Craft while Adventuring + Valet Familiar (Cooperative Crafting)


Rules Questions


Is there an official response for Crafting?

While adventuring:

Craft up to 4 > 2 hours of work. Can I +5DC and get 4 hours of work because of Accelerated Crafting? Using Cooperative Crafting I'd be getting 1k gold done per day.
Can I do this 2-3 times with Ring of Sustenance?
4 > 2
4 > 2
4 > 2
Means that I've worked 6 hours/day. With Ring I only need to sleep 2 hours.

Craft 4 of Dedicated time without interruption, BUT This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine > Can I accelerate this and do it in 2 hours? I'll be getting 1k gold done in only 2 hours, or 2k gold in 4 hours accelerating twice.
Also what does constitute a Shrine/Laboratory? Can I buy one to use while adventuring? If so, where do I get it?

I wanna know if there are OFFICIAL replies to these issues that you may know.

Also VERY important, how to get 4 hours (or 2 accelerating) during adventuring.


Magic Item Creation Rules:
To create magic items, spellcasters use special feats which allow them to invest time and money in an item's creation. At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but sometimes another skill) to finish the item. If an item type has multiple possible skills, you choose which skill to make the check with. The DC to create a magic item is 5 + the caster level for the item. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item (see Cursed Items for more information).

Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites.

While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal.

Magic supplies for items are always half of the base price in gp. For many items, the market price equals the base price. Armor, shields, weapons, and items with value independent of their magically enhanced properties add their item cost to the market price. The item cost does not influence the base price (which determines the cost of magic supplies), but it does increase the final market price.

In addition, some items cast or replicate spells with costly material components. For these items, the market price equals the base price plus an extra price for the spell component costs. The cost to create these items is the magic supplies cost plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.

The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires 8 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by +5.

The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours' worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).

A character can work on only one item at a time. If a character starts work on a new item, all materials used on the under-construction item are wasted.

I recommend you to read the whole spoiler to fully understand the rules for magic item creation.

But to summarize the relevant parts:

1. "The caster can work for up to 8 hours each day."

2. "Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster)."

3. "If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours' worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night."

4. "If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks."

*********

First of all, you can't accelerate twice. The only time accelerated crafting is mentioned is in the example of 8 hours to 4 hours, and there is nothing to indicate that you can accelerate multiple times. People have assumed that you can also accelerate during adventuring, and that is why that is the norm while crafting. (and there is probably some FAQ explaining this.)

Secondly, the rules for the adventuring caster are an exception. You must otherwise spend 4 continuous hours crafting. While accelerating and using cooperative crafting, this would grant you 2k worth of gold in the item for every block of 4 hours. (Assuming you are in a controlled environment).

Also. The reason to why the adventuring caster is only netting 2 hours of work is because he is in an environment where there are many distractions, and he is pressed for time. He has no more than 4 hours to work per day, and the distractions make this net as only 2 hours. The trick to crafting while adventuring is to craft in a controlled enviroment in blocks of 4 hours. And as such, bypassing the rules for the adventuring caster.

This is achieved by wearing a ring of sustenance, and using spells such as Secure Shelter.

You craft for 8 hours (accelerated to blocks of 4) during the night (when you usually have free time), then you sleep for 2 hours during the day. With a valet familiar you would create 4k gold worth of an item per day.

Remember that if you can't provide safe working conditions, the gold created is halved.


Besides the shelter, do I need a laboratory to craft? So, I need some place safe and quiet, is that spell the lowest I can get for safe place?
Im arcanist, gonna take a while to get it


Tiny Hut and Rope Trick are both an alternative, but I am more in favor of rope trick, since tiny hut doesn't block your view or sounds.

Pathfinder SRD wrote:

To create magic armor, a character needs a heat source and some iron, wood, or leatherworking tools. He also needs a supply of materials, the most obvious being the armor or the pieces of the armor to be assembled.

/.../

To create a magic weapon, a character needs a heat source and some iron, wood, or leatherworking tools. She also needs a supply of materials, the most obvious being the weapon or the pieces of the weapon to be assembled.

/.../

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.

When you are crafting Magic Armor, Magic Weapons or Magic Rings, you'll need atleast a heat source to be able to craft at all. This means that you may need to bring an anvil and portable furnace with you during your travels depending on what you are crafting.

Note that there is no restrictions to crafting Wondrous Items except having the mundane base-item. If you aren't crafting anything from the 3 categories mentioned, you can craft it anywhere as long as you have the item to be enchanted.

You might want to bring a desk and chair with you, since Rope Trick and Tiny Hut doesn't have any furniture. (can't have you amassing all that back pain now, can we?)


Wonderstell wrote:

Tiny Hut and Rope Trick are both an alternative, but I am more in favor of rope trick, since tiny hut doesn't block your view or sounds.

Pathfinder SRD wrote:

To create magic armor, a character needs a heat source and some iron, wood, or leatherworking tools. He also needs a supply of materials, the most obvious being the armor or the pieces of the armor to be assembled.

/.../

To create a magic weapon, a character needs a heat source and some iron, wood, or leatherworking tools. She also needs a supply of materials, the most obvious being the weapon or the pieces of the weapon to be assembled.

/.../

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.

When you are crafting Magic Armor, Magic Weapons or Magic Rings, you'll need atleast a heat source to be able to craft at all. This means that you may need to bring an anvil and portable furnace with you during your travels depending on what you are crafting.

Note that there is no restrictions to crafting Wondrous Items except having the mundane base-item. If you aren't crafting anything from the 3 categories mentioned, you can craft it anywhere as long as you have the item to be enchanted.

You might want to bring a desk and chair with you, since Rope Trick and Tiny Hut doesn't have any furniture. (can't have you amassing all that back pain now, can we?)

I'm confused by this then:

If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).

I could potentially use those spells to craft anyway?


Yes. The "laboratory or shrine" are mentioned as examples of a quiet and safe working environment, but you don't necessarily need that specific example.

You wouldn't normally have any crafting equipment in a shrine. So the shrine example tells us that there is no restriction on what the crafting environment is, only that it is preferred to have a quiet and safe one.


Does anyone know how Arcane Builder interacts with Cooperative Crafting?

4 Hours of Work with CF + Accelerated Crafting = 4000

Does this mean that I get the same result in 3 hours? What about the 2 hours left? Can I use those hours to craft? Are they lost?


Letric wrote:

Does anyone know how Arcane Builder interacts with Cooperative Crafting?

4 Hours of Work with CF + Accelerated Crafting = 4000

Does this mean that I get the same result in 3 hours? What about the 2 hours left? Can I use those hours to craft? Are they lost?

Actually, 4 hours of work with CF + Acc Crafting would only net you a worth of 2000 gp in the crafted item, not 4000 gp.

Normally 1000gp/8 hours.

Accelerated makes that 1000gp/4 hours.

CF doubles that.

*****

As for Arcane Builder.

It doesn't mention that it increases the amount of gold that can be crafted per day, but I believe that is the intent. Strictly RAW, this feat would shorten the 8 hours per day to just 6, whereas the remaining 2 hours wouldn't be of use since you must craft in uninterrupted 4-hour blocks.

So simply treat the target gold value of an item as if it was only 75% of the base price, while you still craft for 4/8 hours per day.

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