Advice on no standard Magical item feats


Advice

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Monstrous Crafter,Grisly Ornament, Harvest Parts,Inscribe Magical Tattoo,Inscribe Rune,Cultivate Magic Plants,Grow Plant Creature,Craft Shadow Piercing,Craft Poppet,Craft Ooze

Are any of these worth the effort? Any tips to make them work?
I wanted to build a investigator with Cultivate Magic plants (3feat investment) and/or Monsterous crafter (4 feat investment)But not seeing how they are effective at all. But i like the theme of having a Greenhouse for the plants in town, and carving up a monster in the field. but not sure its worth the feats. Any items guilds or builds?

Thanks


Some of them are clearly more useful for thematically-appropriate NPCs than PCs (I'm looking at you, Cultivate Magic Plants).

Harvest Parts is great (if grisly) in campaigns with lots of monsters and plenty of time to spend carving 'em up. You can make all kinds of creepy neat stuff from dead things. The other feats in that line seem lackluster to me.

Inscribe Magical Tattoo is very open-ended in its design--it's intended to be used either for "slotless" versions of existing wondrous items or custom items, so it works as well as your GM allows it. Ditto for Craft Shadow Piercing, which has better pricing guidelines (frankly, I'd use the same ones for both feats).

I hear people really like poppets, but I've never gotten into them.

The Exchange

I think they could have made an archetype that got the Plant line and one that got the Monster line as bonus feats. I can see the Monster one for Monster hunters or primitives. and i can see the plant ones for Downtime etc.

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