Craft in CoT


Council of Thieves


Hi,
One of my future PC for the campaign « CoT » wants to be a wizard, with a bound object and with to take feats in order to craft (wondrous items, brew potion). He wants to know if during the campaign, since it takes time to craft, if the story will allow him to spend time to do it or if the rhythm of the story is to fast to permit it?
Thanks

Liberty's Edge

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
sempai33 wrote:

Hi,

One of my future PC for the campaign « CoT » wants to be a wizard, with a bound object and with to take feats in order to craft (wondrous items, brew potion). He wants to know if during the campaign, since it takes time to craft, if the story will allow him to spend time to do it or if the rhythm of the story is to fast to permit it?
Thanks

There are plenty of breaks in the story where you can have time pass without it hindering the crafters. They get less in the last couple of modules, but mid level crafting isn't going to be a problem.


Paul Watson wrote:
They get less in the last couple of modules, but mid level crafting isn't going to be a problem.

Thanks a lot !!!

Sovereign Court

Campaign stops at level 12 or 13... so craft is less useful in this campaign. NPCs also have craft feats and offer the PCs to buy things at half the cost... when PCs become famous later, they get discounts from local merchants (even full market price "swaps" i.e. find a +3 sword in dungeon and exchange it for a +1 holy longsword, for example...)

I'm DMing a CoT group right now, and we are halfway through it. I don't recommend crafters for this campaign.

My recommendations:

1. a Conjurer
2. a Bard or Cleric with good charisma with full ranks in diplomacy and perform: act.


Purple Dragon Knight wrote:


I'm DMing a CoT group right now, and we are halfway through it. I don't recommend crafters for this campaign.

Thanks a lot for your advice.

Purple Dragon Knight wrote:


My recommendations:
1. a Conjurer
2. a Bard or Cleric with good charisma with full ranks in diplomacy and perform: act.

For the moment they choose:

- a Shelyn's Paladin who is a theater's author,
- a sorcerer spe illusions,
- a wizard who doesn't know if he wants to be a universalist or a conjurer but wish to craft potion and so on,
- and a ??? player hesitates between ranger, druid or rogue.


My group is working on council of theives right now, and i'm playing a wizard who has most of the crafting feats. i have the scroll, wondrous item, magic arms and armor, wand and ring feats, and I actually get a lot of use out of them. I'm not sure why Puple Dragon Knight doesn't recommend the feats, but I do.

Sovereign Court

Ailtar wrote:
My group is working on council of theives right now, and i'm playing a wizard who has most of the crafting feats. i have the scroll, wondrous item, magic arms and armor, wand and ring feats, and I actually get a lot of use out of them. I'm not sure why Puple Dragon Knight doesn't recommend the feats, but I do.

I don't recommend them for two reasons, as outlined above:

1. the campaign gives the players options to buy stuff at half price already, or to sell their loot at full price instead of half price (i.e. in essence, taking a craft feat then becomes somewhat of a waste of a feat, as you can achieve the same end result amount of gear via these other campaign options).

2. the campaign is short, and ends at level 12 or so... and (spoiler) the campaign is cash poor... so the PCs will see little use/opportunity to craft. The DM can always tweak the cash inflow, but I was speaking in terms of the campaign as it has been written, not accounting for for variables that are beyond the campaign's text/framework.

Sovereign Court

sempai33 wrote:

For the moment they choose:

- a Shelyn's Paladin who is a theater's author,
- a sorcerer spe illusions,
- a wizard who doesn't know if he wants to be a universalist or a conjurer but wish to craft potion and so on,
- and a ??? player hesitates between ranger, druid or rogue.

Tell the pally to max his ranks in diplomacy and take the Child of Infamy trait (see below) -- he'd then be the "star" of the campaign...

Sorcerer/illusion guy... could be cool if he's high CHA and perhaps take the Child of Infamy trait... especially useful if the paladin doesn't wanna take Child of Infamy and/or max out Perform: Act.

Wizard: tell him to be a conjurer... there's a major "conjurer" fight in Chapter 3... he could become famous. Tell him not to bother about potions: one of the first NPC you meet has the Brew Potion feat and allows the PCs to buy any potion from him at half price... (waste of a feat for the party)

The last player hesitates between rgr, drd or rog? your party is very magic heavy and has limited healing via the paladin: if the paladin heals people, no one will be putting any melee smackdown, so you need a heavy hitter here. If this is the only choice I would go for ranger with fave enemy human or outsider (native), then outsider (evil) later on (or all three, in time). If I were you I would insist that this player be a cleric instead, as you might run in a lot of trouble without a cleric... this option would also allow your paladin to act like a paladin and not a walking first aid kit...

PS: The "Child of Infamy" trait in the player's guide gives you Perform:Act as a class skill, so whoever is the "charisma" person in your party should take that trait if it's not already a class skill for him/her...


See, my group didn't get to the point whee we can do that, so I did not know that that happened. Also, as far as being on the low side for cash, our DM made a few sidequests for us. We had a few extra deaths than expected, so our already low cadh suplly got lower, so he made some gold-packed stuff for us to do to make up for the lower money supply. Not tyo mention we needed the extra XP because we somehow got a full level behind. Still, I'd recommend the feats anyways, because being able to get magic items at half price from the beginning would still help the short cash problem.

On a side note, if the player wants his character to be a crafter, he should take the feats anyways, just for the role-playing aspects of it. Personally, I've wanted to play a magic weapon crafter since I played 3.5 edition, but the XP cost was a major deterrence to be, so I thought Pathfinder was a good place to play a crafting character.

Scarab Sages

The bard/paladin (mostly paladin) in my group picked up Scribe Scroll and my god has it been useful! A cure light costs 12.5gp and all but the monk of the party can use it.

- I give the group plenty of time to craft, develop plays (they are an acting troupe - a creation idea they came up with to link them together), and get more involved in the citylife and its people.

Arael has brew potion (they ask him to work with the other NPCs to make special ones, like mage armor - for the monk)

After toting the Barb around, I suggested they take the wizard Tarvi- the one who crafts jewelry and wants to craft magical jewelry. She's almost 3rd level and will start crafting for them.

Except for Arael - cause its in the mod - I have them craft for 60% of buying price - so they get a 10% of buying price profit. They have jobs, and this is taking a lot of their time.

I haven't read that indepth past What Lies in Dust, so I don't know about any discounts for the group

spoiler:
if they didn't befriend Aulamaxa in the 6fold trials.

However - in the first three modules at least - they DO not get 50% off and full trade in. They get potions at cost that a cleric can make - or provide him with the spell. Some of the NPCs are able to pick up crafting feats, but the players have to bring along those people in order to level them up - or send them on quests of their own. Currently all of the CoW are gaining a specified amount of XP every 4 levels that the PCs gain - they are spending their free time fighting shadow beasts and the like.

Also, Alitar - it was a flaw in the module to get "a level behind." different DMs had different ways to fix this, but every DM had to do something. Some of the mods give suggestions for side quests.

As to being cash poor - that is why they should take crafting. They get what they need at much cheaper prices. While they are crafting, the npcs can also be crafting.

I do agree not to take brew potion, though.

Sovereign Court

It's hard to argue against economics. I'm afraid that I'll never sway everyone in NOT taking something that lets you buy gear at half price... :)

(I personally love craft feats in most, say 90% of, campaigns... I just feel they are wrong for this short low to mid level campaign, as the campaign writers have provided decent "low cost gear access" alternatives for the discerning DMs out there (Fame points, anyone? hello?), and that some less conventional feats are better suited to this campaign... like, say, Skill Focus: Perform (Act) )

:P


Thanks a lot for yours answers. I've got 3 months to think about it, and make the good choice. Thanks a lot !

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