Professional Documents
Culture Documents
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Table of Contents
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INTRO
LEGAL
CREDITS
HISTORY
CURRENT BUGS
RECIPES
X0000 Universal Ingredients
X0001 Alchemical Creations
X0002 Amulets
X0003 Armor
Basic
Elemental
Other
X0004 Belts
X0005 Boots
X0006 Cloaks
X0007 Gloves
X0008 Head
X0009 Items
X0010 Poisons
X0011 Quest Items
X0012 Rings
X0013 Robes
X0014 Traps
X0015 Weapons
Basic
Elemental
Other
APPENDIX
X1. Armor/Weapon Special Material Properties
X2. Basic Crafting Ranks Required
X3. Crafting Gem List
X4. Crafting Spell List
X5. Trap Properties
X6. Misc Crafting Information
X7. Ultimate Crafter Builds
Warlock
Mystic Theurge (Wizard Dominant)
Mystic Theurge (Cleric Dominant)
Wizard
Cleric
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CURRENT BUGS
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-Scrolls are cast at Level 10, regardless of what the scroll's description
may say.
-The Workbench doesn't recognize the Haste spell when it's cast on it. It
works fine on the Enchanter's Satchel from MotB though.
-The 'Flaming Burst' recipe adds 1d10 Physical Damage to criticals, instead
of 1d10 Fire Damage.
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RECIPES
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/////Alchemical Creations\\\\\ X0001
Choking Powder (Improved): Creates a Stinking Cloud effect that lasts 5 rounds
Requires: Craft Alchemy 8
Ingredients: 2 Garlic + 2 Belladonna
Choking Powder (Greater): Creates a Stinking Cloud effect that lasts 5 rounds
Requires: Craft Alchemy 12
Ingredients: 3 Garlic + 3 Belladonna
Choking Powder (Perfected): Creates a Stinking Cloud effect that lasts 5 rounds
Requires: Craft Alchemy 16
Ingredients: 4 Garlic + 4 Belladonna
Holy Water (Improved): Thrown Weapon inflicts 2d6 Holy Damage to Undead
Requires: Craft Alchemy 8
Ingredients: 2 Amethyst + 2 Powdered Silver
Holy Water (Greater): Thrown Weapon inflicts 2d8 Holy Damage to Undead
Requires: Craft Alchemy 12
Ingredients: 3 Amethyst + 3 Powdered Silver
Holy Water (Perfected): Thrown Weapon inflicts 2d10 Holy Damage to Undead
Requires: Craft Alchemy 16
Ingredients: 4 Amethyst + 4 Powdered Silver
Tanglefoot Bag (Improved): Creates Entangle effect that lasts for 3 rounds
Requires: Craft Alchemy 8
Ingredients: 2 Quicksilver + 2 Belladonna
Tanglefoot Bag (Greater): Creates Entangle effect that lasts for 5 rounds
Requires: Craft Alchemy 12
Ingredients: 3 Quicksilver + 3 Belladonna
Tanglefoot Bag (Perfected): Creates Entangle effect that lasts for 6 rounds
Requires: Craft Alchemy 16
Ingredients: 4 Quicksilver + 4 Belladonna
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/////Amulets\\\\\ X0002
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/////Armor\\\\\ X0003
**Basic**
**Elemental**
**Other**
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/////Belts\\\\\ X0004
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/////Boots\\\\\ X0005
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/////Cloaks\\\\\ X0006
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/////Gloves\\\\\ X0007
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/////Head\\\\\ X0008
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/////Items\\\\\ X0009
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/////Poisons\\\\\ X0010
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/////Quest Items\\\\\ X0011
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/////Rings\\\\\ X0012
Ring of Divine Power 1: Store one extra 1st-Level Divine spell per day
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Faint Fire Essence + Obsidian
Spell: Owl's Wisdom
Ring of Divine Power 2: Store one extra 2nd-Level Divine spell per day
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Weak Fire Essence + Obsidian
Spell: Owl's Wisdom
Ring of Divine Power 3: Store one extra 3rd-Level Divine spell per day
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Faint Power Essence + Weak Fire Essence + Canary Diamond
Spell: Owl's Wisdom
Ring of Divine Power 4: Store one extra 4th-Level Divine spell per day
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Weak Power Essence + Glowing Fire Essence + Star Sapphire
Spell: Owl's Wisdom
Ring of Divine Power 5: Store one extra 5th-Level Divine spell per day
Requires: Caster Level 12, Craft Wondrous Item feat
Ingredients: Glowing Power Essence + Radiant Fire Essence + Blue Diamond
Spell: Owl's Wisdom
Ring of Wizardry 1: Store one extra 1st-Level Arcane spell per day
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Faint Air Essence + Obsidian
Spell: Fox's Cunning
Ring of Wizardry 2: Store one extra 2nd-Level Arcane spell per day
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Weak Air Essence + Obsidian
Spell: Fox's Cunning
Ring of Wizardry 3: Store one extra 3rd-Level Arcane spell per day
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Faint Power Essence + Weak Air Essence + Canary Diamond
Spell: Fox's Cunning
Ring of Wizardry 4: Store one extra 4th-Level Arcane spell per day
Requires: Caster Level 8, Craft Wondrous Item feat
Ingredients: Weak Power Essence + Glowing Air Essence + Star Sapphire
Spell: Fox's Cunning
Ring of Wizardry 5: Store one extra 5th-Level Arcane spell per day
Requires: Caster Level 12, Craft Wondrous Item feat
Ingredients: Glowing Power Essence + Radiant Air Essence + Blue Diamond
Spell: Fox's Cunning
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/////Robes\\\\\ X0013
Robe of the Archmagi: Armor Bonus +5, Spell Penetration feat, Bonus Level 5, 6,
& 7 Wizard/Sorcerer Spells, Spell Resistance 20, +3
Universal Saves, Only Usable by Wizard or Sorcerer
Requires: Caster Level 14, Craft Wondrous Item feat
Ingredients: Glowing Power Essence + Radiant Air Essence + Radiant Earth
Essence + Radiant Fire Essence + Radiant Water Essence + King's
Tear + Iron Ingot + Leather Hide
Spell: Mage Armor
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/////Weapons\\\\\ X0015
**Basic**
**Elemental**
**Other**
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Appendix
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X1. Armor/Weapon Special Material Properties
Weapon Categories
Metal
Axes
Bladed
Blunt
Halberd
Scythe
Wooden
Bow
Club
Crossbow
Quarterstaff
Spear
Hides
Red Dragon Hide
Breastplate, Half Plate, Scalemail
+3 Armor Modifier
Fire Resistance: 20/-
Weight Reduction: 20%
Salamander Hide
Hide, Leather, Studded Leather
+1 Armor Modifier
Fire Resistance: 10/-
Weight Reduction: 40%
Wyvern Hide
Breastplate, Full Plate, Half Plate, Scalemail
+2 Armor Modifier
+4 Poison Save Bonus
Weight Reduction: 20%
Metal Ingots
Adamantine
Armor
Chainshirt, L.Shield
Damage Reduction: 1/-
Breastplate, Chainmail, Scalemail, H.Shield
Damage Reduction: 2/-
Heavy Armor, T.Shield
Damage Reduction: 3/-
Weapons
Metal
Bypasses Iron Golem/Stoneskin Damage Resistances
+2 Magic Damage
Alchemical Silver
Metal Weapons
Bypasses Devil and Lycanthrope Damage Resistances
Cold Iron
Metal Weapons
Bypasses Demon, Fae, and Warlock Damage Resistances
Darksteel
Armor
All Armor
Acid Resistance: 5/-
Weapons
Metal
+1 Electrical Damage
Mithril
Armor
Chainshirt
Armor Check Penalty: Reduced by 2
Max Dex Bonus: +2
Spell Failure: -10%
Weight Reduction: 50%
Breastplate, Chainmail, Scalemail
Armor Check Penalty: Reduced by 3
Armor Class: Light
Max Dex Bonus: +2
Spell Failure: -10%
Weight Reduction: 50%
Banded Mail, Full Plate
Armor Check Penalty: Reduced by 3
Armor Class: Medium
Max Dex Bonus: +2
Spell Failure: -10%
Weight Reduction: 50%
Half Plate
Armor Check Penalty: Reduced by 3
Armor Class: Medium
Max Dex Bonus: +1
Spell Failure: -10%
Weight Reduction: 50%
L.Shield
Spell Failure: -05%
Weight Reduction: 40%
H.Shield
Spell Failure: -15%
Weight Reduction: 40%
T.Shield
Spell Failure: -20%
Weight Reduction: 40%
Weapons
Metal
Weight Reduction: 40%
Wooden Planks
Duskwood
Armor
Shields
Weight Reduction: 60%
Weapons
Bow
Mighty +6
Weight Reduction: 40%
Crossbow
Attack Bonus +3
Weight Reduction: 40%
Club, Spear
Weight Reduction: 40%
Staff
+1 Magic Damage
Shederran
Bow
Mighty +4
Crossbow
Attack Bonus +2
Zalantar
Armor
L.Shield
+2 Armor Modifier
Spell Failure: -05%
H.Shield
Spell Failure: -05%
T.Shield
+2 Armor Modifier
Spell Failure: -10%
Weapons
Bow
Mighty +2
Crossbow
Attack Bonus +1
Club, Spear
+1 Magic Damage
Staff
+1 Electrical Damage
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X2. Basic Crafting Ranks Required
Craft Armor
Light Shield: 1
Padded Armor: 1
Heavy Shield: 2
Leather Armor: 2
Hide Armor: 3
Studded Leather Armor: 3
Chain Shirt: 4
Tower Shield: 4
Breastplate: 5
Chain Mail: 5
Banded Mail: 6
Half-Plate Armor: 7
Full-Plate Armor: 8
Iron: +0
Leather Hide: +0
Duskwood: +5
Darksteel: +10
Mithril: +10
Zalantar: +10
Salamander Hide: +12
Adamantine: +15
Umber Hulk Hide: +17
Wyvern Hide: +20
Red Dragon Hide: +23
Craft Weapon
Bow: 2
Simple: 2
Crossbow: 5
Martial: 5
Exotic: 8
Iron: +0
Wood: +0
Alchemical Silver: +5
Cold Iron: +5
Duskwood: +5
Shederran: +5
Darksteel: +10
Mithril: +10
Zalantar: +10
Adamantine: +15
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X3. Crafting Gem List
Amethyst
Beljuril
Blue Diamond
Canary Diamond
Diamond
Emerald
Fire Opal
Jacinth
King's Tear
Obsidian
Rogue Stone
Ruby
Sapphire
Star Sapphire
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X4. Crafting Spell List
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X6. Misc Crafting Information
-Caster Levels don't stack, a Cleric 11/Wizard 9 only has a Caster Level of 11.
-Weapons and Armor can be enchanted with multiple effects.
For Example: You can use an 'Adamantine Longsword +5' in the +5 Vampiric
recipe and will end up with an 'Vampiric Adamantine Longsword +5'.
-All Weapons and Armor have a maximum of 3 Magical Properties, including Base
Bonus, for normal characters and a limit of 4 for Epic characters. This
includes ranged weapons such as Arrows/Darts/Bolts/etc, as well as Shields
and Clothes. Be careful when enchanting items crafted from special materials
as some of them have inherent abilities that will take up an Enchantment slot.
Examples: Adamantine's +2 Magic Damage or Mithril Weapons' Weight Reduction.
-Filling all the enchantment slots will prevent you from upgrading any earlier
existing enchantments, so you should upgrade the existing enchantments before
adding new ones.
-Sadly, the Practiced Spellcaster feat does not count toward your crafting
Caster Level.
-If you use the Mortar/Pestle on the Fairy Dust item, you will recieve an
essence completely at random. This can be any type of essence at any power
level.
-"PROTIP: Remember, you can use text formatting tags when naming your items. I
did this all the time in the OC and made a garish list of weapons.
You can look up the color constants in Colors.2da (I think) or you can enter
colors as hexadecimal values. http://www.december.com/html/spec/color.html"
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x7. Ultimate Crafter Character Builds
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INTRO
--------------------
The Spellcraft skill is listed because someone contacted me saying how they
weren't able to scribe spells from scrolls into their spellbooks without ranks
in Spellcraft. I, personally, haven't encountered this, but it is included as
insurance. Clearly, if you're playing as a Cleric or Warlock, this is
irrelevant.
Choice of Race is rather limited; either Drow or Sun Elf. Drow is the optimal
choice, but if you either don't have access (a Persistent World character) or
don't want to deal with the XP penalty, Sun Elf will suffice. As for the Class;
either M.Theurge 10/Cleric 8/Wizard 2, M.Theurge 10/Cleric 2/Wizard 8, Warlock,
Wizard, or Cleric.
But wait, Mystic Theurge isn't in the game! Not by default, no, but it's been
added in nearly its full glory by Reeron and Trekari's Spell Fixes Mod. There
are two versions; the basic one and the one that's been combined with Kaedrin's
PRC Pack Mod. Personally, I consider the Combined Version to be an essential
gameplay Mod.
Basic: http://nwvault.ign.com/View.php?view=NWN2Scripts.Detail&id=99
Combined: http://nwvault.ign.com/View.php?view=NWN2HakpaksCombined.Detail&id=14
If you're making a character for the Single-Player Campaign, you can take
advantage of Grobnar's 'Inspire Competence' to craft Weapons/Armor/Traps long
before you normally could. This Inspiration, however, does NOT stack with the
Heroism spells.
--------------------
WARLOCK
--------------------
Appraise: 10
Craft Alchemy: 7
Craft Armor: 21
Craft Trap: 8
Craft Weapon: 14
Skill A of Choice: 21
Skill B of Choice: 21
Skill C of Choice: 20
Feat selection: Silver Palm, Craft Wondrous Items, Craft Magic Arms and Armor, Skill Focus (Craft Trap), and Skill Focus
(Appraise).
Overview:
Race: Drow
Class: Warlock
Alignment: Any
Deity: Any
STR: 8
DEX: 16
CON: 10
INT: 18
WIS: 10
CHA: 18
Background: Any except Wild Child
Appraise: 2
Craft Alchemy: 4
Craft Armor: 4
Craft Trap: 2
Craft Weapon: 4
*Skill of Choice*: 4
Silver Palm
02: +1 Craft Alchemy/Armor/Weapon, +1 Skill of Choice A (Save 2)
02: -
03: +1 Craft Alchemy/Armor/Trap/Weapon, +1 Appraise, +1 SoCA
03: Craft Wondrous Items
04: +1 Craft Alchemy/Armor/Weapon, +1 SoCA (Save 2)
04: +1 INT
05: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 SoCA, +1 Skill of Choice B
05: -
06: +1 Craft Armor/Weapon, +1 SoCA, +2 SoCB (Save 1)
06: Craft Magic Arms and Armor
07: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 SoCA
07: -
08: +1 Craft Armor/Weapon, +1 SoCA, +4 SoCB
08: +1 INT
09: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 SoCA
09: Skill Focus (Craft Trap)
10: +1 Craft Armor/Weapon, +1 SoCA, +4 SoCB
10: -
11: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 SoCA
11: -
12: +1 Craft Armor, +1 SoCA, +4 SoCB, +1 Skill of Choice C
12: +1 INT, Skill Focus (Appraise)
13: +1 Craft Armor/Trap, +1 Appraise, +1 SoCA/SoCB
13: -
14: +1 Craft Armor, +1 SoCA/SoCB, +4 SoCC
14: -
15: +1 Craft Armor, +1 Appraise, +1 SoCA/SoCB, +2 SoCC
15: *Feat of Choice*
16: +1 Craft Armor, +1 SoCA/SoCB, +5 SoCC
16: +1 INT
17: +1 Craft Armor, +1 Appraise, +1 SoCA/SoCB, +3 SoCC
17: -
18: +1 Craft Armor, +1 SoCA/SoCB, +5 SoCC
18: *Feat of Choice*
Following the above, at 18th level while wearing the Headband of Intellect +6, your effective rank scores will be:
If you have access to the Materials for a Headband of Intellect +8, the second two Ability Score Bonuses (Levels 12 & 16) could be
placed somewhere other than Intelligence. I suggest Charisma.
Be aware that Drow get -1 to all skills in daylight, so if your crafting bench happens to be located in perpetual sunlight, you'll need to
do a bit of skill rearranging.
--------------------
MYSTIC THEURGE (W)
--------------------
Using any Wizard Sub-Class, except Illusion, will cause you to miss out on spells needed for various recipes, but Illusion prevents
you from casting the spells 'Heroism' and 'Greater Heroism'. So being a Generalist is the best path.
The starting INT of 18 covers these easily. You only need 2 points in Craft Alchemy, at 5th Level you'll stop raising Lore, at 8th
you'll stop raising Craft Weapon, at 13th you'll stop raising Craft Trap, and at 15th you'll stop raising Craft Armor.
Appraise: 11
Craft Alchemy: 2
Craft Armor: 17
Craft Trap: 7
Craft Weapon: 10
Lore: 23
Spellcraft: 23
Concentration: 23
Off-Class Skill of Choice: 11
Feat selection: Silver Palm, Craft Wondrous Items, Craft Magic Arms and Armor, and Skill Focus (Appraise).
Overview:
Race: Drow
Class: Wizard (Generalist)
Alignment: Any
Deity: Any
Familiar: Any
STR: 8
DEX: 16
CON: 10
INT: 18
WIS: 10
CHA: 18
Background: Wizard's Apprentice
Appraise: 2
Craft Alchemy: 2
Craft Armor: 4
Craft Trap: 2
Craft Weapon: 4
Lore: 2
Spellcraft: 4
Silver Palm
WZ02: +1 Craft Armor/Weapon, +1 Spellcraft, +2 Lore (Save 1)
WZ02: -
WZ03: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft
WZ03: Craft Wondrous Items feat
CL01: +1 Craft Armor/Weapon, +1 Spellcraft, +2 Lore (Save 1)
CL01: +1 INT
CL02: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft
CL02: -
MT01: +1 Craft Armor/Weapon, +1 Spellcraft, +2 Concentration (Save 1)
MT01: Craft Magic Arms and Armor feat
MT02: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft
MT02: -
MT03: +1 Craft Armor, +1 Spellcraft, +5 Concentration
MT03: +1 INT
MT04: +1 Craft Armor/Trap, +1 Appraise, +1 Spellcraft, +1 Concentration
MT04: Skill Focus (Appraise) feat
MT05: +1 Craft Armor, +1 Spellcraft, +5 Concentration
MT05: -
MT06: +1 Craft Armor/Trap, +1 Appraise, +1 Spellcraft, +1 Concentration
MT06: -
MT07: +1 Craft Armor, +1 Spellcraft, +1 Concentration, +4 Lore
MT07: +1 INT, *Feat of Choice*
MT08: +1 Craft Armor, +1 Appraise, +1 Spellcraft, +1 Concentration, +2 Lore
MT08: -
MT09: +1 Craft Armor, +1 Spellcraft, +1 Concentration, +4 Lore
MT09: -
MT10: +1 Appraise, +1 Spellcraft, +1 Concentration, +2 Lore
MT10: *Feat of Choice*
WZ04: +1 Spellcraft, +1 Concentration, +1 Lore, +3 Off-Class Skill of Choice
WZ04: +1 INT
WZ05: +1 Appraise, +1 Spellcraft, +1 Concentration, +1 Lore, +1 OCSoC
WZ05: *Bonus Feat of Choice*
WZ06: +1 Spellcraft, +1 Concentration, +1 Lore, +3 OCSoC
WZ06: *Feat of Choice*
WZ07: +1 Appraise, +1 Spellcraft, +1 Concentration, +1 Lore, +1 OCSoC
WZ07: -
WZ08: +1 Spellcraft, +1 Concentration, +1 Lore, +3 OCSoC
WZ08: +1 WIS
Following the above, at 20th level while wearing the Headband of Intellect +6, your effective rank scores will be:
If you have access to the Materials for a Headband of Intellect +8, the second two Ability Score Bonuses (Levels 12 & 16) could be
placed somewhere other than Intelligence. Wisdom would be good.
For one of your Feats of Choice, I'd suggest the 'Extra Spell Slot: 2' Feat, since there are A LOT of Level 2 Spells used in recipes.
Be aware that Drow get -1 to all skills in daylight, so if your crafting bench happens to be located in perpetual sunlight, you'll need to
do a bit of skill rearranging.
--------------------
MYSTIC THEURGE (C)
--------------------
Using any Wizard Sub-Class, except Illusion, will cause you to miss out on spells needed for various recipes, but Illusion prevents
you from casting the spells 'Heroism' and 'Greater Heroism'. So being a Generalist is the best path.
The starting INT of 18 covers these easily. You only need 2 points in Craft Alchemy, at 5th Level you'll stop raising Lore, at 8th
you'll stop raising Craft Weapon, at 13th you'll stop raising Craft Trap, and at 15th you'll stop raising Craft Armor.
Appraise: 11
Craft Alchemy: 2
Craft Armor: 17
Craft Trap: 7
Craft Weapon: 10
Lore: 6
Spellcraft: 23
Concentration: 23
Skill of Choice A: 23
Skill of Choice B: 16
Feat selection: Silver Palm, Craft Wondrous Items, Craft Magic Arms and Armor, and Skill Focus (Appraise).
Overview:
Race: Drow
Class: Wizard (Generalist)
Alignment: Any
Deity: Any
Familiar: Any
STR: 8
DEX: 16
CON: 10
INT: 18
WIS: 10
CHA: 18
Background: Wizard's Apprentice
Appraise: 2
Craft Alchemy: 2
Craft Armor: 4
Craft Trap: 2
Craft Weapon: 4
Lore: 2
Spellcraft: 4
Silver Palm
WZ02: +1 Craft Armor/Weapon, +1 Spellcraft, +2 Lore (Save 1)
WZ02: -
CL01: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft
CL01: Skill Focus (Appraise) feat
CL02: +1 Craft Armor/Weapon, +1 Spellcraft, +2 Lore (Save 1)
CL02: +1 INT
MT01: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft
MT01: -
MT02: +1 Craft Armor/Weapon, +1 Spellcraft, +2 Concentration (Save 1)
MT02: Craft Wondrous Items feat
MT03: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft
MT03: -
MT04: +1 Craft Armor, +1 Spellcraft, +5 Concentration
MT04: +1 INT
MT05: +1 Craft Armor/Trap, +1 Appraise, +1 Spellcraft, +1 Concentration
MT05: Craft Magic Arms and Armor feat
MT06: +1 Craft Armor, +1 Spellcraft, +5 Concentration
MT06: -
MT07: +1 Craft Armor/Trap, +1 Appraise, +1 Spellcraft, +1 Concentration
MT07: -
MT08: +1 Craft Armor, +1 Spellcraft, +1 Concentration, +4 Skill of Choice A
MT08: +1 INT, *Feat of Choice*
MT09: +1 Craft Armor, +1 Appraise, +1 Spellcraft, +1 Concentration, +2 SoCA
MT09: -
MT10: +1 Craft Armor, +1 Spellcraft, +1 Concentration, +4 SoCA
MT10: -
CL03: +1 Appraise, +1 Spellcraft, +1 Concentration, +3 SoCA
CL03: *Feat of Choice*
CL04: +1 Spellcraft, +1 Concentration, +6 SoCA
CL04: +1 INT
CL05: +1 Appraise, +1 Spellcraft, +1 Concentration, +1 SoCA, +3 Skill of Choice
CL05: -
CL06: +1 Spellcraft, +1 Concentration, +1 SoCA, +5 SoCB
CL06: *Feat of Choice*
CL07: +1 Appraise, +1 Spellcraft, +1 Concentration, +1 SoCA, +3 SoCB
CL07: -
CL08: +1 Spellcraft, +1 Concentration, +1 SoCA, +5 SoCB
CL08: +1 WIS
Following the above, at 20th level while wearing the Headband of Intellect +6, your effective rank scores will be:
If you have access to the Materials for a Headband of Intellect +8, the second two Ability Score Bonuses (Levels 12 & 16) could be
placed somewhere other than Intelligence. Wisdom would be a very good choice.
For one of your Feats of Choice, I'd suggest the 'Extra Spell Slot: 2' Feat, since there are A LOT of Level 2 Spells used in recipes.
Be aware that Drow get -1 to all skills in daylight, so if your crafting bench happens to be located in perpetual sunlight, you'll need to
do a bit of skill rearranging.
--------------------
WIZARD
--------------------
Needed Scrolls: Barkskin, Cure Critical Wounds, Inflict Critical Wounds Neutralize Poison/Remove Disease, Poison, and Silence.
Using any Wizard Sub-Class, except Illusion, will cause you to miss out on spells needed for various recipes, but Illusion prevents
you from casting the spells 'Heroism' and 'Greater Heroism'. So being a Generalist is the best path.
The starting INT of 18 covers these easily. You only need 2 points in Craft Alchemy, at 8th Level you'll stop raising Craft Weapon, at
13th you'll stop raising Craft Trap, and at 15th you'll stop raising Craft Armor.
Appraise: 10
Craft Alchemy: 2
Craft Armor: 17
Craft Trap: 7
Craft Weapon: 10
Spellcraft: 21
Concentration: 21
Lore: 21
Off-Class Skill of Choice: 7
Feat selection: Silver Palm, Craft Wondrous Items, Craft Magic Arms and Armor, and Skill Focus (Appraise).
Overview:
Race: Drow
Class: Wizard (Generalist)
Alignment: Any
Deity: Any
Familiar: Any
STR: 8
DEX: 16
CON: 10
INT: 18
WIS: 10
CHA: 18
Background: Wizard's Apprentice
Appraise: 2
Concentration: 2
Craft Alchemy: 2
Craft Armor: 4
Craft Trap: 2
Craft Weapon: 4
Spellcraft: 4
Silver Palm
02: +1 Craft Armor/Weapon, +1 Spellcraft, +2 Concentration (Save 1)
02: -
03: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft
03: Craft Wondrous Items feat
04: +1 Craft Armor/Weapon, +1 Spellcraft, +2 Concentration (Save 1)
04: +1 INT
05: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft
05: Craft Magic Arms and Armor feat
06: +1 Craft Armor/Weapon, +1 Spellcraft, +2 Concentration (Save 1)
06: Skill Focus (Appraise) feat
07: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 Spellcraft
07: -
08: +1 Craft Armor, +1 Spellcraft, +3 Concentration, +2 Lore
08: +1 INT
09: +1 Craft Armor/Trap, +1 Appraise, +1 Spellcraft, +1 Concentration
09: *Feat of Choice*
10: +1 Craft Armor, +1 Spellcraft, +1 Concentration, +4 Lore
10: *Bonus Feat of Choice*
11: +1 Craft Armor/Trap, +1 Appraise, +1 Spellcraft, +1 Concentration
11: -
12: +1 Craft Armor, +1 Spellcraft, +1 Concentration, +4 Lore
12: +1 INT, *Feat of Choice*
13: +1 Craft Armor, +1 Appraise, +1 Spellcraft, +1 Concentration, +2 Lore
13: -
14: +1 Craft Armor, +1 Spellcraft, +1 Concentration, +4 Lore
14: -
15: +1 Appraise, +1 Spellcraft, +1 Concentration, +2 Lore
15: *Bonus Feat of Choice*, *Feat of Choice*
16: +1 Spellcraft, +1 Concentration, +1 Lore, +3 Off-Class Skill of Choice
16: +1 INT
17: +1 Appraise, +1 Spellcraft, +1 Concentration, +1 Lore, +1 OCS
17: -
18: +1 Spellcraft, +1 Concentration, +1 Lore, +3 OCS
18: *Feat of Choice*
Following the above, at 18th level while wearing the Headband of Intellect +6, your effective rank scores will be:
For one of your Feats of Choice, I'd suggest the 'Extra Spell Slot: 2' Feat, since there are A LOT of Level 2 Spells used in recipes.
Be aware that Drow get -1 to all skills in daylight, so if your crafting bench happens to be located in perpetual sunlight, you'll need to
do a bit of skill rearranging.
--------------------
CLERIC
--------------------
Needed Scrolls: Barkskin, Displacement, Enervation, Haste, Ice Storm, Invisibility, Keen Edge, Call Lightning/Lightning Bolt, Mage
Armor, Melf's Acid Arrow, and Stoneskin.
Domain Choices: Air (Call Lightning), Earth (Stoneskin), Magic (Mage Armor & Acid Armow), Plant (Barkskin), Time/Travel
(Haste), Trickery (Invisibility), and Water (Ice Storm).
The starting INT of 18 covers these perfectly. At 5th Level you'll stop raising Craft Alchemy, at 12th you'll stop raising Craft
Weapon, and at 15th you'll stop raising Craft Trap.
Appraise: 10
Craft Alchemy: 7
Craft Armor: 21
Craft Trap: 8
Craft Weapon: 14
Use Magic Device: 10
Skill A of Choice: 21
Skill B of Choice: 21
Feat selection: Silver Palm, Craft Wondrous Items, Craft Magic Arms and Armor, Skill Focus (Craft Trap), and Skill Focus
(Appraise).
Overview:
Race: Drow
Class: Cleric
Alignment: Any
Deity: Any
Domains: Magic & Plant
STR: 8
DEX: 12
CON: 10
INT: 18
WIS: 17
CHA: 13
Background: Any except Wild Child
Appraise: 2
Craft Alchemy: 4
Craft Armor: 4
Craft Trap: 2
Craft Weapon: 4
Use Magic Device: 2
Silver Palm
02: +1 Craft Alchemy/Armor/Weapon (Save 3)
02: -
03: +1 Craft Alchemy/Armor/Trap/Weapon, +1 Appraise, +1 UMD
03: Craft Wondrous Items
04: +1 Craft Alchemy/Armor/Weapon (Save 3)
04: +1 INT
05: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 UMD, +1 Skill of Choice A
05: -
06: +1 Craft Armor/Weapon, +2 SoCA (Save 2)
06: Craft Magic Arms and Armor
07: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 UMD
07: -
08: +1 Craft Armor/Weapon, +4 SoCA (Save 1)
08: +1 INT
09: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 UMD
09: Skill Focus (Craft Trap)
10: +1 Craft Armor/Weapon, +4 SoCA (Save 1)
10: -
11: +1 Craft Armor/Trap/Weapon, +1 Appraise, +1 UMD
11: -
12: +1 Craft Armor, +4 SoCA, +1 Skill of Choice B (Save 1)
12: +1 INT, Skill Focus (Appraise)
13: +1 Craft Armor/Trap, +1 Appraise, +1 UMD, +1 SoCA
13: -
14: +1 Craft Armor, +1 SoCA, +5 SoCB
14: -
15: +1 Craft Armor, +1 Appraise, +1 UMD, +1 SoCA, +1 SoCB
15: *Feat of Choice*
16: +1 Craft Armor, +1 SoCA, +6 SoCB
16: +1 INT
17: +1 Craft Armor, +1 Appraise, +1 UMD, +1 SoCA, +2 SoCB
17: -
18: +1 Craft Armor, +1 SoCA, +6 SoCB
18: *Feat of Choice*
Following the above, at 18th level while wearing the Headband of Intellect +6, your effective rank scores will be:
If you have access to the Materials for a Headband of Intellect +8, the second two Ability Score Bonuses (Levels 12 & 16) could be
placed somewhere other than Intelligence. I strongly suggest Wisdom, as you really should get it up to 19.
Be aware that Drow get -1 to all skills in daylight, so if your crafting bench happens to be located in perpetual sunlight, you'll need to
do a bit of skill rearranging.
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