Crafting Material from Monsters


Advice


I was thinking about games like Monster hunter and skyrim. and how you can kill monsters and strip them for parts, parts that you can used to craft weapons and armour.

is there any, or has anyone created a rule system for something like this. I guess on some level in the game you could skin a wolf and get some furs or kill a cow and get some leather. but it'd be cool for a more extensive list of this stuff.

Dark Archive

Pathfinder LO Special Edition, PF Special Edition Subscriber

There is some booklets from 3.x that have this for various creatures, the one i know about particularly is the book on dragons, and dragon crafting. Also Bulette creature is regularly skinned to make a different type of plate armor.

But it would also be alot of homebrewing ideas and specific things that your party wants on the fly. If something has a high Natural Armor bonus I usually allow it to be skinned and made into a "leather armor" of higher AC but try to match it with armor stats that currently exists. Although this is done primarily for druids who are trying to boost their AC with non metal armors before finding or being able to afford dragon hide.

Other things i can think of are
Shark skin grips for hilts of weapons adding +2 to CMD against disarm
Eel Hide, granting Electricity res or something like that
Demon blood being used to alchemical reagents or to make mandrakes
Dragon claws being made into daggers or short swords


Shadowlords wrote:

There is some booklets from 3.x that have this for various creatures, the one i know about particularly is the book on dragons, and dragon crafting. Also Bulette creature is regularly skinned to make a different type of plate armor.

But it would also be alot of homebrewing ideas and specific things that your party wants on the fly. If something has a high Natural Armor bonus I usually allow it to be skinned and made into a "leather armor" of higher AC but try to match it with armor stats that currently exists. Although this is done primarily for druids who are trying to boost their AC with non metal armors before finding or being able to afford dragon hide.

Other things i can think of are
Shark skin grips for hilts of weapons adding +2 to CMD against disarm
Eel Hide, granting Electricity res or something like that
Demon blood being used to alchemical reagents or to make mandrakes
Dragon claws being made into daggers or short swords

this is exactly the kind of stuff I had in mind. I was thinking that all of this stuff would come under the materials. so a dragon tooth shortsword would always be considered masterwork. and would deal 1d4 of the specific dragons energy type. but most importantly, its not considered a magical weapon. I just like the idea of being able to kill creatures and gain there abilities in some way. like crafting armour out of dragonskin would grant some amount of energy resistance to the dragons type to the wearer.

Dark Archive

Pathfinder LO Special Edition, PF Special Edition Subscriber

Currently as it stands (as far as i know, i could have read it wrong) but dragon hide does not grant resistance or immunity to a energy type to the wearer, but the item itself is immune to its associated energy type. But it does reduce the cost of enchanting it with the associated energy res or immune.

so red dragon hide is not damaged by fire
or black dragon hide is not damaged by acid.

I like to take this and i made a set of red dragon hide gloves for my dwarf to use in his forge, he can pretty much grab stuff straight out of the forge with the gloves and be fine.

The claw swords would not really have the energy type associated with them as they are just bone, maybe resistant or immune to the energy type still, like the hide but i don't see it dealing bonus damage from an energy type.

Dark Archive

Pathfinder LO Special Edition, PF Special Edition Subscriber

http://www.amazon.com/Draconomicon-The-Book-Dragons-Dungeons/dp/0786928840

This is the dragon book i have that has a lot of cool stuff in it from dragon biology to dragon egg sizes and birthrates, to making use of every part of a slain dragon.

http://www.d20pfsrd.com/feats/general-feats/dragoncrafting

this is pathfinders dragon crafting feat, has some similar stuff but not as comprehensive as the book.

and here is other pathfinder special materials, a lot of which are not in the core book or Ultimate equipment, but from pathfinder supplement books.

Third party stuff is also listed there, but it lists at the top which is 3rd party and which is pathfinder published.

Silver Crusade

Here are some rules we tried out in a homebrew game.

Spoiler:
Crafting Magic Items:
When crafting a magic item, a total of one half of the cost of the item must be consumed. Pay one sixth the cost of the item in gold, and two sixths of the cost of the item in magical crafting materials. The cost is the full retail price of the item according to PFS rules.
Obtaining Magical Crafting Materials:
A party member may spend one hour dissecting a corpse of a non humanoid and stabilizing the harvested material for crafting use. The character making the dissection must make either a knowledge nature check that can be assisted by only one party member using alchemy, or a knowledge alchemy check that can be assisted by only one party member using knowledge nature. The party must have both surgeon's tools (costs 25 gp and weighs 3 pounds) and an alchemy crafting kit (costs 25gp, weighs 5 pounds) to attempt this.
The DC of this check is 12+2*HD of the creature. If the skill check exceeds the DC by 5 thru 9, add 20% to the base value of material harvested. If the check exceeds the DC by 10 or more, add 50% to the base value of the material harvested.
The base value of the material harvested is 10gp*HD2. If the creature has an ability that is not something that would occur naturally (ex: elemental attacks, regeneration) then its base value is doubled. If the creature is magical in nature then its base value is quadrupled. Note that these two bonuses do not stack, magical creatures are assumed to have non natural abilities included in their multiplier.


My recollection was dragonhide was resistant, not immune, and did not confer it to the wearer. However, it reduced the price to enchant such resistance into it.

2nd Ed used such components extensively for making magic items. I think there are variant rules for special components as magic supplies in PF, but I don't recall where.

Basic concept was the harder to get, the more valuable. The more symbolic it is, the better the chance for the magic to take.

Since PF has gone even farther away from material components for spells, it does not have much support for using special materials. You might look at alchemical power components for ideas.

/cevah

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