Item crafting in PFS


Pathfinder Society

Silver Crusade 1/5

Could one of the developers explain the reason for disallowing crafting of magic items in PFS?

I know one of the reasons is some people would abuse the WBL cap by trying to sell crafted items but that could be defeated by not allowing the resale of personaly crafted items.

I feel that the no crafting rule really hurts the arcane casters by limiting their creativity and veristillity.

Liberty's Edge

Lou Diamond wrote:

Could one of the developers explain the reason for disallowing crafting of magic items in PFS?

I know one of the reasons is some people would abuse the WBL cap by trying to sell crafted items but that could be defeated by not allowing the resale of personaly crafted items.

I feel that the no crafting rule really hurts the arcane casters by limiting their creativity and veristillity.

All items would basically cost less since the time to create and chance of failure rolls could be abused / overlooked. I'm guessing it would mean everyone would take item crafting just to pay for materials only.

Sovereign Court 5/5

Lou Diamond wrote:

Could one of the developers explain the reason for disallowing crafting of magic items in PFS?

I know one of the reasons is some people would abuse the WBL cap by trying to sell crafted items but that could be defeated by not allowing the resale of personaly crafted items.

I feel that the no crafting rule really hurts the arcane casters by limiting their creativity and veristillity.

You actually mentioned the fatal flaw, although you may not have realized it.

If you let one person have magic items at 1/2 price (the arcane caster creating his own stuff), it's fundamentally unfair when another person (a character without creation rules/feats) cannot purchase them for 1/2 price as well- not even from the first person 'at cost'.

And if you let the 2nd person buy magic items from the 1st, there's nothing stopping the 1st from NOT selling at cost (insist on full price, maybe some smaller profit margin) the 1st character again has an unfair advantage, in the form of extra wealth.

From what I've been led to beleive, item creation is harder than it's worth to balance in large organized games like PFS. They decided it's kinder overall to stunt the item crafting options (including craft skill, but mainly magic creation) than see the imbalance in the game economy displayed in practice in the past by similar games such as Living Golarion and Living Greyhawk.

Grand Lodge

Network Campaigns generally do not allow item crafting because of the immense PITA it is to administer on a campaign basis. The campaign is balanced around the items you get from Chronicles and Faction purchases.

Grand Lodge

Lou Diamond wrote:

Could one of the developers explain the reason for disallowing crafting of magic items in PFS?

I know one of the reasons is some people would abuse the WBL cap by trying to sell crafted items but that could be defeated by not allowing the resale of personaly crafted items.

I feel that the no crafting rule really hurts the arcane casters by limiting their creativity and veristillity.

Arcane casters dominate the game as it is even within the limitations of the campaign. Live the same rules along the rest of us.


Mind you, alchemists can still craft alchemical items. These can't be sold, period, but may be borrowed by other players for use in a scenario.

Kind of odd that alchemist would be allowed but other classes aren't...

Sovereign Court 5/5

That's not really comparable.. alchemists' produce has a built-in expiration date.. it's not like they're passing around actual potions.

Their 'items' are just a different form of party buff :)

Shadow Lodge 4/5 **** Venture-Captain, Michigan—Mt. Pleasant

deusvult wrote:

That's not really comparable.. alchemists' produce has a built-in expiration date.. it's not like they're passing around actual potions.

Their 'items' are just a different form of party buff :)

Ge wasn't talking about their extracts. Alchemists can make actual alchemical items like alchemist's fire, acid, weapon blanches, etc. using craft (alchemy)

Scarab Sages

Pathfinder Starfinder Roleplaying Game Subscriber
Eric Clingenpeel wrote:
deusvult wrote:

That's not really comparable.. alchemists' produce has a built-in expiration date.. it's not like they're passing around actual potions.

Their 'items' are just a different form of party buff :)

Ge wasn't talking about their extracts. Alchemists can make actual alchemical items like alchemist's fire, acid, weapon blanches, etc. using craft (alchemy)

The difference is in scale. All alchemical items are pretty cheap, and are typically consumables. Giving alchemists extra alchemist fires won't break a power curve. However, if you give casters the ability to Craft Wondrous Items, you essentially double the amount of gold they earn per adventure, giving those casters double the magical items of other players who can't take the feat. It wrecks the balance of power. That is the primary reason, and its a good one.

That being said, I personally think that scribing scrolls could have been left in, and might have been what the OP was originally referring to. Nothing is stopping you from buying scrolls at full cost however.

Silver Crusade 1/5

LazarX, I do not normaly play arcane casters in PFS I am playing my first a Magus. I was creating a high level caster the other night for fun not PFS and built a staff for him that cost around 175000gp for a single item and thought that was a over priced but thats just me.

deusvult, why don't the DEVS just make a list of prices for spell charges buffs resistences etc and don't have casters make items at 1/2 value that way it does not upset the WBL and say PC casters cannot make items for sale or use by active PC's.

Sovereign Court 5/5

Lou Diamond wrote:


deusvult, why don't the DEVS just make a list of prices for spell charges buffs resistences etc and don't have casters make items at 1/2 value that way it does not upset the WBL and say PC casters cannot make items for sale or use by active PC's.

They kinda do, you can pay Prestige for otherwise-free castings of various, fairly powerful magics.

You can also pay 2 PP for 'free' 1st level wands.. arcane casters are going to get way more bang for their buck out of this than other characters.. even divine casters, but especially martial characters.


Another reason the crafting rules are not allowed is that they are rather wonky and vague. From all the threads I have read or posted in on this subject on these forums, I would say that if you were to gather 10 gamers together and have give them the crafting rules, you would end up with 10 different views on how things should work overall. The crafting rules are such a mess that even the Paizo folks have put off fixing them.

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

deusvult wrote:
Lou Diamond wrote:


deusvult, why don't the DEVS just make a list of prices for spell charges buffs resistences etc and don't have casters make items at 1/2 value that way it does not upset the WBL and say PC casters cannot make items for sale or use by active PC's.

They kinda do, you can pay Prestige for otherwise-free castings of various, fairly powerful magics.

You can also pay 2 PP for 'free' 1st level wands.. arcane casters are going to get way more bang for their buck out of this than other characters.. even divine casters, but especially martial characters.

I always half-assumed that the 2 PP for a 1st level wand was to give parties an ample supply of Wands of CLW. At least that's how my players use it. It also allows the tables of players to shift, and doesn't force each group to have a cleric or an oracle (UMD).

Regarding the crafting, it slows games down severely in the mid to high tiers. When the party pools all their wealth, gives it to the crafter and they in turn craft gear for everyone, you'll quickly find that probably one session a month is nothing but shopping.

Grand Lodge

Another issue with crafting magic items which has come up in previous organized play campaigns is that you have to keep a tight rein on the campaign time line. That is the reason that living geyhawk had time units - you had x units per year to adventure or craft items or be locked in jail or whatever. PFS does not want to keep detailed track of time, so they disallow item creation. Alchemists get such huge bonuses that they can generally whip out a batch of consumables over breakfast, so time is not an issue.


I'd like to bump this thread slightly because I just ran across this issue. The thread is pretty recent, and the issue is basically exactly what it says on the tin, even if the first post was more about magic items. Just made a new character, starting out as a Ninja. So: he gets poison use at first level, and would like to use other alchemical stuff. I was just going to let this stuff be flavour text for him, use craft(alchemy) as the day job and maybe buy the 5pp vanity shop for 5% discount, but...

After reading the FAQ for PFS, the exception for alchemists is just WTF-material. Before 3rd level they're just as slow, or fast, as anyone else when using craft(alchemy); the +1 or +2 bonus from the class ability isn't that important. I could maybe live with crafting being allowed when they get the swift alchemy ability at 3rd level (halving crafting times). This would be more in line with the only other exception: currently poisoner rogues are also allowed to craft poisons with craft(alchemy) at 3rd level (after they get the master poisoner ability). They (and alchemists) are currently the only ones able to acquire poisons outside 5 listed, preset, always-allowed-for-anyone-with-poison-use choices.

This was my understanding of the FAQ. Since crafting items (at normal speed) isn't allowed due to time-keeping stuff (which I fully understand as a reason) *why do they allow lvl 1-2 alchemists to do it?* Crafting poisons is pretty slow going for a poisoner too, and they never fully level out of that, because they don't get an ability for it, and also poisons are pretty expensive compared to their DCs, and hence take 4 or more times as long to craft as an average alchemical item.

A small comparison: I could (and actually might, with this ninja) multiclass into alchemist with 10 (or 11) int, and if I didn't have any ranks, I'd have craft(alchemy) +2 (+1 from the class ability, +1 from portable lab). Compared to the same ninja, with 1 rank, a better lab, class skill bonus, and let's just go overboard with skill focus, for a total of +9.

This brings me to a secondary point, which was actually the original line of inquiry: Poisons are just too damn expensive compared to their utility, that for most of them, they're really not worth using. For home campaigns or longer-format games than the usual PFS scenario, they can be a nice. Making this worse is that most combats in PFS tend to be really short and often with little preparation time, making applying a poison and waiting for it to have it's effects once you hit pretty useless. Because they'll be dead by the time they feel it (due to other party members), and because the effects of the always available poisons are about 1d2 str or dex.

IMO poisons should be cheaper if it's such a limited list, since the boost hardly exists, or more easily available, so the cost would limit their use. Allow anyone with poison use to also make them?

Liberty's Edge 5/5

Lou Diamond wrote:

LazarX, I do not normaly play arcane casters in PFS I am playing my first a Magus. I was creating a high level caster the other night for fun not PFS and built a staff for him that cost around 175000gp for a single item and thought that was a over priced but thats just me.

deusvult, why don't the DEVS just make a list of prices for spell charges buffs resistences etc and don't have casters make items at 1/2 value that way it does not upset the WBL and say PC casters cannot make items for sale or use by active PC's.

This is an organized play game. As such, while some special rules are necessary due to how organized play works, they want to stick as closely to the RAW as possible. Instead of crafting an entirely different item creation guide, they just indicate that the crafting cannot be done in organized play. Simple, easy, and elegant solution.

Secondly, there no time units in this campaign. They created them for Living Greyhawk, so you could spend time units to craft an item, train an animal, go an on adventure, what have you. But once you used all your time units, you couldn't play that character until the new year when your time units would replenish. It was a very convoluted system, and if I remember correctly, difficult to do correctly, easy to abuse, and not very popular. Without time units, how do you reconcile the time it takes to craft an item?

This has been answered for you in the past as well. Bringing up the same question every 6 months isn't going to get you a different answer.

Liberty's Edge 4/5

Andrew Christian wrote:
This has been answered for you in the past as well. Bringing up the same question every 6 months isn't going to get you a different answer.

Andrew, don't blame Lou for this one's reappearance, someone else (Snaake) resurrected an old thread.

Snaake,

We have had three different people working on the campaign, som eof the responsibility has been split out so the campaign has two leaders, and much of this is an old issue, predating the APG in part.

I am sure this is on Mike's overcrowded plate to take a look at, when it reaches the top of the list. Just not sure if it is above or below the new pregens....

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