Crafting Questions


Advice


1 - A lot of new stuff have been released since I last asked this question... what would be the best character for crafting?

Last time I asked Fabricate was essential for mundane items, so I guess cleric with Artifice Archetype (what about true creation?)
Also there is the dawrven archetype and now we have the warpriest forge archetype. Well I really can't balance them with the various feats and classes (Magus Soul Forge) and other so I decided it is better to ask here.

2 - Master Craftsman + Impossible Bloodline

Master Craftsman: Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Magic Items). You cannot use this feat to create any spell-trigger or spell-activation item.

Impossible Bloodline - Spontaneous Generation: At 3rd level, you gain Craft Wondrous Item as a bonus feat. In addition, when you craft a magic item (except a potion, a spell-trigger item, or a spell-completion item), you may ignore one spell prerequisite without increasing the creation DC. You can ignore an additional spell prerequisite at 9th, 15th, and 20th levels.

Does this mean that I can craft a magical item without actually casting the spell?(I guess not) Anyway I'm not sure of what "you may ignore one spell prerequisite" means, I'm guessing that the only relevant part is not increasing the DC, besides that it follow the normal rules. However as the line is called impossible I guess I should ask if crafting without casting is possible in this "impossibility" xD

Shadow Lodge

Raoni Luna wrote:
Does this mean that I can craft a magical item without actually casting the spell?(I guess not) Anyway I'm not sure of what "you may ignore one spell prerequisite" means, I'm guessing that the only relevant part is not increasing the DC, besides that it follow the normal rules. However as the line is called impossible I guess I should ask if crafting without casting is possible in this "impossibility" xD

Normally, you can craft magic items (except potions, spell-trigger, or spell-completion items) without casting the spell(s) required, but you add +5 to the DC of the spellcraft check for every spell you do not cast. This is commonly known as "ignoring the prerequisite."

A Master Craftsman normally can make items (except potions etc) without any spells at all, and must do so unless they have an allied spellcaster providing required spells. They follow normal rules for ignoring prerequisites. This means that they often have to succeed at relatively high craft DCs because every spell they lack adds +5 to the DC.

Impossible Bloodline allows you to ignore the prerequisite without increasing the creation DC by 5 (but still not for potions etc).

This makes things easier for a Master Craftsman with Improved Eldritch Heritage but is probably not worth the three feats required to gain the bloodline ability. In any case, Master Craftsman is a very poor choice for a crafting-focused character.


I thought the spells still had to be provided by the means of a wand or something like that, don't they?


nope. It's just a +5 to the DC for every spell you don't have.


Not quite Chess Pwn.

The only prerequisite you can't bypass is the item creation feat. It is mandatory. You also cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites.

Wands and staves are spell trigger, so you must meet the spell prerequisite.
Scrolls are spell-completion, so you must meet the spell prerequisite.
Potions are specifically listed as requiring the spell prerequisite being met.

Anything not a wand, staff, scroll, or potion you can bypass spell prerequisites on.

In other words, armor, weapons, rings, rods, and wondrous items can be made by bypassing prereqs.

Shadow Lodge

Nope, a wand is as good as casting the spell yourself, but if you don't have a wand (or second spellcaster assisting) you can just increase the DC by 5.

Usually it's not a big deal to miss prerequisites, unless you also want to craft fast (also adds 5 to the DC) or miss multiple prerequisites (since it's +5 for each). EDIT: aside from scrolls, potions, wands, and staves.

And on the general question: the best crafter probably depends on what you intend to craft. The soul forger magus looks very good if you mostly intend to craft weapons, armour, and shields, but you get no benefits for other forms of crafting. The forgemaster cleric is better at crafting magic jewelry and also gets Craft Arms and Armour for free, but your skill modifier will be lower for arms & armour, and you won't be particularly good at making non-metallic items. Wizards are probably the most versatile crafter, and should strongly consider taking arcane builder.

The forgepriest warpriest does not look as good to me as the Forgemaster cleric. Time is a major limiting factor to crafting at high levels (unless you're playing Kingmaker or similar), and the forgepriest doesn't get the ability to craft in half time that the forgemaster has.

Grand Lodge

You don't need Master Craftsman if you ARE a spellcaster. The feat does nothing for you in that case.


Weirdo wrote:

Nope, a wand is as good as casting the spell yourself, but if you don't have a wand (or second spellcaster assisting) you can just increase the DC by 5.

Usually it's not a big deal to miss prerequisites, unless you also want to craft fast (also adds 5 to the DC) or miss multiple prerequisites (since it's +5 for each).

Quote:
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites.

If you have access to the spell via a wand, fellow PC, ally, or paying a spellcaster in a town to cast it, yes, you have access to the spell. You cannot craft a wand without access to the spell, as it is a spell-trigger item which requires spell prerequisites to be met.


My comment was assuming that because Weirdo had clarified those in his posts, then the OP responded that they still thought you had to have spells, which made me think that they were referring to the instances where Weirdo said you didn't need the spells. Also I didn't want to confuse by listing all those again because I felt that that was where the OP was getting confused.

Shadow Lodge

Tarantula wrote:
Weirdo wrote:

Nope, a wand is as good as casting the spell yourself, but if you don't have a wand (or second spellcaster assisting) you can just increase the DC by 5.

Usually it's not a big deal to miss prerequisites, unless you also want to craft fast (also adds 5 to the DC) or miss multiple prerequisites (since it's +5 for each).

Quote:
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites.
If you have access to the spell via a wand, fellow PC, ally, or paying a spellcaster in a town to cast it, yes, you have access to the spell. You cannot craft a wand without access to the spell, as it is a spell-trigger item which requires spell prerequisites to be met.

Yes, that's why I said usually and also edited my post to add the specific exceptions which were also called out in my first post.

LazarX wrote:
You don't need Master Craftsman if you ARE a spellcaster. The feat does nothing for you in that case.

Yes, the entire purpose of Master Craftsman is to allow non-casters to craft magic items.

Grand Lodge

Tarantula wrote:
Weirdo wrote:

Nope, a wand is as good as casting the spell yourself, but if you don't have a wand (or second spellcaster assisting) you can just increase the DC by 5.

Usually it's not a big deal to miss prerequisites, unless you also want to craft fast (also adds 5 to the DC) or miss multiple prerequisites (since it's +5 for each).

Quote:
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites.
If you have access to the spell via a wand, fellow PC, ally, or paying a spellcaster in a town to cast it, yes, you have access to the spell. You cannot craft a wand without access to the spell, as it is a spell-trigger item which requires spell prerequisites to be met.

here's the thing.. at the very minimum, you need 50 castings to create a wand, So you'd need a fully charged wand .... to create another fully charged wand.


LazarX wrote:
here's the thing.. at the very minimum, you need 50 castings to create a wand, So you'd need a fully charged wand .... to create another fully charged wand.

No, you need 1 casting per day of crafting. Every 1,000gp of price takes 1 day of crafting. So to craft a level 1 spell at cl 1 wand it takes 1 spell and 1 day.

Shadow Lodge

LazarX wrote:
here's the thing.. at the very minimum, you need 50 castings to create a wand, So you'd need a fully charged wand .... to create another fully charged wand.

Nope.

Item Creation wrote:
For each day that passes in the creation process, the creator must expend one spell completion item or one charge from a spell trigger item if either of those objects is used to supply a prerequisite.

A first-level wand takes one day to craft so only one charge is needed. A 4th level wand does take up to 30 charges, however.


It hasn't been mentioned yet, so I'll remind people that you can get some excellent crafting bumps if you can gain a familiar with the valet archetype.


I was primarily interested in crafting wondrous items and weapons, in this case what is the best class/archetype?

Also, how relevant is True Creation? And if I want to craft Adamantine weapons I really should have Fabricate right?


True creation is a fine way to get the base object in a tiny fraction of the usual time, since you can probably afford it by then. But if you have fabricate, you usually won't need it.


So... for enchanting magic weapons what is the best class: soulforger (magus), forgepriest, wizard with arcane builder or other? (I'm really willing to go wizard since I can have fabricate)


They're all the same really. No class is "better" than another at making magical items. Any class with spare feats and spare skill points to put into craft skills works fine. Wizards tend to be that because they have high Int, high skill points, and get item feats as bonus.


Wizards tend to be best:

  • As Int-based casters, having a high Spellcraft or Craft skill is easy.
  • The widest spell list means they generally have the spell needed, allowing them to hit prerequisites to dodge the +5. This is most useful with higher-level items being crafted relatively early. It isn't a huge deal, but every bit helps
  • Free feats to devote to crafting
  • Free familiar that can be devoted to the Valet archetype to speed up crafting
  • Access to Arcane Builder

This is not to say that other archetypes can't craft, or can't craft well. The differences are, frankly, marginal. But strictly speaking the Wizard is the 'best'.


But the classes I cited in the last post (among others) receive bonuses on the craft skill and or reduction on the time/cost of creating magic items, that's why I'm deciding which way to go...


Wizards also get access to the Crafter's Fortune spell, which adds a +5 to craft checks (so that speeds up crafting marginally).


Don't forget the infamous Advance Player's Guide Magical Trait: Hedge Wizard, which lets you take off 5% of the crafting material cost. There is also Cooperative Crafting in the APG, which is awesome if you get Leadership with a crafting cohort. Cooperative Crafting lets you craft double the amount of gp value of the item each day. (You both must have the same crafting feats to qualify.) So with Cooperative Crafting and Accelerated crafting, you can make 2x the gp value in half the time.


About these...

;=========================================;
Magus [Soul Forger] - Master Smith (Ex): A soul forger adds his magus class level on Craft checks to manufacture armor, shields, and weapons. This bonus applies on skill checks required when using Craft Magic Arms and Armor.

At 7th level, a soul forger uses the 1/10 gp value of armor, shields, and weapons to determine how much time it takes to craft mundane items, and he requires only half the normal amount of time to enchant magical arms and armor.

;=========================================;

Warpriest [Forgepriest] - Forge Mastery (Ex): A 2nd level, the forgepriest adds a bonus equal to half his level to all Craft checks to make metal items, armor, and weapons.

;========================================;

Cleric [Forgemaster] - Master Smith (Ex):
At 5th level, a forgemaster can craft mundane metal items quickly, using half their gp value to determine progress, and can craft magical metal items in half the normal amount of time.

;========================================;

Magus seems to be the best but he lacks fabricate =(


Magus: The problem herein is that the Soul Forger's bonuses only apply to Arms and Armor. Now, of course, everybody loves a magical sword, and everybody /needs/ a magical sword. But the 'best' crafting skill is generally considered to be Craft Wondrous Item for its sheer flexibility. After all, you only need one sword, but you have a lot more than one item slot to fill.

Warpriest: They get a bonus on their craft checks, but they suffer from not being Int based. The Wizard is going to have more skills available to devote to crafting and is going to get a large bonus on those skills (enough to pretty easily be +5 at level 10 or even +10 at level 20, so matching the Warpriest)

Cleric: Basically the same as the Magus above.

That said, as Tarantula said, every class with magic can craft. Pick the one you like, and you can make them work.


Thanks

Shadow Lodge

Yeah, if you're just making weapons and armour, soulforger magus is better. They are also Int based , can easily pick up Craft Weapons and a valet familiar (using an arcana), and get the ability to halve the speed it takes to craft magic weapons, which is better than arcane builder. You can also get Fabricate through Spell Blending, though not until level 13.

The magus falls behind on Wondrous Items and most groups will want a fair number of those, so wizard makes a better party crafter for the typical party.

Also, check out Amazing Tools of Manufacture.


Hmm. It doesn't say that the tools only work for nonmagical crafting. Interesting.


True, but you would need to be crafting the items with a craft skill to benefit, while most spellcasters opt to just use spellcraft which won't benefit from the tools.


That makes Master Craftsman pretty shiny.

Shadow Lodge

Not really, it just makes Master Craftsman a little less bad, and makes it worthwhile for a magic items crafter who expects to make a lot of magic weapons to max out Craft (weapons) as well as Spellcraft.

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