Magic item creation adventuring


Rules Questions


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What if you start your day with magic item creation in a safe, quite location (like a home base), then later teleport to an adventuring location after crafting?

Magic Item Creation

Spoiler:
1. The creator also needs a fairly quiet, comfortable, and well-lit place in which to work.
2. Any place suitable for preparing spells is suitable for making items.
3. 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.
4. Regardless of the time needed for construction, a caster can create no more than one magic item per day.
5. 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.
6. The caster can work for up to 8 hours each day.
7. 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.
8. 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.
9. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night.
10. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks.
11. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine.
12. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).

I think point #8 and #9 apply to crafting out in the adventuring space (in a camp site). #9 also has it interrupted, referencing lunch, morning preps and night watches.

Point #12 reinforces that the adventuring caster is in a distracting or dangerous environment.

If you are not “out adventuring” at the start of magic item creation and throughout the process, does it count as regular crafting with a full 8 hours counting as 8 hours towards crafting?

If you then teleport to the dangerous environment after your 8 hours of crafting, can you get in another 8 hours of adventure before teleporting back to rest?

I almost always go for a Ring of Sustenance, cutting down rest time to just 2 hours and freeing up more time for “leisure”.

Also, some adventuring periods might not last a full 8 hours if you are limiting yourself to the duration of some buffs. (say, adventuring for a few hours, then resting)


The way I've always interpreted points 3 and 10 together in my own games mean that if you're wanting the full benefit of an 8 hour day of dedicated construction, you're doing so in 2 4 hour sessions of dedicated item creation. Any deviation of that, even just to teleport, fling a fireball and then return, counts as an interruption to those continuous blocks of creation.

As far as I can tell what you postulate would result in crafting while adventuring, regardless of how little time is spent adventuring. If you're powerful enough to cast Teleport, maybe just add 10 to the item creation DC and say you crafted 4 hours instead of 8 to get the full day's benefit, then you 'ported out to fight your enemies.


If you're not spending time in a dedicated 4-hour block, it falls under #8, otherwise see #11 and #12 for progress.

Liberty's Edge

As already pointed out, you need to assign 4-hour sessions to craft magic items.

If you teleport away after the first 4 hours and then return to work another 4 hours, you have spent time adventuring, so you are spending more than 8 hours working (6 and 7).

If you craft for 8 hours and then you go adventuring you have already expended most of your energy for the day, so you are forcing yourself to do extra, fatiguing work. For me, that is equivalent to doing a forced march.

Dark Archive

crafting is already a powerful enough ability, dont try to cheese it more

Liberty's Edge

Name Violation wrote:
crafting is already a powerful enough ability, dont try to cheese it more

Terribly time dependant. In most AP it is not so useful, as you rarely get the needed time, especially when your level increases and you would need weeks to complete the item you want.

That said, cheesing it isn't the solution to that.


I can see the forced march analogy, but even that has a game mechanic that can be worked with. There are ways to remove or eliminate fatigue.

I see 2 main factors that can be a detriment to crafting conditions:
A. interruptions or not dedicating continuous time
B. distracting or dangerous environments

If someone spends a full 8 hours crafting in a safe environment with no distractions, Then goes out adventuring, I think I'd be ok with it.

I could see adapting forced march type rules to the adventuring.

Liberty's Edge

Zombie Lord wrote:

I can see the forced march analogy, but even that has a game mechanic that can be worked with. There are ways to remove or eliminate fatigue.

I see 2 main factors that can be a detriment to crafting conditions:
A. interruptions or not dedicating continuous time
B. distracting or dangerous environments

If someone spends a full 8 hours crafting in a safe environment with no distractions, Then goes out adventuring, I think I'd be ok with it.

I could see adapting forced march type rules to the adventuring.

The rules for crafting magic items don't care about bout the ability to remove fatigue. 8 hours is a hard cap.

Dark Archive

Whenever we try to apply real-world logic to Pathfinder, we have to remind ourselves there are rules such as these in place for game balance, even when they don't coincide with our perception of real-world logic.

RAW, the character can spend 8 hours crafting. There is nothing indicating what the character is not allowed to do after that time.

RAI, the character can spend 8 hours crafting. There is nothing more the character can do that day as they are physically and mentally spent.

Think of it as working at at a demanding job for 9 hours (crafter). Do you really want to go out to work another 4-6 hours at a 2nd demanding job (adventurer)?

As mentioned above, a character could spend the day crafting, then cast restoration to proceed adventuring into the night. In the end, it's all about mechanics and game balance for the GM.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

There are simple ways to gain a full "8 hours" worth of crafting progress while adventuring:

1) A ring of sustenance (2,500 gp) or armor with the restful quality (+4,500 gp) reduces the amount of sleep needed to 2 hours. Note that even arcane casters who are subject to spell failure in light armor can wear a +X restful haramaki (0% arcane failure chance).
2) Devote 4 hours of work during the adventuring day (points #8 and #9), accelerating progress (point #4) by increasing the DC by 5 to gain 4 hours worth.
3) Dedicate 4 hours of work in a distracting/dangerous environment (point #12), instead of sleeping, accelerating progress (point #4) by increasing the DC by 5 to gain 4 hours worth. This is a continuous 4 hour block and not broken up as with point #9; this is in place of four hours that would normally be spent sleeping, not "during lunch, morning preparation, and during watches at night." Some other character will be standing watch, not the crafter.

Basically, any character can craft items at "full" progress while adventuring with a few thousand gp invested in a magic item to reduce the time needed for sleep and by increasing the Spellcraft DC for crafting by 5. Alternately, a valet familiar can double the progress to "normal" without increasing the DC.


i think if you combine :
#1 The creator also needs a fairly quiet, comfortable, and well-lit place in which to work.
#8 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.
#12 Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).

basically if your need to go out an do any kind of 'adventuring' it is no longer considered to have been 'quiet' . the way i see anything that is not part of the daily routine and crafting routine might be to distracting and cost you half he progress (why teleport, some can cast spells from their home to aid an adventure. nightmare for instance)
i rule that anything else need considerate logistic planing (got your food and water? got your teleport coordinations straight? world is still moving better make sure your not teleporting to the sea, right? etc)

-anything out of the daily routine will drag you out of crafting mind set and cost you double progress, ether you focus on crafting or you (try and) gain xp for achieving goals, not both.
(i had rp it with the player as him being kept getting interrupted in his crafting time by other members and npc asking him 'do we need this' or 'where should we go for that' etc, every now and then breaking up his progress. and when he eventually locked himself away from the rest to prevent that, then he did get his crafting , but they didn't get anything done in time and had to delay going out for the next day...)

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