Why don't fighters take Master Craftsman?


Pathfinder First Edition General Discussion

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I refuse to run this feat any other way than to let you make any magic item you have the crafting feat for.

In that light this feat is perfectly reasonable.

"But that's not raw!" Yeah well neither is thinking you have to make the mundane item in question to enchant it. So while we're busy not being raw, I'll lean on the side of better balanced/fun


Aelryinth wrote:

Celestial armor grants 1 use/day of flight, with a caster level of 5, for 5 minutes. Definitely not all day. You buy celestial armor for the dex max boost, not the flight.

For flight, armored winged boots.

Well, the boots are better, but
Quote:
The wearer can fly three times per day for up to 5 minutes per flight.

=

I'm not sure if "armored winged boots" are a different item or if you're just trying to get a Wondrous item through Craft Arms and Armor.


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Rhedyn wrote:

I refuse to run this feat any other way than to let you make any magic item you have the crafting feat for.

In that light this feat is perfectly reasonable.

"But that's not raw!" Yeah well neither is thinking you have to make the mundane item in question to enchant it. So while we're busy not being raw, I'll lean on the side of better balanced/fun

Probably the best method outright. Though I have to admit I liked the idea of keying the requirements for the item creation feats to level, or maybe even ranks in Spellcraft.

So like, instead of caster level 3rd, make it 3 ranks in Spellcraft then let everyone pay the usual feat tax and nothing else.


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thejeff wrote:
Aelryinth wrote:

Celestial armor grants 1 use/day of flight, with a caster level of 5, for 5 minutes. Definitely not all day. You buy celestial armor for the dex max boost, not the flight.

For flight, armored winged boots.

Well, the boots are better, but
Quote:
The wearer can fly three times per day for up to 5 minutes per flight.

=

I'm not sure if "armored winged boots" are a different item or if you're just trying to get a Wondrous item through Craft Arms and Armor.

Pretty sure it's the latter. It's not actually armor. It's a refluffing of the existing item to merely describe it as being made out of armor and thus applicable.

Personally I'd rather fix the mechanics rather than cheat them.
EDIT: What I mean by "cheat them" is trying to use a fluff change to bypass an obviously intended (if poor) aspect of the rules. The item has no difference from a non "armored" version other than it being a weak excuse to try to use a different skill than say Craft (cobbling) or something.

It'd be a better solution to actually fix the mechanics so that it doesn't matter how your items are fluffed. If a purely aesthetic thing changes whether or not you can create the item, it's probably a bad system (and probably subject to a ton of table variance).

RPG Superstar 2012 Top 16

Actually, I was assuming you had both feats and could slide through on the ARmorsmithing skill...which is what I assumed we were talking about.

Because Craft Armor can apply to both sets of feats, and is probably the most versatile skill you can use on them.

==Aelryinth


Rhedyn, point of clarification: Do you mean that you would require the Master Craftsman feat, the item creation feats, and relevant skill ranks? Note, that's what I've mentioned I prefer, but so far I don't think anyone else has gotten on board with that.

---

As a summary of what I remember as optional house rules, we have:
-- quotes for easy separation, not because of actual quoting people...

Option A wrote:
Remove Crafting feats altogether. Make all magic item crafting tie into a appropriate craft skill. Require some minimum number of ranks in order to access a particular facet of crafting
Option B wrote:
Make all magic item crafting tie into a specific craft skill, and require some minimum number of ranks. Allow crafting feats and spellcraft to supersede the base rule that you need ranks in the appropriate skill
Option C wrote:
Allow ranks in a craft skill to qualify all players for crafting feats. Only allow appropriate skills as a basis for crafting
Option D wrote:
Allow casters to use Spellcraft as the appropriate skill in Option C
Option E wrote:
Allow everyone to use Spellcraft as the appropriate skill in Option C
Option F wrote:
Require Master Craftsman to unlock the ability to key crafting feats off of appropriate skills - optionally re-balance skill bonus from the feat
Option G wrote:
As option F, but limited to Magical Arms and Armor and Wondrous Items
EDIT:
Option H wrote:
As option F, but allow a singular craft/profession skill to apply as an appropriate skill (as spellcraft)

---

I probably missed a few, and I might need to reword some of these to satisfy some nuances that aren't fully represented.

I hope that this might help frame some of the discussion.

I am currently a proponent of Option F.


Adept_Woodwright wrote:
Rhedyn, point of clarification: Do you mean that you would require the Master Craftsman feat, the item creation feats, and relevant skill ranks? Note, that's what I've mentioned I prefer, but so far I don't think anyone else has gotten on board with that.

Master Craftsman, Item creation feats, one craft or profession skill.


Aelryinth wrote:

Celestial armor grants 1 use/day of flight, with a caster level of 5, for 5 minutes. Definitely not all day. You buy celestial armor for the dex max boost, not the flight.

For flight, armored winged boots.

--Aelryinth

With the Celestial Shield, you cast Overland Flight rather than Fly. The armor is CL 8 and the spell lasts 8 hours.

Generally the adventuring day is considered to take 8 hours.

RPG Superstar 2012 Top 16

The Overland flight will be 5 hours long, the armor's CL. (note: OVerland flight normally has a minimum CL of 9, but c'est la vies). Still, quite long enough for most people.

==Aelryinth


Aelryinth wrote:

The Overland flight will be 5 hours long, the armor's CL. (note: OVerland flight normally has a minimum CL of 9, but c'est la vies). Still, quite long enough for most people.

==Aelryinth

The armor has a CL of 8. It should last 8 hours.

The feather fall effect of the shield is at 5th level. Unless there is a rule that says it must function at minimum CL (I think there is).

RPG Superstar 2012 Top 16

Celestial Armor
Aura faint transmutation [good]; CL 5th; Weight 20 lbs.; Price 22,400 gp

DESCRIPTION

This +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of –2, and an arcane spell failure chance of 15%. It is considered light armor and allows the wearer to use fly on command (as the spell) once per day.

CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor, fly, creator must be good; Cost 11,350 gp

Am I looking at something different then you? CL 5, right there.

The shield has a CL of 7th.

==Aelryinth

RPG Superstar 2012 Top 16

Checked the PRD and my numbers are accurate both places.

==Aelryinth


master_marshmallow wrote:
Aelryinth wrote:

The Overland flight will be 5 hours long, the armor's CL. (note: OVerland flight normally has a minimum CL of 9, but c'est la vies). Still, quite long enough for most people.

==Aelryinth

The armor has a CL of 8. It should last 8 hours.

The feather fall effect of the shield is at 5th level. Unless there is a rule that says it must function at minimum CL (I think there is).

Here you go, master_marshmallow. You are correct.

Magic Item Creation wrote:
A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell.

Which means that the magic item may be subject to an editing error.

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Locking thread. Baiting posts and personal attacks do not help foster a civil discussion.

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