Value of a Pelt


Rules Questions

Liberty's Edge

Are there any rules on values of pelts? I did see something small in Ultimate Equipment for maybe 5 different animals, but that was about it. I am going to be running a campaign in a tundra and I could use a rule structure for the hunters in the area.

Additionally, what crafts/professions would be useful. A few I was thinking about would be:

Profession (trapper)
Profession (hunter)
Profession (tanner)
Craft (traps)

Is there a profession or craft for curing meats so they can be preserved for consumption at a much later date?


survival is often used for procuring meats and furs from slain animals. I've also seen Profession (cook) being used for meat and Craft (leather) for things like furs and pelts.

RP wise, it's generally accepted that profession (cook) produces food that's much more pleasant then the kind of fare you get with survival which allows you do to the bare minimum to make something edible.

looking over the professions I notice that there's also a profession (butcher). So, I'm thinking (as a house rule) something like profession butcher allows you to procure more meat from a dead animal then survival does and profession cook allows you to produce better quality meat then survival.

So, it's like a survival check 16 provides enough food for 3 characters. But a butcher check 16 provides enough meat for 6 characters, but you still have to make a profession cook 16 or a survival 22 in order to make all of that meat edible.

In this way survival is still useful, it's just less efficient then the actual profession checks.


Like many things that probably should be covered by general rules instead of "special" abilities . . . there's a feat for that. You could sell the harvested parts to buyers interested in converting the parts to usable items such as clothing, adornments, and other supplies, or you could do so yourself with the appropriate Craft skill.


Use the treasure by CR section?

In Unearthed Arcana, WotC noted a big problem with selling hides of animals was that this meant each monster had a big chunk of treasure it couldn't actually use. Not much of a problem for monsters without useful items in the first place (most mundane animal encounters with treasure are actually the valuables of earlier victims) if you keep other sources of wealth in line, but a big one for intelligent ones especially weapon wielders. One solution to this is the Nemean Lion Cloak: The monster's hide isn't just valuable, it's a magic item in and of itself which the monster gets the benefits of while alive. This also reduces the "Christmas Tree" problem if most of the magic items a character are trophies from monsters. You can make this go further by enchanting natural weapons and imparting those qualities on weapons forged using remains (bones become a carbon source for metal weapons, something that apparently has some basis in historical forging superstitions).


Roll profession if you have it or survival with a higher dc. Follow rules as a result. Simple enough.

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