
Hisoka777 |
So, I’m running a game and I’m allowing magic item crafting. One of my players wants to craft a Blade of Three Fancies which is a Shelyn specific weapon but he is a bard that doesn’t worship any deity. Would you allow the player to craft the weapon? If so, how would the PC know of the weapon and the specifics of the item’s construction? If not, what would the justification be for disallowing it?

zza ni |

first a note. it help if you link or copy the information you ask about.
i think one must first read the items information. even the flavor text.
there are some items that started being made by a specific religion but then spread out and can be found made by others. and others that have specific extra abilities when used by believers of a specific religion.
even some say in the items creation information that the maker must follow a specific god etc.
as for myself i would:
1 allow anyone to craft anything they can get the requirements to craft done. if he is not a follower of a specific god and the item require it then he can add +5 to the dc (or have the help of one. maker doesn't have to be the only one supplying the demands).
2. an item that has extra abilities when used by a believer of a specific religion will only allow said believers to use that ability (in some cases a UMD check with high enough dc can be substituted. again a house rule of mine). im talking about using the made item. not making it.
3. an item that is used by a specific religion but has no special powers granted to it's believers nor has a special requirement stating the belief of it's creator - can be made and used by anyone.
in some cases i might demand a knowledge religion or arcane before allowing the creator to make a very obscure item that he should not have known about without said roll.
the item in question mostly fit into the 3rd option as it say nothing about the religion of Shelyin in it's information. i rather believe this mean that while it is very common to find in the hands of believers of Sheylin -who's favored weapon is the glaive, ever since she took it from her brother, and has a thing for performance. but it's not strictly restricted to them

Melkiador |

Unless he's an evil bard, Shelyn and her church would probably be perfectly happy with him using the item anyway. It's not like most gods need worshippers. Most just want to enjoy like-minded individuals.
Also, most "worshippers" in Golarion aren't specific to just one god. A normal character might worship or at least pay respects to a whole group of gods for different aspects. It's mostly only the divine classes that are loyal to only one god, and even then there can be exceptions.

Hisoka777 |
first a note. it help if you link or copy the information you ask about.
i think one must first read the items information. even the flavor text.
there are some items that started being made by a specific religion but then spread out and can be found made by others. and others that have specific extra abilities when used by believers of a specific religion.
even some say in the items creation information that the maker must follow a specific god etc.
as for myself i would:
1 allow anyone to craft anything they can get the requirements to craft done. if he is not a follower of a specific god and the item require it then he can add +5 to the dc (or have the help of one. maker doesn't have to be the only one supplying the demands).
2. an item that has extra abilities when used by a believer of a specific religion will only allow said believers to use that ability (in some cases a UMD check with high enough dc can be substituted. again a house rule of mine). im talking about using the made item. not making it.
3. an item that is used by a specific religion but has no special powers granted to it's believers nor has a special requirement stating the belief of it's creator - can be made and used by anyone.
in some cases i might demand a knowledge religion or arcane before allowing the creator to make a very obscure item that he should not have known about without said roll.the item in question mostly fit into the 3rd option as it say nothing about the religion of Shelyin in it's information. i rather believe this mean that while it is very common to find in the hands of believers of Sheylin -who's favored weapon is the glaive, ever since she took it from her brother, and has a thing for performance. but it's not strictly restricted to them
I like this approach. My only question is, how does the PC have the knowledge of the item he/she wants to craft or the requirements to craft said item? Does everyone just have knowledge of all magic items and their requirements?

OmniMage |
I've read nothing that says you can't figure out how to make certain magic items. You could invent the same item independently or make a copy of a magic item based upon description.
The magic item does not say you have to be a follower of the faith to make the magic item. The prerequisite are a magic item crafting feat and 2 spells. You can skip a prerequisite spell if you raise the final craft DC by 5, but you can't skip a crafting feat.
* Note you can't skip prerequisite spells for scrolls, potions, wands, or staves.

Azothath |
there is a standard method for crafting magic items, that includes anything deity specific (which technically means there is a cost discount on some powers). So look at Magic Item Creation. Follow it.
There really isn't anything like blueprints or a recipe in the game (that's a ritual or obeisance). The Creature needs the item creation feat, the gold, and the time after meeting the requirements.

Claxon |

In the case of the Blade of Three Fancies, nothing seems particularly broken about it.
For all it's worth the player could craft a slotless item that gives a +4 competency bonus to perform. While sacred bonuses are less common to come by, it probably isn't going to break anything. I mean sure, he's a bard and he get's a lot more mileage out of perform than others, but it's only to one type of perform so even with Versatile performance it's still not breaking a whole lot.

zza ni |

zza ni wrote:...stuff..I like this approach. My only question is, how does the PC have the knowledge of the item he/she wants to craft or the requirements to craft said item? Does everyone just have knowledge of all magic items and their requirements?
again, i wrote that i would ask for a check if the item was'.. a very obscure item that he should not have known about without said roll..."
so unless the item's info call it a rare\restricted\only one ever etc i would not ask for a check. the same way i wouldn't ask for a knowledge check if a blacksmith was to try and make a kettle.
the fact he has invested feats and skills (spellcraft etc) before making it mean he did his research. it's only when the item information itself call it unique and rare would i think about asking the check.
as for the check's dc. i guess i would look at the same dc as identifying it only using knowledge religion\arcane for it. (if im not mistaken identifying a magical item with spellcraft, if one observe it with detect magic has a dc of 15+ caster level of the item's creator).

Hisoka777 |
Look at Special materials. Singing steel in particular.
A weapon needs to be (+1) before any weapon qualities are added.
Spell storing would be a nice addition... Holy is good but it is +2.
He would love to make the weapon out of singing steel but apparently that material is hard to find outside Tien Sha and even if you can find it you’d need a special forge to smelt work with the mythril. I should probably mention that I’m running the Kingmaker AP.

![]() |

Blade of Three Fancies is from Inner Sea Gods. The spells and magic items (other than altars) from that book are thematically tied to a specific deity but mostly function for everyone - even an agnostic or worshiper of another deity. I don't see any reason any crafter, regardless of religious affiliation, upon seeing the effects of such an item couldn't say "ooh, that looks useful. I think I'll make one." Of course the wielder runs the risk of being associated with that particular religion. IRL, if you wear an inverted pentagram necklace there's a decent chance someone is going to assume you are a Satanist, even if you just liked the design.
(Some items, particularly the wondrous items, have increased effects for worshipers of the associated deity. For those items I would say the creator would need to worship the deity. But Blade of Three Fancies is not one of them.)
So the question is then - could he know of the Blade of Three Fancies? Probably. Also from Inner Sea Gods: "This section focuses on relatively inexpensive weapons that low-level characters can afford." In other words fairly common weapons. So pretty easy to have seen the weapon, at which point the construction requirements should be fairly easy for a good crafter to discern.
Long way to say: I'd allow it.

![]() |

Azothath wrote:He would love to make the weapon out of singing steel but apparently that material is hard to find outside Tien Sha and even if you can find it you’d need a special forge to smelt work with the mythril. I should probably mention that I’m running the Kingmaker AP.Look at Special materials. Singing steel in particular.
A weapon needs to be (+1) before any weapon qualities are added.
Spell storing would be a nice addition... Holy is good but it is +2.
That's reasonable. According to Adventurer's Armory 2, "the secrets of working singing steel" have only spread to a few regions in Tian Xia. He probably doesn't know how to work it.
Needing a "special forge" I'm a little bit more hesitant about. There's nothing specific about that in AA2. While in a detailed simulation you'd probably need a unique special forge for any special material (adamantine, mithral, cold iron, etc.), that's not something a playgroup usually fusses about. The assumption is that if you know how to work the metal you can make any forge work for you.
Even if you did allow him to make singing steel, it is worth noting that when creating magical weapons, you need to have an already complete weapon to work on. In other words if he wanted to make a singing steel Blade of Three Fancies he would have to buy/craft a singing steel glaive first. Crafting such weapons can easily take far more time than enhancing them with magic abilities. (Hooray for the fabricate spell.)

![]() |

I feel you need to seperate use and make here. A deity specific weapon may be limited to followers or worshipers of that diety alternatively it might be spread more widely and just give worshipers more benefit. However not every weapon is going to be made by a worshiper of that deity and could be made by a non-believer (as it were) in order to provide a favour for a friend or because they're the only person locally with the skills and training to make magic items. So you need to ask yourself first why they want this specific weapon and would Shelyn be ok with them using it. Secondly you need to look into how they would know to craft it and whether it would be something the church in question would keep secret like the sun orchid elixir recipe is kept secret.

Xelaaredn |
And I feel like I should point out that the creater of this thread is actually the bard in question and pretending to be the GM of the game he is part of, the aforementioned Kingmaker campaign. I'm sure he was just trying to avoid a bunch of "ask your GM" responses.
The reason he keeps bringing up a check to know about the item and all that is due to the fact that I, the actual GM, think that's it's completely ridiculous that as soon as someone takes a crafting feat that they automatically know how to create every single magic item in existence that falls under that feat's blanket.
As far as the special forge goes, carbauxine gas is required to get forges hot enough to smelt mithral and skymetals.
Considering I had already told him I didn't mind just going ahead and crafting the stupid weapon, I'm not sure exactly what the reason for the thread was. That said, he doesn't plan to actually use the glaive, just have it near him, because all he cares about is that sacred bonus. Not the weapon itself, not the lore behind it, definitely not the connection to Shelyn as his character is an atheist (only as a way to be completely fine with another party member creating soul gems with him present); just the mechanical benefit derived from having it near him.

Melkiador |

I, the actual GM, think that's it's completely ridiculous that as soon as someone takes a crafting feat that they automatically know how to create every single magic item in existence that falls under that feat's blanket.
I guess that's a fair opinion, but it's the generally agreed upon way the game works. Pathfinder has a lot of automatic information that is a bit odd. Take a level of fighter? Learn how to use dozens upon dozens of martial weapons. Learn about dragons with knowledge(arcana)? Then you automatically know all about constructs too. Learn to speak a language? Then you automatically know how to write in that language too. Heck, if you learned the language with linguistics, then you just automatically got better at forging documents too.
So, learning how to craft a specific magic weapon from taking a feat isn't very odd at all in Pathfinder.

Xelaaredn |
I guess that's a fair opinion, but it's the generally agreed upon way the game works. Pathfinder has a lot of automatic information that is a bit odd. Take a level of fighter? Learn how to use dozens upon dozens of martial weapons. Learn about dragons with knowledge(arcana)? Then you automatically know all about constructs too. Learn to speak a language? Then you automatically know how to write in that language too. Heck, if you learned the language with linguistics, then you just automatically got better at forging documents too.
So, learning how to craft a specific magic weapon from taking a feat isn't very odd at all in Pathfinder.
Only because more recent editions of D&D had cut out the fact that you went on an adventure, got the experience to level up and then had a month or more break between adventures where your character actually did all the things that were part of leveling up. Same goes with "taking a level in fighter", multiclassing used to be very different. I'm not saying everything needs to work like it did in older editions, but at the same time, there is a certain amount of realism that should be upheld if possible.
You know you plan to take a rank in Linguistics? Make it known that your character has been studying whatever language you plan to take during downtime at camp or whatever. Same can go with weapon training. It's almost like they kinda realized there was an issue with things "just happening" when they decided to have retraining take both time and money (usually with a proper trainer) to learn how to do the new thing you're trying to do.
Just because (some) people choose to just gloss over the day to day things like eating and such don't mean that they just stop existing.
That said, you're way over simplifying it. I said learn how to make every magic item under that feat's blanket. Some would even argue learning how to make things that are specifically pointed out in the book they came out in as being created by a random hag on an isolated island in the middle of the ocean is okay, because "well, I have the feat". Or that player characters should be able to craft Ioun/Aeon Stones even though the knowledge on how to do so has been lost since pre-Earthfall, and even the ones who now the most about them (the Pathfinder Society) have barely scratched the surface on how... because, again, "I have the feat".

Xelaaredn |
There are also certain items, and character options, that have come out in books such as Magical Marketplaces, or the Faction Guide that are only technically supposed to become available under certain conditions. One of the main issues of just using things like the srd and aonprd, they don't tell you those things there. So, invariably people just assume that everything they come across is just fair game, and then get upset when a material they come across is rarer than they'd like. Or requires something specific to be worked in the first place, whether it be a special forge or a specific recipe for an alloy or, honestly, whatever. I mean, most skymetals are rare, and I mean, really rare. They literally are tiny chunks of rocks that fell from space. Most of that rock is going to be just rock. It's supposed to be hard, outside of very specific places to find fragments of the metals to work with in the first place.
If an option being available means dealing with a specific market or guild/faction/etc. to gain access, then that means dealing with that market/guild/faction/etc., or at least a similar version within your setting if your GM chooses to use the material/option rule [b]at all/b][. I think most people can agree on that.
Obviously, this all depends on the setting. But when using any pre-existing setting, lore and a certain degree of realism matter. If some people want to beer and pretzels it and hand waive those things, that's their prerogative. If the GM running the game doesn't, the players don't just get to choose to. It really is that simple, and a GM saying "no" or "well this is how I'm doing it" is a reality all players have to deal with or move on from.

![]() |

Considering I had already told him I didn't mind just going ahead and crafting the stupid weapon, I'm not sure exactly what the reason for the thread was.
End of thread (or at least the original purpose).
I was interested to read of carbauxine gas; that’s the first time I’ve ever heard of it. The only references to it I can find are in the first book of the Second Darkness AP and Into the Darklands. Both of which are at little vague as to whether carbauxine is the only way to forge skymetals or simply a way. SD Book 1 is explicit that the carbauxine-fueled forges in Riddleport are the only place in Varisia “capable of smelting adamantine and other high-hardness metals.” Which, in addition to implying that there are places in other lands to smelt them, still leaves an open question - smelting and forging are two different activities. Blast furnaces for smelting iron ore, for example, run at much higher temperatures than is required for working the pig iron produced. It could be that the ingots require carbauxine but forging does not.
Even if it was clear I’m a bit hesitant about enforcing “rules” from “lore” sections of books, especially softcovers. For example did you know that spells that make a target harder to detect (invisibility, misdirection, etc.) are illegal in Absalom? (Guide to Absalom p.48). Two-thirds of the PFS adventures I GMed in Absalom would have ended with most of the party in jail if that was enforced. It always feels like a “too many cooks” situation. There were literally hundreds of authors who wrote material for PF1, and it was all too easy for someone to write something to give their work some flavor that ended up blocking or contradicting something else published. There’s a blog post from back in 2013 or so where a newly hired Paizo intern introduced herself and stated that her first job was going to be to making a database of all the rules published to that point. Because Paizo didn’t have one and no one person at the company knew them all!

![]() |

One of the main issues of just using things like the srd and aonprd, they don't tell you those things there. So, invariably people just assume that everything they come across is just fair game, and then get upset when a material they come across is rarer than they'd like.
I haven’t GMed a (non-PFS) PF1 campaign in a while. But when I did I would usually institute a “PFS-preapproved” rule. In other words: if you could use it in PFS you could use it in my game. Anything else required my approval.
Most things I did approve, but having the rule explicit from the start meant people got far less upset when I did not allow Leadership (for example).
Or requires something specific to be worked in the first place, whether it be a special forge or a specific recipe for an alloy or, honestly, whatever. I mean, most skymetals are rare, and I mean, really rare. They literally are tiny chunks of rocks that fell from space. Most of that rock is going to be just rock. It's supposed to be hard, outside of very specific places to find fragments of the metals to work with in the first place.
I don’t intend this to be mean-spirited, but you may want to rethink your interpretation of skymetal crafting. (Mithral is not a skymetal, it is mined in the Darklands.) It sounds like you’re expecting the crafter to go from raw ore all the way to finished weapon. But no one expects the person crafting a steel rapier to be the same person who smelted the iron ore, removed impurities, and added the right amount of carbon in the first place. She bought the steel from someone else.
Yes they are very rare. But that rarity is priced in. It is 3000 gp for enough adamantine (the most common skymetal) to make a dagger! There are plenty of things that are relatively rare in the real world, but are available if you are willing to pay.

Hisoka777 |
To be clear, I pretended to be the GM so that I didn’t seem like I was just throwing my GM under the bus and in an obligatory “my GM made this “ruling and I don’t like it” post. Also, in my discord conversation with the GM it was never actually made clear to me that I would be permitted to craft the item in question.

Xelaaredn |
I was interested to read of carbauxine gas; that’s the first time I’ve ever heard of it. The only references to it I can find are in the first book of the Second Darkness AP and Into the Darklands. Both of which are at little vague as to whether carbauxine is the only way to forge skymetals or simply a way. SD Book 1 is explicit that the carbauxine-fueled forges in Riddleport are the only place in Varisia “capable of smelting adamantine and other high-hardness metals.” Which, in addition to implying that there are places in other lands to smelt them, still leaves an open question - smelting and forging are two different activities. Blast furnaces for smelting iron ore, for example, run at much higher temperatures than is required for working the pig iron produced. It could be that the ingots require carbauxine but forging does not.
It is also mentioned in Iron Gods that the main reason people flock to Torch is the forge there that is able to make skymetals workable, because of how hot it burns. (Spoiler warning, it's a starship engine exhaust.) And honestly aside from mithral being lumped into that but about carbauxine gas I would normally think it's basically the same as working silver. But, yes, there are of course forges capable of doing so. The secret of getting things hot enough apparently was discovered by the dwarves, which doesn't completely track as there are a few things created before Quest for Sky that are man made that are made of skymetals. One could argue that the Gas Forges in Riddleport were used for that but who knows. Singing steel, an alloy developed by the elves of Jinin who passed through miles of underground tunnels to arrive at the "foot" of a massive vein of mithral and who likely dealt with the dwarves at least a bit while down there... makes sense to me that they'd have found a way to use the carbauxine they came across to fuel their forges, or got the know how from the dwarves.
As far as things in this Kingmaker campaign goes, all they have to do is have an exotic artisan or two and that opens up a fair bit. As would a foreign quarter and a good marketing campaign towards people from areas they want influence from.

Xelaaredn |
To be clear, I pretended to be the GM so that I didn’t seem like I was just throwing my GM under the bus and in an obligatory “my GM made this “ruling and I don’t like it” post. Also, in my discord conversation with the GM it was never actually made clear to me that I would be permitted to craft the item in question.
Literally last comment from me in our direct chat, from last Monday...

Hisoka777 |
we posted the 'help' and hopefully it gives direction.
A GM's job is to both curate his world and make things a bit of a challenge so the player can accomplish things. Sometimes it just takes time.
Probably it is best if you work out your home game issues off forum.
I was at a bit of a loss not knowing what to do. Posted this thread hoping to get some ideas to make good counter arguments. I appreciate all the insight you all gave me here. Sorry for causing a bit of a stir.

Mark Hoover 330 |
So... this thread got me thinking.
Wizard, Witch or other Int-based Arcane casters are the default I think of when a PC wants to craft a magic item. The process is they pay some gold, spend some time and make a Spellcraft (or other skill, if allowed) check with a DC of 5+ the CL of the item. Success means the device is made, simple.
How do they do that? Well, a wizard I imagine starts with a nearly complete version of the item and then just bombards the device with spell energy in a ritualized fashion, like you see in standard media. How would a bard do it though, or an inquisitor, or a shaman or a fighter with master craftsman?
Mechanically, the process is the same. Narratively though I imagine it would be very different per PC. So if different classes have different spells, different methods of casting and different narrative flourishes, how could there be "recipes" for magic items?
In my own games there can't be. Instead the magic item creation feat gives you an understanding of theories, known experiments, common principles and such as to how your skills and magic can be applied to the medium of the kind of item the feat governs.
Therefore, the PC doesn't know "CL3, Eagle's Splendor and Color Spray plus 2,778 GP equals Blade of Three Fancies." Instead they know that there's a glaive out there, favored by Shelynites, that helps enhance a kind of performance by imbuing the device with charisma enhancing magic. It also shoots a debilitating cone of colors that can blind or confound my enemies."
Narratively, how do they know even that? I don't know; bardic lore, spirits whispering to the shaman, the answers to a paladin's prayer and so on. As to how it's crafted...
A bard might sing, orate or ululate the glaive into a harmonic frequency that traps and enhances the magic flowing into it; a Master Craftsman feat user creates some portion of the weapon with some unique, otherworldly technique; a forgepriest cleric might use dwarven runes and three Shelynite prayer drums instead of ribbons.
The point is, the PC knows the general tenets that get them to the finished product. The Mechanics are there to ensure a uniform process for all players and GMs.