Alternate feats for creating magic items (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
Beholderbob

02-28-06, 04:11 PM
I've been toying around with changing what feats are used in crafting magic items – feedback & help wanted!

Craft ______. You can now craft this type of magic item. The total number of feats you have dedicated to crafting magic items determines the highest value you can make (minor, moderate, medium, major, Legendary). Each time this feat is taken, you learn a type of item to create. Each time this feat is taken, including the first time, you gain a ‘style’ that can be applied to any craft _____ you have.

Crafting Style. You learn 3 new styles – they must be applied to a Craft _____ you currently have. This feat counts towards the highest value of item you can craft.

Craft Alchemy Items: you know how to brew potions & elixirs as well as make dusts and powders. You initially can make items with a single charge.
Style: Brew Master - brew multiple doses at a time (max of 1000 gp/day)
Style: In the Body – potions & elixir resist dispel attempts after drunk (+4 to resist) (+5% cost)
Style: Staggered Brew – your products can (when made only) be made with a delay of 1 round to 5 minutes) (+10% cost)
Style: Multifunction – your products can carry 2 spell effects at one time. Cost is for each effect +15%.

Craft Jewelry Items: you know how to craft jewelry for a specific body location (head, fingers, wrists, neck) with either charges or 1/day use
Style: learn an additional body location
Style: use from 1-5 times a day
Style: use as continuous item
Style: ignore proper body slot cost modifier
Style: ability to add spell slots and add foci function

Craft Arcane Items: you know how to craft wands, staves, rods, and talisman as 1/day or charges.
Style: use from 1-5 times a day
Style: function at the level of the wielder’s caster level (+25% cost)
Style: function at ˝ the users total ECL (+25% cost)
Style: ability to add spell slots and add foci function
Style: use as continuous item
Style: Multifunction –can hold more then one ability
.
.
.
Any thoughts, suggestions, etc?

Other categories: Runic (includes scrolls, books, and runes), clothing, creatures, & devices

Note: I'm at work, so I haven't had a chance to put in any fluff yet...

B:88E:B
Tigger11

03-02-06, 01:54 AM
I've been toying around with changing what feats are used in crafting magic items – feedback & help wanted!

Any thoughts, suggestions, etc?

Other categories: Runic (includes scrolls, books, and runes), clothing, creatures, & devices

Note: I'm at work, so I haven't had a chance to put in any fluff yet...

B:88E:B


The problem with the item creation feats is that there are toooooo many of them. Your idea seems to be to add too them, where most of us believe there should be only 3 or 4 of them. With the number of item creation feats approaching 20, I think making the list bigger isnt going to help the situation. Consolidation on the other hand would is a pretty good idea.
-Tig
Beholderbob

03-02-06, 02:25 PM
I agree - there are too many item creation feats.. and not enough distinction. Craft wonderous item can make most anything, while other crafts are limited in choice. My goal was to make crafting easier to accomplish at lower levels, while limiting the 'big' crafting of items to those who focus on it (a single feat for crafting items does not allow the crafting of 200,000 gp magic items). I also wanted to reward characters who wanted to focus on specific designs (I am a weapon and armor crafter or I make jewelry) - rather then a wiz who makes mg boots, bracers, tokens, crowns, and bags of holding - I wanted to create a niche/flavor to their crafting.

My system allows a PC to make minor items with a single feat - rings, boots, potions, whatever - though they will be bound to a $ limit determined by the total number of magic item craft feats they have. In addition,, each feat grants you a style (chosen from a list for each crafting type) to give each crafter more options.

If you spend additional feats, you gain new types of materials you can craft, as well as additional styles. The extra styles can be used for any magic item crafting feat you have - so a PC with 3 feats to create magic items could use all 3 styles to enhance his magic weapon crafting abilities.

The feat that grants 3 styles increases the value of magic items you can craft as well as giving you a large boost in the options open to the items you can craft.

Oops - I forgot Weapons/Armor!

I would be happy to hear any suggestions as to how/what I should merge to reduce the list of magic item types.

Note: this system does not replace the magic item crafting rules, mearly limit choices by $ and some options - and with some styles, add some new choices.


B:88E:B
Tigger11

03-02-06, 11:07 PM
I’ve been looking at redesigning it since 3rd edition came out, the addition of the Item creation feats in the ELH and other places have just increased the need to revamp the system.

Basically I’ve broken it into 3 feats

Create Single Use Magical Items
(This replaces Scribe Scroll, Brew Potion, and also makes single use Wonderous Items)
(If you use them, the various forms of 1 shot tattoo creation, Infusions and Talismans etc should also be part of this feat).

Wizards get this in the place of Scribe Scroll at first level.

At CL1 they can scribe scrolls
At CL3 they can brew potions
At CL3 they can craft single use magical items (Elixers, Salves, Dusts, Feathertokens,etc)
At CL5 they can craft magical ammunition (Arrows, Bolts, etc)

Create Charged Magical Items (CL 5)
This feat allows the creation of the various charged spell completion items (Wand, Sceptre & Staff) all of which are basically staffs.

At CL5 you can place a single spell of up to 4th level in a device normally called a wand, cost is as per a wand.

At CL9 you place up to two spells of up to 7th level in a device called a scepter, cost for the most powerful spell is as per wand, cost for the second power is half that.

At CL12 there is no limit to the number of spells you can place in a staff, and the only spell level limit is what you yourself can cast. Staffs are unique in that they use either the CL when they were created or the CL of their wielder, whichever is higher.

Due to this change, the Feat Master Staff has its prerequisite reduced to CL5, with this feat as a prerequisite and the Feat Master Wand is no longer needed. The feat only works on an item the character has a CL high enough to create. The various wand feats work with any of the items above, though once again requiring this feat and requiring a CL high enough to create that item type (9 for Scepter, 12 for Staff).

Create Permanent Magical Items (CL 5)

This feat creates Rings, Rods, Arms, Armor and permanent Wonderous Items.

The oddball feats like create portals, create constructs probably should be included here, though I have gone back and forth with that, thinking that perhaps Constructs, Portals, Rune Circles, etc should be the 4th Item Creation Feat. Something like Create Permanent Magical Effect, with those Items plus lots of those things from the Stronghold Builders Guidebook. Basically dividing permanent items into those you can carry, and those which stay put or (as in the case of constructs) walk around on there own.

Don’t allow non Epic characters to make Epic Items (ie enforce the +5, +6 and Level 9 spell rules) kill the 200K limit for non-Epic items.

Efficient Item Creation allow you to get it if you have a Item Creation Feat. Add Epic Efficient Item Creation feat with a 100K limit, for making those big Epic Items in less then 2 years.
-Tig