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Crafting


Rules Questions


Pathfinder Starfinder Society Roleplaying Guild Subscriber

Hi everebody ^^

Do I miss something or crafting rules (235 SF core) don't ask for a skill roll but just for materials and time??

Thanks!


I believe you are right.
It makes sense though, craft dc's quickly became inconsequential in pathfinder.

Dark Archive

You must have ranks = item level and materials = to cost and tools to make it but yes no roll


Pathfinder Starfinder Society Roleplaying Guild Subscriber

So no chance to botch your work too: I think I'll keep that when needed for narrative purposes.


Pathfinder Starfinder Society Roleplaying Guild Subscriber

Moreover, does anyone have a hint to how to handle item modifications?
I mean, I have in my party a mech who grew up among goblins (lol) and he inherited their propension to mod and scavenge items:
I'd like to create a rule and maybe some table to let him roll engineering with some random result ^^


Pathfinder Adventure Path Subscriber

Generally, if you're following PF-style goblin items, it's, "Works just like this other thing, but named weird, has two things different, and has a critical flaw."

For example:

- the dog slicer is identical to the short sword (1d4 dmg [1d6 medium], 19-20/x2), save the dog slicer deals S, weighs half the weight, and has the fragile quality.

- you know, I think I broke my own point: I was going to say the same about the horse chopper, but I don't see the fragile quality, it weighs the same as similar damage items, and I don't really see what it's doing

... so nevermind all that stuff up there! I got nuthin' at this point, today.


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An option might be to give each weapon a random quirk and flaw from the pathfinder unchained magic crafting section.


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On a slightly easier to balance perspective, there are a ton of Fusions to skin. Since he's spending money anyways to craft already. Plus it seems very Gobliny to say "My auto-pistol shoots flaming bullets."


So lvl 1 create tech 1 stuff but you have to be lvl 5 to create fifth level tech?


ghostunderasheet wrote:
So lvl 1 create tech 1 stuff but you have to be lvl 5 to create fifth level tech?

Yes. And only ranks matter, not bonus, so the various qualities that make people better at the crafting skills, like higher stats or the skill focus feat, don't matter - the only thing that matters is training, not talent.


Starfinder Superscriber
Raspo wrote:

Moreover, does anyone have a hint to how to handle item modifications?

I mean, I have in my party a mech who grew up among goblins (lol) and he inherited their propension to mod and scavenge items:
I'd like to create a rule and maybe some table to let him roll engineering with some random result ^^

IIRC, the default is that you can disassemble an item to get up to 10% of an items price back in UPBs that you can then use to create new gear. Essentially that's the same as if you sell it. I think it's also a default that if you make your fusions as fusion seals, you can remove them from a weapon/armor and add them to a new one but fusion seals cost 110% of the fusion price.

Personally, I'm probably going to make a houserule that with an appropriate skill check, a character can get more of an items price back in UPBs or can upgrade an item into a similar item (like level 5 zero pistol into level 10 zero pistol). But I'm trying to figure out a way to do it that doesn't step all over the level 20 Mechanic class feature.

I think a DC of 15 + 1.5*Item Level sounds about right to disassemble for 15% in UPB (instead of 10) with every 5 over the DC getting you an extra point sounds about right (with a cap at 50%).

I think letting someone upgrade an item for the difference in price plus 10% is probably fine, requiring a DC of the same as the above (for the new item's Item Level).

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