Crafter and Timeline


Rise of the Runelords


I have a character who wants to focus on crafting, but with the crafting rules, the player is worried that he'll invalidate his character if she's out of the loop crafting for months at a time. Is the timeline of the campaign lenient enough for such a character? any options out there for speeding up the crafting process or mitigating someone who is rafting with the stuff that's going on in this campaign?


Is this a character with a familiar? If so, the familiar should gain the valet template. Automatic 1/2 time. Then craft at double speed, reducing the time to 1/4.

But as your the GM, you get to set the pace. I believe the timeline was originallt set to 1 1/2 years for the AP from start to finish, but you can change that. It's what's been done in our ROTRL (we have 2 crafters, one is a cleric, so no familiar, but the wizard puts him to shame with a valet familiar and a wizard discovery to reduce time further).

Scarab Sages

The first three adventures are fairly lenient about downtime between them. But once you get the Fortress of the Stone Giants, if you follow the timeline, there isn't enough time for any effective crafting. You could have your PC craft on the trip (8 hours travel, 8 hours craft, 8 hours rest), but that would take them out of the watch rotation, and any random encounters could be a serious problem.


William Sinclair wrote:
The first three adventures are fairly lenient about downtime between them. But once you get the Fortress of the Stone Giants, if you follow the timeline, there isn't enough time for any effective crafting. You could have your PC craft on the trip (8 hours travel, 8 hours craft, 8 hours rest), but that would take them out of the watch rotation, and any random encounters could be a serious problem.

You're crafting for the party. Who cares about watch rotation? Wizards (if tis is what the PC is) need their 8 hours of sleep. Unless they get a ring of sustenance, which I recommend (not really needed for clerics)

Scarab Sages

I just read up on my rules. Traveling and adventuring only allows for 4 hours of crafting for 2 hours of accumulating crafting accomplished. Fun.

Horizon Hunters

Agreed with William. You have a good amount of time early on but later the pace increases greatly.

As an aside;

Spoiler:
I haven't double-checked but I know after the Hook Mountain Massacre there's supposed to be a 3 month hiatus for winter... or during, or around. That's how it used to be, anyway, I wasn't sure if it's still that way in the anniversary edition. It's partially unrelated but if that gap IS there.... the OP would have plenty of craft time, assuming they haven't passed that book by.

Scarab Sages

Spoiler:
Nope. As per the adventure, the assault on Sandpoint is suppose to start with 24-48 hours. There can be a two month break after the attack, but that's assuming the party stops it. My party didn't. They're now playing catchup and heading to Jorgenfist. I doubt they'll pull back and recover. Most likely, they'll charge right in, gun blazing!


William Sinclair wrote:
** spoiler omitted **

Spoiler:
In our game, we've been given 3 weeks to prepare for the assualt... as the GM had a side adventure planned for our return to Sandpoint (an invasion of the body snatchers type of scenario)

with the 1 week of travel before on tehriver, that's about 4 weeks.

In-game, we're preparing Sandpoint by organizing bat squads (two of us have leadership) to shepard the inhabitants to the smuggler's tunnels,, prepare scrolls and potions and clean up some loose ends.

As the GM portrayed the Lord Mayor of Magnimar as a complete corrupt sleezeball (we're in Montreal, we can relate), we opted to not ask for reinforcements, as that would invite him to effectively take over the administration of Sandpoint

But this is an aside. The GM can insert time at various points. And a wizard crafter has options that could wasily mean crafting at 1/4 (or less) the listed time.

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