Considering letting player take Craft Wondrous Item at CL1


Advice


I have a player who is taking their first level in sorcerer and is at level 5, meaning they get a new feat. They are really, really excited about magic item creation. Really excited.

It seems to require a Caster Level 3, and I'm struggling to understand why. I'm not saying it's wrong or anything, it's just that I can get why a lot of feats have certain prerequisites, but in this case I don't, and the player can't understand it either.

Would it break the game if I let them have the feat now, rather than waiting 2 levels?


its so they have enough bonuses to spellcraft and have access to enough spells to craft the items if your a non caster or only have a few caster levels look at master craftsman feat which boosts a craft or profession skill and allowes you to use that skill for craft wonderous items and magic arms and armor.


This is really more of an advice topic, but no it wont break the game.


wraithstrike wrote:
This is really more of an advice topic, but no it wont break the game.

i agree it wouldn't break the game however allowing them to take it with suck low caster level means they couldn't even use it till higher level anyway as they wouldn't be able to make the crafting DCs for crafting items you need to be able to make them on a roll of 10 as taking 10 is necessary which means you generally need a minimum of +9 in spell craft in addition to the spells needed to make the item as each missing thing that is required to make a magic item increases the DC by 5 so say something normally has a DC of 20 and you have a +10 in spell craft you could take 10 and craft that item however if the item needed 3 spells that you don't have and also required something else you don't meet(skill ranks in another skill or an alignment for example) the dc would shoot up to 40+


Lady-J wrote:
wraithstrike wrote:
This is really more of an advice topic, but no it wont break the game.
i agree it wouldn't break the game however allowing them to take it with suck low caster level means they couldn't even use it till higher level anyway as they wouldn't be able to make the crafting DCs for crafting items you need to be able to make them on a roll of 10 as taking 10 is necessary which means you generally need a minimum of +9 in spell craft in addition to the spells needed to make the item as each missing thing that is required to make a magic item increases the DC by 5 so say something normally has a DC of 20 and you have a +10 in spell craft you could take 10 and craft that item however if the item needed 3 spells that you don't have and also required something else you don't meet(skill ranks in another skill or an alignment for example) the dc would shoot up to 40+

He has a +10 in spellcraft as of this level, and will probably start off only making simple items anyway, so I don't think he'll have such a problem with the DCs.

Sorry about putting this in the wrong section


LucyG92 wrote:
Lady-J wrote:
wraithstrike wrote:
This is really more of an advice topic, but no it wont break the game.
i agree it wouldn't break the game however allowing them to take it with suck low caster level means they couldn't even use it till higher level anyway as they wouldn't be able to make the crafting DCs for crafting items you need to be able to make them on a roll of 10 as taking 10 is necessary which means you generally need a minimum of +9 in spell craft in addition to the spells needed to make the item as each missing thing that is required to make a magic item increases the DC by 5 so say something normally has a DC of 20 and you have a +10 in spell craft you could take 10 and craft that item however if the item needed 3 spells that you don't have and also required something else you don't meet(skill ranks in another skill or an alignment for example) the dc would shoot up to 40+

He has a +10 in spellcraft as of this level, and will probably start off only making simple items anyway, so I don't think he'll have such a problem with the DCs.

Sorry about putting this in the wrong section

whats his int level cuz that seems a bit low for level 5


Lady-J wrote:
LucyG92 wrote:
Lady-J wrote:
wraithstrike wrote:
This is really more of an advice topic, but no it wont break the game.
i agree it wouldn't break the game however allowing them to take it with suck low caster level means they couldn't even use it till higher level anyway as they wouldn't be able to make the crafting DCs for crafting items you need to be able to make them on a roll of 10 as taking 10 is necessary which means you generally need a minimum of +9 in spell craft in addition to the spells needed to make the item as each missing thing that is required to make a magic item increases the DC by 5 so say something normally has a DC of 20 and you have a +10 in spell craft you could take 10 and craft that item however if the item needed 3 spells that you don't have and also required something else you don't meet(skill ranks in another skill or an alignment for example) the dc would shoot up to 40+

He has a +10 in spellcraft as of this level, and will probably start off only making simple items anyway, so I don't think he'll have such a problem with the DCs.

Sorry about putting this in the wrong section

whats his int level cuz that seems a bit low for level 5

A bit low? I got the impression you were saying you'd expect him not to have a high spellcraft skill? Perhaps I misunderstood.

He's Rogue 4/Sorcerer (arcane) 1, with +4 INT and 3 ranks in Spellcraft.


LucyG92 wrote:
Lady-J wrote:


whats his int level cuz that seems a bit low for level 5

A bit low? I got the impression you were saying you'd expect him not to have a high spellcraft skill? Perhaps I misunderstood.

He's Rogue 4/Sorcerer (arcane) 1, with +4 INT and 3 ranks in Spellcraft.

ah only 3 ranks into spell craft is why any character that i have that focuses on crafting useualy has a +14-16 at level 5 with max ranks is why i was saying it seems low


I think letting them take the feat now is fine, but if that bothers your sense of neatness, if you're using traits, maybe you could allow them to retrain one into Magical Knack, if that's something they'd be interested in, or give all your players a bonus trait? That would get their budding sorcerer the caster level they need, with a boost to their spells that might be icing on the cake, as it were.


Qunnessaa wrote:
I think letting them take the feat now is fine, but if that bothers your sense of neatness, if you're using traits, maybe you could allow them to retrain one into Magical Knack, if that's something they'd be interested in, or give all your players a bonus trait? That would get their budding sorcerer the caster level they need, with a boost to their spells that might be icing on the cake, as it were.

that is actually a really good idea and i 2nd the notion


Craft Wondrous Item at CL 1 won't break anything significantly more than it already does. It's a way to get a slightly earlier headstart on cheap magic gear.


yeah. I agree, no harm done in this specific instance.


Great - I'll let him have it, then.

The Magical Knack trait wouldn't fit with his backstory at all, unfortunately. Also, is it just me or is that a pretty powerful trait, compared with others?


LucyG92 wrote:

Great - I'll let him have it, then.

The Magical Knack trait wouldn't fit with his backstory at all, unfortunately. Also, is it just me or is that a pretty powerful trait, compared with others?

It is a pretty good trait for a pretty weak style of play (martial/caster multiclass). Bear in mind that it is competing with traits like +2 to initiative, cha to most will saves or +1 to three different social skills, compared to which it is merely okay. That isn't even getting into arguably broken power options like -1 metamagic spell level adjustment or +1 to all luck bonuses.


Snowblind wrote:
LucyG92 wrote:

Great - I'll let him have it, then.

The Magical Knack trait wouldn't fit with his backstory at all, unfortunately. Also, is it just me or is that a pretty powerful trait, compared with others?

It is a pretty good trait for a pretty weak style of play (martial/caster multiclass). Bear in mind that it is competing with traits like +2 to initiative, cha to most will saves or +1 to three different social skills, compared to which it is merely okay. That isn't even getting into arguably broken power options like -1 metamagic spell level adjustment or +1 to all luck bonuses.

We discussed it and it seems I got the wrong idea about the trait. I thought it meant effectively advancing him to a 3rd level sorcerer, with their allotment of known spells/spells per day, bloodline powers/bonus spells, etc. I see now it just actually increases effects based on Caster Level.


LucyG92 wrote:
Snowblind wrote:
LucyG92 wrote:

Great - I'll let him have it, then.

The Magical Knack trait wouldn't fit with his backstory at all, unfortunately. Also, is it just me or is that a pretty powerful trait, compared with others?

It is a pretty good trait for a pretty weak style of play (martial/caster multiclass). Bear in mind that it is competing with traits like +2 to initiative, cha to most will saves or +1 to three different social skills, compared to which it is merely okay. That isn't even getting into arguably broken power options like -1 metamagic spell level adjustment or +1 to all luck bonuses.
We discussed it and it seems I got the wrong idea about the trait. I thought it meant effectively advancing him to a 3rd level sorcerer, with their allotment of known spells/spells per day, bloodline powers/bonus spells, etc. I see now it just actually increases effects based on Caster Level.

if that were the case it would be out rite banned at every table and those it wasn't banned at you would see all the full casters starting out as level 2 barbarians XD


If the fluff of the trait is an issue you can always change it too. I once rewrote the traits a character of mine had so they told his backstory.

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