Downtime, Mythic rules, item crafting and Drezen (potential spoilers)


Wrath of the Righteous


We've been playing through this AP for over a year now, and are a couple sessions into the 3rd part of the Wrath of the Righteous AP.
We are all very seasoned players, so when we started the DM's approach was "go nuts, it's Mythic, your group is supposed to be overpowered!", I took that advice to heart but I'm starting to get frustrated with the AP.

I'm playing the Wizard/Archmage in the party, built primarily as a crafter.

With Mythic rules in play, the build has far exceeded my expectations.

Here is where I'm at now:
Hedge Mage trait + a boon (from an NPC) that reduces the time or cost of crafting magic items by 5%: knocks 10% off cost from any magic items crafted.

A speed multiplier of x8 when crafting magic items, allowing up to 8k GP crafted per day:
MICF+Mythic Crafter = x2
Valet/Cooperative Crafting = x2
+10 DC = x2

Item creation costs are driven down to 1/8th their standard price (in most cases) as well:
Item Base Cost = x.5
Magic Points (downtime rules) = x.5
Focused Overseer feat (purchase of Magic Points at half price)= x.5
(With Blood Money + Fabricate usage, gold is not really an issue.)

This is all with a +30 Spellcraft check.

There are dozens of over-the-top scenarios I could propagate with this build. For example:
Craft a Cubic Gate in 3 days. They appear to have no daily limit, or cooldown on use, and the crafter can key the sides of the cube to the planes of his choice.

"(There is a 10% chance per minute that an outsider from that plane (determine randomly) comes through it looking for food, fun, or trouble.)"

I can easily craft multiple Cubes, and we could use them until we've attracted the attention of a bunch of creatures from the good/celestial realms, convince them our cause is Righteous and set them loose for vengeance on the Worldwound, or litter the infected countryside with activated cubes and come what may...

I can think of many other examples in which I could just 'break the scenario'. I've been holding back for the sake of the group's fun factor, but from an RP standpoint I'm having a hard time not justifying "Implementing Plan M".

Conversely, the DM is being very, very stingy on downtime rules.

I was advised there would be liberal downtime in the 3rd adventure, but so far, I'm not seeing it.

At this point field trips into the Worldwound feel like a waste of my character's valuable time unless the enemies are epic. Most battles I twiddle my thumbs because the other 3 party members have things well under control.

I feel like I'm being punished for my build, and not rewarded for my restraint. I'm not sure how much of it is the DM, and how much of it is the Adventure Path.

Just curious though: given the 'magic item factory' scenario how would you handle this as a DM? Would you find a way to put the kabosh on it, or would you let your players scrape all the way to the bottom of the sandbox?

The Exchange

"There are dozens of over-the-top scenarios I could propagate with this build. For example:
Craft a Cubic Gate in 3 days. They appear to have no daily limit, or cooldown on use, and the crafter can key the sides of the cube to the planes of his choice."

Sounds horrible. Demons start attacking the celestial planes in surprise attacks and now you've pissed off many powerful beings. Who come looking for who did this. Just the risk of it is enough to piss a powerful being off.

Breaking the scenario is probably harder than you think, and instead of being smart just makes you have different encounters. Making more work for the gm for no net gain

Being a super crafter you have probably buffed the party to ridiculous heights and are providing flexibility due to potions, scrolls, and wands. Which is awesome. And you are still a mythic wizard.

If it is to easy just ask the gm to combine encounters, double encounters size or double their to hit and hp....or something else simple. This AP is kinda easy to begin with.

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