Cohort Wizard Crafting


Advice


Hello,

my Sorcerer has reached level 9 in our Rise of the Runelords campaign and after discussing it with our GM I've decided to take the leadership feat.

He will not be running around with us but spend his time crafting magical items for the party. (we are all pretty gold starved especially since a big evil stole around 10k gold from us)

The cohort currently is a level 7 Human Wizard

STR 10
DEX 10
CON 10
INT 18+2+1(21)
WIS 10
CHA 8

Traits
Hedge Magician

Feats
1 Magical Aptitude
1 -Empty-
3 Craft Wondrous Item
5 Craft Magic Arms & Armor
7 Forge Ring

Class
1 Scribe Scroll
5 Arcane Builder: Craft Wondrous Item

Skills:
7 ranks in Spellcraft ( with INT and class skill and Magical Aptitude currently at 17)
I don't really know what to do with the rest, I could pump Knowledge and Appraise, but why?

I haven't decided on the special School or opposition Schools, or what Arcane Bond to take.

I'm very new to Pathfinder so it's a bit much.

Allowed materials are Advanced Players Guide, Ultimate Magic and Ultimate Combat.

Any advice to flesh this build out or improve upon it is welcome.


Update for people googling for the same information that I was seeking,
the build is completely focused on crafting as fast and as securely as possible only using Core Advanced Player Ultimate Magic and Ultimate Combat:

I settled on this build:

Elf Point Buy 15 (since this Wizard is not gonna see a lot of combat CON and WIS don't matter, and I'd rather boost his social abilities a bit)
STR 8
DEX 12
CON 8
INT 20
WIS 8
CHA 12

Traits
Hedge Magician (reduce the required gp cost to make the item by 5%)
-Free- (there really is nothing that boosts Spellcraft so I just went with a fluff trait)

Feats
1 Magical Aptitude
3 Craft Wondrous Item
5 Craft Magic Arms & Armor
7 Forge Ring

Class Feats
1 Scribe Scroll (automatically)
5 Arcane Builder: Craft Wondrous Item (You create items of this type 25% faster than normal)

Arcane Bond:
Familiar, mainly because you can use "Aid Another" for a +2 on Spellcraft checks, also because the pig (for example) boosts Diplomacy which is nice for haggling and dealing with problems in a peaceful manner.

I chose the Universalist simply because there is no real advantage to be gained form not choosing Universalist and because of this " In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite."

Skills Ranks - 49 (2+5 * 7)
7 Appraise
7 Diplomacy (from a Headband of vast Int +2)
1 in each Knowledge Skill (10 Skillranks in total)
5 Linguistics
7 Perception
6 Sense Motive
7 Spellcraft
7 Use Magic Device

The mage basically just "needs" Diplomacy and _Spellcraft_, the other things are simply to support him in his work and so we can use him later for translating something or asking him about certain things.

Spellcraft is: 20
7(SkillRank)+ 3(Class Skill) + 6(Int) + 2(Aid Another) + 2(Magical Aptitude)

Since you can simply take a 10 on Spellcraft checks for crafting you will at least get a 30.

Which is important for us because we want to maximize speed (taking a +5DC to double the amount of GP we can craft in a single day, from 1000GP up to 2000GP, 1k for every 4 hours) and minimize requirements (taking a +5DC for every spell we don't know that's necessary to craft the item).

A simple and "cheap" way to further boost our Spellcraft is to forge (for example) a ring with +Spellcraft. The formula is simple, +Skill squared * 100.

For a Plus 8 spellcraft Ring that would run us

6400(total cost) / 2(crafting an item is half the cost) = 3200
-5%(hedge magician) 3040, so we have to pay 3040 upfront for it.

The amount of time is calculated like this:
6400(base price) / 1000 = 6,4 days of crafting / 2(+5DC) = 3,2 days of crafting

If we where making a Wondrous item we would first reduce the 6,4 days by 25% and after that calculate how long it would take if we crafted with 2k gold per day.

Once you get a level 3 follower you can get an adept with cooperative crating, he can further decrease the required amount by 50%, so we would reduce the 6,4 days by 75% and after that / 2 because we work with double the speed.

DC:

Base DC is 5, add 5 because of double speed, add 5DC for every requirement you do not meet (for example a spell is needed and you don't know it add 5) and than add the CL of the item itself.

So if the CL of an item (is always found in the item description itself) is for example 10 we would add another 10 for the base DC and add another 10 because we don't meet 2 requirements, we would get a DC of 30.

As you can see even in a very bad scenario (you probably won't be creating CL 10 items at level 7) we can pass the DC by simply taking a 10 on the check. If you've got the very affordable +8 ring you get your spell craft checks up to a respectable 38 at level 7.


Crafting time is calculated from the base sale price of the item, not from the crafting cost. So an item which is priced at 2000gp in the book (eg a +1 weapon) takes 2 days to craft and costs 1000gp in materials. With the +5 to DC for double time, you can make it in one day.

The other main thing to help crafting speed is getting a familiar with the 'valet' archetype, if it is allowed by your GM.

And take a look at dwarves. I seem to remember that they can have a racial favoured class bonus that's relevant.

Grand Lodge

If his sole function is to be a crafting bot, you might as well make him a Universalist.


It's not a dwarf racial trait, it's a favored class bonus. In a day, you can craft an extra 200gp worth of an item. Not great stacking with the "+5 to DC, craft 2,000gp instead of 1,000gp per day" thing, but it might be worth consideration.

Also, take the Valet archetype if your GM lets you. With accelerated crafting and Cooperative Crafting, your wizard is making 4,000gp worth of an item per day. It can get even more nuts if you give your followers item creation feats and Cooperative Crafting.


Gilarius wrote:
Crafting time is calculated from the base sale price of the item, not from the crafting cost.

I know, that's why I calculated the craft time with the base cost of 6400 instead of the crafting cost which would have been 3040.

aceDiamond wrote:
With accelerated crafting and Cooperative Crafting, your wizard is making 4,000gp worth of an item per day.

After looking at the exact wording of both ArcaneBuilder and Cooperative Crafting it seems to me that they apply to different places.

Arcane Builder: "You create items of this type 25% faster than normal"
Cooperative Crafting: "your assistance doubles the gp value of items that can be crafted each day."

Arcane Builder reduces the base crafting time by 25%, so if an Item costs 8000 gold we should use 6000 to calculate the time needed to craft.

Cooperative Crafting on the other hand simply doubles the gp value one can craft every day.

In the Magic Item Creation rules it states "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." which seems to replace the 1k per 8 hours with 1k per 4 hours and since we can craft 8hours per day our base is now 2k per day.

Cooperative Crafting would therefore result in us crafting 4k per day.

So the formular should be

BasePrice * 0.75 / 4000 = DaysToCraft

Opinions?


aceDiamond wrote:
It's not a dwarf racial trait, it's a favored class bonus. In a day, you can craft an extra 200gp worth of an item. Not great

you can take it every level and it is cumulative. It is fantastic for a dedicated crafter. Note, each level you choose 1 type of item; scroll, armor & weapons, wondrous items, etc to add the +200 to. But since you probably have a good idea what items you will need the most of, or will be the most expensive, you can choose where to put the favored class bonuses appropriately.


Don't underestimate the value of wands.

Cure light, bless, restoration and a few others.

Might make it worth taking craft wand over ring.

For a crafter you probably want human for the extra feat. At level 7 consider wizard 3/Cleric 3/MT 1 (for access to both divine and arcane).

Take the trait for +2 caster level (I would apply to wizard) so you have a caster level of 5 for quialifying for feats. If your GM is very leniant you can try a race that allows early entry into MT.

Universalist with a familiar who has the valet archetype.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Cohort Wizard Crafting All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice