Crafting magic items


Rise of the Runelords


I'm plating RotR and we are finishing the first book. I am considering taking a craft feat for my bard. The problem is I don't know if I will have enough game time to make the feat useful. Ex if I take Craft Magic Arms and Armor, I will easily have to spend about 100 days crafting (assuming 16th level max. that's 300.000 gp, and 1/3 of wealth in weapons).
Have anyone any advice?

Sovereign Court

I would suggest discussing it with your DM and seeing if there will be enough breaks in-between adventures to take advantage of that feat.


Different GMs run this campaign at different paces.

I go out of my way to include a little downtime. I also let my players claim very small segments of time (an hour or two) toward a total crafting limit.

You should ask your GM to make careful projections* about how much time you can expect. If he gives even a ballpark figure, you can make an informed decision.

*offer void if your GM is a jerk.


Another way to present it to your GM..

The Adventure Path gives out specific treasure. A player is not always going to find what they want in terms of armor and weaponry. Not all of it is of even a usuable size. Crafting allows the opportunity for players to get some stuff that they want, in the size that they need..

If the GM doesn't want to encourage crafting, it is reasonable for a player to ask if there is going to be a fair opportunity to sell the gear that they do find, and purchase stuff that they can use.

Because the Adventure Path has the basic assumption that gear will be bought and sold.. so if you're not allowed to craft, you should be allowed to shop.


Watcher's right.

If it helps your GM to have another opinion, I think the treasure situation in Rise of the Runelords is preposterous.

I encouraged an Artificer in the party, despite the paperwork headache it was going to cause me, to counteract the underwhelming loot.


Talk to your GM, yes. However I think you'll have plenty of time to craft in this AP.

Paizo Employee Creative Director

Yeah; what Watcher said for sure.

We DO try to avoid implied timelines in the APs, and try to end adventures so that there's opportunities for some down time; the APs themselves generally won't be harmed by inserting a few weeks or months or even years in there for magic item creation. The problem may be convincing the other PCs to cool their jets for that long, of course... :-P

Liberty's Edge

Legacy of Fire had downtime worked in between books 1 and 2 and it was pure awesome. I really hope to see more like that in the future, I never liked the idea of my character going from level 1-20 in a year. Even the events of the Wheel of Time are taking at least a few years =p


Thanks to all of you for your answers.
I will talk to my GM, but I think he does not have all the AP books and will not want to promise anything. Anyway, it's great that JJ has answered so I can show my GM that APs are supposed to have some down time.

Coridan, I am also of the opinion that adventuring life of A PC should be extending over the course of several years. But I'll surely be happy if the AP lasts for a gaming year, that means that 100 craft days could be easily achieved.

By the way, what level are you supposed to be at the end of the APs? I have assumed 16th to do my build, but I don't know if this is accurate.

Sovereign Court

angelroble wrote:
By the way, what level are you supposed to be at the end of the APs? I have assumed 16th to do my build, but I don't know if this is accurate.

It depends how much extra content your DM puts into the campaign. I did not add much, and for the final battle of the campaign, the 4 PC's were level 15.


angelroble wrote:

Thanks to all of you for your answers.

I will talk to my GM, but I think he does not have all the AP books and will not want to promise anything. Anyway, it's great that JJ has answered so I can show my GM that APs are supposed to have some down time.

Encourage your GM to check out these forums.

There is a lot of material here that can save him a lot of work.

This subforum is my "second book".

--

While James Jacobs speaks the truth on clearly expressed timelines and downtime, Runelords is the first AP and I can't help but feel they were still working the kinks out. If your GM doesn't pick up on the somewhat subtle cues for downtime, you might not get any. Of course, that depends on his sense of fairness.

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