| MDCityNIGHT |
When ever you would have downtime like when you bard is studying or rogue stealing in between adventures when your suppose to be sleeping (but if you don't sleep there are penalties)
this entire "downtime" aspect confuses me. How much down time do you have in-between adventures when directly correlated to real time? How much sleep do you need? 8 hours a day?
| threemilechild |
Are you trying to craft mundane objects, or magical ones? Mundane crafting is not handled well by PF and better left as storytelling than handled by the rules, imo.
You have to sleep 8 hours a day or you take penalties (and don't get to prepare spells, if you're a spellcaster). The rest of the time in an adventuring day is spent in adventuring, travelling and general living, and you're too distracted to craft magic items or to research new spells at the full rate. You can spend four hours to get two hours' worth of work done around the margins of everything else you have to do, assuming you have the proper tools for it. (Hard to carry a forge around on the back of a horse...)
How much time you have between adventures is up to your DM, the adventure they're running, and your fellow players.
| ♣♠Magic♦♥ |
This would be a little easier to help if we had specific questions to answer.
While on an adventure, you can use times such as the wizard preparing spells or time in camp or while traveling to work on your object.
You can get four hours of this from a usual day, but only net 2 hours worth (2000 gp) of work towards the object.
| Taku Ooka Nin |
I feel like I understand Crafting a decent amount but the one thing that I don't understand is when do you do it? It says that you can make progress on what you are crafting once a day. Do I get to make progress on the crafting in between adventures?
When you are out adventuring you are crafting at lunch breaks, when people are waking up, resting, and winding down for the day.
You must bring all items that you are going to use for whatever crafting you are going to do, so in the sense of black/white smithing you are going to run into major problems since you need to be able to heat, cool, quench, and refine items.
Alchemy has a portable alchemy table.
Fletching (bow making, arrow making--or maybe just arrow making--)is really just you need a proper tool, proper supplies, and you can get to it.
Many black/white smiths, or anything dealing with metal needs a forge to make with.
If you don't know a Blacksmith works with hard non-precious metals (like Steel, mithral, cold iron, silver) to make arms, armor, and tools. A Whitesmith works with precious metals (gold, platinum, silver, mithral) to make more extravagant things like chandeliers, the things that gems in jewelry go into, and other often decorative items.
If you are crafting magical items then you often don't need to worry about this.
Wands, big whoop, its a stick that you imbue with magic.
Craft Wondrous Items, again, big whoop, you already have the item that you now must make magical.
Craft Magical Arms and Armor, again, you should already have bought the masterwork item from a blacksmith, or had one of the other PCs make the item.
Also, note, if you want to craft "full time" I would suggest you go for the trait that reduces the crafting cost by 5% for you so you can, in fact, make profit on your crafting. It isn't much, since you get essentially a 5% return on the crafting cost, but it does mean you can get money.
If you are a character that gets, or can get a familiar, I highly suggest a Velet familiar, since that can double your crafting for the day.
| Taku Ooka Nin |
| Taku Ooka Nin |
Lol didn't know familiars got archetypes I like the valet but isn't it human so wizards can't get it with arcane bond?
can wizards get a human through arcane bond
huh?
I don't understand your question. To my knowledge--and I did very little research before turning my familiar for my witch into a valet when I made him--when the familiar is taken you can make it any familiar archetype.If you are using Arcane Bond to bond a weapon then you are out of luck.
Remember, Familiars use either their skills or your skills, whichever is higher. My fox helps my witch craft items. I'm not entirely sure how he helps, but he does.
Hell, my DM agreed that if I can cast spells on my familiar that normally affect me (Enlarge person) then if I make a wondrous item that does that, and I am the maker, then it familiar should be able to use the wondrous item.
Hence how my tiny ratfolk witch (vest of reduce person) rides his small fox valet (vest of enlarge person) around. I also made fox masks of vanish for the witch and the fox, so not only can they be invisible as a standard each round, they can also move faster than most.
Whoooooo.
This might all be cheese, but we don't care. All I know is fox moves in, holds standard until the witch casts a hex, then uses his standard to move away again. Back and forth sleeps for all.
| Taku Ooka Nin |
The wizard does, but a bonded item is not a familiar so it does not qualify for familiar archetypes.
You cannot have a human as a familiar. Maybe if the human was so mentally retarded that his int score was 2 it might work.
A Valet does not need to be human. The Archetype is from the Animal Archives.
You can hire a human valet to park your cart if you so wish, but he is just there for the money.
| chaoseffect |
so valet doesn't need to be a human?
And I thought wizards get the choice of a object or familiar with arcane bond
Valet is an archetype that any Familiar can have. I'm not seeing where you're getting human from in your question.
And yes, Wizards can take either a bonded item or a familiar with Arcane Bond.