Advice Regarding Carrion Crown Carpenter


Advice


So I've pretty well mapped out my planned Feat Tree for the wizard I'm playing in the Carrion Crown adventure path. The character is an elven wizard with a pile of backstory tied into the history of Ustalav/Lastwall and an orientation to crafting (carpentry/stonemason). He is designed primarily for the roleplaying and fun opportunities he provides, and will fill the battlefield control/buff/debuff roles. Trying to stay away from direct damage spells for the most part, as the last two campaign APs we played had blaster focused arcane casters.

My primary interest is whether I should consider switching up my Feat Tree progression at 9th or 11th level (those being the ones I'm not totally sold on), though I'm interested in other ideas (maybe I should be getting the spell focus: transmutation line earlier?). I am planning to use the craft skills for pretty specific reasons, and am struggling with the time requirements (hoping to do the Ring of Sustenance/Rope Trick combo to make it more usable). In any case, I look forward to people's thoughts and feedback... oh, and to my co-players don't read my feat tree you goons.

Spoiler:
Level Progression: Wizard Level 1-7; Loremaster 8; Wizard 9; Loremaster 10-11; Wizard 12-13; Loremaster 14-20
1st: Skill Focus – Knowledge (History), Scribe Scroll
3rd: Eldritch Heritage (Bloodline – Destined: Touch of Destiny)
5th: Evolved Familiar (Skilled: +8 to Use Magic Device)
5th: (Wizard Bonus Feat) Craft Wand
7th: Craft Wondrous Item
8th: (Loremaster Secret 1st) Secret Health (Toughness)
9th: Spell Penetration or Arcane Builder (Wondrous Item)
11th: (Loremaster Secret 3rd) Applicable Knowledge (Bonus Feat: Improved Eldritch Heritage (Bloodline – Destined: It Was Meant to Be))
11th: Greater Spell Penetration or Spell Penetration
13th: Opposition Research (Illusion)
13th: (Wizard Bonus Feat) Persistent Spell
15th: (Loremaster Secret 5th) Lore of True Stamina (+2 on Fortitude Saves)
15th: Spell Focus: Transmutation
17th: (Loremaster Secret 7th) Secrets of Inner Strength (+2 on Will Saves)
17th: Greater Eldritch Heritage: Within Reach
19th: (Loremaster Secret 9th) Secret Knowledge of Avoidance (+2 on Reflex Saves)
19th: Greater Spell Focus: Transmutation


Hmm. When you say " am struggling with the time requirements", can you further explain what you mean?

I ask because I'll try to avoid spoilery info, unless that isn't a concern for you.


What are you going to do with your craft skills from level 1 to 8 that's in any meaningful way different from saying "I'm whittlin' a STICK!"?


"Struggling with time requirements" references the quantity of time commitment necessary to make anything of value. At 11th level I'm going to want to craft Annihilation Spectacles, which will take 100 days if concurrently adventuring. That is way longer than I expect to be sitting around town, and the rest of the party will undoubtedly feel the same way. I do want to avoid spoilers, my GM has indicated to me that this isn't going to feature tons of downtime like the Kingmaker campaign I just ran for the group.

Whittling a stick pretty well describes craft wand plus crafters fortune to offset caster faster crafting penalty using the craft skill. Also, carpentry has come in handy several times with a broken portcullis winch and dialogue with various local tradefolk. Later I have plans with Fabricate, and some other tricks. Not burning any feats on it, but they are useful skills.


After looking up annihilation spectacles and rereading your post, I can say "I see you are thinking ahead" rather than post about chuckling at the thought of 100 days of downtime.

Firstly, my experience with Carrion Crown ended after the first 2 books. I think the group is still playing without me. I've glanced at some of book 3's stuff when I was trying to decide if I wanted to suggest I take over the DM reigns.

So, I am not sure about how things will be when you get that far along in level and adventure, but you figuring out the concurrent adventuring time necessary for crafting is a good idea for the first 2 books. Unless your DM changes how things flow, which could be a good idea based on my experience.

On the other hand there is also the possibility your group will blast thru any encounters and have free time. I guess that depends on how well your group optimizes and fights together.

You may want Craft Wondrous Item before Craft Wand.


I had struggled a bit wIth the craft Wondrous Item vs craft wand sequence. Had gone with craft wand first due to the affordability of low level wands and wanting to get my raven familiar another way to contribute with UMD. I'm still not totally sold however, would you suggest I go with Wondrous Item first?

I could see going either way, just trying to weigh the options.


I would go with wondrous items. 1st level wands are cheap enough that you can afford them anyway.

PS:Carrion Crown has more expendable items than most AP's so you might be under-eqiupped(less wealth than normal). Craft Wondrous items will pay off.


Your concerns about crafting time in Carrion Crown are completely valid.

Since you've already started the campaign, I'm guessing that your GM is already aware of your craft-centric character concept. You might want to emphasize this to him, as well as your concerns about having time to craft. If he hasn't already, he needs to read (or skim) all 6 books of the campaign to get an idea of what the campaign is like as a whole. He's probably going to want to make a few changes to better suite your party.


I'm definitely planning on getting both. Just the sequence I'm pondering at the moment. I also noticed that most wondrous items take a Higher caster level to create.

Do you think I should wait on wands until 7th then? (Without commenting on the specific AP, please. I'm trying to avoid spoilers). Just to be clear I'm comfortable either way, and want to make both over the course of the campaign.

EDIT: Just to be clear, I'm concerned generally with the crafting time guidelines (not particularly with the Carrion Crown AP - though I gather that is a particular issue).


CC is run at a fast pace unless the GM puts in down time for you. When I ran it I just put in extra treasure so my players would not have to craft. I would ask the GM if he can make slight modifications to give you a little more downtime than normal.

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