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Hey guys -- quick question here to see if anybody can answer this question, maybe tell me something I don't know...
The issue ahead of my party at this point is that we have a 3.5 MONTH expedition overland into the interior of Sargava (rivers, jungles, but with a fair amount through relatively flat terrain as well. The party mage wants to craft items during this time, but has been told that the wagons/conveyances will not be stable enough (bumpy, turbulent) and that would preclude the construction of magic items -- it's just not a suitable environment to get crafting done unless we can justify otherwise.
So I'm asking -- does anybody have ideas for items, spells, powers, equipment, strategies to address this problem without electing to slow our travel any more than we otherwise would and still get some crafting done? If it matters, they're "wonderous items"...
Do let me know what y'all can think of!
| Jerichomage |
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We have a cleric and wizard, both 4th level (so 2nd level spells) ... if that helps!
As per the Pathfinder rules around page 550 or so for Crafting Magic Items while adventuring. You can craft magic items by working on them in four hour sections but only netting two hours worth of progress. So after four days you would have spent sixteen hours but only netted eight hours of usable crafting time worth 1,000 gold. Just like if you spent eight uninterrupted hours working. So for fast math, if your taking 3.5 months to travel ( 3.5x30=105, 30 days per month for easy math.) You have 105 days of crafting. Working four hours per day equals two hours of progress. Four days of progress equals 1,000 gold worth of crafting. So after 105 days spent 420 real hours working, gained 210 usable hours or 26.25 days worth of crafting. So you can produce 26,000 gold pieces worth of magic items!!! I play wizards who craft while adventuring all the time. It's a great way to help the party out while on the move. Good luck.
Krome
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3.5 months on the road...
Okay, no problem. He will need to acquire most all of the required supplies and equipment ahead of time and bring them all along. He will want to be prepared for things he may have forgotten by planning on a couple of stops at decent sized communities.
As a GM I would still allow him to work on the items, but use the 4 hour to 2 hour rule illustrated by Jerichomage, but also increase DCs by +2 or +5 depending upon circumstances each day.
This should provide some degree of balance game-wise and still make both GM and players happy.
Also remember you will not have access to anyone else to help you, so be sure you have all skills and spells required.
| Tuffon |
I would also think about the items, it wouldnt make sense to have a forged item crafted during this time.
wands should be doable while on the road, something that requires metal working and hot fires would be very hard to accomplish while out and about. Sewing a new headband of int should be possible, firing and molding new bracers would be next to impossible.
Anyway this is how my group plays it, if the items seems to be able to be made without a true work space we do not have an issue with it. If you are trying to craft something that needs a forge and anvil, jewelry working station it probably wont be possible. (sometimes we allow the character to purchase the jewelry aspect of the items as supplies and just say you are putting them together and enchanting them as you go, but more often than not you need some sort of heat source to mold the items.
Just my groups thoughts on how we approach this issue.
| MurphysParadox |
Yeah, Ring of Sustenance is of great benefit. If the party wants to help, they could even ensure the wizard has a solid eight hours of work time a night by doing the camp set-up/tear down/horse care/etc for him.
So +5 to crafting DC for double speed crafting and eight hours of crafting time, he should be able to do 1000 gold worth of work a night, which would mean about 105,000 gold in the given time frame.
Now, this takes some... loose interpretation of the rules for camping and crafting. I also don't require the rope trick craziness because I'm a nice GM that wants his wizard to be able to enjoy the fast pace of Carrion Crown.