williamoak's guide to construct crafting


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strayshift wrote:

Think specific mention of the Wizard Universalist Arcane Crafter - Arcanamirium Crafter Absalom

Likewise know you are doing spells feats and traits but Crafter's Fortune is certainly worth a mention as pretty much a gimme.
Crafter's Fortune

Good luck and well done
G

While Crafter's Fortune is easy for wizards to get, it is not on the cleric list. [alchemist 1, sorcerer/wizard 1]

However, Beloved of the Forge works for clerics. [alchemist 2, bard 2, cleric 2, shaman 2]

CF is 1 day/level
BotF is 1 hour/level
Both are +5 Luck to Craft skill.

By the time you are doing major crafting, a single cast of BotF lasts all crafting day long.

/cevah


Dot


There is yet another way to get Craft Construct: Protector of the People
For the price of a donated CR 5+ golem, to your beleaguered town, this feat grants Craft Construct w/o needing to meet any Craft Construct’s prerequisites.
Cheapest golem: Tallow Golem (CL 14; 13,000 gp, craft for 6,750 gp; 13 days)
If CL is an issue go for: Rope Golem (CL 8; 14,200 gp, craft for 7,200 gp; 15 days)

When you donate this golem, you also get a discount on all created constructs that cost less than the donates golem costed.

This is the fewest feats needed to become a construct creator, but as a story feat, you need to have a community under persecution and requires considerable defense. [Or have the Raiders, the Righting a Wrong, The War, or The Way Things Work background]

/cevah


Cevah wrote:

There is yet another way to get Craft Construct: Protector of the People

For the price of a donated CR 5+ golem, to your beleaguered town, this feat grants Craft Construct w/o needing to meet any Craft Construct’s prerequisites.
Cheapest golem: Tallow Golem (CL 14; 13,000 gp, craft for 6,750 gp; 13 days)
If CL is an issue go for: Rope Golem (CL 8; 14,200 gp, craft for 7,200 gp; 15 days)

When you donate this golem, you also get a discount on all created constructs that cost less than the donates golem costed.

This is the fewest feats needed to become a construct creator, but as a story feat, you need to have a community under persecution and requires considerable defense. [Or have the Raiders, the Righting a Wrong, The War, or The Way Things Work background]

/cevah

Nice find. I was wondering how to get Craft Construct on a non-caster build.


williamoak wrote:

I love constructs. Being an engineer by trade, I've always preferred loyal machines to treacherous summons or slavering undead. However, there was no significant amounts of information on which constructs were best, and what ways to use them most effectively. So I decided to make a guide on the subject. I have trawled the forums for information, and I have scoured the d20pfsrd for knowledge, and I now have the beginnings of a guide on construct crafting.

williamoaks construct crafting guide

So, despite the silly introduction, I am looking for help to improve this guide. I'm not a terribly experienced player, but I am currently in a game where I'm starting to experiment with constructs. However, I would love to know what more experienced players think. How have you effectively used constructs? How have constructs effectively abused you? This can be useful both for the player wanting to craft constructs, and the DM wanting to use new enemy types. So what tips do you guys have? How do you think I can improve this guide?

I'm trying to see how to make the best of this less than optimal aspect of the game.

I'm surprised Alchemist wasn't an honorable mention. With the Promethian Disciple discovery they can use craft (alchemy) instead of spellcraft. Not having a spell only adds +5 to the DC but at 11th lvl my alchemist adds 55 without items or spells.


Bigush wrote:
I'm surprised Alchemist wasn't an honorable mention. With the Promethian Disciple discovery they can use craft (alchemy) instead of spellcraft. Not having a spell only adds +5 to the DC but at 11th lvl my alchemist adds 55 without items or spells.

The guy who made the guide stopped updating it 3 years ago. Cevah necro'd the thread in August.


Salvaging rules look to be of interest.

They seem to afford both a way to recoup your losses if one of your constructs is destroyed and to treat destroyed enemy constructs as a form of treasure.

Also, a way to get around minimum caster level or character level requirements. Even if you bought one outright for full market price, a lowly Clockwork spy would ultimately add less than 1000 gold to the cost of other constructs but would let one construct all kinds of Clockwork constructs with a requirement of CL 12 by my reading of it.


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Necro time....

I spent the last two nights making a huge spreadsheet for making constructs, analyzing the listed spells, costs, caster levels, skills, and so on. I got a summary below that lists constructs with build requirements by minimum caster level. I was surprised at the amount of constructs with no minimum. Anyway, the data was collected from the Pathfinder Ccommunity monster database as of 27 Jul 2015 (last available, sorry).

Here is the list of most referenced spell requirements:

Top Spells:
Top spells: [Wizard:Cleric spell (frequency)]
6:6 geas/quest (103)
9:- wish (68)
7:- limited wish (62)
-:6 animate objects (56)
8:- polymorph any object (22)
4:3 animate dead (12)
4:- lesser geas (12)
2:2 make whole (10)

Without further ado, the following is a bar separated table. Replace the bars with tabs and past into a spreadsheet.

/cevah

Constructs by Min CL:
Name|Wizard(Wizard Spells Total)|Cleric(Cleric Spells Total)|Base DC|Min CL|Cost|Skill DC
Abrakarn Viper|Wizard(1*6, 1*4, 1*2, 1*1, 2*X)|Cleric(2*6, 2*2, 1*1, 1*X)|13|n/a|80,000 gp|DC 21
Adamantine Cobra|Wizard(1*8, 1*6, 1*5, 1*1, 1*X)|Cleric(1*8, 2*6, 1*5, 1*1)|12|n/a|10,000 gp|DC 15
Animated Tank|Wizard(1*6, 2*5, 1*2, 2*X)|Cleric(1*7, 2*6, 1*5, 1*2, 1*X)|17|n/a|100,000 gp|DC 25
Bottled Armada|Wizard(1*5, 1*2, 1*X)|Cleric(1*6, 1*2, 1*X)|14|n/a|2,600(3,100) gp|
Flesh Colossus|Wizard(1*9, 1*7, 2*6, 1*5, 1*4, 1*3, 1*2)|Cleric(1*8, 1*6, 1*5, 1*3, 2*2, 2*X)|17|n/a|70,000 gp|DC 25
Gargoyle Guardian|Wizard(1*6, 1*4, 1*X)|Cleric(2*6, 1*3)|15|n/a|15,000 gp|
Gargoyle Guardian (sentry)|Wizard(1*6, 1*4, 1*X)|Cleric(2*6, 1*3)|15|n/a|25,000 gp|
Guardian Scroll|Wizard(1*5, 1*4, 1*3, 3*2, 1*1)|Cleric(1*5, 2*2, 1*1, 3*X)|13|n/a|2,500(3,750) gp|
Guardian Scroll, Magic|Wizard(1*5, 1*4, 1*3, 3*2, 1*1)|Cleric(1*5, 2*2, 1*1, 3*X)|13|n/a|12,500(13,750) gp|
Homunculus|Wizard(1*4, 2*2, 1*1, 1*0)|Cleric(1*2, 1*1, 1*0, 2*X)|12|n/a|1,050 gp|DC 12
Ioun Wyrd|Wizard(1*5, 1*4, 1*1, 1*X)|Cleric(1*6, 1*5, 1*1, 1*X)|10|n/a|1,000 gp|DC 15
Iron Cobra|Wizard(1*8, 1*6, 1*5, 1*1, 1*X)|Cleric(1*8, 2*6, 1*5, 1*1)|15|n/a|2,000 gp|DC 15
Iron Cobra|Wizard(1*8, 1*6, 1*5, 1*1, 1*X)|Cleric(1*8, 2*6, 1*5, 1*1)|15|n/a|2,000 gp|DC 15
Iron Cobra (adamantine)|Wizard(1*8, 1*6, 1*5, 1*1, 1*X)|Cleric(1*8, 2*6, 1*5, 1*1)|15|n/a|10,000 gp|DC 15
Iron Cobra (cold iron)|Wizard(1*8, 1*6, 1*5, 1*1, 1*X)|Cleric(1*8, 2*6, 1*5, 1*1)|15|n/a|4,000 gp|DC 15
Iron Cobra (darkwood)|Wizard(1*8, 1*6, 1*5, 1*1, 1*X)|Cleric(1*8, 2*6, 1*5, 1*1)|15|n/a|2,500 gp|DC 15
Iron Cobra (mithral)|Wizard(1*8, 1*6, 1*5, 1*1, 1*X)|Cleric(1*8, 2*6, 1*5, 1*1)|15|n/a|5,000 gp|DC 15
Iron Colossus|Wizard(2*9, 1*8, 2*6, 1*5, 1*3, 1*0, 1*X)|Cleric(2*8, 1*3, 1*0, 5*X)|22|n/a|300,000 gp|DC 30
Sentinel Hut|Wizard(1*8, 1*6, 2*4, 1*2, 2*1, 1*X)|Cleric(1*8, 2*6, 1*1, 4*X)|15|n/a|18,000 gp|DC 18
Set Guardian|Wizard(1*6, 3*2, 1*0, 2*X)|Cleric(1*9, 1*7, 1*6, 3*2, 1*0)|22|n/a|90,000 gp|DC 20,DC 22
Set Guardian, Elevated|Wizard(1*8, 2*6, 2*2, 2*X)|Cleric(1*9, 1*8, 1*7, 2*6, 2*2)|23|n/a|110,000 gp|DC 26,DC 28
Ship In A Bottle|Wizard(1*5, 1*2, 1*X)|Cleric(1*6, 1*2, 1*X)|14|n/a|2,600(3,100) gp|
Skull Ripper|Wizard(1*9, 1*7, 1*6, 1*5, 2*4, 1*3, 1*1)|Cleric(1*6, 1*5, 1*3, 1*1, 4*X)|18|n/a|15,500 gp|DC 15
Soulbound Doll|Wizard(1*5, 2*4, 1*2)|Cleric(4*X)|12|n/a|2,300 gp|
Soulbound Mannequin|Wizard(1*5, 2*4, 1*2, 1*1)|Cleric(5*X)|12|n/a|8,500 gp|
Soulbound Shell|Wizard(1*5, 2*4, 2*2)|Cleric(1*2, 4*X)|17|n/a|60,000 gp|
Sphinx Colossus|Wizard(1*9, 1*8, 1*7, 1*6, 1*5, 1*4, 1*2, 1*1)|Cleric(1*8, 1*5, 1*4, 1*2, 4*X)|16|n/a|50,000 gp|DC 25
Stone Colossus|Wizard(1*9, 1*8, 1*7, 1*6, 1*5, 1*3, 1*2, 1*0)|Cleric(2*8, 1*5, 1*3, 1*2, 1*0, 2*X)|20|n/a|170,000 gp|DC 30
Urannag|Wizard(2*9, 1*7, 2*6, 1*3, 1*1)|Cleric(1*9, 1*6, 1*1, 4*X)|15|n/a|17,500 gp|DC 19
Emerald Automaton|Wizard(1*4, 1*2, 1*1, 1*0)|Cleric(1*2, 1*0, 2*X)|11|6|6,500 gp|DC 20
Scarecrow|Wizard(1*6, 1*4, 2*2, 1*1, 1*X)|Cleric(1*6, 1*2, 2*1, 2*X)|11|6|8,000 gp|DC 12
Scarecrow|Wizard(1*6, 1*4, 1*3, 1*2, 2*1, 2*X)|Cleric(2*6, 2*2, 3*1, 1*X)|11|6|8,000 gp|DC 12
Carrion Golem|Wizard(3*4, 2*3, 1*2, 1*1)|Cleric(3*3, 1*2, 1*1, 2*X)|12|7|5,500 gp|DC 13
Graven Guardian|Wizard(1*5, 1*4, 2*3, 1*2, 2*1, 1*X)|Cleric(1*5, 2*4, 1*3, 1*2, 2*1, 1*X)|12|7|9,500 gp|DC 15
Junk Golem|Wizard(2*4, 1*2, 1*X)|Cleric(4*X)|12|7|5,200 gp|
Necrophidius|Wizard(1*6, 1*5, 3*2, 1*1)|Cleric(1*6, 1*5, 1*1, 3*X)|15|7|4,250 gp|DC 15
Necrophidius|Wizard(1*8, 1*6, 1*5, 2*1, 1*X)|Cleric(2*6, 1*5, 1*1, 2*X)|15|7|4,250 gp|DC 15
Toy Golem|Wizard(1*7, 2*4, 1*2, 1*1)|Cleric(1*7, 1*1, 3*X)|12|7|8,500 gp|DC 17
Crystalline Golem|Wizard(1*9, 1*7, 1*6, 1*1)|Cleric(1*6, 3*X)|13|8|3,000 gp|
Embalming Bear|Wizard(1*8, 1*4, 1*1, 1*X)|Cleric(1*8, 1*6, 1*1, 1*X)|13|8|10,300 gp|DC 18
Flesh Golem|Wizard(1*9, 1*7, 1*6, 1*4, 1*3, 1*2, 1*1)|Cleric(1*6, 2*3, 1*2, 1*1, 2*X)|13|8|10,500 gp|DC 13
Guardian Doll|Wizard(1*6, 1*5, 2*4, 1*3, 1*2, 1*1)|Cleric(1*6, 1*1, 5*X)|13|8|3,600 gp|DC 16
Living Wall|Wizard(1*9, 1*7, 1*6, 1*4, 1*3, 1*1)|Cleric(1*6, 2*3, 1*1, 2*X)|17|8|9,500 gp|DC 13
Necrophidius (rattler)|Wizard(1*8, 1*6, 1*5, 1*4, 1*1, 1*X)|Cleric(2*6, 1*5, 1*1, 2*X)|15|8|4,250 gp|DC 15
Rope Golem|Wizard(1*6, 1*3, 1*2, 2*1)|Cleric(1*6, 1*3, 1*1, 2*X)|13|8|7,200 gp|DC 13
Screaming Skull|Wizard(1*7, 1*6, 2*5, 1*4, 1*3, 3*1, 1*0, 1*X)|Cleric(1*6, 3*5, 1*3, 2*1, 1*0, 3*X)|13|8|8,500 gp|DC 13,DC 15
Tupilaq|Wizard(1*6, 1*4, 1*3, 1*2, 1*0)|Cleric(1*6, 1*2, 1*0, 2*X)|13|8|10,875 gp|DC 20
Warden Jack Swarm|Wizard(1*6, 1*3, 1*1, 1*X)|Cleric(1*6, 1*3, 1*1, 1*X)|13|8|4,500 gp|DC 13
Bladecoin Swarm|Wizard(1*9, 1*7, 1*6, 1*5, 2*1, 1*0, 1*X)|Cleric(2*6, 1*5, 1*1, 1*0, 3*X)|14|9|15,500 gp|DC 15
Bone Golem|Wizard(1*9, 1*7, 1*6, 2*5, 1*4, 1*1, 1*X)|Cleric(2*6, 1*5, 1*3, 1*1, 3*X)|14|9|21,000 gp|DC 15
Caryatid Column 9th|Wizard(2*5, 1*4, 1*2, 1*1)|Cleric(1*5, 1*2, 1*1, 2*X)|14|9|7,000 gp|DC 15
Magnesium Golem|Wizard(1*9, 1*8, 1*7, 1*6, 1*5, 1*4, 1*3, 1*1)|Cleric(1*6, 1*4, 1*1, 5*X)|14|9|15,500 gp|DC 14
Magnesium Golem|Wizard(1*9, 1*8, 1*7, 1*6, 1*5, 1*4, 1*3, 1*1)|Cleric(1*6, 1*4, 1*1, 5*X)|14|9|15,500 gp|DC 14
Mask Golem|Wizard(1*6, 2*5, 1*2, 1*1)|Cleric(1*6, 1*1, 3*X)|14|9|12,500 gp|DC 16
Sentient Wax Golem|Wizard(1*9, 1*8, 1*7, 1*6, 1*5, 1*3, 1*2, 2*1, 1*0, 1*X)|Cleric(1*8, 2*6, 1*5, 1*3, 1*2, 1*1, 1*0, 3*X)|14|9|7,000 gp|DC 18/25/30
Ship Sentinel|Wizard(1*9, 1*7, 1*5, 1*2, 1*X)|Cleric(1*6, 1*5, 1*2, 2*X)|14|9|10,750 gp|DC 25
Ship Sentinel (ballista marksman)|Wizard(1*9, 1*7, 1*5, 1*2, 1*X)|Cleric(1*6, 1*5, 1*2, 2*X)|14|9|11,000 gp|DC 25
Ship Sentinel (mariner's muse)|Wizard(1*9, 1*7, 1*5, 1*2, 1*X)|Cleric(1*6, 1*5, 1*2, 2*X)|14|9|11,750 gp|DC 25
Ship Sentinel (sea sorcerer)|Wizard(1*9, 1*7, 1*5, 1*2, 1*X)|Cleric(1*6, 1*5, 1*2, 2*X)|14|9|12,750 gp|DC 25
Terra-Cotta Soldier|Wizard(1*6, 1*4, 1*3, 1*2, 1*1, 1*X)|Cleric(2*6, 1*4, 1*1, 2*X)|14|9|10,000 gp|DC 14
Wax Golem|Wizard(1*9, 1*8, 1*7, 1*6, 1*5, 1*3, 1*2, 2*1, 1*0, 1*X)|Cleric(1*8, 2*6, 1*5, 1*3, 1*2, 1*1, 1*0, 3*X)|14|9|7,000 gp|DC 18/25/30
Alchemical Golem|Wizard(1*6, 2*5, 1*3, 2*2, 1*0)|Cleric(1*6, 3*2, 1*0, 2*X)|15|10|18,000 gp|DC 20
Angelic Guardian|Wizard(1*5, 1*2, 2*1)|Cleric(1*5, 1*1, 2*X)|14|10|12,000 gp|DC 15
Frog Stone Idol|Wizard(2*6, 1*5, 1*1, 1*X)|Cleric(3*6, 1*5, 1*1)|15|10|37,000 gp|DC 16
Glass Golem|Wizard(2*7, 1*6, 1*1, 2*X)|Cleric(1*7, 2*6, 1*5, 1*1, 1*X)|15|10|17,000 gp|DC 17
Glass Golem (stained)|Wizard(2*7, 1*6, 1*1, 2*X)|Cleric(1*7, 2*6, 1*5, 1*1, 1*X)|15|10|20,200 gp|DC 17
Juggernaut|Wizard(1*4, 1*3, 1*2, 1*1, 1*X)|Cleric(2*4, 1*3, 1*2, 1*1)|18|10|80,000 gp|
Necromantic Golem|Wizard(1*9, 1*7, 1*6, 1*5, 2*4, 1*2, 1*1)|Cleric(1*6, 1*5, 1*3, 1*2, 1*1, 3*X)|15|10|12,000 gp|DC 15
Ooze Golem|Wizard(1*9, 1*7, 1*6, 1*5, 1*4, 1*1)|Cleric(1*6, 1*5, 1*3, 1*1, 2*X)|15|10|14,900 gp|DC 15
Skinstitch|Wizard()|Cleric()|13|10|3,500 gp|
Stone Guardian Golem|Wizard(1*9, 1*7, 1*6, 1*5, 2*3, 1*2, 2*1, 1*X)|Cleric(1*6, 2*3, 3*1, 4*X)|15|10|7,050 gp|DC 13,DC 13
Cephalophore|Wizard(1*6, 2*2, 1*0, 2*X)|Cleric(1*7, 2*6, 1*2, 1*0, 1*X)|16|11|18,500 gp|DC 20
Clay Golem|Wizard(1*6, 1*1, 4*X)|Cleric(1*7, 2*6, 1*3, 2*1)|16|11|21,500 gp|DC 16
Coral Golem|Wizard(1*9, 1*7, 1*6, 1*5, 2*3, 1*1, 1*X)|Cleric(2*6, 1*5, 1*3, 1*1, 3*X)|16|11|30,500 gp|DC 15
Ebon Acolytus|Wizard(1*8, 1*6, 1*5, 1*1, 2*X)|Cleric(2*6, 1*4, 1*2, 1*1, 1*X)|16|11|12,000 gp|DC 16
Flagstone Golem|Wizard(1*8, 2*6, 1*3, 2*2, 1*1)|Cleric(2*6, 1*3, 1*2, 1*1, 2*X)|16|11|17,500 gp|DC 16
Marrowstone Golem|Wizard(1*6, 1*2, 1*1, 2*X)|Cleric(3*6, 1*2, 1*1)|16|11|22,500 gp|DC 21
Mirror Man|Wizard(2*7, 1*6, 2*5, 1*4, 1*3, 1*2, 2*1)|Cleric(2*7, 1*6, 1*4, 1*3, 2*1, 3*X)|16|11|12,500 gp|DC 17,DC 17
Panthereon|Wizard(2*6, 1*1, 5*X)|Cleric(1*7, 2*6, 1*5, 2*3, 2*1)|16|11|28,500 gp|DC 16
Panthereon (Esteemed)|Wizard(2*6, 1*4, 1*1, 5*X)|Cleric(1*7, 2*6, 1*5, 2*3, 2*1, 1*X)|16|11|49500 gp|DC 16
Panthereon (Slaver)|Wizard(2*6, 1*1, 5*X)|Cleric(1*7, 2*6, 1*5, 2*3, 2*1)|16|11|50000 gp|DC 16
Panthereon (Spell Bearer)|Wizard(2*6, 1*4, 1*1, 5*X)|Cleric(1*7, 2*6, 1*5, 2*3, 2*1, 1*X)|16|11|58500 gp|DC 16
Panthereon (TrueHunter)|Wizard(2*6, 1*1, 6*X)|Cleric(1*7, 2*6, 1*5, 2*3, 2*1, 1*X)|16|11|55000 gp|DC 16
Rune Guardian|Wizard(2*6, 1*3, 8*1)|Cleric(2*6, 2*1, 7*X)|16|11|3,500 gp|DC 16
Sepulchral Guardian|Wizard(1*9, 1*8, 1*7, 1*6, 1*5, 1*4, 1*1)|Cleric(1*6, 1*5, 1*3, 1*1, 3*X)|16|11|21,000 gp|DC 15
Tiberolith|Wizard(1*9, 1*8, 1*7, 1*6, 1*4, 1*1)|Cleric(1*8, 1*3, 1*1, 3*X)|17|11|24,000 gp|DC 18
Tribal Totem|Wizard(1*4, 2*2, 1*1, 1*0, 2*X)|Cleric(1*6, 2*2, 1*0, 3*X)|13|11|10,000 gp|DC 20
Amber Skeleton|Wizard(1*7, 2*6, 1*1, 2*X)|Cleric(3*6, 1*5, 1*1, 1*X)|17|12|64,000 gp|DC 16
Blood Golem|Wizard(1*7, 1*6, 1*4, 1*1, 1*0, 1*X)|Cleric(1*7, 1*6, 1*4, 1*3, 1*1, 1*0)|12|12|11,500 gp|DC 17
Caryatid Column 12th|Wizard(1*9, 1*8, 1*7, 1*5, 1*4, 1*2, 1*1)|Cleric(1*5, 1*2, 1*1, 4*X)|17|12|9,500 gp|DC 15
Clockwork Familiar|Wizard(1*6, 2*2, 1*0)|Cleric(1*6, 2*2, 1*0)|17|12|7,500 gp|DC 20
Clockwork Leviathan|Wizard(1*9, 1*7, 1*6, 1*2, 1*0, 2*X)|Cleric(1*6, 1*4, 1*2, 1*0, 3*X)|17|12|70,000 gp|DC 20
Clockwork Mage|Wizard(1*6, 1*4, 1*2, 1*0)|Cleric(1*6, 1*2, 1*0, 1*X)|17|12|43,000 gp|DC 20
Clockwork Servant|Wizard(1*6, 2*2, 1*0)|Cleric(1*6, 2*2, 1*0)|17|12|4,000 gp|DC 20
Clockwork Servant|Wizard(1*6, 2*2, 1*0)|Cleric(1*6, 2*2, 1*0)|17|12|4,000 gp|DC 20
Clockwork Snail|Wizard(1*6, 1*2, 1*0, 3*X)|Cleric(2*6, 2*4, 1*2, 1*0)|17|12|50,000 gp|DC 20
Clockwork Soldier|Wizard(1*6, 1*3, 1*2, 1*0)|Cleric(1*6, 1*2, 1*0, 1*X)|17|12|19,000 gp|DC 20
Clockwork Spy|Wizard(1*6, 1*2, 2*0)|Cleric(1*6, 1*2, 1*0, 1*X)|17|12|750 gp|DC 20
Clockwork Steed|Wizard(1*6, 2*2, 1*0)|Cleric(1*6, 2*2, 1*0)|17|12|16,000 gp|DC 20
Clockwork Steed (charger)|Wizard(1*6, 2*2, 1*0)|Cleric(1*6, 2*2, 1*0)|17|12|18,750 gp|DC 20
Gargoyle Stone Idol|Wizard(1*9, 2*7, 2*6, 1*1, 3*X)|Cleric(1*8, 1*7, 1*6, 4*1, 2*X)|17|12|21,000 gp|DC 17
Gelatinous Golem|Wizard(1*9, 1*8, 2*7, 2*6, 1*1)|Cleric(1*7, 1*6, 1*1, 4*X)|17|12|43,000 gp|DC 17
Golden Guardian|Wizard(1*7, 1*6, 1*5, 2*4, 1*2, 1*1)|Cleric(1*7, 1*6, 1*1, 4*X)|17|12|24,300 gp|DC 17
Ice Golem|Wizard(1*7, 1*6, 1*5, 1*4, 1*2, 2*1)|Cleric(1*7, 1*6, 1*2, 1*1, 3*X)|17|12|9,500 gp|DC 17
Ice Golem|Wizard(1*8, 1*7, 1*6, 1*5, 1*2, 2*1)|Cleric(1*7, 1*6, 1*2, 1*1, 3*X)|17|12|9,500 gp|DC 17
Marble Sentinel|Wizard(1*9, 1*7, 1*6, 1*4, 1*2, 1*1, 2*0)|Cleric(1*6, 1*3, 1*2, 2*0, 3*X)|17|12|12,500 gp|DC 20
Shedu Stone Idol|Wizard(1*6, 1*2, 1*0, 3*X)|Cleric(2*6, 1*5, 1*4, 1*2, 1*0)|17|12|67,000 gp|DC 20
Tophet|Wizard(2*2, 1*1, 1*0)|Cleric(2*2, 1*1, 1*0)|17|12|23,500 gp|DC 20
Wickerman|Wizard(1*5, 1*4, 1*1, 2*X)|Cleric(1*5, 1*1, 3*X)|19|12|60,000 gp|DC 15
Wood Golem 12th|Wizard(1*9, 2*7, 1*6, 1*2, 2*1, 1*X)|Cleric(1*7, 2*6, 1*2, 1*1, 3*X)|17|12|8,425 gp|DC 17
Wood Golem 7th|Wizard(1*9, 2*7, 1*6, 1*2, 2*1, 1*X)|Cleric(1*7, 2*6, 1*1, 4*X)|12|12|8,800 gp|DC 17
Adamantine Wasp Swarm|Wizard(1*9, 1*8, 1*7, 1*6, 1*3, 1*1, 1*X)|Cleric(1*8, 1*6, 1*4, 1*1, 3*X)|18|13|45,000 gp|DC 18
Aluum|Wizard(1*9, 1*8, 1*7, 1*6, 2*5, 1*1)|Cleric(1*8, 1*6, 1*1, 4*X)|18|13|40,000 gp|DC 18
Gravitic Globe|Wizard(1*7, 2*6, 1*5, 1*1, 1*X)|Cleric(1*7, 2*6, 1*1, 2*X)|18|13|45,000 gp|DC 16
Hanshepsu|Wizard(1*9, 1*7, 1*5, 1*X)|Cleric(1*6, 3*X)|18|13|24,000 gp|
Magnetite Golem|Wizard(1*9, 1*8, 2*7, 1*6, 1*5, 1*1)|Cleric(1*8, 1*6, 1*1, 4*X)|18|13|47,500 gp|DC 18
Robot Golem|Wizard(1*9, 1*7, 1*6, 3*2, 1*0)|Cleric(1*6, 3*2, 1*0, 2*X)|19|13|36,000 gp|DC 20
Tribal Totem, Greater|Wizard(3*4, 2*2, 1*1, 2*X)|Cleric(1*6, 1*4, 2*2, 4*X)|14|13|12,000 gp|DC 24
Witch-doll Golem|Wizard(1*9, 3*8, 1*7, 2*6, 1*1)|Cleric(2*8, 1*6, 1*1, 4*X)|18|13|21,600 gp|DC 18
Chrystone|Wizard(1*9, 1*8, 1*7, 1*5, 1*4, 1*2, 2*1, 1*X)|Cleric(1*5, 1*3, 1*2, 1*1, 5*X)|19|14|8,500 gp|DC 15
Iron Maiden Golem|Wizard(1*9, 1*8, 1*7, 2*6, 1*4, 1*2, 1*1)|Cleric(2*6, 1*3, 1*1, 4*X)|19|14|30,000 gp|DC 16
Lead Skeleton|Wizard(1*9, 1*8, 1*7, 4*6, 1*2, 2*1)|Cleric(3*6, 1*2, 2*1, 4*X)|19|14|21,500 gp|DC 16,DC 16
Petrified Horror|Wizard(1*9, 1*7, 2*6, 1*5, 1*4, 1*2)|Cleric(1*6, 1*5, 1*3, 1*2, 3*X)|19|14|65,500 gp|DC 25
Philosopher Golem|Wizard(1*9, 2*7, 2*6, 1*1)|Cleric(1*8, 1*7, 1*6, 1*1, 2*X)|19|14|37,000 gp|DC 17
Sphinx Stone Idol|Wizard(1*9, 1*6, 2*4, 1*1)|Cleric(1*9, 1*1, 3*X)|19|14|65,000 gp|DC 19
Stone Golem|Wizard(2*9, 2*7, 2*6, 1*1)|Cleric(1*9, 1*8, 1*7, 1*6, 1*1, 2*X)|19|14|55,000 gp|DC 19
Sword Spider|Wizard(1*9, 2*6, 1*3, 1*1, 1*X)|Cleric(1*9, 1*8, 1*6, 1*4, 1*1, 1*X)|19|14|63,500 gp|DC 19
Tallow Golem|Wizard(2*9, 1*7, 1*6, 1*2, 1*1)|Cleric(1*9, 1*6, 1*2, 1*1, 2*X)|19|14|6,750 gp|DC 19
Taotieh|Wizard(1*9, 2*7, 1*6, 1*5, 1*2)|Cleric(1*6, 2*5, 1*2, 2*X)|19|14|55,000 gp|DC 25
Clockwork Golem|Wizard(1*6, 1*5, 1*2, 1*1, 1*0, 2*X)|Cleric(3*6, 1*2, 1*0, 2*X)|20|15|65,000 gp|DC 20
Fossil Golem|Wizard(1*9, 1*7, 2*6, 1*4, 1*2, 1*0)|Cleric(1*6, 1*3, 1*2, 1*0, 3*X)|20|15|65,000 gp|DC 20
Iron Rhinoceros|Wizard(1*9, 1*7, 1*6, 1*5, 2*2, 1*X)|Cleric(1*6, 1*5, 2*2, 3*X)|20|15|61,250 gp|DC 25
Jade Colossus|Wizard(1*8, 2*6, 1*3, 1*2, 1*0)|Cleric(1*6, 2*3, 1*0, 2*X)|20|15|59,000 gp|DC 30
Living Effigy|Wizard(1*9, 1*8, 1*7, 1*5, 1*2, 1*0)|Cleric(1*2, 1*0, 4*X)|20|15|35,000 gp|DC 20
Bronze Minotaur|Wizard(1*9, 2*8, 1*7, 1*6, 2*1)|Cleric(1*8, 1*6, 1*1, 4*X)|21|16|60,000 gp|DC 18
Dragonship|Wizard(1*9, 1*8, 1*7, 1*6, 1*3, 1*2, 1*0, 1*X)|Cleric(1*6, 1*2, 1*0, 5*X)|21|16|55,200 gp|DC 20
Furnace Golem|Wizard(1*9, 1*8, 1*7, 1*6, 1*4, 1*3, 1*2, 1*0)|Cleric(1*6, 1*2, 1*0, 5*X)|21|16|96,000 gp|DC 20
Iron Golem|Wizard(1*9, 1*8, 1*7, 1*6, 1*5, 1*2, 1*1)|Cleric(1*6, 1*2, 1*1, 4*X)|21|16|80,000 gp|DC 21
Obsidian Minotaur|Wizard(1*9, 3*7, 1*6, 1*2, 3*1)|Cleric(2*7, 1*6, 2*1, 4*X)|21|16|28,000 gp|DC 17,DC 17
Reliquary Guardian|Wizard(1*9, 1*8, 1*7, 1*6, 1*2, 2*1, 4*X)|Cleric(4*7, 1*6, 1*2, 2*1, 3*X)|21|16|90,000 gp|DC 21
Air Elemental Construct|Wizard(1*9, 1*7, 1*6, 1*4, 1*2, 1*0)|Cleric(1*6, 1*4, 1*2, 1*0, 2*X)|22|17|102,500 gp|DC 20
Brass Golem|Wizard(1*9, 1*8, 1*7, 1*6, 3*2)|Cleric(1*6, 2*2, 4*X)|22|17|100,000 gp|DC 22
Cannon Golem|Wizard(1*9, 2*7, 1*6, 2*5, 1*2)|Cleric(1*6, 2*5, 1*2, 3*X)|22|17|105,000 gp|DC 25
Earth Elemental Construct|Wizard(1*9, 1*7, 1*6, 1*4, 1*2, 1*0)|Cleric(1*6, 1*4, 1*2, 1*0, 2*X)|22|17|102,500 gp|DC 20
Fire Elemental Construct|Wizard(1*9, 1*7, 1*6, 1*4, 1*2, 1*0)|Cleric(1*6, 1*4, 1*2, 1*0, 2*X)|22|17|102,500 gp|DC 20
Prismatic Orrery|Wizard(1*9, 1*6, 2*5, 1*2, 1*X)|Cleric(1*6, 2*5, 1*2, 2*X)|22|17|110,000 gp|DC 25
Water Elemental Construct|Wizard(1*9, 1*7, 1*6, 1*4, 1*2, 1*0)|Cleric(1*6, 1*4, 1*2, 1*0, 2*X)|22|17|102,500 gp|DC 20
Battlehulk|Wizard(1*9, 2*8, 1*7, 1*6, 1*2, 1*1, 1*X)|Cleric(1*8, 1*6, 2*2, 1*1, 3*X)|23|18|70,000 gp|DC 18
Behemoth Golem|Wizard(1*9, 2*7, 2*6, 1*2, 1*X)|Cleric(1*8, 2*6, 1*2, 3*X)|23|18|165,000 gp|DC 26
Clockwork Dragon|Wizard(1*9, 1*7, 1*6, 1*2, 1*0, 1*X)|Cleric(2*6, 1*2, 1*0, 2*X)|23|18|162,500 gp|DC 20
Clockwork Goliath|Wizard(1*9, 1*7, 1*6, 1*5, 1*2, 1*X)|Cleric(2*6, 1*5, 1*2, 2*X)|23|18|160,000 gp|DC 25
Mithral Golem|Wizard(1*9, 1*8, 1*6, 1*5, 1*3, 1*2, 1*X)|Cleric(2*6, 1*5, 1*2, 3*X)|23|18|150,000 gp|DC 25
Noqual Golem|Wizard(1*9, 1*8, 3*6, 1*2)|Cleric(3*6, 1*2, 2*X)|23|18|153,000 gp|DC 26
Adamantine Golem|Wizard(2*9, 1*6, 1*5, 1*4, 1*3, 1*X)|Cleric(2*6, 1*5, 1*3, 3*X)|25|20|350,000 gp|DC 35


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Oh, and for hitting those skill DCs, the following info is offered:
+2 Luck: Four-leaf Clover -- 3,750 gp
+5 Luck: Beloved Of The Forge (1H/L)
+5 Luck: Crafter's Fortune (1D/L)
+2/5/10 Enh: Tears to Wine (10M/L)
+2 Circ: Masterwork Tools -- 50 gp
+2 Comp: Magenta Prism (cracked) [Ioun Stone] -- 800 gp
+5 Comp: Monocle of Flawlessness (trained crafts) -- 8,750 gp
+10: Insight: Azlant Pendant -- 3,100 gp
Reroll: Fortunate Charm -- 3,000 gp

Note about Tears to Wine (1st or 2nd depending on class):
When you hut 9th level, you get +5 for 1.5 Hours. That needs 6 castings of the spell. At 10th level, you only need 5. You likely can afford those castings in your spare slots, or can cut the day short a bit. And at 2gp for a power component giving +1 CL, at 9th level you need 5 castings and 6 gp of power components. At 15th level it is +10.
Another point: it produces a lot of wine. You get 1 cubic foot per 2 levels. Each cubic foot should provide wine for about 64 people. That is about 32 people per level get the skill bonus. Great for your sweat shop of skilled crafters.

/cevah


Amazing Tools of Manufacture are able to give a +4 Circumstance bonus, if one really needs that extra +2 and has the cash and/or time to spare.


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Did some research on Archives of Nethys and found 22 more.

Revised Top Spells:
Top spells: [Wizard:Cleric]
6:6 geas/quest (113)
9:- wish (68)
7:- limited wish (68)
-:6 animate objects (65)
8:- polymorph any object (23)
4:- lesser geas (18)
2:2 make whole (13)
4:3 animate dead (12)

More Constructs by Min CL:
Name|Wizard(Wizard Spells Total)|Cleric(Cleric Spells Total)|Base DC|Min CL|Cost|Skill DC
Doll, Soulbound|Wizard(1x5, 1x4, 1x2, 4x0)|Cleric(1x0, 6xX)|14|n/a|6,000 gp|DC 20
Poppet, Small|Wizard(1x2, 1x0)|Cleric(1x2, 1x0)|8|n/a||DC 18
Poppet, Tiny|Wizard(1x2, 1x0)|Cleric(1x2, 1x0)|6|n/a||DC 15
Trompe l'Oeil|Wizard(1x3, 1xX)|Cleric(1x6, 1x3)||n/a|500 gp per HD plus of painting: Tiny or smaller 500 gp; Small 1;000 gp; Medium 2;000 gp; Large 3;000 gp; Huge 4;000 gp; Gargantuan 6;000 gp; Colossal 8;000 gp|
Waxwork Creature|Wizard(1x2, 1xX)|Cleric(1x6, 1x2)||n/a|500 gp per HD plus of wax|
Cutlass Spider (Varghant’s Gamble)|Wizard(1x7, 1x6, 1x3)|Cleric(1x6, 2xX)|12|7|8,000 gp|
Mechanical Djinni|Wizard(1x4, 1x3, 1xX)|Cleric(1x6, 2xX)|12|7|2,000 gp|DC 15
Mechanical Efreeti|Wizard(1x4, 1x3, 1xX)|Cleric(1x6, 2xX)|12|7|2,000 gp|DC 15
Mechanical Janni|Wizard(1x4, 1x3, 1xX)|Cleric(1x6, 2xX)|12|7|2,000 gp|DC 15
Mechanical Marid|Wizard(1x4, 1x3, 1xX)|Cleric(1x6, 2xX)|12|7||DC 15
Mechanical Shaitan|Wizard(1x4, 1xX)|Cleric(1x6, 1xX)|12|7||DC 15
Cutlass Spider|Wizard(1x7, 1x6, 1x3)|Cleric(1x6, 2xX)|13|8|9,000 gp|DC 13
Hollow One|Wizard(1x4)|Cleric(1xX)|14|9|21,000 gp|DC 24, DC 24
Shell Sentinel|Wizard(1x9, 1x6, 1x3, 1x2, 1xX)|Cleric(1x6, 1x4, 3xX)|14|9|6,000 gp|DC 20
Tattoo Guardian|Wizard(1x6, 1x5, 1x3, 2xX)|Cleric(2x6, 1x2, 2xX)|14|9|7,500 gp|DC 20
Clockwork Excavator|Wizard(1x6, 1x5, 2x2, 1xX)|Cleric(2x6, 1x3, 1x2, 1xX)|15|10|80,000 gp|DC 20
Clockwork Vivisectionist|Wizard(1x7, 1x6, 1x5)|Cleric(1x6, 2xX)|15|10|44,250 gp|DC 20
Animate Aria|Wizard(1x6, 1x4, 1xX)|Cleric(1x6, 2xX)|17|12|20,000 gp|DC 25
Magnetitie Golem|Wizard(2x7, 1x6)|Cleric(1x6, 2xX)|18|13|47'500 gp|DC 18
Scythe Glass Swarm|Wizard(1x7, 1x6, 1x1)|Cleric(1x6, 2xX)|18|13|31,250 gp|DC 20
Akaruzug|Wizard(1x5, 1x4, 1xX)|Cleric(1x5, 2xX)|20|15|80,000 gp|DC 24
Shadow Golem|Wizard(1x8, 2x7, 1x6)|Cleric(1x6, 3xX)|19|18|100,000 gp|DC 24

/cevah


Another spell for skill that I forgot (probably because it is expensive):
+5 Untyped: Visualization Of The Mind (200 gp, lasts 24 hours)

/cevah


Got some more spells for skills:
+1/3CL untyped: Genius Avaricious (one month & 1.500 gp)
+2 morale: Heroism (10 min./level)
+2d4 competence: Gallant Inspiration (retroactive)
+3 to +6 competence: Toilsome Chant (1H/CL, need bard 3+)
+4 competence: Grand Destiny (10 minutes/level or until discharged)
+1/5CL (max 3) competence: Timely Inspiration (retroactive)
+CL insight: Moment of Prescience (1 hour/level or until discharged)
+1/4CL insight: Rags To Riches (10 minutes/level)
+3 racial: Ignoble Form (24 hours, drow target)

/cevah


How could I have missed this?

Roll a "20": Cyclops Helm -- 5,600 gp

/cevah


Necro for another tool:

Here is another way to max skills: Spirit Ridden.
This feat lets you max out one skill, and it becomes a class skill as well, for an hour per level once a day. So as long as you only need a single skill, this is the easiest since you can max a different skill each day.

/cevah


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By RAW you aren't getting a golem in time for it to be more useful than most summons or bindings until the adamantine golem shows up.

On the other hand, a -simulacrum- of a 20 HD stone golem shield guardian costs 5,000 gp, and only loses about 20 hp compared to the real deal, and even makes for good construct armor.

Give it spell-like ability [transmute mud to rock] twice a day and the (entirely RAW to add) energized golem template, and you're sitting in a self-healing, dr 10/adamantine, 115 hp tank with a somewhat useful energy immunity.

Stone to Flesh, Magic Jar, Contingency, etc. to your heart's desire, rinse and repeat as needed.

Or you could whip up a clockwork fiend for a dr 15/adamantine, 113 hp buffer with contingent 100 temp hp once a day, just mind the winding

You can do the same for all kinds of non-armor based constructs (in which case I highly recommend the Commando Construct template with Bolstered Resilience).

Animate objects+blood money+permanency will do for armor in a pinch. (Bare minimum is 31 hp with hardness 10 for 2 Strength damage, not too shabby. Scare up a large-sized adamantine breastplate and you're cooking.)

Some people may balk at the simulacrum idea, but if you have the feats and spells to build the real deal there's no reason you can't make a simulacrum at a (tiny) fraction of the cost.

Might be cool to have few construct limbs or utility buggers about, too:
rune guardians of sloth can summon monster I at will to pop traps, aid another, flank, soak AoOs and whatnot for 3 rounds each;
angelic guardians can deflect one ranged attack/round and occupy a square while you strategically retreat;
clockwork songbirds can pump out minor buffs from your shoulder/arm (take two shaped like parrots);
iron cobras and tupilaq (perception +20) can locate creatures.

Note: Clockwork parasites can reanimate corpses as (self-reanimating, skeleton-shaming) beatsticks, and familiar automatons have some handy spell-likes (plane shift at will anyone?). But you can't build either by RAW, so that's going to be a hard sell.

Some good rules of thumb:
take Craft Construct, you're building constructs;
don't make anything you couldn't build the normal way;
don't let the HD of your bodyguard exceed your caster level;
don't run around with so many tireless minions you slow down combat.


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Ooh! Found a new resource:
Craftable Constructs Cheetsheet

I got to check this out.

EDIT: Check out the Chirurgeon Cube (9,800 gp). It can give fastheal 2 to a construct for up to 10 minutes. That is 200 hp a day in repair.

/cevah


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Necro time...

I went through over 1000 traits to see what ones are good. Here is what I found:...

Tireless Logic gets you a roll twice on a check once a day
Empyreal Focus, Inner Beauty, and Propitiation get a bonus > +1 for the craft skill.
Eldritch Smith, Hedge Magician, and Spark of Creation all get discounts on the price.
Agent of Dusk and Duskwalker Agent are a more general merchant discount/sale premium.
On to the details:

Unblemished Barrel (Basic[Combat]): You gain a +1 trait bonus on Craft (alchemy) and Craft (weapons) checks, and it takes you only 30 minutes to remove the broken condition from a firearm.
Patient Calm (Basic[Faith]): Choose one Craft or Profession skill. Whenever you take 10 with that skill, determine the result as if you had rolled a 12 instead of a 10.
Alchemical Adept (Basic[Magic]): You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don't roll a natural 1, you don't ruin any raw materials or have to pay that cost again.
Bladed Magic (Basic[Magic]): You gain a +1 trait bonus on Craft checks made to craft magic or masterwork weapons. In addition, when you use your arcane pool class ability to grant a weapon an enhancement bonus, that bonus lasts for 2 minutes instead of 1.
Eldritch Smith (Basic[Magic]): Whenever you use the Craft skill or a crafting feat to make stone or metal items, or items which include stone or metal in their design, you reduce the cost of making the item by 5%.
Hedge Magician (Basic[Magic]): Whenever you craft a magic item, you reduce the cost of gp required to make the item by 5%.
Magic Crafter (Basic[Magic]): You gain a +1 trait bonus on Appraise checks and a +1 bonus on any Craft checks attempted while making magic items.
Perfectionist's Brew (Basic[Magic]): You gain a +2 trait bonus on all Craft (alchemy) checks and on Spellcraft checks made to brew potions.
Spark of Creation (Basic[Magic]): You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.
Artisan (Basic[Social]): You gain a +2 trait bonus on a single Craft skill (your choice).
Collector (Basic[Social]): Select one of the following skills: Craft (any one), Disable Device, Escape Artist, Perform (any one), Spellcraft. Whenever you have your collection within 5 feet of you, you gain a +2 trait bonus on all checks made with the selected skill. Once this skill has been selected, it cannot be changed, nor can you gain it for any other collection you begin amassing.
Brastlewark Businessman (Basic[Social]): You gain a +2 trait bonus on all Craft (alchemy) checks.
Mentored (Basic[Social]): Choose a single Craft, Perform, or Profession skill. You gain a +1 trait bonus on checks with that skill. You also gain a +1 trait bonus when you aid another's skill check with any skill.
Simple Disciple (Basic[Social]): You gain a +1 trait bonus on checks with a Profession or Craft skill of your choice.
Tireless Logic (Basic[Social]): Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result.
Love Lost (Campaign[Curse of the Crimson Throne]): Choose "parent" or "lover". If you choose "parent" you gain a +2 bonus on one of the following skills: Craft, Perform, or Profession. If you choose "lover" you gain a +2 bonus on Intimidate checks.
Looking for Work (Campaign[Second Darkness]): Pick one of the following skills: Bluff, Craft (any), Diplomacy, Intimidate, Perform (any), Profession (gambler), or Perception. You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you.
Ship's Surgeon (Campaign[Skull & Shackles]): You begin play with a fully stocked healer's kit and gain a +1 trait bonus on Craft (carpentry) and Heal checks, and Heal is always a class skill for you.
Artistic Dilettante (Race): You gain a +1 trait bonus on Appraise checks, and on checks for one Craft skill of your choice.
Brewmaster (Race): You gain a +1 trait bonus on Profession (brewer) and Craft (alchemy) checks, but you take a –1 penalty on Diplomacy checks made to change the attitude of dwarves who know that your family has shared brewing secrets with non-dwarves.
Trade Talk (Race): You gain a +1 trait bonus on checks with the chosen skill, and a +1 trait bonus on Bluff and Sense Motive checks when dealing with people in the context of that craft or profession.
Clan Artisan (Regional): Choose a Craft skill. You gain a +2 trait bonus on checks with the chosen skill, and it becomes a class skill for you.
Oenopion Alchemist (Regional): You gain a +1 trait bonus on Craft (alchemy) checks.
Agent of Dusk (Regional): You have quite a bit more spending cash than most others of your age as a result, and start with twice the normal amount of starting gold. In addition, your reputation remains strong and any transactions you make in your home city are always beneficial to you; items you sell net you an additional 10% profit, and items you purchase there are 10% cheaper than normal. This discount also applies to your starting gear.
Duskwalker Agent (Regional): You start with twice the normal amount of starting gold. In addition, any transactions you make in a specific market are always beneficial to you; items you sell there net you an additional 10% profit, and items you purchase there are 10% cheaper than normal. This discount also applies to your starting gear.
Snake Bleeder (Regional): You gain a +2 trait bonus on Craft (alchemy) checks when brewing poisons, and Craft (alchemy) becomes a class skill for you.
Indentured Blacksmith (Regional): Choose Craft (armor) or Craft (weapons). You gain a +1 trait bonus on the chosen skill, and it becomes a class skill for you.
Empyreal Focus (Religion): Once per day, you gain a +2 trait bonus to any one skill check.
Eye of the Father (Religion): You gain +1 trait bonus to a Craft skill of your choice, and Perform is always a class skill for you.
Inner Beauty (Religion): You gain a +4 trait bonus to a single Bluff, Craft, Diplomacy, or Perform skill check once per day. You can choose whether to use it after making the check.
Propitiation (Religion): At the start of each day, pick one of the following skills: Appraise, Bluff, Craft (pick one craft skill), Diplomacy, Intimidate, or Knowledge (local). You gain a +2 trait bonus on that skill until the start of the next day.

/cevah


Cevah wrote:

Necro time...

I went through over 1000 traits to see what ones are good. Here is what I found:...

Tireless Logic gets you a roll twice on a check once a day
Empyreal Focus, Inner Beauty, and Propitiation get a bonus > +1 for the craft skill.
Eldritch Smith, Hedge Magician, and Spark of Creation all get discounts on the price.
Agent of Dusk and Duskwalker Agent are a more general merchant discount/sale premium.

Eldritch Smith allows you to double-dip on constructs that require a separate body cost from their construction as magical items, too.

So a Stone Golem's 5000 gp body is actually just 4750 gp for someone with the trait while the construction cost is 52,250 gp. That's a total savings of 3000 gp.

Although I must confess that I'm not sure offhand how many constructs that will actually work for.


If I remember correctly that's good for about 50% of constructs


The arcane discovery Arcane Builder looks quite helpful:

Arcane Builder wrote:

You have an exceptional understanding of the theory behind creating magical items.

Benefit: Select one type of magic item (potions, wondrous items, and so on). You create items of this type 25% faster than normal, and gain a +4 bonus on Spellcraft checks (or other checks, as appropriate) to craft items of this type.

Special: You may select this discovery multiple times; its effects do not stack. Each time you select this discovery, it applies to a different type of magic item.

Choose Craft Construct, and make them much faster.

/cevah


Necro time....

If a Shaman chooses Lore for his Wandering Spirit, he can then choose Arcane Enlightenment as the Wandering Hex. This nets him some arcane spells to add to his list.

This can go a long way to fufilling spell requirements in making constructs.

/cevah


King_Of_The_Crossroads wrote:

Don't underestimate the Lore Oracle when it comes to crafting constructs (or anything else); Focused Trance will give a Lore Oracle a +20 circumstance bonus on any intelligence-based skill check, which includes spellcraft. With the intelligence boost from their Mental Acuity, I'd say a Lore Oracle could easily trump a wizard when making the crafting checks.

Interesting.

"Focused Trance (Ex): You can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can only take move actions. During this period, you gain a bonus equal to your level on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence-based skill check with a +20 circumstance bonus. You may enter your focused trance a number of times per day equal to your Charisma modifier."

It seems to me that using this revelation on something that itself takes a long period of time, such as a spellcraft check to enchant a golem, is problematic.

The wording of the revelation implies it can only be used for short tasks. It at least needs a GM ruling.

King_Of_The_Crossroads wrote:


You do have a point about the limited spells known issue, but it's a minor hurdle, not a game breaker; playing a human, half-orc, or half-elf will provide bonus spells known, and there are always Pages of Spell Knowledge.

Or get yourself a Mnemonic Vestment. It is probably a better solution and an excellent purchase even if you never craft anything.


I have to disagree.
Activating the 'Focused Trance' take 1d6 rounds but nothing say you can't use the bonus you gain from your renewed focus to sit down and solve a puzzle. no matter how long that may take. it say nothing about the time the skill check need to take to gain this bonus.

"..When you come out of your trance, you may make a single Intelligence-based skill check with a +20 circumstance bonus... " I can totally see a master artisan, say De Vinchi, take a few moments before he continue on a masterpiece to refocus. the crafting time of said master piece can take hours uninterrupted after that.


zza ni- I looked up the rules for craft skills and we are both wrong. Maybe I was a bit more wrong than you were.

The crafting rules are way too long to quote here, but as I read it in your example Da Vinci would normally make a craft check once a day or week and if successful he would make one days or weeks progress towards finishing his masterpiece.

The length of time it takes to craft the item depends on it's value.

Given that you can start with Focused Trance at level one and can use it a number of times per day equal to your cha mod, and Oracles run off cha, this makes a Lore Oracle incredibly good at some things.

Most obviously magic item crafting. Being able to give yourself a +20 on every check is insanely good. If the bonus was only +10 it would be more than worth a revelation for that alone.

Given that Focused Trance can be used for a bunch of other things as well and that the mystery is otherwise excellent I want to start playing one asap.


I don't see where I'm wrong though?

you do not work the entire day or week. only up to 8 hours (may depend on other things. talking in general) but even the mundane crafting that are marked by a week CAN be done day-based (rules say you just divide by seven and do a daily run).
He can focus before the 8 hour long crafting session. the whole process is one long big craft check (maybe even with resting, eating and talking in the middle, doesn't matter -it's one check) and the bonus would apply to it as such.

How long it take to perform the check isn't really a factor at all, as long as it's one uninterrupted check. (and I mean by stuff that would force to re-roll\fail the check such as combat, not interruptions allowed within the skill use rules).

Every skill use has a section that mention how long\what actions it takes to perform. Some int based checks such as a knowledge check might not even take an action and some such as a craft check might take hours.
The bonus from the ability doesn't CARE for the length of time the action to perform the skill check take, only that the bonus is applied to ONE skill check.


zza ni wrote:
The bonus from the ability doesn't CARE for the length of time the action to perform the skill check take, only that the bonus is applied to ONE skill check.

Yes yes. But that is you saying that, not a quote from the rules.

I actually think you are probably right about this having consulted the crafting rules. Probably.

To mount an argument against, recall you can start with focused trance at lvl 1. Compare it to this universal mythic ability-

"Display of Intelligence (Su)
As a free action, you can expend one use of mythic power to attempt a feat of Intelligence, gaining a +20 circumstance bonus on one Intelligence-based skill check or Intelligence ability check."

They are around the same power, display of intelligence uses one use of mythic power per use, where focused trance can be used as many times per day as your cha bonus without further cost but it takes 1d6 rounds. Focused trance could even be considered a little better. It seems obviously wrong that a revelation you can start with can be as good as a mythic power or anything like as good. Remember mythic anything is not available at all in most campaigns.


the rules in pathfinder follow a linear logic. they only apply to what is mentioned and only limit what is specifically limited.
As the ability doesn't say how long the action which gain the bonus have to take -then the rules do not care how long it take as long as it's the right kind of action (in this case an int check). This is not me 'saying it' it's how pathfinder rules go by.
You trying to ADD a limit to the duration of the check is YOU changing the rules, not the other way around.

and you can't face rules from one source book to another. a LOT of stuff is trivial and was written by other people without considering what is in EVERY rule source book. I can totally see some abilities in one book overshadowing an ability in another even is the other is said to be a mythic one.
Not to mention this ability is way more limited then the mythic ability you mentioned. The revolution takes not a free action but 1d6 rounds which in game term can be more then enough to finish an encounter. The mere fact the mythic take a free action even if the oracle ability took but a standard action it could have still been considered mythical in compression.

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