masterwork weapons' price. Say that they sell a 308 gp masterwork weapon. It cost them 100 gp for the materials needed for the masterwork component, and we're letting them slide on the 8 gp component. 50% of 308 = 154 -100 gp out of pocket costs = a total profit of ... wait for it ... 54 gp. Of that cost, technically the transaction is a massive loss for the caster since they can theoretically charge a minimum of 450 gp for each casting of fabricate. Instead, your Wizard is netting a paltry 54 gp for each casting.

Remember the crafting and selling rules and your game won't be broken nearly as fast. Well, at least until Ultimate Campaign comes out. ;)


I ruled that when crafting a NEW magic item, the player can sell it to a merchant for 75% of its worth. Which means if the item would cost 2K gold, they get 1.5K from the merchant... and spent 1K to enchant it. Meaning their profit is 500 gold.

Given that many towns and the like can't afford more expensive items, you're not going to see sales of +2 or more weapons (or +3 or higher armor). The merchants can't afford it and there's no one who'll buy it.

When selling a used magic item (ie, one found in a treasure trove), they get 50% of value. Which means selling a +1 sword gets them 1K gold and some change. After all, you're dealing with pawnshops for used items. ;)


Turin the Mad wrote:

Uthak:

You do realize that fabricate does not bypass the crafting costs of the masterwork component? Each weapon that they transform requires 100 gp be paid out of pocket for that masterwork component. They also *must* be able to make the appropriate DC Craft check for that masterwork component: armor for armor, weapons for weapons, etc. Lastly, it is one item per casting (IIRC).

Enchanting items takes (a) game time [1 day per +1 item usually] and (b) costs half of the base price in materials. Plus the other requirements for making magic items (quiet, well-lit place to work in, sufficient prepared spells to meet the requirements, Spellcraft check to succeed).

They don't get a free ticket to riches with fabricate.

Also, you do realize that they don't get better than 50% of base price when pawning off their loot - selling your own crafted magic items is a sure ticket to breaking even - basically, wasting valuable game time that would have been better spent making daily Perform checks or weekly Profession checks in the nearest big city. Selling fabricated masterwork items is both more efficient and actually profitable, earning 17 1/2% of the masterwork weapons' price. Say that they sell a 308 gp masterwork weapon. It cost them 100 gp for the materials needed for the masterwork component, and we're letting them slide on the 8 gp component. 50% of 308 = 154 -100 gp out of pocket costs = a total profit of ... wait for it ... 54 gp. Of that cost, technically the transaction is a massive loss for the caster since they can theoretically charge a minimum of 450 gp for each casting of fabricate. Instead, your Wizard is netting a paltry 54 gp for each casting.

Remember the crafting and selling rules and your game won't be broken nearly as fast. Well, at least until Ultimate Campaign comes out. ;)

Thank you for pointing this out, I had asked before for clarification on the ruling for Fabricate. As the player just thought so long as he had a normal sword to start from he could use the spell to easy the crafting DC and just turn it into a master work sword. As the player stated he used the spell to build a bridge once before in another game.


Uthak wrote:
Thank you for pointing this out, I had asked before for clarification on the ruling for Fabricate. As the player just thought so long as he had a normal sword to start from he could use the spell to easy the crafting DC and just turn it into a master work sword. As the player stated he used the spell to build a bridge once before in another game.

Glad to help.

When it seems too good to be true, it probably is.

A fabricate spell cannot begin to build a bridge of any significant size - that's what wall of stone and decent Knowledge (engineering) is for.

fabricate - with sufficient raw materials immediately at hand, in this case, wood and a truckload of rope or nails - can build up to 10 cubic feet x CL worth of a crude wooden bridge. (Since wall of stone is the only spell describing building a bridge out of thin air, default to that spell for the requirements.)

A 1-foot-thick wooden bridge spanning a width of 5 feet, including a modest handrail on either side for some safety when crossing, at CL 9 can span all of 18 feet. (Cubic is three-dimensional volume.)

This assumes that the materials necessary are sitting right there where the bridge is to start from. minor creation - with enough castings - can provide the raw materials necessary for several hours. At CL 9, for example, 10 castings would provide the 90 cubic feet of material - wood and rope - necessary to provide a temporary 9-hour-duration wooden bridge that is put into place via fabricate. Such a wooden bridge doesn't want to span more than 20 feet - past that, you need buttressing et al, greatly reducing the distance one can span.

One might be willing to allow a fabricated wooden bridge to span 20 feet from the materials provided by 10 minor creation spells without undue cause for concern. This process will also take nearly 11 minutes' time (109 rounds to be precise) to complete: 10 minutes for the 10 castings of minor creation plus 9 rounds to complete the bridge itself, as fabricate requires 1 round per 10 cu. ft./ 1 cu. ft. of material being worked with.

When working with minerals - such as stone - fabricate only gives 1 cubic foot x CL. fabricate is of no value to craft a bridge of stone - wall of stone is far, far more effective at doing so.

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