Dinvaya, Spellcraft and making magic items for the party.


Iron Gods


Hello,

The party is in Scrapwall and having a great time. They met Dinvaya Friday night and made decent friends before going back to Hawks Roost where they have set up camp after killing Birdfood and a bunch or Orcs (and essentially hiring Sevroth and the Steel Hawks to back them up)

The players are noticing that they all have Masterwork weapons and some neat tech but it's high time some of them had a little more magic. They were talking about heading to Chessed to buy and sell and get gear enchanted, then I noticed Dinvaya has Craft Magic Arms and Armor, and Craft Wondrous Item. Cool! A little barter to get her the parts for her improved junk golems and she can upgrade weapons easy peasy...

...except She doesn't have Spellcraft as a skill. Is this a typo? How does one become a spelcaster, even a cleric, without at least a few ranks is spellcraft? Or is this intentional so she only works on items that Craft: Clockwork, Craft: Sculpture, and Knowledge Engineering apply to?

I will probably ret-con this in my game unless smeone strongly believes it will alter game balance too much.

Thanks,
Sean


Dinvaya has those two item creation feats because they are prerequisites for Craft Construct. I figure she is just focused, interested in building golems and little else. Which led me to...

Naal's version of Dinvaya:

...play her like Maud Pie. (If you have to ask, you don't want to know.)

"You broke my construct."
"There is an angry godling under the rubble."
"Helskarg is collecting warriors for a dawn raid on my temple."
"Why have you nailed a monocular black squid on my wall?"

The players realize she can build constructs, which means she should be able to craft items, too.
"I don't really care for magic."

The characters realize she's a Brigh-worshiper like Kyte, and want to get her to open up. So they try to chat about Brigh's doctrine and I get to use this.
"It's about gears. It's all about gears."

I regret nothing.

Go ahead and change her if you want. I would probably have given Dinvaya Spellcraft if my players had been interested in staying. But their character's arrival rustled the Lords of Rust, and they wanted to keep pushing before their enemies got their act together.

Shadow Lodge

She was very interested in the android in my party.

Also, when the player for the Sylph had to miss a session, she created a wind turbine and had him power it for the day just by standing around.

Dark Archive

Pathfinder Adventure Path Subscriber

I gave Dinvaya some Spellcraft as well, as Scrapwall's economy is very weird. I wanted the players to have some way of purchasing new equipment, and having Dinvaya help out with construction seemed a good plan.


I did some hand-waving and pulled up the rules for cooperative item creation. It's presumed that the person with the item creation feat has spellcraft and are hiring the services of a spellcaster but no where does it say that this HAS to be the order. The party Arcanist is providing most of the magic and the spell-craft skill checks while Dinvaya is providing the feats. This works well because the party can't out-strip their own abilities and purchase items higher than their level can create.

As of now most of their purchases have been making MW weapons +1 or a belt/headband of +2 to stat. They have traded a bunch of heavy crap into the local economy (splinted armor, falchions, etc) for components but Dinvaya held out for 'the good stuff' in trade. She got the Neural Inhibitor and the Auto-Grapnel. When the party gets to the arena Dinvaya will be on a palanquin carried by 4 junk golems, 2 of which will be armed with those weapons. :)

Thanks all for the advice!


Dinvaya's awesome.

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