kinevon
|
So besides the craft skill I need spellcraft which increases by DC 5 for each spell I don't have?
No. When crafting an item, you have the option if using the appropriate Crafting feat or Spellcraft.
For example, if you are trained in Craft (Bowyer), you could use that when you are making a magical bow instead of Spellcraft.
Now, to separate out the other part, the DC to make a magic item is 5 + caster level, normally. For a +1 longbow, for instance, it would, normally, be 5 +3 (CL3 for a +1 weapon), or 8. Now, if, somehow, a second level PC somehow wound up with the Craft Magic Arms & Armor feat, and wanted to make that +1 bow, and had the money for it, the DC would become 8, the base, +5 for not having the required caster level of 3, for a total DC of 13.
Note that Master Craftsman only unlocks access to Craft Magic Arms and Armor, and Craft Wondrous Items, and maybe only only a limited subset of each, IIRC.
So, with Master Craftsman, you need to be 5th level before you can take it, so 7th level, probably, before you can take the Crafting feat. Assuming Craft as a class skill, level number of ranks in it, and a 12 Int, at 7th level, your base in Craft (x) would be 7 ranks +1 Int +2 Master Craftsman +3 Class for a minimum of +13 and a caster level equivalent of 7, so +2 armor or weapons would be an easy check, at DC 11. +3 weapons or armor, with a required caster level of 9, would be DC 19 (5 base +9 CL+5 missing CL), so doable with a Take 10, but it may not be in your PC's price range. That DC goes up if you want to give it a special ability, instead of a simple enhancement bonus.
The abilities all list a CL and possibly spells needed, so that can add up.
Example: Fortification, Light:
+1 bonus
CL 13
Spells: Limited Wish or Miracle
So, DC is 5 + 13 +5 +5 = 28
Base + CL + missing CL + missing spell
That 13 Craft (X) would give you a chance at it, 25%, but not a good one, and missing it by too much (50%) can cause it to become a cursed item instead.
| Ciaran Barnes |
Also, it doesn't let you qualify for Craft Ring, which was listed in your OP, or Rod/Wand/Scroll/Potion/Staff.
Just Craft Wondrous Items and Arms/Armor.
Which is a shame.
IMO the feat is specific to arms and wonderous items for thematic reasons instead of mechanical ones. Crafting other items are just as thematic, and since doing so is more difficult for the master craftsmen compared to a spellcaster (due to the requirement of the craft skill and an extra feat), it would be hardy overpowered to allow crafting of potions, rings, and constructs.
| Omnitricks |
I guess it is a shame but weapons are good enough for me because I was thinking of making a fighter-archer which makes his own magical ammunition but I'll keep the limitations in mind.
However I have one extra thing to ask about since I was talking to my group yesterday about the spellcasters making it in game. If these crafting feats allow for arms/armor and wondrous items according to theme...
Profession (scribe), I don't think a craft feat actually suits unless I went for books or something.
Master Craftman to apply to the profession.
Craft Wonderous Item.
Golem Manuals are Wonderous Items under books (which I hope scribe applies to) Would this be a way to circumvent the limitation of being unable to craft golems since Master Craftman doesn't apply to the Craft Construct feat? If so given the skills and spells needed (I mean they are quite a lot) is it a feasible idea or will it be nothing but a gold drain because of how high the DC would be?
So far at a quick glance it seems the limitation would only be the golems a mundane could create through this (there aren't many manuals) unless the GM allows for manuals of other golems and the crafting taking longer and slightly more expensive because the manual is yet another magic item that has to be crafted.
Also I'm not entirely sure if modifications could be added when crafting golems through manuals either.