Homebrew Crafting Rules for Pathfinder


Homebrew and House Rules


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Hey All,

I have a campaign I'm GMing that has an Alchemist in it. He absolutely loves to craft, but the crafting rules are not very adventurer friendly. I'm trying to draft some quick rules for easier crafting that are also potentially more fun.

Any thoughts or ideas or critiques?

Thanks in advance!

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Homebrew Crafting In Pathfinder

Crafting is accomplished in a two step procedure by:

#1 calculating the days of skill usage (skill-days) to create an item
#2 spending time and money to create the item

Base Skill-Day Calculation:

Weapon Skill-Days = 1 skill-day per 1 lb of weight
Armor Skill-Days = 1 skill-day per 3 lb of weight (round down)
Poison Skill-Days = save DC
Alchemical Items = 1 skill-day per 10 gp value

NOTES

- Every item with a cost of 1 gp or more takes a minimum of 1 skill-day
- Ammo is made in the bundle quanitity listed in Core Rules.

Skill-Day Modifiers:

Master Work items have a +100% skill-day modifier.

Special Material armor and weapons have a +100% skill-day modifier.

Creation Time:

Each 8 hours spent towards an items creation accrues 1 skill-day per rank in the appropriate craft or profession skill.

Creation Cost:

The material costs to create an item are 50% of the list purchase price.

Examples:

Min has 3 ranks of Craft: Armor. He wants to make a masterwork breastplate. A breastplate weighs 30 lbs yielding a base skill-day score of 10 (= 30 lbs / 3). Making it master work will add +100% to the skill-days, yielding a total skill-days of 20 for a masterwork breast plate. Max accrues 3 skill-days (1 for each rank) per day spent making the armor. Max can complete the armor in 7 days, not all of which must be consecutive. It will cost him 175 gold in materials (= half of the cost of a master work breastplate).

Max the Alchemist (level 10) has 10 ranks of Craft: Poison. He wants to make a dose of Black Lotus Extract (save DC 20). That will require 20 skill-days (= save DC 20) to make. Max accrues 10 skill-days (1 for each rank) per day. He can make the poison in two days. It will cost him 2250 gold in materials (= half the cost of the poison).

Max the Alchemist is still waiting on Min to finish the armor. He decides to create some vials of Antitoxin (50gp value). They each take 5 skill-days each, but Max as an Alchemist can make them twice as fast (Swift Alchemy ability), yielding 2.5 skill-days each. Max has a Craft: Alchemy skill of 10, which yields 10 skill-days per day. Max can make 4 Antitoxin per day at a material cost of 25gp each.


Looks good, but I have 2 worries.
1. You use raw ranks, not total skills. This short changes character with high int or with special abilities like the alchemist's class bonus to alchemy.
2. What about the skill checks themselves?

I would do something where you make a skill check each day, and for every 5 points you beat the check by, you get an extra skill-day.


Charender wrote:

Looks good, but I have 2 worries.

1. You use raw ranks, not total skills. This short changes character with high int or with special abilities like the alchemist's class bonus to alchemy.
2. What about the skill checks themselves?

I would do something where you make a skill check each day, and for every 5 points you beat the check by, you get an extra skill-day.

Thanks for the comments!

The reasoning behind using ranks was a "keep it simple" philosophy.

This method purposefully removes the stats, bonuses, class, rolls, etc. variables from the actual crafting of an item similar to enchanting magic items. Enchanting Magic Items is nearly universally accepted that enchanting 1000gp per day, despite skill or lack thereof, is the way to go.

The high stats, class bonuses, etc. definitely still apply when a character makes a Profession or Craft roll to do other things with the skill (identifying an item, the original crafter, the approximate value, etc.)

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