What is the 2nd Best Crafting Feat?


Advice


I'm playing a 4th level sorceress in Kingmaker, getting close to 5th.
Sylvan Bloodline so I have a big cat companion.

Someone else in our party took Craft Wondrous Items-- clearly the best crafting feat.

Kingmaker has a good bit of downtime for crafting.
And I would like to make some money, as well as useful stuff for myself and my animal companion. The treasure is low in Kingmaker. We have 6 players, 3 of which are spellcasters-- so the spellcasters are way, way, way below WPL at this point. Wanna compensate.

But as far as making money goes, most of the items like wands and potions--look like they are more expensive for me to make and sell because of the one level penalty.

Craft Arms and Armor? Not so great for me, but maybe good for my companion? And to make money?

Can a Sylvan sorcerer craft tattoos? Or do you need to be a tattooed sorcerer?

Any other ideas?


Sorcerers aren't good for crafting. They have the caster level, but that's where it ends. INT isn't pumped high, and you have a limited spells known.


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Are you trying to make money or build points?


You can't make money with crafting. You sell items at half market cost. which is how much it cost to make it. You can increase your effective character wealth by crafting, but you can't turn that into liquid assets.


@nawtyit--

generating build points would also be good. is there a standard way that works? (since ultimate campaign?)


besides craft wonderous item which fills most item slots and has many slotless items, craft ring fills two slots, and craft arms and armor will fill 2-4 slots per character. (armor, shield, primary weapon, secondary weapon).

I like to think of craft feats in terms of how many times I can use it.


Experience leads to me favor wondrous, rings, and arms and armor as the best crafting feats. Everyone benefits from rings. Only some characters benefit from arms and armor, although they arguably enjoy them much more than rings.


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Craft Rod is pretty awesome, you just add 5 to the DC and you can make yourself a metamagic rod of something.

The Exchange

I agree that a sorcerer is generally not going to have as many uses for item creation as a wizard or even a cleric. If you've got enough eligible spells known, Brew Potion has its uses because the rest of the group can use them when you're not around (or use them on you when you can't.) Craft Wand is nice, but mainly only for non-attack spells (you're better off firing memorized spells in terms of duration and save DC.) Most of the rest just don't come up often enough to justify the cost... sure, it's great to be able to forge a ring, but how many times in the entire campaign are you going to be taking advantage of that ability?


Craft Rod.


Scribe scroll, although not for a sorcerer :p

Sovereign Court

In such a spellcaster-heavy party, Craft Rod could earn you some friends. Just make sure you have enough Spellcraft to craft them without already having the feat.


Generally i follow up wondrous item with craft arms/armor, and then ring or rod if im REALLY focusing on crafting.


Apocalypso wrote:
generating build points would also be good. is there a standard way that works? (since ultimate campaign?)
Income Phase wrote:

Step 2—Make Deposits to the Treasury: You can add funds to a kingdom’s Treasury by donating your personal wealth to the kingdom—coins, gems, jewelry, weapons, armor, magic items, and other valuables you find while adventuring, as long as they are individually worth 4,000 gp or less. For every full 4,000 gp in value of the deposit, increase your kingdom’s BP by 1. If you want to donate an item that is worth more than 4,000 gp, refer to Step 3 instead.

Step 3—Sell Expensive Items for BP: You can attempt to sell expensive personal items (that is, items worth more than 4,000 gp each) through your kingdom’s markets to add to your Treasury. You may sell one item per settlement district per turn. You must choose the settlement where you want to sell the item, and the item cannot be worth more than the base value of that settlement. To sell an item, divide its price by half (as if selling it to an NPC for gp), divide the result by 4,000 (rounded down), and add that many BP to your Treasury. You cannot use this step to sell magic items held or created by buildings in your settlements; those items are the property of the owners of those businesses.[/spoiler]


Ah, but then it looks like what Notabot said...

A hypothetical:

I have 8000 gp.
I craft a rod worth 16000 gp
I sell it for 8000 gp
I donate it to the treasury. 8000 gp = 2 BP

I could just donate the initial 8000 gp, and save myself the effort of crafting. Crafting doesn't increase the net gain.

So if I'm thinking of crafting its only real value would be in making things less expensive for the party.

either arms and armor or rods it looks like.

Thanks for the help guys.

I'll probably take Craft Rods at 7th, when I can get my spellcraft higher.


You need to be CL 9 to take Craft Rod.


Apocalypso wrote:

Ah, but then it looks like what Notabot said...

A hypothetical:

I have 8000 gp.
I craft a rod worth 16000 gp
I sell it for 8000 gp
I donate it to the treasury. 8000 gp = 2 BP

I could just donate the initial 8000 gp, and save myself the effort of crafting. Crafting doesn't increase the net gain.

I have 4,000 gold.

I could deposit it in the treasury for 1 BP, or I could craft 2 cloaks of resistance +2, cost 2,000 each, worth 4,000 each, and deposit them both in the treasury for 1 BP each.


Emmit Svenson wrote:
Apocalypso wrote:

Ah, but then it looks like what Notabot said...

A hypothetical:

I have 8000 gp.
I craft a rod worth 16000 gp
I sell it for 8000 gp
I donate it to the treasury. 8000 gp = 2 BP

I could just donate the initial 8000 gp, and save myself the effort of crafting. Crafting doesn't increase the net gain.

I have 4,000 gold.

I could deposit it in the treasury for 1 BP, or I could craft 2 cloaks of resistance +2, cost 2,000 each, worth 4,000 each, and deposit them both in the treasury for 1 BP each.

Step 3—Sell Expensive Items for BP: You can attempt to sell expensive personal items (that is, items worth more than 4,000 gp each) through your kingdom’s markets to add to your Treasury. You may sell one item per settlement district per turn. You must choose the settlement where you want to sell the item, and the item cannot be worth more than the base value of that settlement. To sell an item, divide its price by half (as if selling it to an NPC for gp), divide the result by 4,000 (rounded down), and add that many BP to your Treasury. You cannot use this step to sell magic items held or created by buildings in your settlements; those items are the property of the owners of those businesses.


You might want to use the ultimate campaign kingdom rules. Kingmaker rules re: crafting and making money with magic shops is all kinds of busted.


That's items worth MORE than 4,000 gp. Selling items worth 4,000 or less is apparently more profitable than selling expensive items.
Selling a 4,000 gp item = 1 BP
Selling a 4,001 gp item = 0.5 BP
Somehow, that is not wrong.


Nawtyit wrote:
Apocalypso wrote:
generating build points would also be good. is there a standard way that works? (since ultimate campaign?)
Income Phase wrote:

Step 2—Make Deposits to the Treasury: You can add funds to a kingdom’s Treasury by donating your personal wealth to the kingdom—coins, gems, jewelry, weapons, armor, magic items, and other valuables you find while adventuring, as long as they are individually worth 4,000 gp or less. For every full 4,000 gp in value of the deposit, increase your kingdom’s BP by 1. If you want to donate an item that is worth more than 4,000 gp, refer to Step 3 instead.

Oh, you are referring to this. That is soooo broken and clearly not RAI-- but it IS RAW.

Now to carefully make things that add up to exactly 4000 gp.


Look at your party composition.

If you have anyone who has early access to a spell that makes a good wand I'd get craft wand. You can craft an item using another character as the spell source so if you take craft wand and have a paladin friend you can make CL 1 lesser restoration wands. If you have a summoner friend who knows the spell you can make CL 3 haste wands. If you have a ranger friend you can make CL 1 resist energy wands and keep him in instant enemy wands if he's willing to pay the price.

Grand Lodge

Craft Rod is really nice, but only useful for you or other casters. I would go with Forge Ring. It helps not only you but the entire party as well.


Atarlost wrote:

Look at your party composition.

If you have anyone who has early access to a spell that makes a good wand I'd get craft wand. You can craft an item using another character as the spell source so if you take craft wand and have a paladin friend you can make CL 1 lesser restoration wands. If you have a summoner friend who knows the spell you can make CL 3 haste wands. If you have a ranger friend you can make CL 1 resist energy wands and keep him in instant enemy wands if he's willing to pay the price.

Ooh I like this thought. We have a paladin and a witch. Does the witch get anything earlier than everyone else?


Apocalypso wrote:
Atarlost wrote:
If you have anyone who has early access to a spell that makes a good wand I'd get craft wand.
Ooh I like this thought. We have a paladin and a witch. Does the witch get anything earlier than everyone else?

Wand of Ill Omen, friend. Very nasty, though your sorceror would need to UMD.

If the Witch chooses an Improved Familiar that can UMD wands, Craft Wand will be highly useful to your party. Heck, an investment in Eldrich Heritage (Arcane) for you and everyone else in the party with charisma 13+ will give you a small army of wand-wielding backup.

Craft Wand's not bad for playing the build point game. Each investment of 2,125 (1,875 to craft a wand of any 1st level spell at caster level 5, plus 250 in cash) is a treasury deposit worth another build point. Not quite as good as the many Wondrous Items worth exactly 4,000, but you can get much closer than you can with Craft Weapons and Armor (darn masterwork cost!).


meatrace wrote:
You might want to use the ultimate campaign kingdom rules. Kingmaker rules re: crafting and making money with magic shops is all kinds of busted.

Yeah. Under Kingmaker Rules, it'd work like this:

1) Craft Rod worth 16000 GP (which is a Moderate Magical Item)

2) Make a DC 35 Economy Check

3) If successful, rod sells and you gain 8 BP (in theory, you could withdraw this from the treasury for 16000 GP). Net gain of 6 BP over simply selling it yourself and dropping coin in the treasury.

I've always been partial to Brew Potion, but Sorcerer isn't a very good choice for that.

Liberty's Edge

Instead of any craft feats, take the Leadership feat. Have your cohort and followers take all the craft feats instead. With the high charisma of a sorcerer, leadership is a great feat. It also allows you to have items crafted at the normal rate while you are out adventuring.


Craft Rod is Craft Arms and Armor for casters.

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