Crafting Feats


Reign of Winter

Liberty's Edge

Without asking for specifics or spoilers, would RoW be an appropriate adventure path to take Crafting feats? Will there be sufficient downtime to justify taking one?

Dark Archive

One, probably. You'll have some time during book 2 and time between each book thereafter but probably not a ton.


Note that I am a bit wary of item creation rules due to what I feel are a set of loopholes that are far too easy to abuse. I generally place some strict requirements on item creation when I GM a game.

So I'd say it'd depend on what your GM plans, but while there is some downtime between books it's in the order of days at most and I don't think it's ever stated to be more than a week or two assumed anywhere. It is a fairly fast paced path compared to ones like Kingmaker or Jade Regent where there are weeks to months of downtime worked into the adventures. So s brew potion and the spell casting item feats (scroll,wand,staff,rod) I'd say yes. Craft wondrous item maybe depending on the type of item you wanted to make. But I think it'd be difficult to justify craft magic arms and armor.


The suggestions included in the AP say that you should allow ample time for the players to craft items if needed because for the most part, they will be away from anyplace they could trade for or buy magic items.


I don't particularly recommend it. There are circumstances that will keep your party pressing forward most of the time, with probable repercussions if you don't.


It's really so simple for the GM to just say the items were crafted in a week or two, or however long the party has between adventures. I would just discuss it with the GM. If he's a stickler for rules, and will calculate exactly how many days it will take, knowing you just don't have the time because of the adventure, then it's probably not worth it. If, on the other hand, he'll progress the story, regardless of how long something should take to craft, then it's worth having the discussion. It's definitely a conversation you should have before creating a character and starting the AP though.


The Geas does allow for item creation as long as it's part of efforts to continue toward Baba Yaga. Or in other words, this enchantment of Baba Yaga is Mythic in nature, nearly sentient, and able to comprehend that just mindlessly marching to a goal would in fact keep the goal from being realized.

That said, it's your campaign. You can ban the Item Creation Feats if you so desire.

Shadow Lodge

Tangent101 wrote:
The Geas does allow for item creation as long as it's part of efforts to continue toward Baba Yaga.

I'm not sure the Geas is what JoeOutside was referring to when he mentioned "circumstances". Consider the situations the party finds themselves after level 3, the earliest they could take an item crafting feat:

Snows of Summer:
In Waldsby they're hounded by Pale Tower guards and lack any place to lay low. The Pale Tower itself, once cleared, is a well-stocked arcane laboratory and might be a good place to craft magic items...if the PCs were sure they would remain uninterrupted. Nazhena, for all they know, might come back at any point.

The Shackled Hut:
The PCs are on the road for the first part of the adventure. Once they make contact with the Heralds of Summer's Return, they might be able to craft magic items, but on the other hand, they're behind enemy lines and Solveig's plan is time-sensitive. It depends on the remnants of the Iron Guard not getting found out and crushed before she can mobilize them against Cassisoche.

Maiden, Mother, Crone:
The PCs can certainly use the time in the Hut to craft magic items. However, once they leave, doing so becomes either pointless or counterproductive. Once they step outside the Hut, they're set upon by giants, then by centaurs. They can detour to a city in between befriending the centaurs and reaching Artrosa, but they might as well buy magic items as craft them. Once they're in Artrosa, crafting no longer makes sense. Like in the Pale Tower, they can't count on remaining uninterrupted.

The Frozen Stars:
Again, the Hut is a decent haven for itemcrafting (assuming the PCs keep to the safe bits) and again the outside world is not. Spurhorn is under seige, the Drakelands camp is conducting a seige, and even if the PCs aid neither group and try to steal the eagle, the events set in motion by both groups will pressure them. Assaulting Ivoryglass is time-sensitive too; if the PCs don't hurry, Yrax might just intervene against them himself.

Rasputin Must Die:
This time the Hut is becoming more dangerous, and so is the outside world. Once the PCs get to Akuvskaya Monastery, there should barely be time for them to rest, let alone craft.

The Witch Queen's Revenge:
For the first time, the PCs are given an inkling of how close Elvanna is to completing her ritual: it will take her a matter of days.

Taken together, there are some opportunities to craft items, mostly the times the PCs spend within the Dancing Hut. That said, I feel that this AP is meant to be fast-paced. Including lots of downtime would tend to slow things down.

The Exchange

Pathfinder Lost Omens, Rulebook Subscriber

Same problem my group ran into around the middle of Jade Regent. And we have a dedicated crafter. I'd suggest using the Hut and any caravan rules you want to handle 'making while moving'. Buying a wagon is not a bad idea outside of the hut.


TheLoneCleric wrote:
Same problem my group ran into around the middle of Jade Regent. And we have a dedicated crafter. I'd suggest using the Hut and any caravan rules you want to handle 'making while moving'. Buying a wagon is not a bad idea outside of the hut.

? How? I mean...

Spoiler:
Sure, my car sometimes works well in the snow. Oh and where do you store your wagon in the mountains of Ivoryglass or the canyon that is Dvesda Marches or the trenches in Russia.

Am I missing something that you caught?
EDIT: Spoiled the spoilers. For those that didn't click it, I basically asked how terrain was going to affect a wagon.

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