Crafting feats discussions


Homebrew and House Rules

Silver Crusade

I have a few questions/ideas regarding some of the crafting feats. I would like the devs and people in this forum comment on them.
How would it effect class balance if arcane and divine casters were given scribe scroll at first level [Alchemists would get craft potion at 1st instead of scribe scroll.]

Craft wand or craft potion at 2nd, at 5th arcane casters could choose either craft staff, Craft Wondrous Item or Craft arms and armor. Then in at 8th and every 3 levels after that gain one of the crafting feats they do not have. At 5th Divine crafters would either get Craft Rod or Craft fetish.. You could require Knowledge Arcane or Knowledge Religion at certain ranks for the crafting skills.


Wrong forum. Requesting a move to the advice forum.

Wizard an Arcane class already receives 'Scribe Scroll' as a bonus feat.

Alchemist gets effectively 'Brew Potion' at first level.

Cleric Racial Arch-type(Dwarf)Forge Master, receives free crafting feats at third level.

Relevant text:
The forgemaster gains the Craft Magic Arms and Armor item creation feat as a bonus feat at 3rd level.
This grants a feat a full two level earlier where you get half priced off magical weapons. A mere 500 gold for a +1 weapon

I do not recognize 'Craft Fetish' as a feat, could you please give the relevant text and book?

As for giving out free crafting feat, unless you manager your player character's gold wisely they can easily be over equipped for their wealth per level. The real 'balance' issue is a power creep. This is a flat upgrade to characters, casters who are mostly regarded as the most powerful already or if not the most versatile. I'd suggest leaving this alone or pulling into house rule territory.


Well , if you just allow the feats to work nomally , they are totally worth their cost. Tons of people modify or dont allow them at all.

In my opinion , you can follow 2 roads here:

1) Allow the feats to work normally and ask the player can take them when they level normally spending their normal feats.

2) Change the feats and then give them to the players, depending on the changes you make , no player would take it if you dont give them for free (and honestly , after some of the changes i saw in the forums , i would still not use them even for free :P , but im sure some would).


Nox Aeterna wrote:

2) Change the feats and then give them to the players, depending on the changes you make , no player would take it if you dont give them for free (and honestly , after some of the changes i saw in the forums , i would still not use them even for free :P , but im sure some would).

What changes are you referring to? If you were 'ANY' casting class and were offered half priced X magical items just by spending a few days you'd refuse? Are you insane in the membrane?

Liberty's Edge

Probably he refer to those GM that don't allow magic shops in their world and set the magic items production cost as the item shelf price (i.e. don't apply the half priced production).
If I were playing in a world where sold magic items are rare I would still take some crafting feat even if there wasn't a discount on producing them. "Customize your magic items" against "use what you find" is a big advantage.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Crafting feats discussions All Messageboards

Want to post a reply? Sign in.