Returning player, crafting advice!


Advice


Hello fellow monster slayers/seducers(looking at you bards).

At the moment I'm distracting myself with character creation as a way to get back into things, and characters I don't use can always be used against players in a game or two so there's that.

I'm trying to stat out a certain concept/fantasy inspired by Artificer from Eberron.

What I have at the moment is a bond with the Alchemist class, it's perfect for me in many ways, it's a bit of this and that, some spells but nothing overly spotlight taking Blood Alchemist and was wondering what people could recommend for a better item crafter sort of character when it comes to feats and items.

I found this item which would probably be a good core item for quick building:Amazing Tools

I've also looked into a lyre of building, but I'm not sure if it moved over from 3.5. Open to ideas and suggestions!


Alchemists are going to have the difficulty that they aren't spellcasters and thus can't take crafting feats that require a caster level without Master Craftsman or other shenanigans.

Apart from that, pretty much any caster (or Master Craftsman) willing to put ranks into Spellcraft (or the relevant Craft skill) can be a perfectly fine crafter. The Hedge Wizard trait even makes it a tad cheaper. Pathfinder Savants make excellent crafters due to both the entry requirements, adding half their level to Spellcraft checks, and always being able to take 10 on Spellcraft checks (meaning you can craft on the road and still take 10 without worrying about disruptions).

The main thing standing in your way after skill is time. This can be helped with a valet familiar, a cohort, or other friendly NPC with Cooperative Crafting. It can be helped further if you can find a plane where time passes more slowly compared to wherever you usually adventure. But most importantly--pump that Spellcraft!

If you stick to crafting nonmagical stuff, the lyre of building (it did make the cut) and amazing tools of manufacture are your best bet. There's also the fabricate, stone shape, and a bunch of other transmutation spells scattered about the spell lists.


blahpers wrote:

Alchemists are going to have the difficulty that they aren't spellcasters and thus can't take crafting feats that require a caster level without Master Craftsman or other shenanigans.

Apart from that, pretty much any caster (or Master Craftsman) willing to put ranks into Spellcraft (or the relevant Craft skill) can be a perfectly fine crafter. The Hedge Wizard trait even makes it a tad cheaper. Pathfinder Savants make excellent crafters due to both the entry requirements, adding half their level to Spellcraft checks, and always being able to take 10 on Spellcraft checks (meaning you can craft on the road and still take 10 without worrying about disruptions).

The main thing standing in your way after skill is time. This can be helped with a valet familiar, a cohort, or other friendly NPC with Cooperative Crafting. It can be helped further if you can find a plane where time passes more slowly compared to wherever you usually adventure. But most importantly--pump that Spellcraft!

If you stick to crafting nonmagical stuff, the lyre of building (it did make the cut) and amazing tools of manufacture are your best bet. There's also the fabricate, stone shape, and a bunch of other transmutation spells scattered about the spell lists.

Dang, I missed the "Not a spellcaster" side of alchemist. That puts a bit of a bumper on things. Biggest reason I like Alchemist is the alchemical discoveries, specifically the simulacrums and doppelganger. Not much use in combat itself but it's a fun concept/fantasy of a small lab in the forest run by alchemically made servants. And the whole returning upon death with a doppelganger.

An alternative I've been looking into is the Occultist, it gave me the Constantine vibe and the transmutation spells they have cover things like Fabricate and make whole, so it could be a back up.

If I take Master Craftsman and pick (alchemy) if I read correctly, this allows me to use the Craft (alchemy) to craft both wondrous items and arms/armor, which can potentially be beneficial considering the bonuses alchemist gets to the skill?
-"You must use the chosen skill for the check to create the item."

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