
zainale |
monster component parts? maybe some descriptions of what parts do what. like dragon scales can be used as spell components or the heart of a slime can be used as the focal point of a rod of WORLD DOMINATION MUHAHAHAHAHAHa *cough* sorry bout that >.>. the point is while the party is looting the treasure why cant they loot the bodies of powerful or strange magical creatures. my group is very much "if it is not in the books it can not exist. really cuts down on the creative imagination of playing a tabletop role playing game. the thyroid glands of a fire lizard can be used in bullets to create firballets. >.>

Jeraa |

Ultimate Campaign has Talismanic Components.
For use as a spell component, I don't know of a list. You would have to go through and check each spell.

Daw |

Since Pathfinder places a large emphasis on WBL, adding a mechanism for providing a real value for monster parts will make more complexity than they want. It will also potentially penalize players who don't or can't collect said parts. (Parts is Parts?)
I personally have always leveraged other systems for this kind of thing. This has actually been a thing since Chivalry and Sorcery. Ars Magica currently has a lot of good ideas. If, somehow, you are required to adhere to WBL, I would use the parts to replace the time investment for Magical Resources.

dharkus |

Monster Hunter's Handbook is supposed to have some of this sort of thing.
it does - look here: Monster Hunter Handbook Product Discussion

skizzerz |

Symar wrote:Monster Hunter's Handbook is supposed to have some of this sort of thing.it does - look here: Monster Hunter Handbook Product Discussion
MHH doesn't have any list of parts or common effects of parts, as such is not part of the game in general. It does have a feat lime to decorate items with parts to gain temporary bonuses against monsters of the same type, but that's about it. You could also harvest parts to use as cosmetic items/trophies. MHH explicitly mentions that parts taken for these purposes cannot be easily sold.
Being able to easily sell arbitrary monster parts would skew WBL by a lot for a lot of GMs, as some parties would harvest it all and others won't harvest anything, so there will be a wide gulf between how much wealth each otherwise equivalent party would have -- when writing a module/AP how would you account for this to ensure WBL is being adhered to? Within a single game the GM can adjust other treasure to account for increase wealth by monster parts, but the system is harder to balance in general.