Picking up crafting feats using spell-like abilities


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Is it possible for a non-caster (say a fighter) who has a spell-like ability to pick up the Item Creation feats?

Looking them over, most only require a certain caster level. Do spell-like abilities count as caster levels?

Grand Lodge

No.

There is the Master Craftsman feat though.


blackbloodtroll wrote:

No.

Can you provide a source, is it your opinion? I'd like to get as close to official as possible.

Grand Lodge

Having Spell-like abilities does not allow you to count as a spellcaster, or having the ability to cast spells, for any prerequisite.


blackbloodtroll wrote:

Having Spell-like abilities does not allow you to count as a spellcaster, or having the ability to cast spells, for any prerequisite.

Again, can you provide s source?

Grand Lodge

For the purposes of the Spell-like ability, you have a caster level.

For everything else, you do not.

You need levels in a spellcaster class to count as having a caster level.

Example: Here.


Forgive me for being argumentative, but the link you provided offers nothing on the subject of crafting magic items, just activating certain magic items.

Grand Lodge

What is your casting class?


For the purpose of this thread, none. A Kitsune fighter whose taken the magical Tail Feat multiple times.

As it stands, the item creation feats don't mention needing a caster class, just a caster level.


And Caster Level is defined as the levels you have in a casting class, as per here:

Quote:
Caster Level: Generally equal to the number of class levels (see below) in a spellcasting class. Some prestige classes add caster levels to an existing class.

The only exception given is for PrCs that explicitly give "+1 to spellcasting class" advancement. You only have an "effective caster level" for racial spell-like abilities.


Harita-Heema wrote:

And Caster Level is defined as the levels you have in a casting class, as per here:

Quote:
Caster Level: Generally equal to the number of class levels (see below) in a spellcasting class. Some prestige classes add caster levels to an existing class.
The only exception given is for PrCs that explicitly give "+1 to spellcasting class" advancement. You only have an "effective caster level" for racial spell-like abilities.

Okay, that's what I was looking for. Thanks :)

I personally think it's BS that a character *has* to be a spell caster in order to craft, at least there's an official ruling somewhere.

Sczarni

Spell-Like Abilities (Sp)::
For creatures with spell-like abilities, a designated caster level defines how difficult it is to dispel their spell-like effects and to define any level-dependent variables (such as range and duration) the abilities might have. The creature's caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature's Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature's Charisma modifier.
The language here is a bit difficult to decipher. On one hand, it states that the caster level "defines how difficult it is to dispel their spell-like effects and to define any level-dependent variables".

This may not be a comprehensive list of all capabilities of an "assigned caster level"

Right below that, it says "The creature's caster level" referring to the caster level of the creature which is granted by the SLA. This could easily be interpreted as the caster level of the creature, independent of casting a SLA.

When you consider the pre-req of having a caster level to craft magic items, the intent, as I understand it, is the ability to harness magic to a certain degree.

Edit: I personally disagree that a ruling on this aught to be made referencing the quote by Harita. In context "Generally" means just that, in most cases. The second line is a reference to the effect that PRC's have on caster level, since that quote is found in the PrC section:

http://paizo.com/pathfinderRPG/prd/advanced/advancedPrestigeClasses.html


King of the Crossroads, as earlier pointed out, a character does not have to be a spell caster in order to craft. They can take the feat Master Craftsman in order to qualify.

- Gauss


Gauss wrote:

King of the Crossroads, as earlier pointed out, a character does not have to be a spell caster in order to craft. They can take the feat Master Craftsman in order to qualify.

- Gauss

Yeah, I saw that. However, it doesn't doesn't completely help, since you still can't craft rods or rings. Not to mention you have to have a billion and one craft skills to get an versatility out of the feat. I was hoping I had found a method of bypassing a crummy feat tax, but I guess it's back to the drawing board.

Shadow Lodge

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King_Of_The_Crossroads wrote:
Yeah, I saw that. However, it doesn't doesn't completely help, since you still can't craft rods or rings. Not to mention you have to have a billion and one craft skills to get an versatility out of the feat. I was hoping I had found a method of bypassing a crummy feat tax, but I guess it's back to the drawing board.

You don't need a Billion and one craft skills to get versatility. Just base it off of Profession (Thief) or Profession (Burglar). Then you can craft anything that can be stolen. It's funny and flavorful.

Rogue: "Hey fighter, check out this awesome sword"

Fighter: "This is really nice. Did you craft it yourself?"

Rogue: "Craft? Um... Yeah... Yeah, I crafted it myself. But on an unrelated note, I don't think you should ever try to sell that sword in this town."

Grand Lodge

Eldritch Heritage and the Arcane Bloodline will allow you to craft a ring.


Quath wrote:
King_Of_The_Crossroads wrote:
Yeah, I saw that. However, it doesn't doesn't completely help, since you still can't craft rods or rings. Not to mention you have to have a billion and one craft skills to get an versatility out of the feat. I was hoping I had found a method of bypassing a crummy feat tax, but I guess it's back to the drawing board.

You don't need a Billion and one craft skills to get versatility. Just base it off of Profession (Thief) or Profession (Burglar). Then you can craft anything that can be stolen. It's funny and flavorful.

Rogue: "Hey fighter, check out this awesome sword"

Fighter: "This is really nice. Did you craft it yourself?"

Rogue: "Craft? Um... Yeah... Yeah, I crafted it myself. But on an unrelated note, I don't think you should ever try to sell that sword in this town."

I...that's kind of brilliant.


blackbloodtroll wrote:
Eldritch Heritage and the Arcane Bloodline will allow you to craft a ring.

You know, all the builds I've seen that use Eldritch Heritage for the arcane bloodline, I've never seen anyone take it for the arcane focus. usually, it's for the familiar and improved familiar.

But you're correct, with that you could craft a ring.

Grand Lodge

That use of Eldritch Heritage is great for games in which the DM suddenly decides to arbitrarily limit magic items, and provide no place to purchase them.


Resurrecting this thread hoping for some more details :-)

I read the arguments above but am not convinced that a spell-like ability's caster level does not qualify for the feats.
I know that spell-like abilities do not qualify for activation of magical items or the like, that's clear from the rules.

However, the feat only states that you need a "caster level". It does not say you need a caster level from a spellcasting class or that you need to be able to cast arcane or divine spells. When crafting arms, armor or wondrous items you do not need the "spell" on your class list and can simply eat the additional spellcraft requirements.

For example, AFAIK the whole debate on alchemists not being able to use crafting feats is based on the argument that they do not have a caster level. Furthermore, other feats like arcane blast not only require you to have a caster level but have the additional requirement of being an "arcane spellcaster"...

What I basically am searching for is a quote like "This does not allow you to qualify for feats...", because everything else I have seen so far has some kind of limitation like "Generally...", not some hard and clear-cut statement.

Don't get me wrong, I am fine if you can point me to a clear definition that states it does not apply. So far it's just a bit dissatisfying :-)

Note: FAQ'ed the OP's post.


IF you have an exception to the general rule, it's explicitly stated. That's why the Prestige classes are mentioned in the next sentence and why spell-like abilities state an effective caster level for their use.

The crafting feats don't state such an exception, therefore you don't have one and the general rule applies.


Jofarin wrote:

IF you have an exception to the general rule, it's explicitly stated. That's why the Prestige classes are mentioned in the next sentence and why spell-like abilities state an effective caster level for their use.

The crafting feats don't state such an exception, therefore you don't have one and the general rule applies.

Uhm, sorry, I don't get what you say :-)

Does it qualify or does it not qualify?

And by the way, sometimes they restate the rules in effect to emphasize something, but that does not mean that you are to interpret that you always need an explicit statement for something to apply - which seems to be what you are doing with the reference above, but I am not sure :-)


"because everything else I have seen so far has some kind of limitation like "Generally...", not some hard and clear-cut statement."
It's a hard and clear-cut statement for everything than exceptions wich are especially mentioned.

So it does not qualify, because the feats state a "caster level", not an "effective caster level" and caster level is generally defined as levels in a caster class and the feat does not state any exceptions to this rule.


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Jofarin wrote:

"because everything else I have seen so far has some kind of limitation like "Generally...", not some hard and clear-cut statement."

It's a hard and clear-cut statement for everything than exceptions wich are especially mentioned.

So it does not qualify, because the feats state a "caster level", not an "effective caster level" and caster level is generally defined as levels in a caster class and the feat does not state any exceptions to this rule.

Where is the term "effective caster level" mentioned?

If I look at gnome magic it states
Races/Gnomes wrote:


Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.

It says "caster level", not "effective caster level". Limiting it to "these effects" is no different IMO than limiting it in the way of "for this spellcasting class".

See also
Magic Chapter wrote:


A spell's power often depends on its caster level, which for most spellcasting characters is equal to her class level in the class she's using to cast the spell.

and

rogue talents/minor magic wrote:


A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 10 + the rogue's Intelligence modifier.

There are two limitations in the statement: For "most" and "spellcasting characters". Someone who uses a spell-like ability is not a spellcasting character. And even if he was, "most" limits it further - probably to also cover the 7/10 advancing prestige classes or those with a reduced caster level like ranger or paladin. So it either does not apply to spell-like abilities or leaves enough room to interpret it differently.

Also, nowhere do I see this "effective caster level" term which apparently is supposed to be different than "caster level" - something very shaky in the first place IMO.

I searched the magic chapter and found no limitation.
I also checked the magic items chapter:

Magic Items / Creating Magic Items wrote:


A spell prerequisite may be provided by a character who has prepared the spell (or who knows the spell, in the case of a sorcerer or bard), or through the use of a spell completion or spell trigger magic item or a spell-like ability that produces the desired spell effect. For each day that passes in the creation process, the creator must expend one spell completion item or one charge from a spell trigger item if either of those objects is used to supply a prerequisite.

This is not really relevant to the question of whether you can pick up the feat or not, but interesting to see: Spell-like abilities also count for fulfilling crafting requirements.

So to sum it up, I do not see the need for a clear statement that permits the existance of spell-like abilities to qualify for taking feats, but either a) a statement somewhere that says "spell-like abilities" / "the caster level for spell-like abilities" do not qualify, or b) some statement somewhere in the line of "only spellcasters qualify for taking crafting feats" :-)


Quath wrote:
King_Of_The_Crossroads wrote:
Yeah, I saw that. However, it doesn't doesn't completely help, since you still can't craft rods or rings. Not to mention you have to have a billion and one craft skills to get an versatility out of the feat. I was hoping I had found a method of bypassing a crummy feat tax, but I guess it's back to the drawing board.

You don't need a Billion and one craft skills to get versatility. Just base it off of Profession (Thief) or Profession (Burglar). Then you can craft anything that can be stolen. It's funny and flavorful.

Rogue: "Hey fighter, check out this awesome sword"

Fighter: "This is really nice. Did you craft it yourself?"

Rogue: "Craft? Um... Yeah... Yeah, I crafted it myself. But on an unrelated note, I don't think you should ever try to sell that sword in this town."

I love the idea :-D

Liberty's Edge

Sean K Reynolds wrote:


Flashohol wrote:


Most item creation feats require you to have a Caster Level not the ability to cast spells like the pre-req for Arcane Strike. Now spell trigger and spell completion are pointless with out actual spell casting ability, but Arms and Armor & Wonderous you don't need the spell you can increase the spellcraft check by 5 and still make the item.

So thats my reasoning for asking in the first place, i understand the difference but I don't see where you need actual spellcasting and not just caster level.

You need spellcasting (and not just SLAs) because the Creating Magic Items chapter repeatedly says "spells" and "spellcasters," not "spell-like abilities" and "creatures with spell-like abilities" (the only time the word "spell-like" appears in that chapter is the sentence "Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar").

So sure, in the broadest interpretation, having a caster level for a spell-like ability means that you can meet the caster level prerequisite for Brew Potion and such, but according to the Magic Item Creation rules, you still can't create any items because nothing in that section says you can use spell-like abilities to create magic items as if they were spells. In addition, most of the item crafting feats say "you can create a [potion, scroll, wand, etc.] of any spell you know," but having an SLA doesn't mean you know that spell.

We also have FAQs that state that metamagic feats don't work on SLAs (because they aren't spells) and SLAs don't count as spellcasting for the purpose of activating spell completion and spell trigger items (because they aren't spells).

SLAs aren't spells, they're spell-like abilities, meaning they are like spells but are not actually spells (otherwise they'd just be called spells and we wouldn't have SLAs as a separate game unit).

From here.


Diego Rossi wrote:
Sean K Reynolds wrote:


Flashohol wrote:


Most item creation feats require you to have a Caster Level not the ability to cast spells like the pre-req for Arcane Strike. Now spell trigger and spell completion are pointless with out actual spell casting ability, but Arms and Armor & Wonderous you don't need the spell you can increase the spellcraft check by 5 and still make the item.

So thats my reasoning for asking in the first place, i understand the difference but I don't see where you need actual spellcasting and not just caster level.

You need spellcasting (and not just SLAs) because the Creating Magic Items chapter repeatedly says "spells" and "spellcasters," not "spell-like abilities" and "creatures with spell-like abilities" (the only time the word "spell-like" appears in that chapter is the sentence "Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar").

So sure, in the broadest interpretation, having a caster level for a spell-like ability means that you can meet the caster level prerequisite for Brew Potion and such, but according to the Magic Item Creation rules, you still can't create any items because nothing in that section says you can use spell-like abilities to create magic items as if they were spells. In addition, most of the item crafting feats say "you can create a [potion, scroll, wand, etc.] of any spell you know," but having an SLA doesn't mean you know that spell.

We also have FAQs that state that metamagic feats don't work on SLAs (because they aren't spells) and SLAs don't count as spellcasting for the purpose of activating spell completion and spell trigger items (because they aren't spells).

SLAs aren't spells, they're spell-like abilities, meaning they are like spells but are not actually spells (otherwise they'd just be called spells and we wouldn't have SLAs as a separate game unit).

From...

Please read my quotes above, I already posted all of what you stated. Furthermore, I even quoted where it specifically says that spell-like abilities *can* be used, so your reasoning is incorrect.

Please show me where it says that the prerequisites for magic arms and armor or wondrous items require you to be a *spellcaster*. The *only* thing you need is a caster level, which - coincidentally - is exactly what master craftsman provides you with :-)

So no, that is no proof but rather strengthens my view of it :-)


@Diego: Just to make sure, I know who the quote is from. It does not apply to this situation, though. That's what I refer to with "reasoning" :-)


Let me just drop this right here...
http://paizo.com/paizo/faq/v5748nruor1fm
So there's a constant back-and-forth.
SLA, have an effective caster level - which by proxy meet the requirements for a craft feat, though not stated clearly.
SLA, however, also act in all ways as the spell, with a defined caster level. They even draw attacks of opportunity for using.

Copy/Paste from the link above:

-----
Spell-Like Abilities and Item Crafting: Can I use a spell-like ability for an item's spell requirement?

Yes. Core Rulebook page 461, Requirements section, paragraph 2 says, "A spell prerequisite may be provided by a character who has prepared the spell (or who knows the spell, in the case of a sorcerer or bard), or through the use of a spell completion or spell trigger magic item or a spell-like ability that produces the desired spell effect."
For example, a demon with the Craft Magic Arms and Armor feat and who has fireball as a spell-like ability can craft a +1 flaming sword, which has fireball as a prerequisite.

—Pathfinder Design Team, 06/06/13
-----

Risking the taboo of referencing 3.5 D&D, this is pretty much following the logic that allowed a Warlock to take craft feats in the first place, however this is an official Pathfinder ruling directly from the design team.

Likewise, you'll notice that the example given says nothing about the devil having levels in any casting class. Only its SLA.

This answers two questions in one entry:
1) "Can you take a craft feat by virtue of a Spell Like Ability?" - Per this official FAQ entry, the answer is YES.
2) "Can an SLA fill the spell requirement of an item?" - Again, per this official FAQ entry, the answer is YES.

I found this doing research trying figure out how make a character I'm planning work... Mostly to figure AC without having to wear heavier armor.

A Kitsune could take craft feats, effectively, at the appropriate levels (Arms and Armor in my case), though their contributing spell list will be reallllllly low (especially without the "Extra Tails" feats), resulting in much higher Spellcraft DCs for the crafting, if you're prepared to deal with that. I'd highly recommend taking a trait that gives Spellcraft as a class skill, if it isn't already, for both the flavor and the purpose.

I found the link much later than I found this forum thread, and felt obligated to share my find~
It's a huge relief for me that I'll only need to invest 1 feat, instead of 2, to have everything fall into place for them.

Now I can move forward with my 9-tails aiming, Haramaki-wearing, Kitsune Sword Saint!
(joyous grin)

Liberty's Edge

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This is even more clear

FAQ wrote:


Item Creation Feats: Does having a caster level from a spell-like ability meet the caster level prerequisite for selecting an item creation feat?

Yes.

—Pathfinder Design Team, 06/06/13

The date is relevant as the FAQ was made after this thread, but the reply is clear: spell like abilities allow you to take item creation feats.


Indeed! It was really subject to interpretation prior...
"Effective Caster Level" by definition, is "Effectively Caster Level..."
But there was no definitive answer, until this recent FAQ response. Very happy!

Now I know I can make the character fit the image I have in my mind~


Yes, I agree with the Design Team on this one. (For what it is worth, I do not always, but only I probably care).

There are no requirements for feats on where your caster level has to come from. Note that if you are getting it from a Spell-like, then you'll be eating a lot of +5 DC for not have pre-requisites. Seems fine to me if a player really wants to do this. You just need a caster level.

On these sorts of things, as a DM, I always ask, "is allowing this going to upset game balance?" If you are giving more power to non-casters, then the answer to this question, 99% of the time, is "no."

Makes sense in-universe. You're just learning a way to carefully hardness that magic potential you have.


Actually, it gives
a) a boost to all races with simple spell-like abilities of usually limited value
b) all those (prestige) classes that give you a minor ability, e.g. the rogue's magic talents.

I like to have the confirmation, it's a good thing IMO :-)

Liberty's Edge

Drachasor wrote:

Yes, I agree with the Design Team on this one. (For what it is worth, I do not always, but only I probably care).

There are no requirements for feats on where your caster level has to come from. Note that if you are getting it from a Spell-like, then you'll be eating a lot of +5 DC for not have pre-requisites. Seems fine to me if a player really wants to do this. You just need a caster level.

On these sorts of things, as a DM, I always ask, "is allowing this going to upset game balance?" If you are giving more power to non-casters, then the answer to this question, 99% of the time, is "no."

Makes sense in-universe. You're just learning a way to carefully hardness that magic potential you have.

As long as it is only a single +5 you can do any object with your caster level or lower if you take a skill in spellcraft at each level, even if it is not a class skill for you. Remember, you can take 10 on the checks to make a magic item.

If your intelligence is low you could instead train a craft skill, as they are always a class skill and you can use masterwork items with them.
The range of items you will be capable to produce is smaller, but the +3 from the class skill and the +2 from the masterwork tools will allow you to overcome the problem of having a negative intelligence modifier.
Getting magic crafting tools will allow you to make almost anything.


Diego Rossi wrote:

As long as it is only a single +5 you can do any object with your caster level or lower if you take a skill in spellcraft at each level, even if it is not a class skill for you. Remember, you can take 10 on the checks to make a magic item.

If your intelligence is low you could instead train a craft skill, as they are always a class skill and you can use masterwork items with them.
The range of items you will be capable to produce is smaller, but the +3 from the class skill and the +2 from the masterwork tools will allow you to overcome the problem of having a negative intelligence modifier.
Getting magic crafting tools will allow you to make almost anything.

Not saying it is remotely bad. It's a nice thing for someone that is largely a non-caster. But a lot of stuff requires multiple spells, so that's tough. Still, there are a lot of good things you can make. It will generally take more work to do crafting than a normal caster would go through.

Like I said though, it makes no problems in the game so I see no (good) reason it should bother anyone.


Aye, put a smile on my face when I realized that about the Rogue.

Reviewing the creation guidelines, ironically, you don't need any specific spells for a generic +# on a weapon or armor, so I'd be even-up on my Kitsune character, if they only wanted simple bonuses. If I wanted to add something more, like Keen or Merciful, that would up the ante, but really, not by much. I'm really glad they made this call.

Liberty's Edge

Drachasor wrote:
Diego Rossi wrote:

As long as it is only a single +5 you can do any object with your caster level or lower if you take a skill in spellcraft at each level, even if it is not a class skill for you. Remember, you can take 10 on the checks to make a magic item.

If your intelligence is low you could instead train a craft skill, as they are always a class skill and you can use masterwork items with them.
The range of items you will be capable to produce is smaller, but the +3 from the class skill and the +2 from the masterwork tools will allow you to overcome the problem of having a negative intelligence modifier.
Getting magic crafting tools will allow you to make almost anything.

Not saying it is remotely bad. It's a nice thing for someone that is largely a non-caster. But a lot of stuff requires multiple spells, so that's tough. Still, there are a lot of good things you can make. It will generally take more work to do crafting than a normal caster would go through.

Like I said though, it makes no problems in the game so I see no (good) reason it should bother anyone.

Though is a function of how much you want to invest in it.

A single feat (the crafting feat you chose) and 1 skill point/level allow you to make a item up to 5 Cl above yours or a item for wich you lack a spell.
Making spellcraft a class skill with a trait will generally net you 4 points (3 for it becoming a class skill and one from the trait), add a intelligence of 12 and you will be capable to make a item with a CL equal to your class level and with 2 missing spells.
Take the skill focus feat and buy a magic item giving you a +2 to the spellcraft skill and you will be capable to craft a item with up to 3 missing prerequisites.
As you don't need to use the published CL of the books but you only need to to make our items at the minimum CL needed to cast the highest spell used in the crafting you will be capable to make almost anything at that point.


Yes, I think we are in agreement. Sometimes its hard on these here interwebs to tell.


Diego Rossi wrote:
Drachasor wrote:
Diego Rossi wrote:

As long as it is only a single +5 you can do any object with your caster level or lower if you take a skill in spellcraft at each level, even if it is not a class skill for you. Remember, you can take 10 on the checks to make a magic item.

If your intelligence is low you could instead train a craft skill, as they are always a class skill and you can use masterwork items with them.
The range of items you will be capable to produce is smaller, but the +3 from the class skill and the +2 from the masterwork tools will allow you to overcome the problem of having a negative intelligence modifier.
Getting magic crafting tools will allow you to make almost anything.

Not saying it is remotely bad. It's a nice thing for someone that is largely a non-caster. But a lot of stuff requires multiple spells, so that's tough. Still, there are a lot of good things you can make. It will generally take more work to do crafting than a normal caster would go through.

Like I said though, it makes no problems in the game so I see no (good) reason it should bother anyone.

Though is a function of how much you want to invest in it.

A single feat (the crafting feat you chose) and 1 skill point/level allow you to make a item up to 5 Cl above yours or a item for wich you lack a spell.
Making spellcraft a class skill with a trait will generally net you 4 points (3 for it becoming a class skill and one from the trait), add a intelligence of 12 and you will be capable to make a item with a CL equal to your class level and with 2 missing spells.
Take the skill focus feat and buy a magic item giving you a +2 to the spellcraft skill and you will be capable to craft a item with up to 3 missing prerequisites.
As you don't need to use the published CL of the books but you only need to to make our items at the minimum CL needed to cast the highest spell used in the crafting you will be capable to make almost anything at that point.

Just to add to that, you could even go further by getting - or crafting - yourself items that give you bonuses to skill checks, you can boost magic device and get scrolls to fulfill a few of the lower-level requirements of items... There's a lot you can do. I like it, it's nice :-)


Rageling wrote:

Aye, put a smile on my face when I realized that about the Rogue.

Reviewing the creation guidelines, ironically, you don't need any specific spells for a generic +# on a weapon or armor, so I'd be even-up on my Kitsune character, if they only wanted simple bonuses. If I wanted to add something more, like Keen or Merciful, that would up the ante, but really, not by much. I'm really glad they made this call.

Yep :-)

And otherwise you just eat a little higher DC and it's fine - they are not really *that* high that it's impossible to make the check if you really want to. And if you're desperate, you just roll your d20 instead of taking 10 - if you're lucky you might get a really high number and succeed anyway ;-)

Liberty's Edge

Drachasor wrote:
Yes, I think we are in agreement. Sometimes its hard on these here interwebs to tell.

Actually I think that the ability to craft thing at above your CL is too powerful. A not even so optimized level 4 or 5 wizard with access to a kingdom treasury could make a gem capable of casting an unlimited number of wishes or a monument capable to enchant the equipment of a whole city garrison with greater magic weapons and magical vestment at CL 20.

A militia with +5 weapons, armors and shields that after 20 hours revert to normal items would be a problematic encounter for most foes and would change how the game world work.
RAW even an expert with an high intelligence would be capable to craft those items.

So in my world you can't enchant an item with a spell that a wizard/cleric/druid of your character level can't cast. If it is a class restricted spell, a spellcaster of the appropriate class should be capable to cast it.
And you can't make an item with a CL above your character level.


They'll probably have one keen Katana, and one Merciful Katana, both eventually getting up to +5.
If the DM creates a theme among our foes (Dragons, Demons, Fey, etc.) I'd probably make a bane one too.

Often human-disguised Kitsune Samurai with 3 katana.
Silent. Patient. Decisive. Sworn to the people and the land, rather than a Master.
I want to play this character so bad now.

Liberty's Edge

That is a nice idea. Most of the problems arise with Craft wondrous items.


I thought of Wondrous for the "Kitsune Star Gems" (Pearls of Power for their SLA)...
But really, it would be more of a wasted feat for the purpose and the flavor.
Craft Arms & Armor so they can enhance their Katana and Haramaki (least covering "armor" that fits flavor).
Almost all of their feats initially, except Arms & Armor at 5th, go towards the "Extra Tail" feat.
Bonus from Samurai (Sword Saint - mount/banner doesn't fit character) go towards specialization & imp. crit.

I hear you on the Wondrous, but consider that according to the actual ruling, you still can't create Spell Trigger or Spell Completion items for spells or SLA you don't actually have. So in theory, if you were to do the mass +5 1/day, that'd be equivalent to 1 charge / day and otherwise function like a rod or staff mechanically (as far as crafting is concerned - regardless of who can trigger), making it invalid unless you had the spell to make it. At least that's what I feel the reasonable implication would be, and it looks like everything's aiming at that conclusion.

So... Wondrous... I'd personally be cool it unless it's "as spell / day" functions.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

So could a character or monster with a unique spell-like ability make a potion, scroll, staff, or wand that uses said unique spell-like ability?


The simple answer is: Yes.

To create an item that effectively "casts" the spell, you need access to it. Whether via class casting, or SLA is irrelevant in this scenario.
This stops people like Magus who invest in Use Magic Device, as well as Rogues, from creating wands of Cure Light Wounds to use.

Per the actual item creation section:
"...In addition, you cannot create spelltrigger and spell-completion magic items without meeting their spell prerequisites."

So... as another example, let's use Mage Armor.

Bracers of Armor require Mage Armor to make.
A wand/rod/staff that can cast Mage Armor likewise requires it.

If Mage Armor was not on your spell list, or available as a Spell Like Ability, you CAN create Bracers of Armor, albeit at +5 craft DC, as it doesn't produce the spell effect on command.
On the same note, items that produce the effect on command (Rod/Staff/Wand/Wondrous/Etc.) that "X/day, cast (spell) on command...", could not be made, not even with a +DC.

EDIT NOTE: If the SLA in question does not emulate an actual spell with a level, or "Count as a X level spell" - then the answer would be no - as there is no value to establish craft cost by.


Diego Rossi wrote:
Drachasor wrote:
Yes, I think we are in agreement. Sometimes its hard on these here interwebs to tell.

Actually I think that the ability to craft thing at above your CL is too powerful. A not even so optimized level 4 or 5 wizard with access to a kingdom treasury could make a gem capable of casting an unlimited number of wishes or a monument capable to enchant the equipment of a whole city garrison with greater magic weapons and magical vestment at CL 20.

A militia with +5 weapons, armors and shields that after 20 hours revert to normal items would be a problematic encounter for most foes and would change how the game world work.
RAW even an expert with an high intelligence would be capable to craft those items.

So in my world you can't enchant an item with a spell that a wizard/cleric/druid of your character level can't cast. If it is a class restricted spell, a spellcaster of the appropriate class should be capable to cast it.
And you can't make an item with a CL above your character level.

If you take into account some items have ridiculous CL and adjust as needed, this works,. Though, I'd propose allowing each increase of +1 CL to count as an pre-req that you don't have, increasing the DC by 5. This would allow someone to stretch themselves a bit.

Liberty's Edge

Rageling wrote:

I thought of Wondrous for the "Kitsune Star Gems" (Pearls of Power for their SLA)...

But really, it would be more of a wasted feat for the purpose and the flavor.
Craft Arms & Armor so they can enhance their Katana and Haramaki (least covering "armor" that fits flavor).
Almost all of their feats initially, except Arms & Armor at 5th, go towards the "Extra Tail" feat.
Bonus from Samurai (Sword Saint - mount/banner doesn't fit character) go towards specialization & imp. crit.

I hear you on the Wondrous, but consider that according to the actual ruling, you still can't create Spell Trigger or Spell Completion items for spells or SLA you don't actually have. So in theory, if you were to do the mass +5 1/day, that'd be equivalent to 1 charge / day and otherwise function like a rod or staff mechanically (as far as crafting is concerned - regardless of who can trigger), making it invalid unless you had the spell to make it. At least that's what I feel the reasonable implication would be, and it looks like everything's aiming at that conclusion.

So... Wondrous... I'd personally be cool it unless it's "as spell / day" functions.

to make those setting breaking items you make them as a use activate item with unlimited uses. As an example, an statue basement over which you lay the weapon and armor before donning them and that can enhance any number of items every day.

Liberty's Edge

Drachasor wrote:


If you take into account some items have ridiculous CL and adjust as needed, this works,. Though, I'd propose allowing each increase of +1 CL to count as an pre-req that you don't have, increasing the DC by 5. This would allow someone to stretch themselves a bit.

The problems with that is that CL isn't a prerequisite, so

2) you can lower a published item CL. The only requirement is that the CL of the item should be high enough to match the CL of someone casting that spell (and, Oh boy, how I hate the effect of the summoner spell list on that);

2) the CL of a item set the base DC of crafting the item, but as it is not a prerequisite you don't need to match it and you don't suffer any penalty for not matching it.

Edit:

So we are both houseruling with our solutions. I think that allowing someone to make a item at above his CL, even with a 5 to the DC for each missing level will allow for a noticeable power creep, so I prefer disallowing it completely.


Diego Rossi wrote:
Drachasor wrote:


If you take into account some items have ridiculous CL and adjust as needed, this works,. Though, I'd propose allowing each increase of +1 CL to count as an pre-req that you don't have, increasing the DC by 5. This would allow someone to stretch themselves a bit.

The problems with that is that CL isn't a prerequisite, so

2) you can lower a published item CL. The only requirement is that the CL of the item should be high enough to match the CL of someone casting that spell (and, Oh boy, how I hate the effect of the summoner spell list on that);

2) the CL of a item set the base DC of crafting the item, but as it is not a prerequisite you don't need to match it and you don't suffer any penalty for not matching it.

I know, I was just saying that within the context of your house rules.

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