Need some info on a Crafting Specialized Wizard


Advice


This tablet I'm using doesn't have all my links saved and whatnot for Pathfinder. Some of the websites won't even open right for me either.

Anyway my PC is down for a bit I think.

Was thinking of a Wizard with some specialized crafting feats/traits etc... I highly doubt I'll be able to get Leadership from my DM, but I'm going to try.

Needing him to have craft arms/armor and wondrous items for sure. Should be about 7th level.

I couldn't find a dedicated crafter in the guides for Wizard. Is there even one? Or is it even possible.


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I play something like what you describe (though in a very non standard game) and the relevant parts of the build are this:

Class: Wizard (I play Conjuration (Teleportation) but the bonus feats are what matter here)
Traits: Reactionary, Hedge Magician
Feats: Scribe Scroll, Improved Initiative, Craft Wondrous Item, Craft Magic Arms and Armor, Craft Construct, Forge Ring

All this is at 7th level. I plan on Craft Rod, Opposition Reasearch and Dazing Spell for my 9th, 10th and 11th level feats. Quicken Spell is very important but I am currently saving for a lesser quicken rod, to be constructed first thing after I hit 9th level.

I also have a partner (another PC) who has Brew Potion and Craft Wand so you might want one or both of those instead.

A Valet archetype familiar is invaluable and I wish my Wizard had taken one instead of his bonded object. You need somewhere without distractions to craft so I find Rope Trick ideal. You also want to buy a Ring of Sustenance asap to turn sleep time into crafting time and a lesser rod of extend so you can get full 8 hour days in the rope trick from level 4 not level 8.


Gregory Connolly wrote:

I play something like what you describe (though in a very non standard game) and the relevant parts of the build are this:

Class: Wizard (I play Conjuration (Teleportation) but the bonus feats are what matter here)
Traits: Reactionary, Hedge Magician
Feats: Scribe Scroll, Improved Initiative, Craft Wondrous Item, Craft Magic Arms and Armor, Craft Construct, Forge Ring

All this is at 7th level. I plan on Craft Rod, Opposition Reasearch and Dazing Spell for my 9th, 10th and 11th level feats. Quicken Spell is very important but I am currently saving for a lesser quicken rod, to be constructed first thing after I hit 9th level.

I also have a partner (another PC) who has Brew Potion and Craft Wand so you might want one or both of those instead.

A Valet archetype familiar is invaluable and I wish my Wizard had taken one instead of his bonded object. You need somewhere without distractions to craft so I find Rope Trick ideal. You also want to buy a Ring of Sustenance asap to turn sleep time into crafting time and a lesser rod of extend so you can get full 8 hour days in the rope trick from level 4 not level 8.

Wow that is great! I'm thinking of Spark of Creation I believe for my traits instead of Hedge Magician. It does the same -5% cost thing but also gives me +1 on craft checks.


it's not a wizard, but maybe you could take a look: Forgemaster

As a wizard you could take a look at this Arcane Discovery (instead of a Bouns Feat):
Arcane Builder
Golem Constructor
Staff-Like Wand

Hope it helps!

Silver Crusade

Also you'll want an all tools vest to craft-on-the-go, on top of the all important ring of sustenance. Opposition research is very important, as it gets rid of another -4 penalty to crafting that might come up. Opposing schools can be hard to pick, but evocation, illusion, and enchantment are "safer" (from what I remember, could be wrong). If you go wizard and use every feat you have for crafting (short of a human bonus feat), you'll have everything but craft construct at level 11. Honestly, craft construct kinda sucks, even for a crafter, so I would recommend staying away from it.

Part of what will help you keep up with other characters while spending your feats on crafting will be scrolls and wands. Go nuts with these. You should have a scroll crafted of every spell you know, just in case. Other casters might wish they prepared/knew the right spell, you just pull out a scroll of that spell.

Bonded object can get you a nice head start on your ring of sustenance, but other than that, many familiars can be more useful. If you do construct crafting, look at the arbiter inevitable familiar, who has make whole as a spell-like 3/day.


Wow the Valet Familiar Archetype is pretty good. Thanks guys I've got a ton of reading to do. I had COMPLETELY forgot about Archetypes for the Wizard as well.


Can someone explain how the Valet Familiar Archetype works? Is it worth choosing over the Item Bond?


also i've this idea: if you go Necromancer, you could have your minions crafting or helping doing something... maybe retrieve components (if your DM use them [mine does])

i say, personally, familiar is everytime worth :3


I find a Human Universalist Arcanamirium Crafter w/ the Valet familiar and Hedge Magician trait to be the way to go. I'm currently playing this guy as the party mage/magic item supplier in our Jade Regent campaign and at 5th level he has:

Augment Summoning, Craft Construct. Craft Magical Arms & Armor, Craft Wondrous Item, Improved Initiative, Scribe Scroll, Spell Focus Conjuration

He's already made a 1st lv & 2nd lv Pearl of Power so it's "almost like" being a proper Conjurer. With the Valet & adding +5 to the DC of the item, you won't need the Rope Trick or the Ring of Sus until much later as making most lower level items is pretty much child's play, even while adventuring.

Valet Familiar

Most importantly, he doubles your output per day meaning that by taking the +5 penalty to DC, you're looking at crafting 4000 gp items per day (when in your lab or in a safe place), a quarter of that on an adventuring day. He also adds +2 to your Spellcraft (the skill that most Wizards will be using) or Craft. I personally use Spellcraft on everything (but that's simply a convenient house rule, as there will be the occasional item that requires quite a few ranks in a Craft skill) and since we're not in combat, I only make items where I can Take 10 (your DM may not allow this, but by RAW it seems fine). Make sure you have as many of the prereqs as possible to keep that DC down so pepper some skill ranks into every Craft skill you think you might need and add all those wacky spells to your book (you know, the ones that you're really only going to ever use to make stuff).

Consider selling your times to party members at 75% retail so you can get a bit of coin out of the "feats that you sold". If you encourage other party members to make rods, wands, potions, whatever and pay them accordingly, it turns into a WIN WIN for the party, and a wee bit of extra doing for the crafters (who deserve it really for selling their feats). I've found that this keeps our group reasonably well-equipped and you don't have to worry too much about item availability.

Finally, make sure you maintain immersion by naming your crafter either:

Urza, Mishra or Tony Stark. :)


Am I reading things correctly? There is no longer an XP cost when making magic items?


Pathfinder Lost Omens, Rulebook Subscriber
Eigengrau wrote:
Am I reading things correctly? There is no longer an XP cost when making magic items?

Correct. It's now just a gold+time+spell+check cost.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Have a look at the impossible bloodline sorcerer for an alternative.


Pathfinder Lost Omens, Rulebook Subscriber
Psi51 wrote:
Have a look at the impossible bloodline sorcerer for an alternative.

It is great for crafting, the problem is actually playing the character will likely drive you insane.


Dwarf Wizards have the best favoured class bonus, bar none. Pick up Arcane Builder whenever you get the chance.


As previously said Dwarven Generalist Wizard Arcane Crafter plus Valet Familiar and the Hedge Magician trait with Arcane Builder discoveries is the way to go.

I would discuss in detail your plans for item creation with the DM and check out their 'comfort zone' regarding this too.


That's the most important part. A 5th level well-built dorf wizard can make 10k worth of their selected magic item per day.


Eoxyn wrote:
That's the most important part. A 5th level well-built dorf wizard can make 10k worth of their selected magic item per day.

Can you break this down for me? I'm trying to figure out how much of what I can make in a day.

Figuring on Hedge Magician Trait, Valet Familiar, Dwarven Universalist Wizard with Craftsman trait, Craft Wondrous Item, Forge Ring, Craft Arms & Armor. With Arcane Builder on Craft Wondrous & Forge Ring.

Where can I find how much you can make in 1 day? All I'm seeing is 8hrs for every 1000gp. With Dwarven Wizard bonus deal, I think that comes up to about 1200gp/day sort of. With valet does that make it 2400gp/day?

All I can really find out for sure is that I can rush it by adding 5 to the DC, and do 1000gp/4hrs without any trait/race/feat bonuses.

"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. 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).
A character can work on only one item at a time."


Pathfinder Lost Omens, Rulebook Subscriber

The only things that are going to affect the speed of your crafting (how much gp/day of base price you can craft) are the Cooperative Crafting from your valet familiar (x2), the +200gp/day from the favored class, and Accelerated Work (x2). That would mean you could craft 3000gp + 200gp/favored level per 8 hour daily crafting session, if working with your familiar and accelerating the job. (remember, in pathfinder, x2 & x2 == x3).

The Hedge magician Trait doesn't affect casting speed, it affects the material costs of the job - instead of 500gp for every 1000gp of base price, it will cost you 475gp for every 1000gp of base price. (paid at job start)

There'd be a +2 check bonus from the familiar helping.
There'd be a +2 racial bonus from the craftsman racial trait if working with metal or stone.
The DC of the Check (attempted at job completion) is 5 + ItemCL + 5 (accelerated). A failed check will result in wasted materials and time. If failed by 5 or more, and the item is cursed.


CraziFuzzy wrote:

The only things that are going to affect the speed of your crafting (how much gp/day of base price you can craft) are the Cooperative Crafting from your valet familiar (x2), the +200gp/day from the favored class, and Accelerated Work (x2). That would mean you could craft 3000gp + 200gp/favored level per 8 hour daily crafting session, if working with your familiar and accelerating the job. (remember, in pathfinder, x2 & x2 == x3).

There'd be a +2 check bonus from the familiar helping.
There'd be a +2 racial bonus from the craftsman racial trait if working with metal or stone.
The DC of the Check (attempted at job completion) is 5 + ItemCL + 5 (accelerated). A failed check will result in wasted materials and time. If failed by 5 or more, and the item is cursed.

First off, Thank You.

If my Dwarf is 7th level, does that mean if I chose Craft Wondrous Item, at each favored Wizard level, he would do an additional 200*7 gp worth of stuff each day? So in your example above it'd be 4200gp per day?

How would my Arcane Builder feat/discovery figure in on Craft Wondrous though? It says I build items of the type 25% faster. So if I rushed, instead of 4hrs in would be 3hrs. So I could (guessing here) do 8hrs of work (3000gp +200gp/favored level) in 6hrs? If that's right, what would my results be if I was able to work an additional 2hrs time so I used the 8hrs all up? I seem to be making this more complicated than I should be...


Pathfinder Lost Omens, Rulebook Subscriber

There are only 8 hours a day you can spend on crafting (too mentally exhausting after that). Also, since you can only make a single magic item a day, if the item you want to make only took 6 hours, that's pretty much it. Spend the rest of the day playing with your new toy.

Keep in mind the other part of this, these times are for dedicated work on the item. This, primarily, would be time spent between adventures, at home, in your workshop, ideally, doing it as part of Ultimate Campaign's Downtime rules. If you're stopping along the side of the road mid adventure, and trying to craft a wondrous item at a campsite, I fully believe this should count as 'distracted crafting', which cuts crafting time in half.

I also would rule that certain items simply can't be manufactured on the road. You might be able to take a masterwork, or already magical, item, and enchant (add abilities to) it, but I don't think you should be able to create the masterwork item on the road. In most cases, that is going to require an actual workshop with an actual forge, or workbench, etc.


Actually, no, creating a masterwork item on the road simply takes a few moments and a few odd gold coins from your party cleric.

Masterwork Transformation

Your 3rd level+ cleric buddy (not that you would need it at that level) can memorize that one for you since all they have to do is pray for it and could convert it to healing if need be. Of course by the time you're 9th level, you can probably save everyone the trouble and simply Fabricate the MWK item.

As for "distracted crafting", I support your right as a DM to make that call, but that would be your own house rule.

"the rules' wrote:
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.

Two hours of work nets a 250 gp item per day, 500 gp if you take the +5 DC penalty, 750 gp if you have the Valet Familiar.

I know to a lot of DMs this sound outrageous, but if you keep pretty struck control on the gp flow, it's really not that big of a deal.

Grand Lodge

Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Just remember that accelerated crafting has to be PAID FOR in terms of crafting expenses. It doesn't come free. Your bonuses just mean you get to spend the crafting cost faster and get the work done sooner.

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