Harvest Parts feat redundant with Trophies and Treasures rules?


Pathfinder First Edition General Discussion


Hello folks,

I'm currently working on a Psychodermist Occultist and they get this feat for free:

Harvest Parts:

Spoiler:
You can attempt a Craft or Heal check, as though making a trophy, to gain usable resources from a creature that has been dead for less than an hour. Only creatures with a CR of 1 or higher yield usable parts. The value of the parts you harvest is equal to the creature’s CR squared × 10 gp (increases to CR derived from class levels or templates do not contribute to this value). This value can be used only as raw materials for crafting alchemical, masterwork, mundane, or magic items. Items crafted using creature parts must be made of a suitable material—typically bone or hide, with metal only in extraordinary cases. No more than a quarter of a crafted item’s cost can be supplied with harvested parts. Harvested parts remain usable for 2 days before they rot (unless used to craft objects or somehow preserved). Creature parts that are harvested in this manner can’t be bought or sold in most settlements.

I always looked at the feat as it is, and it looked fine to me, but when reading further into the mentioned rules for making a trophy, it seemed you can do all this and even more without the requirement of having the feat, in fact the yield you get from Harvest Parts is way less than the yield from ordinary Trophies.

To compare, Trophies and Treasures gives us these options:

Spoiler:
Harvesting Trophies
When a monster is defeated in combat, the process of identifying what portions of the creature can serve as a trophy and harvesting the trophy are somewhat abstracted—there’s no need to track the values for each part of every monster in the game once they’re gathered as trophies.
In order to harvest and preserve a trophy from a kill, a character must attempt three checks: one to determine what parts of the creature are worth harvesting for a trophy, one to determine if she successfully harvests the trophy components without damaging or ruining them, and one to turn the components into a permanent trophy.

Identifying Trophies: To identify what portions of a creature have value as trophies, a character must succeed at a Knowledge check determined by the creature type, as normal. The DC for this check is equal to 15 + the creature’s CR. This examination takes 1 minute to perform.

Harvesting Trophy Components: Once a character identifies potential trophies, she must attempt a skill check to harvest the relevant components. This is typically either a Survival check (for external features, such as hide, horns, teeth, or the like) or a Heal check (for internal features, such as blood, internal organs, or sweat). The DC for this check is equal to 15 + the creature’s CR. Harvesting trophy components generally takes 10 minutes of work (at the GM’s discretion, this could be as much as 1 hour of work for creatures whose bodies are particularly difficult to work with).

Creating Trophies: Once trophy components are harvested, they generally remain viable for 24 hours before decay or spoilage ruins them. Application of gentle repose, oil of timelessness, or similar magic can extend this period of decay. In order to turn components harvested from a creature into a long-lasting trophy, a character must attempt a check with an appropriate Craft skill (the exact skill varies according to the nature of the trophy the character is creating, but it is usually one from the following list: alchemy, jewelry, leather, or taxidermy) to preserve the components and turn them into a trophy. The DC of this check is equal to 15 + the creature’s CR.

Selling Trophies
Once a trophy is created, it can be kept or sold. Generally, a trophy can be sold to any merchant for its full value, as if it were an art object, but at the GM’s discretion, certain trophies may require the PC to seek out black markets or specialized merchants to receive the full price. In some societies, selling certain trophies may be illegal or have other ramifications.

To be fair, it seems you need a wider set of skills to finally craft a trophy (Knowledge to identify, Survival or Heal to Harvest and Craft to Create the Trophy, each at a DC of 15+CR), but the listed value of Trophies exceeds the yield you'd get from Harvest Parts on every level sometimes by over x2 (except on CR10, where they match). You can sell Trophies right away, whereas Harvest Parts requires you to use them in your item crafting and even then not more than 1/4 of the item's value.

On top of that, if you read further down the chapter about Trophies and Treasures, you can use Knowledge on specific creature types to gain crafting material with Magical Affinities, increasing their value by another 20%.

I hope someone has read into these mechanics as well and can give me some clarity. How is the Harvest Parts feat intended to interact with these rules and what are its designated benefits? I know it's rather niche material here, but maybe someone has got some more insight into this topic than me.


For starters, monster parts are seemingly weightless and last longer when gained from Harvest Parts. Additionally, they are general purpose parts, and therefore can be incorporated into anything despite not being useful for selling.

On top of this, nothing prevents you from combining these two rule systems. In fact, you could save yourself a lot of money doing so.

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