Full 8 hr crafting while traveling (RAW manipulation)


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I know this is a little cheesy and a manipulation of RAW, but I'm curious if it works.

I saw someone mention a detailed plan of how to legally (RAW) get 8hrs of crafting even while adventuring. I can't find it anywhere, but I'm wondering if anyone else knows of this.

It started by doing nothing for 24 hrs then something using rope trick. There were more steps, but I forget what they were.

Is anyone familiar with this plan and does it actually work by RAW?


On a related note: can you take 10 on the spellcraft check? If so where does it say that?


Beyond a certain level, 8 hours of crafting is fairly easy.

Step 1 : Put on a ring of Sustenance and wear for a week.
Step 2 : Put everything you need for crafting into a portable hole.
Step 3 : Fold the hole up.
Step 4 : Go out on the road.
Step 5 : Cast any of the portable mansion spells, or find a cave or any other flat surface.
Step 6 : Put hole on wall.
Step 7 : work for 8 hours in fully functional crafting lab.
Step 8 : Sleep 2 hours.
Step 9 : Fold up hole.

Lather, rinse, repeat.

You can also do this with a portable fortress, even easier.


How about without a portable hole?


"When your character is not in immediate danger or distracted, you may choose to take 10." -SRD

So if you travel for 8 hours, and sleep for 8 hours, can't you craft for 8 hours? If not, can you skip sleep, get rid of the fatigue (see rage cycling), and craft all night while everyone else sleeps?

Liberty's Edge

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For now there is no rule about how much stuff you need to enchant something.
Tehre are generic guidelines:

Armors:
To create magic armor, a character needs a heat source and some iron, wood, or leatherworking tools.

Weapons
To create a magic weapon, a character needs a heat source and some iron, wood, or leatherworking tools.

Potions
The creator of a potion needs a level working surface and at least a few containers in which to mix liquids, as well as a source of heat to boil the brew.

Rings
To create a magic ring, a character needs a heat source. He also needs a supply of materials, the most obvious being a ring or the pieces of the ring to be assembled.

Rods
To create a magic rod, a character needs a supply of materials, the most obvious being a rod or the pieces of the rod to be assembled.

Scrolls
To create a scroll, a character needs a supply of choice writing materials, the cost of which is subsumed in the cost for scribing the scroll: 12.5 gp × the level of the spell × the level of the caster.

Staves
To create a magic staff, a character needs a supply of materials, the most obvious being a staff or the pieces of the staff to be assembled.

Wands
To create a magic wand, a character needs a small supply of materials, the most obvious being a baton or the pieces of the wand to be assembled.

Wondrous items
To create a wondrous item, a character usually needs some sort of equipment or tools to work on the item. She also needs a supply of materials, the most obvious being the item itself or the pieces of the item to be assembled.

A lot of items require a heat source, something that I wouldn't allow in a rope trick (potions are a possible exception if you have a alcohol cooker or something similar, I think that the heat source should be appropriate to the kind of item worked) but other masters can feel differently.

Same thing for the equipment needed. working on a sword would require a small anvil, an hammer, chisel and similar stuff capable to etch symbols on the blade.

Working on a cloak would require some way to embroider it and so on.
So depending on what you want to do you need more on less stuff. It is possible to craft something with a small kit that you can keep in your backpack, but what you can work would be limited.

Liberty's Edge

MeatForTheGrinder wrote:

"When your character is not in immediate danger or distracted, you may choose to take 10." -SRD

So if you travel for 8 hours, and sleep for 8 hours, can't you craft for 8 hours?

You need some time to eat, make up camp, go to the privy and generally live beside spending your life as craft/travel/sleep.

You can do that for a time in a emergency situation, but as a long term project you need a very peculiar mind to do that.
Spellcasters need to memorize spells too.

MeatForTheGrinder wrote:


If not, can you skip sleep, get rid of the fatigue (see rage cycling), and craft all night while everyone else sleeps?

If you are a spellcaster you wouldn't be able to memorize your spells.

And again making that your lifestyle require a very peculiar character.


"Heat source" is easy, though exactly how hot it needs to be and how long are subjective.

Many DM's I've played with allowed research of a "ray of fire" cantrip. Basically a bite version of ray of frost. That would probably suffice for many crafting projects. Or even an item that does the same.


Without a portable hole, yes, but it's harder.

Enclosed Gypsy Wagon works well.


Ask your DM if he'll allow you to create a "crafter's laboratory" magical item equivalent to the field scrivener's desk. I don't believe it exists, but creating such a variant should be possible.


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Do you mean this detailed plan?

First of all carry all of your needed equipment (heat soure, materials etc.) for crafting in a big bag of holding.
Be wearing the ring of sustenance for at least a week.
Do not do anything at all for a full day, do not prepare spells, do not craft and don't do anything (so that we deal with that 24 hours vs day techical issues in the rules).
Now the day after you did nothing:
1)You awake at the same time as your rest party.
2)Spent 1 hour to prepare your spells (i assume wizard without fast study).
3)Spent the next 13 hours with your group (gather equipment, unset camp, adventuring, setting camp, take first watch etc.).
4)Cast rope trick (might be needing a rod of extend here). (this happens during the last hour of step 3).
5)Unload your crafting equipment and have your party help you move it into the extradimensional space you created. (this happens during the last hour of step 3).
6)Go in your extradimensional space you created with your spell.
7)Be sure to take a cage with 7 hamsters with you.
8)Craft for 8 hours (and since you are doing it the normal way you get the full benefit of 8 hours crafting).
9)Pack your equipment and sleep for 2 hours (be sure to thank your nice little ring).
10)Go to step 1 and repeat.

Now as you see with those 9 steps you don't violate the rule of preparing spells more than once per day or the rule of crafting for a maximum of 8 hours, and it only costs you 3 things:
1)a ring of sustenance.
2)one of your 2nd level spell slots since you needed for the rope trick. (make sure you prepare one each day)
3)maybe one of your uses of your lesser rod of extend.
4)a big bag of holding.

I hope that it's clear enough.


You left out a cost - those seven caged hamsters are expensive!!


leo1925 wrote:

Do you mean this detailed plan?

First of all carry all of your needed equipment (heat soure, materials etc.) for crafting in a big bag of holding.
Be wearing the ring of sustenance for at least a week.
Do not do anything at all for a full day, do not prepare spells, do not craft and don't do anything (so that we deal with that 24 hours vs day techical issues in the rules).
Now the day after you did nothing:
1)You awake at the same time as your rest party.
2)Spent 1 hour to prepare your spells (i assume wizard without fast study).
3)Spent the next 13 hours with your group (gather equipment, unset camp, adventuring, setting camp, take first watch etc.).
4)Cast rope trick (might be needing a rod of extend here). (this happens during the last hour of step 3).
5)Unload your crafting equipment and have your party help you move it into the extradimensional space you created. (this happens during the last hour of step 3).
6)Go in your extradimensional space you created with your spell.
7)Be sure to take a cage with 7 hamsters with you.
8)Craft for 8 hours (and since you are doing it the normal way you get the full benefit of 8 hours crafting).
9)Pack your equipment and sleep for 2 hours (be sure to thank your nice little ring).
10)Go to step 1 and repeat.

Now as you see with those 9 steps you don't violate the rule of preparing spells more than once per day or the rule of crafting for a maximum of 8 hours, and it only costs you 3 things:
1)a ring of sustenance.
2)one of your 2nd level spell slots since you needed for the rope trick. (make sure you prepare one each day)
3)maybe one of your uses of your lesser rod of extend.
4)a big bag of holding.

I hope that it's clear enough.

That was it. Thanks!


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
leo1925 wrote:
7)Be sure to take a cage with 7 hamsters with you.

... what?


Poit wrote:
leo1925 wrote:
7)Be sure to take a cage with 7 hamsters with you.
... what?

The answer to your question lies in the description of the rope trick spell, which allows only 8 living beings inside the extradimensional space created.

You have them in order to not be distrubed.


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leo1925 wrote:
Poit wrote:
leo1925 wrote:
7)Be sure to take a cage with 7 hamsters with you.
... what?

The answer to your question lies in the description of the rope trick spell, which allows only 8 living beings inside the extradimensional space created.

You have them in order to not be distrubed.

Just you, seven hamsters and no one to disturb you.


Lamontius wrote:
leo1925 wrote:
Poit wrote:
leo1925 wrote:
7)Be sure to take a cage with 7 hamsters with you.
... what?

The answer to your question lies in the description of the rope trick spell, which allows only 8 living beings inside the extradimensional space created.

You have them in order to not be distrubed.

Just you, seven hamsters and no one to disturb you.

Rod Stewart knows Rope Trick?


So, what happens if the wizard has lice? I'm guessing he can't enter the rope trick? :)


Or fleas, or crabs, or the flu virus, or any other virus, or his body is made up of more than 8 living cells...

Alternatively, the term "being" seems to be only applied to sentient creatures, such as "human beings" - you never hear anyone talk about "canine beings" or "equestrian beings" or even "cetacean beings" (though a bet a few marine biologists would readily lobby for that last one). So I'm not sure a hamster really qualifies as a "being".

Except, of course, for Boo. But he's one of a kind.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
leo1925 wrote:
Poit wrote:
leo1925 wrote:
7)Be sure to take a cage with 7 hamsters with you.
... what?

The answer to your question lies in the description of the rope trick spell, which allows only 8 living beings inside the extradimensional space created.

You have them in order to not be distrubed.

That's an awesome trick. Thanks for explaining.


Xaratherus wrote:
You left out a cost - those seven caged hamsters are expensive!!

They don't have to be Miniature Giant Space Hamsters.


Diego Rossi wrote:
MeatForTheGrinder wrote:


If not, can you skip sleep, get rid of the fatigue (see rage cycling), and craft all night while everyone else sleeps?

If you are a spellcaster you wouldn't be able to memorize your spells.

And again making that your lifestyle require a very peculiar character.

Divine spellcasters don't need to sleep in order to memorise their spells, they merely need to pray for them at the right time of day. They also happen to be the classes most likely to have lesser restoration on their spell lists.

RPG Superstar 2012 Top 16

Your Dm has to sign off on whether a Rope Trick is suitable as a work space. It could be a vaguely flat, undulating surface constantly in minor motion from dimensional currents, like a waterbed or something. It could be extremely sensitive to heat fluctuations within itself, since there's nowhere to dissipate hot air or poisonous vapors or the like that we take for granted. It might only be big enough for whoever is inside it to stand or lay down, UP TO eight people...there simply isn't any room to work.

All the DM has to say is that "this magical created space is not suitable as a workspace for a craftsman, in the same way your bunkspace on a submarine isn't suitable for making armor" and he's actually probably completely right.

==Aelryinth


If you're trying to fit 8 adults in a bunk on a submarine that's a pretty wild party. The idea of Rope Trick and maybe Magnificent Mansion "undulating" to stop PCs from using their Craft feats is kind of amusing. Maybe there could be a distracting spectral ska band playing just outside it all the time too.

I guess the truth is that the DM can say anything at all to stop PCs from crafting - and some will. There should be an Adventurer's Union which demands time off for crafting, appropriate wealth by level, access to NPC spellcasters, etc (I'm joking...mostly)

RPG Superstar 2012 Top 16

We're specifically referring to rope trick. The extradimensional space within is not described. Mechanically, it's not much different then a bag of holding. I would personally say it's a big stretch that any kind of such space is suitable for crafting.

You wanna use a mag mansion to Craft, go right ahead, as long as you've got the tools and toys. That's an actual house of sorts, and perfectly suited to the task.

==Aelryinth


DM_Blake wrote:

So I'm not sure a hamster really qualifies as a "being".

That was sort of my point with the lice thing.

I think being refers to something with sentience.


If a house is sufficient for crafting I guess Secure Shelter is a little cheaper to cast than Magnificent Mansion. On the other hand, how about just crafting in a covered wagon as somebody above mentioned?


Instead of craft wondrous item, use Arcane Builder Wondrous Item to shave off 25% of the crafting time, then spend the extra 5dc to craft 1000gp worth of progress in 4 hours instead of 8.

25% off of 4 hours means 1000gp of progress ('8 hours worth') of crafting in 3 hours time.

So sustenance ring, cast secure shelter, sleep for 2 hours, craft for 3, memorize new spells for the day for 1 hour (or 15 minutes if you take fast study...)

Dont forget to sign up for hedge apprentice at character creation so you get a discount on crafting material cost.

Cypher script to make copying spells cheaper and faster and take up less spellbook room...

And with the advanced race guide and a human caster you can go with inexplicable luck to bump that craft check by +8, not that you'll probably need it since most of what you craft you can succeed just by taking 10 if you max out spellcraft like you do... Crafters fortune spell... You know the drill.

RPG Superstar 2012 Top 16

I'm not at all convinced that Secure Shelter on a temporary basis would provide the security and stability needed to do full crafting. If you invested into the surroundings and turned it into a permanent base, yeah, maybe. Otherwise, you're going to be jumping at shadows fearing attack...you don't have the 'safety' aspect locked down.

Ever try to write in a moving car? Try writing a whole page that doesn't look like chicken scratches. That's a DC 0 to 5 check. Now imagine trying to do something that's requiring DC 15 to 20, like proper calligraphy. When a mob of howling nerds could suddenly jump out of nowhere and splatter your car with potato guns, stick their paint guns in the window and totally mess you up with paint balls.

kinda not thinking the wagon is gonna work, either. Likewise, the rolling motion of a ship makes it really hard to work on that kind of stuff unless you are really acclimated to it.

That's why the '1/2' rule exists...to realize that there are situations that are less the optimal where you can work on something, but definitely aren't as good as walking into your own workshop, in your own city, safe, secure, with no distractions around.

===Aelryinth


Yes, certain gms want to make crafting as annoying as possible... Crafting on the road becomes much tougher when the 'wandering random night raid probability' aproaches 100%. For those special folks I recommend getting your teleport spell and a nice cozy cottage in a nearby town, and make sure you craft some getaway boots.

Gm's always complain about the 15 minute workday technique, but if they stage night raids 7 nights a week then they're bringing it on themselves when a caster decides to spend every night back in safetown.

RPG Superstar 2012 Top 16

And then once your enemies realize you are doing this, they booby trap the safehouse, naturally. Nothing says 'hi!' like teleporting in atop a glyph of warding setting off the necklace of fireballs under your boot heels.

And when that night raid comes and you are in your cottage and the rest of your team lives through it, they are both pissed at you and getting xp you aren't getting.

Cuts both ways.

==Aelryinth


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By the time thats happening you realize your gm is a fiating azweepay who metagames your unilateral failure using 'out of non-player-character knowledge' and it might be time to find a gm who doesnt give himself license to metagame against you.

And who says you have to leave your teammates behind?

RPG Superstar 2012 Top 16

Or you might realize that you are a metagaming cheesewhiz and quit trying to exploit minor rules loopholes and just have fun?

Works both ways, Vincent.

==Aelryinth


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Play nice.


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It only works both ways if i'm allowed to do whats clearly in the rules as a valid set of options and the gm is free to not break out of character knowledge to lynch a party that most likely operates outside of any but the most fervent npc scrying scrutiny.

Otherwise it only works one way, the way of the stalinist gm. If you're spending this much effort and this many resources just to be able to get a quiet night of crafting and your gm is still magically finding a way to screw with you every single night, the only 'working both ways' thats happening is you're working the system by legitimate interpretation of RAW (not even RAI) and the gm is working his 'Things will go my way GM is god power of ultimate fiat' mojo, for which there are no trump cards. Even a 500 page splatbook called 'Ultimate Crafting' wouldnt help you out at this point.

If exploiting every possible rule to help your crafting still results in 'no crafting for you' that's a pretty clear picture of how your gm runs things.

I call this style of gming

  • 'wont be invited back next week' style.
  • 'desperately does not actually want to be a pathfinder gm' style.
  • 'better off going back to 2e' style
    Or at the very least
  • 'desperately wishes every pathfinder game were a Society game' style.
  • 'this gm is an [expletive deleted]' style

  • Dark Archive

    Check out the Craft Anywhere feat from Advanced Feats: Secrets of the Alchemist from Kobold Press.


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    If it isn't safe then why is it called Secure Shelter? :)

    DM: "Sorry, you're not at home, so you're too scared to Craft"
    Player: "Ok, I Teleport home so I can Craft"
    DM: "Your enemies set bear traps all over the floor! 2d6+3...10 damage!"
    Player: "Ok, I heal myself with a wand, remove the traps, and settle down to craft"
    DM: "Unfortunately for you, a local ska band begins playing loudly outside your window!"
    Player: "I Fireball them!"
    DM: "Are you sure? That would be an evil act. These are just fun loving Bards trying to spread their joy of life"
    Player: "Ok, I slit my throat"
    DM: "Ok, that's Evil too. Your PC awakes in Hell, where the Devils command you to Craft magic items for use against the party!"
    Player: "I can't Craft in Hell. It is noisy with the sounds of tortured souls, and I don't feel safe here."
    DM: "You actually feel quite safe since you're a devil now too, and the sounds of the tortured souls are very soothing to you."
    Player: "Alright, alright, I guess you don't want me to use Craft feats except between adventures"
    DM: "Yeah, I didn't want to seem heavy handed though."


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    Aelryinth wrote:


    kinda not thinking the wagon is gonna work, either. Likewise, the rolling motion of a ship makes it really hard to work on that kind of stuff unless you are really acclimated to it.

    ===Aelryinth

    Uhm,

    You do realize that people (gypsies) lived for centuries out of wagons, do did circuses, traders, and others right? And you do realize that these travelers using wagons didn't actually try to do the work while the wagons were in motion right? They sort of, uhm, you know, parked the wagon at the end of the day? You know, after the 8 hours of travel (as the OP asked)?

    So uhm, why would you think a parked wagon would not be stable and would not be set up as a place to craft? You know, considering that people have done it for centuries like that? All you need is an enclosed wagon laid out however you need it. Just secure the work space inside.

    Just to put some proof out...

    Blacksmith Wagon, circa 1900, run by the fire department


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    @Aelryinth
    If you don't want your players to craft, or at least craft while adventuring, just tell them so and don't try to find (very bad) excuses to not let them. It works better this way for everyone.

    RPG Superstar 2012 Top 16

    MDT, I never said they can't craft, period. I'm merely saying there's absolutely no way that someone on a ship or a moving wagon can execute 8 hours of crafting as effectively as someone sitting in a secure location, not subject to sneak attacks from wandering monsters, with all their tools and materials out and ready to go and not needing to be cut down for motility or having to be trotted out every night and packed up every morning.

    The crafting rules say you can do half-effective crafting if you do stuff while on the move.

    Now, if you want to take that blacksmith's wagon, park it outside a city, and set up a real encampment, you can certainly get in your full crafting hours if you are there all day. Not having to worry about bandits robbing you or wyverns plunging down out of the sky does wonders for your ability to get stuff done. So does not wearing your armor while you are working.

    But out on the road and traveling? You think that after a day of travelling, having to set up a camp, then tear it down in the morning, you're going to be as productive as someone who just worked all day?

    It makes no sense and it's not reflected in the rules.

    Likewise, there's nothing in the rules that says a Rope Trick is suitable for crafting endeavors. It's more like an extradimensional pup tent you can hide in safely. It's not a big room full of workspaces and tools, it's not described anything like that.

    Vincent, you're not spending any time and effort trying to get your crafting done. You're trying to metagame the rules to your advantage. The DM is perfectly within his rights to metagame them in the other direction to keep things balanced.

    If you abandon the party out in the wild, you don't get any xp for random encounters that pop up...you're crafting, they are fighting.

    If you abandon your friends, intelligent enemies will track you to where you go, and set up ambushes. This could be anyone from old enemies to theives who just want to loot and rob the thousands of gp of gear you have on your person. You are at your most vulnerable when you don't have friends around.

    And that won't work until you are 10th level or so, anyways.

    If you craft on the trail, you get half the work done. That's the way the rules are. You also get full xp for random encounters, and it doesn't slow you down as you travel.

    If you really need to get some crafting done, stop, set up a full day camp, and craft, and quit trying to rules-lawyer around the restrictions.

    ==Aelryinth

    RPG Superstar 2012 Top 16

    And the whole thread is about rules manipulation, not about investing time, feats, money and the like into being able to craft 8 hours a day. Whining about the DM using open portions of the rules to shoot down a metagaming ploy isn't going to be very effective an argument.

    ===Aelryinth


    Aelryinth wrote:

    MDT, I never said they can't craft, period. I'm merely saying there's absolutely no way that someone on a ship or a moving wagon can execute 8 hours of crafting as effectively as someone sitting in a secure location, not subject to sneak attacks from wandering monsters, with all their tools and materials out and ready to go and not needing to be cut down for motility or having to be trotted out every night and packed up every morning.

    The crafting rules say you can do half-effective crafting if you do stuff while on the move.

    Now, if you want to take that blacksmith's wagon, park it outside a city, and set up a real encampment, you can certainly get in your full crafting hours if you are there all day. Not having to worry about bandits robbing you or wyverns plunging down out of the sky does wonders for your ability to get stuff done. So does not wearing your armor while you are working.

    But out on the road and traveling? You think that after a day of travelling, having to set up a camp, then tear it down in the morning, you're going to be as productive as someone who just worked all day?

    It makes no sense and it's not reflected in the rules.

    Likewise, there's nothing in the rules that says a Rope Trick is suitable for crafting endeavors. It's more like an extradimensional pup tent you can hide in safely. It's not a big room full of workspaces and tools, it's not described anything like that.

    Vincent, you're not spending any time and effort trying to get your crafting done. You're trying to metagame the rules to your advantage. The DM is perfectly within his rights to metagame them in the other direction to keep things balanced.

    If you abandon the party out in the wild, you don't get any xp for random encounters that pop up...you're crafting, they are fighting.

    If you abandon your friends, intelligent enemies will track you to where you go, and set up ambushes. This could be anyone from old enemies to theives who just want to loot and rob the thousands of gp of gear you have on your...

    That all super, but please re-read the original post. The question was about manipulating RAW. It's in the title. Plus I said RAW three more times. I even admit that it's cheesy.

    The rope trick with hamsters is the answer I was looking for.

    Now if I was to play in one of your games all you'd have to do as DM is to tell me that you don't like that and it won't work in your game. Ok, cool. No problem. That's a reasonable house rule.

    However as mentioned I didn't ask about house rules.


    7 awakened hamsters!

    RPG Superstar 2012 Top 16

    Coffee Golem,

    My point started out with Rope Trick being a completely open and grey area as to whether it was suitable as an area for crafting. It's made as someplace you can take shelter in. There's nothing in the spell that indicates it is suitable as a workspace.

    Using it as such is a RAW rules loophole.

    So, there's no house rule there. What you have is a grey area, which the person making that format for you stretched the rules and automatically assumed Rope Trick was in their favor, i.e. player ruling and loophole exploitation. The DM is completely free to assume it is in the other direction, because there is NOTHING in the spell description to support that use of the space. The player is simply expanding what the spell provides to suit his own interpretation and desires.

    Both are RAW. BOth are interpretations of a grey area. Calling one 'correct' and the other a big, nasty DM House Rule is disingenuous and incorrect.

    ==Aelryinth


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    There's nothing to indicate that rope trick is in any way unacceptable for crafting. You saying it isn't is a houserule. There is no grey area.

    Edit: however, by the spell description it is a quiet secure (when fully occupied by creatures) place that a character could do any number of things. It satisfies the requirements for crafting space.


    Maybe the 7 awakened hamsters could aid on the craft check...+2 per hamster. This is hamster madness.


    First, the rule: While adventuring, you can spend 4 hours of time between other activities, to get 2 hours worth of crafting done. That's 250gp progress (500gp if done fast), at a cost of 125 (or 250 fast) typically.

    In my opinion, the 4 hour limitation represents actual limits on time, and the 50% reduction represents a modest lack of focus. Kind of like going to a second job after working a full shift already - you'll generally not be as alert and efficient.

    In my opinion, a ring of sustenance will get around the 4 hour limitation, but not the 50% reduction of effectiveness. So you can craft for 8 hours and get 4 hours worth of work (or 8 hours with a +5 to the DC for fast work).

    In my opinion, the original plan the OP requested does not assist with this, though it certainly makes it harder to be interrupted by monsters and ruin the night's work.

    /IMO


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    Rope Trick wrote:

    When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extra-dimensional space that is outside the usual multiverse of extra-dimensional spaces. Creatures in the extra-dimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). The rope cannot be removed or hidden. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.

    Spells cannot be cast across the extra-dimensional interface, nor can area effects cross it. Those in the extra-dimensional space can see out of it as if a 3-foot-by-5-foot window were centered on the rope. The window is invisible, and even creatures that can see the window can't see through it. Anything inside the extra-dimensional space drops out when the spell ends. The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extra-dimensional space.

    Nothing in the description of Rope Trick (or in the description of extradimensional spaces) implies that the spaces are somehow unstable, distracting, or otherwise opposed to concentration and crafting. Assuming that you are in a position that you can camouflage the rope, the spell describes a secure, discrete extradimensional location large enough for 8 creatures of any size, indicating that there would be plenty of room for any sort of crafting lab.

    Interpreting the spell in a way that denies it as a viable crafting space is, in fact, a table rule; it is not even RAI.


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    @Majuba
    Why do you think that my plan wouldn't work?
    It gives you a controlled enviroment where distractions are at a minimum (as the rules ask). Where do you find the problem?

    @Aelryinth
    First of all i didn't say that the space created by rope trick has the tools for crafting, you are carrying the tools with you.
    Second, yes the rope trick doesn't specify the dimensions of the extradimensional spell so while you can say that there isn't enough room for you to set up your crafting tools another one can say that there is enough room.
    That's why i said that you don't want your players crafting while adventuring and you said so before they blow resources trying to do so.


    It is also a completely valid interpretation (RAI) that if you have a secure shelter up and nobody is foolish enough to attempt a midnight raid on a stonestrong walled, windowbarred 20x20 'impromptu fort' isnt 'close enough to a home crafting environment that it wouldnt qualify for what would have originally been your 8 hours of crafting time... it is for all intents and purposes both large enough stable enough and secure enough to be very similar to, and considerably more safe than a room at an inn in a large, heavily policed town.

    So if its as stable and secure as your home would be (even provides a workdesk and a fire source) then its a valid RAI that its providing the kind of crafting environment that would give you full 8 hours of crafting progress, given you had 8 hours to work...

    The valid RAW choice to increase the dc by 5 to get a full days crafting in half the time and you're down to 1000gp of progress in 4 hours, leaving you plenty of time to get in 2 more hours of sleep and 2 more hours of 'being on watch' if your party requires it, though wizards dont get perception as a class skill so I wouldnt recommend putting your wizard alone on watch...

    Add in hedge apprentice trait and that 25% discount to crafting time from being more experienced at doing the regular rigamarole of crafting and that 4 hours becomes 3, as long as the environment you're working in is condusive to crafting, which a stationary 20x20 stonestrongwalled miniature fort with a workdesk and a firesource' almost indisputably is...

    I'm not saying a gm doesnt have the ability to conduct night raids on your fort to interrupt such crafting attempts, but the more frequently it happens the more your party is inclined to just hang it all and blow a few teleport spells to get everyone back to town each night, which dms hate.

    Once we've established a valid RAW compensation for such antics, if the gm decides he's going to have some tard knocking on your door every night at 3am just to mess with your crafting even further then we're getting into 'my dm is a jagoff' territory.

    Theres no wrongbadfun, but an abject directed assault on what would be a very large investment of traits, skillpoints, feats, gold for crafting components, effort within the gameday to find and purchase crafting components, research of the recipe to craft the item, and even the spells themselves, by a gm who 'just dont like no craftin' doesnt get to run games at my table ever.

    If that makes a few gms sad pandas, so be it.

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