In Pathfinder, is it possible to create an item using the Craft Wondrous Item feat, that provides a skill bonus to Spellcraft for creating magic items?
What would be the most appropriate item and cost?
craftingmagic-itemspathfinder-1e
In Pathfinder, is it possible to create an item using the Craft Wondrous Item feat, that provides a skill bonus to Spellcraft for creating magic items?
What would be the most appropriate item and cost?
It is reasonable that this character can 'take 10' for a roll
Yes you can always take 10 when not in combat or your life is not in danger.
Are all of these calculations correct?
They seem to be in order.
Does a +4 or +6 item just costing more money and time? (same CL)
In the case of belts / headbands, this seems to be the case. Note that Weapons and Armor have different rules (3x modifier).
Can I use a scroll? Can I use a Wizard friend?
Take a look at the Cooperative Crafting text here. The basic answer is yes.
The details are:
Clearly if you wanted to do this with scrolls, you could, but you would need to expend the scroll every day you are crafting. At 150gp * 4 days, that's pretty expensive.
Does that make the earliest level for a non caster 7 to craft magical items?
The Easy Ways
These aren't exactly what you want because they're not magic items, but these spells can be put sometimes into wands, sometimes into staffs, or into wondrous items.
A number of even higher level options are available, of course, but that list is beyond this abbreviated one's scope as you're looking for the lowest level one available.
What you're asking for is an extremely high-level--probably epic--magic item. Killing creatures in D&D 3.X is simple; the dead condition is an easily removed status effect that high-level PCs are supposed to casually negate. Capturing things--that is, not killing something but leaving the creature at one's mercy but without options--is a far harder effect to generate. The game resists the very idea because it's not fun; no player wants such power in the DM's hands (because--poof!--there goes the PC forever), and no DM wants such power in the PCs' hands (because--poof!--there goes the plot forever). But it can be done with time and vast wealth.
Then, after crafting and securing the creature, find a place to put the shackled creature. The antimagic field of these shackles will make this difficult. I suggest first using plane shift to locate a secure spot then shackling the creature.
What follows is the suggested end result for a custom magic item incorporating the previous effects.
Shackles of Eternal Confinement (888,000 gp; 5 lbs.)
These adamantine manacles fit any Small to Large creature and, when fastened, give the creature a -8 penalty to its Dexterity while creating an antimagic field to a radius of 5 feet. The DC to slip out of the shackles is 28, but breaking them is nearly impossible, requiring a DC 40 Strength check. Further, a shackled creature can make only untrained Escape Artist skill checks (as if the creature had 0 ranks in the Escape Artist skill) to slip the shackles, and the creature can't make Open Locks skill checks to unfasten them. Finally, a shackled creature is immune to mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, death, extra damage from critical hits, nonlethal damage, death from massive damage, ability drain, energy drain, fatigue, exhaustion, damage to physical ability scores, and any effect requiring a Fortitude save unless it is harmless or affects objects. The creature need not breathe, eat, or sleep, and is damaged by cure spells and healed by inflict spells. Strong necromancy; CL 15th; Craft Wondrous Item, antimagic field, lobotomize, ray of clumsiness, veil of undeath; Price 888,000 gp; Weight 5 lbs.
"Wait... What?": Beyond the scope of this question is how any magic item that creates an antimagic field continues functioning when the magic item itself creates an antimagic field. Apparently such items do continue generating their antimagic fields even when the items themselves are in the item-created antimagic field because, well, such items exist in officially published sources sans eratta (e.g. bulwark of antimagic (Dr 118)), and one must assume that activating those items doesn't also immediately deactivate those items. I imagine it's like Magic: The Gathering's White Ward in that the item's own antimagic field doesn't affect the item... um... for some reason (e.g. "A wizard did it"). The above item assumes such a ruling's in place for this item (which is a custom item anyway), making the addition of the shackles of antimagic to the base item possible without having the antimagic field dismissing the item's other effects.
An Assumption: I assume you want the creature conscious so that the capturing creature can interrogate the captured creature or--more likely--gloat over the captured creature's plight. I mean, I would. If that's not a thing--that is, the captured creature need not be conscious--, craft a custom magic item from masterwork manacles (PH 126-7, 128) (50 gp; 2 lbs.) incorporating a continuous effect like the spell feign death [necro] (TB 89) costing 30,050 gp (base 2,000 gp x3 for the spell level x5 for the caster level and +50 gp for the masterwork manacles). The DM must determine how the manacles of the sleeping prisoner (or whatever they'd be called) work--as he must whenever custom items are involved--, but unconscious creatures are always willing, so a downed foe so manacled is pretty much permanently unconscious and doesn't need any of that air, food, or water stuff. Then the capturing creature can simply toss the captured creature into the nearest extradimensional space of choice.
Best Answer
Of course!
Usually such magic items would confer a competence bonus to said skill. For crafting stuff, I would suggest either gloves, head, or ring slot, but that's what makes sense to me (and if you're looking for suggestions for your GM, he/she may have their own opinions).
As far as cost goes, I think 2,000 gp to 5,000 gp would be appropriate assuming it only applies to Spellcraft for creating magic items (versus say identifying a spell).
Example of a magic item granting craft skill bonuses: Ring of Maniacal Devices
Hope this helps!