
Drakkiel |
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Master Craftsman
Your superior crafting skills allow you to create simple magic items.
Prerequisites: 5 ranks in any Craft or Profession skill.
Benefit: Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Magic Items). You cannot use this feat to create any spell-trigger or spell-activation item.
you use the ranks in the skill as your CL
Creating Magic Weapons
To create a magic weapon, a character needs a heat source and some iron, wood, or leatherworking tools. She also needs a supply of materials, the most obvious being the weapon or the pieces of the weapon to be assembled. Only a masterwork weapon can become a magic weapon, and the masterwork cost is added to the total cost to determine final market value. Additional magic supplies costs for the materials are subsumed in the cost for creating the magic weapon—half the base price of the item based upon the item's total effective bonus.
Creating a magic weapon has a special prerequisite: The creator's caster level must be at least three times the enhancement bonus of the weapon. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met. A magic weapon must have at least a 1 enhancement bonus to have any melee or ranged special weapon abilities.
If spells are involved in the prerequisites for making the weapon, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require. The act of working on the weapon triggers the prepared spells, making them unavailable for casting during each day of the weapon's creation. (That is, those spell slots are expended from the caster's currently prepared spells, just as if they had been cast.)
At the time of creation, the creator must decide if the weapon glows or not as a side-effect of the magic imbued within it. This decision does not affect the price or the creation time, but once the item is finished, the decision is binding.
Creating magic double-headed weapons is treated as creating two weapons when determining cost, time, and special abilities.
Creating some weapons may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.
Time Required Crafting a magic weapon requires 1 day for each 1,000 gp value of the base price.
Feat(s) Required: Craft Magic Arms and Armor.
Skill(s) Required: Spellcraft, Craft (bows) (for magic bows and arrows), or Craft (weapons) (for all other weapons).
You have to have craft(weapons) for magic weapons
EDITEDSo if you wanted to make a +2 Musket, that would cost 8000gp, you have to already have a masterwork musket to make it magical
it takes 8 hours of work a day per 1000g of the item, so it would take you at least 8 days to make this, at the end of this time you make a craft check DC=5+CL of the item and you have to pay 1/2 of the base price of the item, so 4000gp
The CL of an item with no abilities and only an enhancement bonus is equal to the bonus X3, so CL 6 for this weapon, your craft DC would be 11, however if you fail the check, your time AND money are wasted
If you had a certain one in mind and cannot figure out the math to it, post what you want and I'll do what I can to explain better

Drakkiel |
1 person marked this as a favorite. |

@IejirIsk I believe its only 1/3 for mundane/alchemical items, pretty much anything "non-magical"
Pretty much everything works different between magic and mundane crafting, for instance
1) Find the item's price in silver pieces (1 gp = 10 sp).
2) Find the item's DC from Table: Craft Skills.
3) Pay 1/3 of the item's price for the raw material cost.
4) Make an appropriate Craft check representing one week's worth of work. If the check succeeds, multiply your check result by the DC. If the result × the DC equals the price of the item in sp, then you have completed the item. (If the result × the DC equals double or triple the price of the item in silver pieces, then you've completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result × the DC doesn't equal the price, then it represents the progress you've made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item in silver pieces.If you fail a check by 4 or less, you make no progress this week. If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.
ALL of that is for crafting mundane/alchemical items, magic items go by completely different rules

darkwarriorkarg |
Firearms are crafted by different rules, that are closer to magic weapons rules. As there is no Craft(Firearms), Craft (Weapons) or Craft(Alchemy) may be a reasonable substitute. I would suggest you consult with your GM, as this goes into "Houserules", unless there's an errata I'm not aware oif (very likely).
The gunslinger already gets everything he needs to craft firearms and ammunition. And gets the gunsmithing feat, so there's no crafting check required for firearms:
Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).
Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).
Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.
Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.

Azaelas Fayth |

Actually in the Field Repair Area of Ultimate Combats Feat Section it mentions Craft(Firearms).
Also I bolded something I think you missed.
Master Craftsman
Your superior crafting skills allow you to create simple magic items.
Prerequisites: 5 ranks in any Craft or Profession skill.
Benefit: Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Magic Items). You cannot use this feat to create any spell-trigger or spell-activation item.

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But since Gunsmithing grants those abilities inherently to a gunslinger why would he take Craft(Firearms). The issue I'm seeing is gunsmithing acts like Craft(Firearms), but you dont make a check and it's not a skill so it doesn't interact with Master Craftsman. So it looks like you either have to take a redundant Craft(Firearms) to craft a magical firearm, or choose another skill for something like craft wonderous items.

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The Firearm special ability in specific I was looking at was:
Lucky
Aura moderate transmutation; CL 8th; Price +1 bonus
Description:
This special ability can only be placed on one-handed or two-handed firearms. A lucky firearm has its own magical reservoir of grit. Usually this grit is stored within the marks of an engraving or in a trinket that hangs from the firearm. Often these marks take the form of holy symbols or fetishes, but such a reservoir can take just about any form. This reservoir holds 1 grit point, which is refreshed at the start of each day. Whether or not the wielder of a lucky firearm has any deeds, she can always spend 1 grit point from the lucky firearm to reroll an attack from it that would result in a misfire. When the wielder does so, she must take the second result, even if that attack roll also results in a misfire.
Construction:
Requirements Craft Magic Arms and Armor, heroism, creator must be a grit user
So is this intended for magic user who level dip then?