Are there any magic items to help craft magic items?


Advice


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As listed above, are there any magic items to help craft magic items? I would enjoy any sort of magic item that let me craft stuff faster, or for cheaper. Third party is acceptable as long as it's on the d20pfsrd.


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In a game I played, GM houseruled masterwork spellcraft tools for a +2 bonus on spellcraft checks. Not quite what you are looking for, but close. Maybe ask your GM for the same thing?


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There's magic items that grants a bonus to Spellcraft (and other skills that you can use to craft), but I'm not aware of any items that just improves the crafting process. But with those Spellcraft bonuses, you can more easily heighten the craft DC (by 5) to craft at double speed.
There's also a few other features other than items that can help with magic item crafting (but it's still very slow and too slow at higher levels to manage without some long spans of down-time).


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Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber
Klara Meison wrote:
In a game I played, GM houseruled masterwork spellcraft tools for a +2 bonus on spellcraft checks. Not quite what you are looking for, but close. Maybe ask your GM for the same thing?

I've met a great many roleplayers who wouldn't think this a house rule at all; for them, it's a hard rule, and is expected to be allowed.

Dark Archive

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Armillary amulet gives a +5 spellcraft - from one of the paizo modules.

You can double speed craft by taking +5 to the dc as per standard magic item crafting rules. So this would help where you also dont meet one or two of the prereqs.

Valet familiar lets you double your crafting speed again.

So you can craft 4k price worth a day while not meeting one or two prereqs and taking ten.

Dark Archive

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Also see this recent rules thread where these rules and amazing tools of manufacture is discussed.


Ravingdork wrote:
Klara Meison wrote:
In a game I played, GM houseruled masterwork spellcraft tools for a +2 bonus on spellcraft checks. Not quite what you are looking for, but close. Maybe ask your GM for the same thing?
I've met a great many roleplayers who wouldn't think this a house rule at all; for them, it's a hard rule, and is expected to be allowed.

Don't those rules also state that for example not already listed the player needs to come up with what the item is and that it shouldn't apply to all checks with the skill, only a subset?


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Ring of magic creation. It's a small item but it helps ;)


A ring of sustenance will give you more time in the day for crafting.


There is a spell that gives a 5 to craft checks, and that would be easy to buy as a potion.


http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/tools -amazing-tools-of-manufacture

can help to make golems bodies or things to be enchanted. sort of indirect.


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Inner sea magic had Monasteries as magic schools (pg 24 and 25), had as an available boon for Torag's monasteries (3 pp): "You gain access to a blessed forge at the monastery. You gain a +5 sacred bonus to Spellcraft checks made when building any metal armor or weapon (magical or otherwise) with the forge. The item's construction time is divided in half."

IIRC correctly there have been some magic forges in adventure paths, allowing for resizing items (Giantslayer) and redeeming evil items (Wrath of the Righteous. Furthermore, Tombs of Golarion had an artifact forge,the soulforge which allowed for half time crafting...

I am pretty sure there are other examples of this kind of thing. Not to mention the downtime rules from Complete Campaig, allowing you to turn gold into "magic" capital 50gp in for 100 gp equivalent out (assuming you have a business that generates magic capital), which can then be spent to create magic items. This can cut your "real" cost of creation in half.


Pathfinder Rulebook Subscriber
Claxon wrote:
Ravingdork wrote:
Klara Meison wrote:
In a game I played, GM houseruled masterwork spellcraft tools for a +2 bonus on spellcraft checks. Not quite what you are looking for, but close. Maybe ask your GM for the same thing?
I've met a great many roleplayers who wouldn't think this a house rule at all; for them, it's a hard rule, and is expected to be allowed.

Don't those rules also state that for example not already listed the player needs to come up with what the item is and that it shouldn't apply to all checks with the skill, only a subset?

It would be a masterwork tool of spellcraft for crafting, as opposed to identifying things. If necessary, it could be further limited with 10 uses, like a heal or disguise kit.


QuidEst wrote:
Claxon wrote:
Ravingdork wrote:
Klara Meison wrote:
In a game I played, GM houseruled masterwork spellcraft tools for a +2 bonus on spellcraft checks. Not quite what you are looking for, but close. Maybe ask your GM for the same thing?
I've met a great many roleplayers who wouldn't think this a house rule at all; for them, it's a hard rule, and is expected to be allowed.

Don't those rules also state that for example not already listed the player needs to come up with what the item is and that it shouldn't apply to all checks with the skill, only a subset?

It would be a masterwork tool of spellcraft for crafting, as opposed to identifying things. If necessary, it could be further limited with 10 uses, like a heal or disguise kit.

Or you could have a different tool for each type of magic crafting, like a hammer for weapons and an inscribing lathe for wands.


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Okay, there are no items and no allowed feats/traits (I'm looking at you, Hedge Magician) which would lower the cost/price of magic item creation. That would just open up possibilities of money-making through magic crafting, which quickly gets out of hand.

I've yet to see any item which quicken your magic item creation time, but there are however feats to shorten the time, such as Arcane Builder and Cooperative Crafting.

If you don't want to use your feats to speed up the crafting time, there is another way to accomplish this. Through Hirelings and Servants. If you lack the appropriate Spellcraft to afford the +5 DC of accelerating the crafting process, you can hire Hirelings or buy a specialized Slave to aid you while making your checks. (There where some variant rules for hiring trained Hirelings with a known amount of skillranks, but I can't seem to find them).

And. If you want to be consumed by your greed... You could cut off some of the price (and in extension time) by making your magic items Cursed.

The magic item creation guidelines mention that you can reduce the cost/price of an item by adding restrictions. The limitations mentioned (Skill requirement and Class/Alignment) are often used to create a tailored item for 60% of the item's worth with restrictions you yourself fulfill. Don't be that guy/gal.

Curses, however, have actual penalties to the item's wielder and have cost reduction rules in place.
You should always talk to your GM about creating items with limitations in the pursuit of cost reductions, since the limitations must be designed to affect the intended wielder negatively.

A barbarian wielding a Sword which makes him unable to cast spells (for a -50% to cost/price) shouldn't be permitted, since it is obviously an attempt to cheat the system. A more fitting curse would be if he gained a permanent negative level for as long as he wields the weapon, since it actually interferes with his use of said weapon.


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Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber
Claxon wrote:
Ravingdork wrote:
Klara Meison wrote:
In a game I played, GM houseruled masterwork spellcraft tools for a +2 bonus on spellcraft checks. Not quite what you are looking for, but close. Maybe ask your GM for the same thing?
I've met a great many roleplayers who wouldn't think this a house rule at all; for them, it's a hard rule, and is expected to be allowed.

Don't those rules also state that for example not already listed the player needs to come up with what the item is and that it shouldn't apply to all checks with the skill, only a subset?

Using Spellcraft to craft magic items IS a subset of Spellcraft.


Ravingdork wrote:
Klara Meison wrote:
In a game I played, GM houseruled masterwork spellcraft tools for a +2 bonus on spellcraft checks. Not quite what you are looking for, but close. Maybe ask your GM for the same thing?
I've met a great many roleplayers who wouldn't think this a house rule at all; for them, it's a hard rule, and is expected to be allowed.

I don't think RAW explicitly allows spellcraft tools, rules state something along the lines of "Here are tools that are 100% allowed, for anything else ask your GM." I don't see any reason not to allow them though.

Also, I can't believe nobody mentioned Create Greater Demiplane for a double time speed in relation to the material plane.


Cavall wrote:
There is a spell that gives a 5 to craft checks, and that would be easy to buy as a potion.

It's a personal range spell, so no potions.


Paladin of Baha-who? wrote:
Cavall wrote:
There is a spell that gives a 5 to craft checks, and that would be easy to buy as a potion.
It's a personal range spell, so no potions.

It's also not spellcraft, which makes it situational when it comes to magic items.


Arimisa wrote:
Ring of magic creation. It's a small item but it helps ;)

I don't suppose it's on any SRD anywhere? Can you link it? If not, can you cite the book it's in?

Baval wrote:

http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/tools -amazing-tools-of-manufacture

can help to make golems bodies or things to be enchanted. sort of indirect.

Now this is what I'm talking about! Double crafting speed is freaking awesome, especially for one hour of work! I'm taking this.

Wonderstell wrote:

Okay, there are no items and no allowed feats/traits (I'm looking at you, Hedge Magician) which would lower the cost/price of magic item creation. That would just open up possibilities of money-making through magic crafting, which quickly gets out of hand.

I've yet to see any item which quicken your magic item creation time, but there are however feats to shorten the time, such as Arcane Builder and Cooperative Crafting.

If you don't want to use your feats to speed up the crafting time, there is another way to accomplish this. Through Hirelings and Servants. If you lack the appropriate Spellcraft to afford the +5 DC of accelerating the crafting process, you can hire Hirelings or buy a specialized Slave to aid you while making your checks. (There where some variant rules for hiring trained Hirelings with a known amount of skillranks, but I can't seem to find them).

And. If you want to be consumed by your greed... You could cut off some of the price (and in extension time) by making your magic items Cursed.

The magic item creation guidelines mention that you can reduce the cost/price of an item by adding restrictions. The limitations mentioned (Skill requirement and Class/Alignment) are often used to create a tailored item for 60% of the item's worth with restrictions you yourself fulfill. Don't be that guy/gal.

Curses, however, have actual penalties to the item's wielder and have cost reduction rules in place.
You should always talk to your GM about creating items with limitations in the pursuit of cost reductions, since the limitations must be designed to affect the...

Well, it's a bit too late for that... I've actually gotten full permission from my DM to be that guy. I've also gotten permission to use it, which is also nice. As it is, I'll primarily be alone with my friends. As for curses, I'll run them by my DM, see if I can use them- As it is, curses might be another way to burst my WBL open, and cram as much onto my Artisan as possible.


If your GM understands the implications of his ruling, then it should be fine.

And the problem with the requirements in the magic creation guidelines is that the restrictions aren't restrictive when you are crafting the item yourself. Those "rules" should be used when a GM creates a new item for the players.

About the amazing tools of manufacture, check the thread ZomB linked. Diego Rossi makes a pretty good argument as to why the tools can't be used for magical crafting.


Vagabond? wrote:
Baval wrote:

http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/tools -amazing-tools-of-manufacture

can help to make golems bodies or things to be enchanted. sort of indirect.

Now this is what I'm talking about! Double crafting speed is freaking awesome, especially for one hour of work! I'm taking this.

Please note the it refers to the Craft skill, not Spellcraft, which means it's not universally usable for crafting of all magical items.


A Skill Bonus item of Craft would be priced the same as a cloak of elvenkind. The bonus stacks with masterwork tools. It could even be the same item if you enchant your masterwork tool. Assuming you make it yourself, you could get a +7 bonus for 2550 gp.

Cast Crafter's Fortune for an additional +5.

Ring of Sustenance gives more time for crafting while other folks sleep.

Valet Familiar uses Cooperative Crafting to grant a +2 bonus and double the value of your work speed.


Doomed Hero wrote:
A Skill Bonus item of Craft would be priced the same as a cloak of elvenkind. The bonus stacks with masterwork tools. It could even be the same item if you enchant your masterwork tool. Assuming you make it yourself, you could get a +7 bonus for 2550 gp.

Just remember that unslotted items cost twice as much as a slotted item, so it's better to craft gloves with a competence bonus to craft(specific), since you won't use them in combat anyway.

And as you probably know, the reason no one is suggesting to create an item granting you a competence bonus to spellcraft(magic item creation) is because the game designers deliberately avoided to create such an item. The Goggles of Elvenkind, which grants a spellcraft competence bonus, does not grant it to magic item creation.


Doomed Hero wrote:

A Skill Bonus item of Craft would be priced the same as a cloak of elvenkind. The bonus stacks with masterwork tools. It could even be the same item if you enchant your masterwork tool. Assuming you make it yourself, you could get a +7 bonus for 2550 gp.

Cast Crafter's Fortune for an additional +5.
Ring of Sustenance gives more time for crafting while other folks sleep.
Valet Familiar uses Cooperative Crafting to grant a +2 bonus and double the value of your work speed.

A Headband of Vast Intelligence +2 (with Spellcraft as it's related skill) costs you 4000gp & will get you more skill points than anything else (after about level 5), but it doesn't stack with any skill points you put in yourself (it basically maxes out your spellcraft skill for you).


Doomed Hero wrote:

A Skill Bonus item of Craft would be priced the same as a cloak of elvenkind. The bonus stacks with masterwork tools. It could even be the same item if you enchant your masterwork tool. Assuming you make it yourself, you could get a +7 bonus for 2550 gp.

Cast Crafter's Fortune for an additional +5.

Ring of Sustenance gives more time for crafting while other folks sleep.

Valet Familiar uses Cooperative Crafting to grant a +2 bonus and double the value of your work speed.

Ring of Sustenance doesn't supersede the 8 hour rule:

Quote:
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.

The benefit of Ring of Sustenance is that you can sit there, stand watch, and work on the item without really needing any sort of sleep, which is nice, but doesn't allow you any more hours of work on an item.

Traveler's Anytools provide a +2 bonus (similar to Masterwork Tools) to a single Craft check upon creation.


Darksol the Painbringer wrote:
Ring of Sustenance doesn't supersede the 8 hour rule

True. But it is needed to be able to craft for 8 hours when you are out adventuring. The adventuring caster does only have time for 4 hours of crafting each day, but if he uses the ring he can also craft during the night.

@Vagabond. If you aren't completely sure of how you will bypass the limitations of the Adventuring Caster you should read through the thread ZomB linked. Mainly Crafting Speed is discussed there.

Thread ZomB linked earlier.

Basically. Without a ring of sustenance and a way to create a safe camp for the night, you can only craft for 1/4 of your maximum gold per day.

*****

This isn't exactly what you are asking for, but you should consider it.

If you are open to multiclassing, you could place one level in wizard for a valet familiar which have cooperative crafting. (A familiar would also help in combat. Extra actions and such.)


Isn't this one of the uses of the anytool?


Wondrous Items wrote:


Traveler's Any-Tool
Aura moderate transmutation; CL 9th; Weight 2 lbs.
Slot none; Price 250 gp

DESCRIPTION

This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well.

The any-tool counts as a set of masterwork artisan's tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.

Emphasis mine.


Paladin of Baha-who? wrote:
Cavall wrote:
There is a spell that gives a 5 to craft checks, and that would be easy to buy as a potion.
It's a personal range spell, so no potions.

Infusion would work though.


Cyclops Helm


Here are some inter-related threads that might interest you, depending on how efficient you are trying to get with your crafting:

Golem Army Thread

Boggle Artisan Thread

Artisan Thread


amazing tools of manufacturing.. says it effects all crafting skills...spellCRAFT....spell craft...

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