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Author Topic: The Complete Cost Reduction Handbook by Bastian with PlzBreakMyCampaign's help  (Read 56715 times)
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Handbook_Writer
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« on: February 25, 2010, 08:03:01 PM »

The Complete Cost Reduction Handbook by Bastian with PlzBreakMyCampaign's help

(Okay its not complete yet. But its getting there.)

                  You are this:

You are the Warlock, Artificer, Archivist, or Wizard. This makes you the party crafter. You want to make some weapons and armor, some wondrous items and some grafts - maybe more. We'll show you how to get the best bang for your buck.

I assume we know the Item Creation rules. If not here's a refresher:
Cost to Craft (gp) = Market Price / 2
Cost to Craft (xp) = Market Price / 25
Time to Craft (in days) = Market Price / 1,000

Furthermore, please note that as cost is a real world value, cost reductions are not added together but multiplied by the total, one after another so that two 25 percent reductions lead to a total reduction of 43.75 percent. PHB 304 is where that rule comes from.

Color Coded Rubric:
Its a trap. Don't bother.
The regular 'meh' stuff.
Its pretty good.
It really, really good. Get this.
Congratulations. You just made trying harder obsolete.

Thanks to:
BowenSilverclaw
The_Mad_Linguist
JaronK
HalfSlime and the others who posted in this thread
bearsarebrown
reganok
Widow
awaken DM golem
LargePrime
snakeman830
fauntix
Talore
SKRP
Bear of Smiting (aka bearofsmiting)
Andion Isurand
Felix Underwood



Total Gains
Grab a non-binding Faustian pact to give you 235.794769% of your current wealth (use nine of the +10% option and gain them one at a time).

To be fixed with the proper total later (note that the 235.7...% is the proper number for the faustian pacts).
« Last Edit: September 26, 2011, 02:11:30 AM by Handbook_Writer » Logged

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Handbook_Writer
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« Reply #1 on: February 25, 2010, 08:03:12 PM »

What Matters Most, The Money

General Cost in Gold Pieces
ReducerReduced to
Crafting it yourself instead of buying it. (DMG)50%
Item is restricted to being used by those of a specific skill. (DMG) 90%
Item is restricted to being used by those of a specific class or alignment.  (DMG) 70%
Apprentice (Craftsman) feat  (DMG II)90%
Extraordinary Artisan  feat  (ECS)75%
Binding a Colossal Elemental (Preferably an elemental whale) to it. (ECS+MoE+MotP)80%
Magical Artisan applied to Elemental Binding  (PGF+ECS)75%
The discount Kaorti get (Adds 13% of the gp value to xp cost, so this should be applied last)     35%
Membership in one of several guilds (see below)90%
Favored in Guild in an arcane guild (DMG II pg 227-8)95%
_
Grand total percentage of the gp that must be payed:3.81768188%

--------------------------------------------------------------------------------------------------------

Specific Cost in Gold Pieces
Reducer (Source)CategoryReduced to
Landlord  (SBG)Stronghold 50% above set sum
Making stronghold yourself  (SBG)Stronghold70%
Stronghold is mobile (SBG) Stronghold95%
Nearby feature that makes attacking easier. (SBG)    Stronghold98%
Site under legal dispute/lawless area  (SBG)Stronghold95% / 90%
17-48 miles from a small city (SBG)Stronghold98%
Unbound Scroll, prc (Dra)Scrolls100% minus 5% per level
Gold Dwarf Dweomersmith feat (RoF)Weapons95%
Hammer of the Magesmith (A&EG 109)Weapons95%
Blood Artisan (Dr 318)Creates rolled, Cursed Items     75%
Fey Cherry wood (Drag257 pg56)Items made w/ wood90%
Salamander Orchids (Drag357)Flaming/Flame Burst properties         -500gp
Weapon/Armor templates (DMGII)Specific Weapon/Armor properties90%
Portal Master (PGtF)Portals 50% (can't stack w/ Magical Artisan)

--------------------------------------------------------------------------------------------------------
Miscellaneous Cost Reducers

Non-Continuous Cost Reducers
Reducer (Source)                                           Category           Times Usable            Reduced to            
Artificer's Dump magical location (Dr350)General1/Month90%


Mundane Item Cost Reducers
Reducer (Source)Reduced to    Exploits
Blazing Forge planar touchstone(PlH 161)        50%"your cost for creating masterwork items is halved."
Crafting it yourself instead of buying it. (DMG)33.33...%
Apprentice (Craftsman) feat  (DMG II)90%


Affiliations Cost Reducers
You can only benefit from one affiliation at a time.

Reducer (Source)Reduced to    Minimum Affiliation Required
Darkspire College (PHBII p174)        90%21
The one and the five (PHBII p174)        90%21
« Last Edit: June 29, 2011, 04:00:14 PM by Handbook_Writer » Logged

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XP
« Reply #2 on: February 25, 2010, 08:03:21 PM »

General Cost in XP

Note if you use the Kaorti discount you need to add 13% of the gp value when it was applied to the xp needed to craft and that xp can not be reduced in anyway without reducing the amount of gp you are saving.

ReducerReduced to
Crafting it yourself compared to market price.  (DMG)4%
Favored in Guild + several Wizard's Circles in Sharn (CoT)90%
Legendary Artisan (ECS)75%
Magical Artisan (PGF)75%
Item is restricted to being used by those of a specific skill.  (DMG)90%
Item is restricted to being used by those of a specific class or alignment. (DMG)70%
This Obelisk80%
Demon Mastery and Extract Demonic Essence (10% chance of the item having a curse) (FC1)      50%
Specific rooms in the Tower of Light .90%
Focus Caster wiz/sorc ACF (Drag248 pg88)90%
Study the second chapter of the artifact the Nether Scrolls (LEoF)75%

--------------------------------------------------------------------------------------------------------

Specific Cost in XP
Reducer (Source)CategoryReduced to
Scribe cleric ACF (Drag353 pg89)                  Scrolls        75%
Fey Cherry wood (Drag257 pg56)Items made w/ wood         90%
Salamander Orchids (Drag357)Flaming/Flame Burst properties         -100XP

-------------------------------------------------------------------------------------------------------

Affiliations Cost Reducers
You can only benefit from one affiliation at a time.

Reducer (Source)Reduced to    Minimum Affiliation Required
Witchwarden affiliation (Dr348 pg72)      90%??
The Golden Helm Guild (PHBII p174)      90%30

-------------------------------------------------------------------------------------------------------

Regenerating XP

There are a variety of ways to reduce xp but there is a non-super cheesy way to get a continuously regenerating xp supply. Ambrosia is a substance that can be used to replace 2 xp for crafting purposes per dose.  Distilled Joy is the spell that creates Ambrosia by using a person in continuous pleasure. The major downside to Distilled Joy is it has a casting time of 24 hours. The way to get around that is by using a Spell Clock that casts it once every 24 hours, a magic trap with the spell cast into it as a Spell Like Ability, such as by a Factotum, or using a Limited Wish. One way to keep the person in a state of continuous pleasure is by putting the nipple ring from BoVD that turns pain to pleasure on them then putting them near a symbol of pain. For maximum effect place the subject in overlapping Manifest Zones, one providing the timeless trait and the other providing the fastest flowing time trait you can find (in Eberron's case Dal Quor). These manifest zone are created through the psionic power Anchor Plane. To get a pool of people willing to act as xp batteries you simply need to use the feats Leadership, Extra Followers, and Assemble the Horde.

Limited Wish casting of Distilled Joy or Spell Clock (160k) to make Ambrosia - BoED
Nipple Clamp of Exquisite Pain (8k) - BoVD
Symbol of Pain (Wiz5, 1k) - SRD
Manifest Zone - ECS
Anchor Plane - FoE

Once completed, this makes the above section for lowering XP costs obsolete

Alternatively the "LE medicant scheme" works as well. Please note that my corrections are in italic (except for the added periods).
Step 1) Set up free hospitals.
Step 2) Extract liquid pain from people suffering diseases (they're acceptable targets).  Magic trap or spell turret or spell clock or something.
Step 3) Use some sort of magic trap of cure disease or something.
Step 4) Undercut all the good churches.
Step 5) Drive all other medical services out of business.  You are now necessary to society.


Another method that can be used is the Thought Bottle. It allows you to basically 'save' how much xp you have (minus the 500 xp cost for using the Thought Bottle like this) and then 'reload' to that amount at a later date. If done multiple times that 500 xp can add up so the number of times this is used to 'save' your xp should be minimized. One way to minimize the xp lost is to use two different thought bottles so you only lose 500 xp even after using the first thought bottle many times.

Another one:
Step 1: Get level drained. This sets your XP exactly halfway between your current (pre-drained) level and your last level.
Level Loss
A character who loses a level instantly loses one Hit Die. The character’s base attack bonus, base saving throw bonuses, and special class abilities are now reduced to the new, lower level. Likewise, the character loses any ability score gain, skill ranks, and any feat associated with the level (if applicable). If the exact ability score or skill ranks increased from a level now lost is unknown (or the player has forgotten), lose 1 point from the highest ability score or ranks from the highest-ranked skills. If a familiar or companion creature has abilities tied to a character who has lost a level, the creature’s abilities are adjusted to fit the character’s new level.

The victim’s experience point total is immediately set to the midpoint of the previous level.
Step 2: Burn all of your available XP making stuff.
Step 3: Get a restoration cast on you, removing the negative level and resetting your XP to the minimum for your original level.

Repeat as necessary. This does cost you 100gp per casting, but that's a pittance compared to what you'll be saving by making all of your own gear.

Alternatively to these options, automatically-resetting Magical Traps or Spell Turrets can enable several joy inducing spells, like Good Hope or Elation to be cast repeatedly, thereby enabling the other Ambrosia traps to continuously produce their extract.  Further, people would want to go into these devices, especially if you stack several pleasure-inducing spells into them.

Finally, if an Artificer wishes to have arbitrarily large amounts of magic items for purposes of draining for Craft Reserve, than all they need to do is combine the spells Wall of Iron, Transmute Metal to Wood, Wood Shape, and Ironwood, so they can make unlimited +1 Breastplates to drain for Retain Essence.  He could also simply use this combination, perhaps in a Wondrous Device or some Magic Boon traps to simply equip a city.
« Last Edit: September 26, 2011, 02:20:45 AM by Handbook_Writer » Logged

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« Reply #3 on: February 25, 2010, 08:03:28 PM »

General Cost in Time
ReducerReduced to
Dedicated Wright crafting for you.  (ECS) Other
A manifest zone of a plane with faster flowing time than the Material PlaneVariable
Magical Artisan (PGF)75%
Exceptional Artisan (ECS)75%
Quick Crafting (Maester 1, CAdv, unavailable to Artificers and non-gnomes)    50%
Research Aid spell (drag342 pg55)50%

--------------------------------------------------------------------------------------------------------

Specific Cost in Time
Reducer (Source)CategoryReduction to
Gremma's Cauldron    (EtUM)Potions 50%
Quick Potion spell  (SpC)Potions 0% but potion lasts hour/level
Quill of Scribing crafting for you. (CM)     Scroll Other
Construct LabConstruct    90%
Arcane DistilleryPotions90%
The Autoscribe crafting it for you. ScrollsOther (multiplies xp cost by 2 or 4)

--------------------------------------------------------------------------------------------------------

A dedicated wright and a quill of scribing makes the time for creating items mostly useless - unless you need them to work faster. Just take an hour to set up the wright and a standard action for the quill and they will craft for you. A dedicated wright is available to do your crafting by 3rd level, using WBL [2.1k, 160xp, craft (pottery) DC14]. Other information is that the wright knows what you know and is telepathically linked within 1500'.
« Last Edit: February 27, 2011, 07:11:31 AM by Handbook_Writer » Logged

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« Reply #4 on: February 25, 2010, 08:03:40 PM »

Crafting Feats:

Feat Name                                     Source         Prerequisite
Advanced BindingDrag 327Craft Construct, CL 10th
Attune magic weaponECS 50Craft Magic Arms and Armor, caster level 5th
Bind ElementalECS 51Craft Wondrous Item, caster level 9th
Craft Aboleth GlyphLoM 22Aboleth, caster level 5th
Craft Alchemical ItemUA 99Craft (alchemy) 4 ranks
Craft Cognizance CrystalXPH 44Manifester level 3rd
Craft ConstructMM4 202Craft Magic Arms and Armor, Craft Wondrous item
Craft Contingent SpellCAr 77Caster level 11th
Craft Crystal WeaponOA 61Caster level 7+, Craft Magic Arms and Armor, Craft (weaponsmithing) 4
Craft DorjeXPH 44Manifester level 5th
Craft DrilbuWebManifester level 5th
Craft Magic Arms and ArmorPH 92Caster level 5th
Craft PsicrownXPH 44Manifester level 12th
Craft Psionic Arms and ArmorXPH 44Manifester level 5th
Craft Psionic ConstructXPH 45Craft Psionic Arms and Armor, Craft Universal Item
Craft Psionic SealLoM 69Int 15, psionic ability (spell-like abilities described as psionics, psi-like abilities, or psionic powers), caster level or manifester level 7th.
Craft RodPH 92Spellcaster level 9th+
Craft Rune CircleRS 137Caster level 5th
Craft ScepterLE 8Knowledge (history) 4 ranks, caster level 9th
Craft Skull TalismanFr 47Caster level 6th
Craft StaffPH 92Spellcaster level 12th+
Craft TalismanOA 6Intelligence 13+, appropriate Craft skill, spellcaster level 1+
Craft Universal ItemXPH 45Manifester level 3rd
Craft WandPH 92Spellcaster level 5th+
Craft Wondrous ItemPH 92Spellcaster level 3rd+
Create Moving PortalWebCreate Portal
Create PortalFRCS 34Craft Wondrous item
Deathless GrafterMoE 46specific region elf, caster level 5, knowledge (religion)2
Eldeen PlantgrafterMoE 47caster level 5, knowledge (nature) 4
Graft FleshFF 207 + LoM 216       Must be the specified race except for undead, Slithar, and beholder grafts.
Graft Illithid FleshUnd 25illithid (racially emulatable), heal 10
Graft Yuan-Ti FleshSK 146Yuan-Ti (racially emulatable), heal 10
Grell alchemyLOM 114Int 13, Knowledge (dungeoneering) 3 ranks, caster level 1st
Improved Flight Item*Sh 157Craft Wondrous Item, Knowledge (the planes) 6 ranks
Sanctify RelicMIC 222Any other item creation feat.
Tattoo MagicLD 189-190Craft (calligraphy) or Craft (painting) skill, spellcaster level 3rd+
WyrmgrafterRotD 101heal 10, knowledge (arcana)

*That one is strange because it gives a bonus feat to constructs crafted that can fly, or gives them a fly speed.

------------------------------------------------------------------------------------------

Moved to post near end of thread to be turned into graft handbook at PlzBreakMyCampaign's leisure

------------------------------------------------------------------------------------------

Silver Marshes (Page 62) has a wizard college you can get into for 1,000gp.  You may craft items without crafting feats if you pay the school 10% of the items market price.  Paying 60% instead of 50% when crafting, is a fair trade off if you have no feats to spare. Its cheaper to do this many times with Extraordinary Artisan than to take only Craft Wonderous Item.

Midguard dwarves (Frostburn 124) are outsiders with Craft ring, wonderous item, and arms and armor as bonus EX feats.  They also have the EX ability that they count as having all the pre-req's to craft any of these items, meaning you don't have to waste the spells. This allows you to craft without outside spell help while not a caster or warlock.

If you need to rapidly change item creation feats, there is an online vestige for this. This is suboptimal to every class except binders.

------------------------------------------------------------------------------------------

Effective Crafter Level Requirements
BonusEffect
Flame of the Forge Sovereign Archetype (DoE)+2 Caster level for crafting
Artificer 1 (ECS)+2 Caster level for crafting
Words of Creation feat using Exalted Power words (BoED)+1 caster level to a good aligned item
Dark Speech feat (FC1)+1 caster level to a evil aligned item
Inspired Master (Drag 339)+1 caster level to any item you are currently using.
Enhance Item non-epic feat (ELH)Allows the use of your ability score instead of the minimum for save DCs

--------------------------------------------------------------------------------------------------------

Please note that an artificer cannot use caster level boosting items "for (the) purposes of meeting item prerequisites" since for that purpose an artificer doesn't have a caster level, they only have an "effective caster level." They can, however, use caster level boosting items to enhance their ability to use infusions.
« Last Edit: August 08, 2010, 05:18:51 PM by Handbook_Writer » Logged

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« Reply #5 on: February 25, 2010, 08:03:49 PM »

These are the things that need to be further integrated into the Handbook:
And retraining.  A 100 (50 X 2, there and back) GP retrain can save you thousands.  It's a day trip for your dedicated wright will finish it for you.
There's a section in Book of Vile Darkness (pages 26-28) for ritual sacrifice which allows you to make a Knowledge (Religion) check once per day to gain a reward, two of which (among other things) are Dark Craft experience points and Dark Craft gold, which you can use for item creation costs. Dependant on your Knowledge (Religion) check.

I'm currently making an evil wizard to abuse this prospect. Evil Laugh The peasants fuel my magical items!
Note FC1 has a creature, which can be summoned with Greater Planar Binding, that explicitly gives out 3 free Fiendish Grafts per day instantly... and is evidently quite happy to do so.  Might be worth mentioning.  Suddenly otherwise useless (due to cost) grafts like the Charming Eye and Fearsome Eye become very worthwhile indeed.

JaronK
Note the above post is referring to Sibriexes.
The most broken, at least for non psionics, is clearly Morphing.  That enchantment lets you switch the Shuriken into any other similar weapon (here meaning a light weapon of the appropriate size).  Basically, it turns into a +1 enchantment that reduces all enchanting and materials cost for a weapon to 1/50th normal.  A pair of Feycraft Life Drinker Lifestealing Keen Aptitude +5 Morphing Abyssal Bloodiron Kukris for around 8kgp?  Sure, go nuts.  And people thought TWF had problems with weapon cost.  Or just make a bunch of +5 Morphing Keen Returning Shuriken of Distance, turn them into daggers, and don't worry about wealth at all as a Master Thrower.

JaronK

[Divine Rank] 1+ ... available via pun-pun-esque trickery,
get to make half price items within their "portfolio",
and can do other things while crafting.
Perhaps not really guide material.


Epic has:

Efficient Item Creation [Epic]
Prerequisites ... Item creation feat to be selected, Knowledge (arcana) 24 ranks, Spellcraft 24 ranks.
Benefit ... Select an item creation feat. Creating a magic item using that feat requires one day per 10,000 gp of the item’s market price, with a minimum of one day.
Normal ... Without this feat, creating a magic item requires one day for each 1,000 gp of the item’s market price.
Special ... You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different item creation feat.

Referring to the Rod of Excellent Magic.
Quote from: The_Mad_Linguist
Quote
If casting the spell would reduce the caster’s XP total, she pays the cost upon beginning the scroll in addition to the XP cost for making the scroll itself.

Since you have the rod, casting the spell would not reduce your XP total.
« Last Edit: June 29, 2011, 04:02:17 PM by Handbook_Writer » Logged

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« Reply #6 on: February 25, 2010, 08:03:58 PM »

Moved to post near end of thread to be turned into graft handbook at PlzBreakMyCampaign's leisure
« Last Edit: May 27, 2010, 07:47:47 PM by Handbook_Writer » Logged

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« Reply #7 on: February 25, 2010, 08:05:08 PM »

Moved to post near end of thread to be turned into graft handbook at PlzBreakMyCampaign's leisure
« Last Edit: May 27, 2010, 07:48:56 PM by Handbook_Writer » Logged

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« Reply #8 on: February 25, 2010, 08:05:50 PM »

Moved to post near end of thread to be turned into graft handbook at PlzBreakMyCampaign's leisure
« Last Edit: May 27, 2010, 07:49:45 PM by Handbook_Writer » Logged

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« Reply #9 on: February 25, 2010, 08:06:26 PM »

Reserved just in case.
« Last Edit: February 25, 2010, 10:11:40 PM by Handbook_Writer » Logged

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« Reply #10 on: February 25, 2010, 10:58:41 PM »

Alright. I'm not done, though I'm taking a break for a bit. Wow I'm responsible for a big portion of the handbook writer's posts.

A lot of Bastian's stuff needed some heavy redoing. I am not gonna double check the Kaorti stuff though.

I could use some smaller cast time shenanigans, as well as more graft info. Anyone is welcome to contribute a book, just keep it about as detailed. I also might have missed a feat or two for grafting.

I'm noticing that firefox and IE display the column widths differently (irrespective of window size). Ug.
« Last Edit: February 25, 2010, 11:46:07 PM by PlzBreakMyCampaign » Logged

Quote
An interesting read, nice to see a civil discussion
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And healed. Don't forget that.
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« Reply #11 on: February 25, 2010, 11:13:39 PM »

Lords of Madness Grafts

Silithar Grafts
Silithar Bones/Muscles/Tendons give a +2 unnamed bonus to Con/Str/Dex respectively for 110,000gp
Flexible Spine gives a +4 racial bonus on Balance, Escape Artist, Tumble and Initiative for 91,000gp
Chitin Plating gives +1...+5 natural armor bonus for varying price (4,000-100,000)
Extended Legs increase base land speed by 5 ft and increase height by 5% (though don't change size category) 91,000gp
Healing Blood gives Fast Healing 2 for 182,000gp
Rudimentary Eyespots give +4 racial bonus on Spot Checks and can no longer be flanked for 60,000gp
Silithar Heart grants 1/day healing of 4d8+20 when between 1hp and -9hp inclusive.  Activates automatically.  91,000gp


Aboleth Grafts all wither away in 1d4+1 days unless applied to a creature transformed by an Aboleth's mucus.  This greatly restricts their use for PC's.
Amphibious Skin can only be applied to creatures with the Aquatic subtype.  It gives the ability to breathe air as well as water for 30,000gp
Ink Sac creates an Ink Cloud 1/minute as a free action, but only useful underwater.  9,000gp
Mucus Projector allows a touch attack with a 30ft range every 1d4 rounds.  A successful hit forces a Fort save (DC=10+1/2Hd+Con modifier) or the target is affected as though by Aboleth mucus.  36,000gp
The Water Jet allows a creature to double their swim speed for 1 round at a time 1/minute.  2,500gp



Illithid Grafts bestow a cumulative -4 penalty on saves against mind affecting spells, powers, and abilities.
Burrowing Claws give a burrow speed of 20ft through anything with a hardness of 8 or less and cause unarmed strikes to deal lethal damage.  They do, however, give a -4 penalty on Disable Device, Open Lock, and Sleight of Hand checks.  30,000gp
Darksight Eyes give Darkvision 60ft.  24,000gp
Mind Blast Relay makes you immune to Mind Blasts.  Illithids can automatically sense Mind Blast Relays with their telepathy.  If you're within 20ft of them, they can have the Mind Blast originate from you at the cost of a save DC that is 2 lower.  If there is another Mind Blast Relay within 20ft of you, they can treat that one as the point of origin for the Mind Blast, although each successive relayreduces the save DC by 2.  50,000gp
« Last Edit: February 26, 2010, 08:21:08 PM by snakeman830 » Logged

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« Reply #12 on: February 26, 2010, 07:04:29 AM »

Grell Alchemy and Imbue Magic Weapon are worth a note if you have spare Bonus Item Creation feats. They don't craft much of anything, but they're useful to have. My party Archivist picked Grell Alchemy as his 10th level Bonus Feat, and it's proving useful.

Also, not sure if it's mentioned here or not, but Heward's Hall (Magical Location) can grant a Bonus Item Creation Feat.
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« Reply #13 on: February 27, 2010, 03:38:29 PM »

Did someone say "grafts" ?

LoP's dirty trick #4 uses grafts.
http://community.wizards.com/go/thread/view/75882/19861906/LoPs_Dirty_Tricks_4:_The_Nasty_Gentlemen
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« Reply #14 on: February 27, 2010, 05:45:06 PM »

If you need to rapidly change item creation feats, there is an online vestige for this. This is suboptimal to every class except binders.

This is the one line I'd object to.  Binder 1/Anima Mage 10 can be added into any arcane or divine casting build with just Improved Binding.  It loses one casting level, but gains so much that it's very optimal for a wide variety of builds... and it provides that item creation feat vestige.  It also provides 3 free metamagics per day and a host of other extremely useful abilities.

Also, have you considered the interactions of free metamagic abilities with item creation?  Theoretically, you could put a persistant third level spell in a third level wand if the persistant was added free, I think.

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« Reply #15 on: February 27, 2010, 09:15:50 PM »

theoretically, a persistent third level spell is still third level.
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« Reply #16 on: February 27, 2010, 10:00:48 PM »

theoretically, a persistent third level spell is still third level.

Precisely.  But you need to cast it every day to make an item with it.

The ability of an Anima Mage to make a wand of Persistant Wraithstrike or a wand of Persistant Swift Haste is rather incredible.

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« Reply #17 on: February 28, 2010, 06:03:26 PM »

This thing looks great in my IE, but crappy in my firefox. *sigh*

I'll just trust snakeman on the LoM grafts. I added them in. Did you get them all?

If you need to rapidly change item creation feats, there is an online vestige for this. This is suboptimal to every class except binders.
This is the one line I'd object to.  Binder 1/Anima Mage 10 can be
Ahem, you are now a binder Wink

The ability of an Anima Mage to make a wand of Persistant Wraithstrike or a wand of Persistant Swift Haste is rather incredible.
Yes it is, but clerics can do it without a 4 level dip...

Grell Alchemy and Imbue Magic Weapon are worth a note if you have spare Bonus Item Creation feats. They don't craft much of anything, but they're useful to have. My party Archivist picked Grell Alchemy as his 10th level Bonus Feat, and it's proving useful.

Also, not sure if it's mentioned here or not, but Heward's Hall (Magical Location) can grant a Bonus Item Creation Feat.
Nope. Its skill focus. With a small boost to crafting. The Grell alchemy only allows 2 versions of 1 item with another 2 items right? Added for completeness, like the meh attune magic weapon.

Oh ty I knew I'd have to dig that up. I thought #4 was the nanobot one though. Oops

And actually it uses symbiots not grafts. It abuses share spell (go figure). But its like having familiars inside you. Still since symbiots can't be crafted (PAO doesn't count), we can't use our lovely WBL shenanigans when acquiring them.

Also I have never seen any cost associated with them besides fluff saying to the DM (Give these as a reward!). Also I'm not sure the impure prince is allowed RAW to call more than 1 of these things (its silent on the matter). Therefore I'm sure if you can even make sure you get any!
« Last Edit: February 28, 2010, 06:44:09 PM by PlzBreakMyCampaign » Logged

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« Reply #18 on: February 28, 2010, 06:07:35 PM »

How about Nybor's psychic imprint
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« Reply #19 on: February 28, 2010, 06:49:07 PM »

Read Heward's Hall Adaptation. It says it might even grant an Item Creation Feat.
And Grell Alchemy is useful for the "Resist Dispel +2" and "Pierce SR +2", so if you happen to have all the crafting feats you want, and want one that's useful in combat, this is it. We're playing in a Free Form XP Campaign, so Crafting isn't an option, thus this is even more useful compared to the other crafting feats.
« Last Edit: March 01, 2010, 01:08:20 AM by CantripN » Logged

Read, every day, something no one else is reading. Think, every day, something no one else is thinking. Do, every day, something no one else would be silly enough to do. It is bad for the mind to be always part of unanimity.
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