Valet familiar and magic item creation


Rules Questions


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Valet familiar archetype (or anything else with Cooperative Crafting), and the magic item creation rules. How do they interact? Specifically:

SRD wrote:

Cooperative Crafting

Your assistance makes item crafting far more efficient.

Prerequisites: 1 rank in any Craft skill, any item creation feat.

Benefit: You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but either one of you can fulfill any other prerequisites for crafting the item. You provide a +2 circumstance bonus on any Craft or Spellcraft checks related to making an item, and your assistance doubles the gp value of items that can be crafted each day.

(Emphasis mine.) Okay, no problem. You can make your wondrous item spellcraft check at +2, and value per day is doubled. So, say, an item with a price of 2000gp now takes one day instead of two. But wait! There's things that affect crafting speed...

SRD wrote:

The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires 8 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by +5.

The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours' worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).

Again, emphasis mine.

What this seems to me to indicate: If you are comfortable with the +5 DC, you can double the amount of work you do per day. You can work 8 hours in a day, you can do 1000gp per 4 hours.

What happens if you combine these? The obvious answer would be that if you double something twice, in 3e/3.5e/PF, you triple it, so you can make 3,000gp per day. The one counterargument I could see is that one of these is halving the time taken to produce 1000gp, not doubling the value per day, and the other is doubling the value per day, which would let you make 4k per day.

Secondly, how does that interact with the partial-day stuff while out adventuring? I am inclined to say that the net result of someone crafting at a +5 DC for acceleration and using a cooperative crafting assistant would be 6 hours' worth of work, which is to say, 750gp worth of item. So 10 4-hour stretches at half efficiency could make an item with a price of 7,500gp.

Thoughts? Counter-arguments? Errata/official rulings?

Liberty's Edge

I'd say that by accepting a +5 to the Spellcraft DC, a crafter with a Valet Familiar could craft 2,000gp value in magic items with 4 hours of work, or 4,000gp per 8 hour day.


seebs wrote:
What happens if you combine these? The obvious answer would be that if you double something twice, in 3e/3.5e/PF, you triple it, so you can make 3,000gp per day. The one counterargument I could see is that one of these is halving the time taken to produce 1000gp, not doubling the value per day, and the other is doubling the value per day, which would let you make 4k per day.

The rules on multiplying being added percentages (x2 = +100%) only applies to numbers and variables involved in die rolls. For static game numbers, such as carrying capacity, overland movement, and hours spent crafting, normal multiplication applies.

Silver Crusade

Ed Girallon Poe wrote:
The rules on multiplying being added percentages (x2 = +100%) only applies to numbers and variables involved in die rolls. For static game numbers, such as carrying capacity, overland movement, and hours spent crafting, normal multiplication applies.

Do you have a reference for that? Not saying you're wrong, but most interpretations I've seen went the other way.

Silver Crusade Contributor

Also curious about this - my witch's lazy bird needs to pull his weight for a change.


feat is a change of the normal rules. so first need to see how the normal rules work.
no dc increase - 8 hours to craft up to 1000 gp base
dc +5 - take 4 hours to craft up to 1000 gp. and since you can spend up to 8 hours each day it allow to have 4 more hours for 1000 more gp.

now the feat comes..lets look at what happen if you only craft for 4 hours with +5 dc?

normal +5 - as said above - can make up to 1000 gp.
feat+ 4 hours as +5 increase to dc - double the daily to 2000 in 4 hours.

and now look at doing the whole 8 hours is easy to see:
4 hours + 4 hours = 2000 + 2000 = 4000 daily.

as for crafting while advnturing. the phrase is worded just right:
"devote 4 hours each day to item creation, although he nets only 2 hours' worth of work." you get 2 hours worth of work out of whatever base you use for the normal 8 hours so:

normal with no increase of dc - spend 4 hours but gain net of 2 hours worth of work - 250 gp done.
with increase of dc by 5 - the work is now at a 1000 gp per 4 hours - 2000 per 8 hours . so a work of 4 hours with a net of 2 hours from the new base will give - 500 gp.

now put in the feat and you get doulbe the daily amount done:
with increase of dc but no feat - as said above get you 500 per 4 hours work (netting 2 worth).
with feat and dc - double that to 1000 gp worth with 4 hours work (netting of 2 hours worth.)


Whatever the case, you can only create 1 item/day. That begs the question: how many spells can you actually fit on a scroll?


Mark Hoover wrote:
Whatever the case, you can only create 1 item/day. That begs the question: how many spells can you actually fit on a scroll?

My understanding has always been as many as you are willing to risk losing on a single scroll getting destroyed.


you can fit as many as you want. very large and hugh scrolls are known to have been writen in the real world. BUT you can only write one spell on the scroll each day:
link

"Time Required Scribing a scroll requires 1 day per 1,000 gp of the base price. Although an individual scroll might contain more than one spell, each spell must be scribed as a separate effort, meaning that no more than 1 spell can be scribed in a day."

as for how many, doesn't seem to have a limit, you acn calculate how heavy it is by finding out the length of sheets used

scroll to the description

"Physical Description: A scroll is a heavy sheet of fine vellum or high-quality paper. An area about 8-1/2 inches wide and 11 inches long is sufficient to hold one spell. The sheet is reinforced at the top and bottom with strips of leather slightly longer than the sheet is wide. A scroll holding more than one spell has the same width (about 8-1/2 inches) but is an extra foot or so long for each additional spell. Scrolls that hold three or more spells are usually fitted with reinforcing rods at each end rather than simple strips of leather."

if we asume a page of a jurnal is about a foot long then you can do the math:
"Journal This is a blank, lightweight book with an oilskin cover. It has 50 paper pages. Price 10 gp; Weight 1 lb."

each jusrnal page is rughly(not taking cover into acount) 1/50 of a pound.


So to keep pace with the dozens of scrolls I'll need at 1st and 2nd level to make my familiar viable in combat until I get wands and Alter Self... I need to take a MONTH to scribe them?


Mark Hoover wrote:
So to keep pace with the dozens of scrolls I'll need at 1st and 2nd level to make my familiar viable in combat until I get wands and Alter Self... I need to take a MONTH to scribe them?

In the magic item creation general preamble, it states that scrolls and potions costing less than 250gp only require 2 hours to make. Of course, it then restates that you can still only make one magic item per day.

However, it seems to be a very reasonable house rule to allow up to 4 spells to he scribed per day if they are all cheap ones.


Isonaroc wrote:
Do you have a reference for that? Not saying you're wrong, but most interpretations I've seen went the other way.

No problem.

Core Rulebook, Pg. 12 under heading "Multipling" wrote:
When you are asked to apply more than one multiplier to a roll, the multipliers are not multiplied by one another. Instead, you combine them into a single multiplier, with each extra multiple adding 1 less than its value to the first multiple. For example, if you are asked to apply a ×2 multiplier twice, the result would be ×3, not ×4.

Bold is mine. The rule only ever specifies what to do with multipliers on rolls, making an an acceptation altering normal math for the game balance. If a roll is not involved, normal math takes precedence.


Gilarius wrote:
Mark Hoover wrote:
So to keep pace with the dozens of scrolls I'll need at 1st and 2nd level to make my familiar viable in combat until I get wands and Alter Self... I need to take a MONTH to scribe them?

In the magic item creation general preamble, it states that scrolls and potions costing less than 250gp only require 2 hours to make. Of course, it then restates that you can still only make one magic item per day.

However, it seems to be a very reasonable house rule to allow up to 4 spells to he scribed per day if they are all cheap ones.

yes i was sure you can do up to 4 scrolls\potions a day when i first read that part about 2 hours.

then the scroll part that specifcly said only one scorll a day( i linked it up in my preveius post) killed it. i think each part was writen by some1 else and they forgot to talk among them..


A thought experiment: your Valet familiar is considered to have the same item creation feats as you right? It also has your skill ranks? What if you transform it into a form that can hold things and speak, then have it work on the items. You just need to cast the spells. Since it can work on said items while you're adventuring you could have the creature working by day while you battle evil, say in an extradimensional space like a haversack or something, then you add the appropriate spells at key junctures in the process.

Alternately if you've got downtime the two of you could be working back to back but on different projects. He's writing a scroll, you're brewing a potion; you're putting the finishing touches on a wand, she's hemming a magic cloak.


Just get a psuedodragon familiar with the specific spells you want to have crafted. Have it craft for however long, dismiss it and then get a new one.

Get said familiar into a guild so he can raise his casting level and craft higher level spells for you too.


Mark Hoover wrote:

A thought experiment: your Valet familiar is considered to have the same item creation feats as you right? It also has your skill ranks? What if you transform it into a form that can hold things and speak, then have it work on the items. You just need to cast the spells. Since it can work on said items while you're adventuring you could have the creature working by day while you battle evil, say in an extradimensional space like a haversack or something, then you add the appropriate spells at key junctures in the process.

Alternately if you've got downtime the two of you could be working back to back but on different projects. He's writing a scroll, you're brewing a potion; you're putting the finishing touches on a wand, she's hemming a magic cloak.

as long as he doesn't craft anything heavy you don't need a valet familiar with hands.

for that the valet get : "Prestidigitation (Sp): A valet can use prestidigitation once per hour."
with that he can lift objects up to 1 lb with his mind,don't need hands unless he makes something heavy. and in that case. use an invisible servant to help him.
the spell has 1 hour duration. he can recast it every hour = all day long.


Mark Hoover wrote:

A thought experiment: your Valet familiar is considered to have the same item creation feats as you right? It also has your skill ranks? What if you transform it into a form that can hold things and speak, then have it work on the items. You just need to cast the spells. Since it can work on said items while you're adventuring you could have the creature working by day while you battle evil, say in an extradimensional space like a haversack or something, then you add the appropriate spells at key junctures in the process.

Alternately if you've got downtime the two of you could be working back to back but on different projects. He's writing a scroll, you're brewing a potion; you're putting the finishing touches on a wand, she's hemming a magic cloak.

Does not work that way. Cooperative crafting states: If you need another character to supply one of an item's requirements (such as if you're a wizard creating an item with a divine spell), both you and the other character must be present for the entire duration of the crafting process.

/cevah


Cevah wrote:
Mark Hoover wrote:

A thought experiment: your Valet familiar is considered to have the same item creation feats as you right? It also has your skill ranks? What if you transform it into a form that can hold things and speak, then have it work on the items. You just need to cast the spells. Since it can work on said items while you're adventuring you could have the creature working by day while you battle evil, say in an extradimensional space like a haversack or something, then you add the appropriate spells at key junctures in the process.

Alternately if you've got downtime the two of you could be working back to back but on different projects. He's writing a scroll, you're brewing a potion; you're putting the finishing touches on a wand, she's hemming a magic cloak.

Does not work that way. Cooperative crafting states: If you need another character to supply one of an item's requirements (such as if you're a wizard creating an item with a divine spell), both you and the other character must be present for the entire duration of the crafting process.

/cevah

This. Almost. However, Mark detailed two scenarios. I'll weigh in on both.

Having the familiar craft in an extra-dimensional space while the master travels - you'd still only net the two hours of work each day because with Cooperative Crafting both parties making the item are contributing to it, effectively splitting the duties involved in the crafting.

Having the master and familiar both craft different items at the same time, without any contribution from the other - unless the familiar could supply the required requisite spells/item/etc., then it would be difficult for the familiar to craft the item on it's own, without jacking up the DC by 5 for each requisite missing. Further, the Master would not be able to contribute those requisite spells/items/etc. while crafting a different item, as you can only craft one item at a time. Although, if your Spellcraft is high enough that the increase to the Spellcraft DC is negligible, then that scenario becomes possible.

Additionally, as mentioned above, you would not need to transform the Familiar into anything else for either scnario due to the Prestidigitation 1/day.


Being present for the entire process doesn't identify both individuals as the creator. It's the one using the craft feat at the time that is.

This should by all rights, allow the production of two scrolls per day.

EDIT: at least with the use of the +5 DC such that each crafting was done in 4 hours. I imagine it would work without it but that's a little more hazy.


Mark Hoover wrote:

A thought experiment: your Valet familiar is considered to have the same item creation feats as you right? It also has your skill ranks? What if you transform it into a form that can hold things and speak, then have it work on the items. You just need to cast the spells. Since it can work on said items while you're adventuring you could have the creature working by day while you battle evil, say in an extradimensional space like a haversack or something, then you add the appropriate spells at key junctures in the process.

Alternately if you've got downtime the two of you could be working back to back but on different projects. He's writing a scroll, you're brewing a potion; you're putting the finishing touches on a wand, she's hemming a magic cloak.

Able Assistant (Ex) wrote:

A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses.

This ability replaces Alertness.

The language of the ability says that the familiar is not actually gaining any feats. Just that the master can have the familiar treated as an assistant and provide the +2 Aid Another bonus. The familiar can't be the one crafting, since it doesn't meet the requirement of having the relevant crafting feat.

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