Crafting Magic Arms and Armor


Advice


What is the best combination of attributes/races/classes/traits/skills/feats/spells/domains/etc to be the best forger possible in Pathfinder?

In other words, how can I create a +5 adamantine weapon FAST, or at least, the faster that is possible.


Dwarven Forgemaster gets craft feat for free, access to the crafter's fortune spell and increases crafting speed. Plus the craftsmen alternate racial trait for craft skills.

The Alternate Magus "Soulforger" gains a bonded item (which they qualify as having crafting feat to enchant, and...
Master Smith (Ex): A soul forger adds his magus class level on Craft checks to manufacture armor, shields, and weapons. This bonus applies on skill checks required when using Craft Magic Arms and Armor.

At 7th level, a soul forger uses the 1/10 gp value of armor, shields, and weapons to determine how much time it takes to craft mundane items, and he requires only half the normal amount of time to enchant magical arms and armor. This ability replaces knowledge pool."

So... 3 level dip in Forgemaster, then rest of the way in Soul Forger, Dwarven Magus....
... optimizing wise, a laughably bad build, but with skill focus, free crafting feat, Master smith, racial traits and crafter's fortune...
@ level 10.... +39? (10 ranks in craft, +6 focus, +3 class skill, +3 stat, +7 magus levels, +2 racial, +1 trait, +5 spell, MW tools) with crafting progress at x10 speed because of Master Smith, you should crank out magic arms and armor in no time.


Of course, if your GM makes you include the cost of the adamantine into the time to craft, you might as well just leave it in your will to your next of kin, because you will never finish it.

Liberty's Edge

The best forger possible in Pathfinder is any class with access to the fabricate spell.

Your character needs a good enough Craft (Weapons) skill to reliably make a DC 20 check to produce a masterwork item. You can create an adamantine weapon in one round using fabricate.

Enchanting that weapon to +5 will then require Craft Magic Arms and Armor. That will take 50 days of enchanting, or 25 days if you accelerate the process by adding +5 to the DC to create the item.

You don't need to invest heavily in attributes, traits, or feats. Fabricate can produce the base weapon almost instantaneously. Mundane crafting in Pathfinder will never compete on an even footing with this spell, no matter how much investment you make.


Can a Soul Forger cast Fabricate by level 13th? Or I would have to choose another class?

And... what is better, to craft the adamantine weapon faster or to enchant it faster? Judging by MC Templar post I guess Fabricate would save me more time than a faster enchanting rate, is it right?


Raoni Luna wrote:

Can a Soul Forger cast Fabricate by level 13th? Or I would have to choose another class?

And... what is better, to craft the adamantine weapon faster or to enchant it faster? Judging by MC Templar post I guess Fabricate would save me more time than a faster enchanting rate, is it right?

Crafting the weapon in the first place is what takes the longest time, it's a right royal pain. Enchanting it is easy compared to that.


So an adamantine weapon ~3000gp x 10 = 30.000sp, but since Master Smith is 1/10 it is 3.000sp
With a DC of 20, and a check of 20, isn't it 20 x 20 = 400?
So 3.000/400 is 7,5 weeks?

I've never crafted anything so if I'm getting it wrong please, explain me...


Looks about right. Making it +5 will take 25 days, one day for every 1000gp worth of materials.


So, it is not half as hard as I've seen people complaining...

Considering this, if I do take a "normal" class, it would take like 25 weeks, and I mean considering the minimun check... So it is not that much like leaving my legacy to future generations right? xD

Well, let me use this topic to a related questions:
1 - If the GM wants to break my adamantine weapon, in normal combat, will it be hard as it should be or it is more common than I was led to believe?

2 - Kind of noob about Magus (very noob indeed), while Soul Forger can easily fix or even recreate broken items, a Kensai Magus for instance could cast a spell to fix the item in case it broke? Like from a scroll, wand, whatever?


Heymitch wrote:
That will take 50 days of enchanting, or 25 days if you accelerate the process by adding +5 to the DC to create the item.

That might not be true. I know of several GMs who interpret the "acceleration" rule to mean that you can work shorter days but still cannot "rush the process" to shorten the number of days required.

The CRB says:

"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."

This allows you to get 8 hours of work done in only 4 hours. If your GM allows, then perhaps you can do that twice each day resulting in 16 hours of work done in only 8 hours. This is one possible interpretation and sure, some GMs interpret it this way.

But...

The CRB then says:

"The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day"

This says explicitly that you cannot "rush the process by working longer each day" which seems to limit you to only doing 8 hours of work each day regardless of whether you accelerate that work to just 4 hours by increasing the DC. In other words, the only benefit of accelerating is so that a crafter can spend 4 hours working and then have the rest of his day free for other stuff. Almost every GM I know interprets it this way, since it is explicitly stated this way.

TL;dr: before assuming you can trim 50 days down to 25 days by accelerating, check with your GM to make sure he interprets things this way.

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