Craft all the things


Advice


1 person marked this as a favorite.
Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I want to make a rogue specialized in crafting. I intend train in Crafting at level 1 and take the Alchemical Crafting feat. At level 2, I will become an Expert in Crafting and take the Magical Crafting feat. Eventually I will take Snare Crafting and Inventor, as well as any other Crafting related feats that exist.

My question is this: How much would it cost to purchase a crafting formula for every item in the Core Rulebook?


5 people marked this as a favorite.

How much would it cost you to hire someone to do your math homework, which is what this is?


Pathfinder Companion, Maps, Pathfinder Accessories, Pawns, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Are you looking for just the Common items? Uncommon, Rare, and Unique items don't really have a set price on them as they can be marked up due to their rarity.. If you can find them at all.

Shadow Lodge

Well, it's 1 sp for a Basic Crafter's Book, which covers all the common items in the Equipment chapter.

Beyond those items, formulas for other 'common' items can be purchased at the prices shown in table 6-13: Formulas: You can do the math yourself if you are so inclined.

Beyond common items, the only 'rule' is

Chapter 6: Equipment / Gear / Formulas wrote:
Formulas for uncommon items and rare items are usually significantly more valuable—if you can find them at all!

So, these prices are up to your GM.


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Suppose we'll just stick to the common items then.

Liberty's Edge

You will still need to also consider that you need a specific formula for every different type of special material that an item can be made from too which is bound to make your costs explode.


Well, you could get everything for 'free', you just got to murder people that have Crafter books. If given enough time, effort, and blood on your hands you should be able to collect everything {and most likely hundreds of duplicates}. Just call your murder sprees 'research'. Perhaps not play a Good aligned character if you are going down this route. {Idk, maybe your DM will allow it if you only murder evil crafters, and you save puppies during your downtime or something.}

On a more serious note, it's not just going to be the cost of formulas, its having enough money left over to actually make something.


1 person marked this as a favorite.
Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Themetricsystem wrote:

You will still need to also consider that you need a specific formula for every different type of special material that an item can be made from too which is bound to make your costs explode.

Is that explicitly stated in the rules?

Seems about as absurd to me as those claiming you need a different formula for every spell scroll at every level in which they can be cast.


1 person marked this as a favorite.
Ravingdork wrote:
Themetricsystem wrote:

You will still need to also consider that you need a specific formula for every different type of special material that an item can be made from too which is bound to make your costs explode.

Is that explicitly stated in the rules?

Seems about as absurd to me as those claiming you need a different formula for every spell scroll at every level in which they can be cast.

Uhhh, I cannot find any rules that denote you need a per material version of a formula....unless someone wants to reference exact page, this sounds like just as much bollox as the example you provided about spell scrolls.

Also, in regards to the murder-hobo suggestion of finding craft recipes, if you're going Rogue route anyway for skills, would make more sense to sneak into different crafters workshops and steal or copy their formulas. Could also use deception to work with a crafter during your downtime to earn money and copy his recipes on the down low....

Not sure why everyone jumps to murder-hoboing when there are far more elegant and, potentially, rewarding rp opportunities that get the same result if not better.


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Thanks for the awesome idea Kylian!

Liberty's Edge

Ravingdork wrote:
Themetricsystem wrote:

You will still need to also consider that you need a specific formula for every different type of special material that an item can be made from too which is bound to make your costs explode.

Is that explicitly stated in the rules?

Seems about as absurd to me as those claiming you need a different formula for every spell scroll at every level in which they can be cast.

It sure is, at least by my understanding of page 273 indicating: "If an item has multiple types of different levels, each type has it's own formula and you need the formal for the specific type of item you want to Craft"

The example they give is a Bag of Holding but you also have to keep in mind that Special Materials ALL have their own specific levels assigned to them and by definition are of a different "type" than any other item made of a given items normal materials. Adamantine Items are level 8 for standard grade, 16 for high grade and the same holds true for all other Special Materials, they have assigned and predefined Levels. Just check pg. 578-579. This holds up just the same for EVERY possible prepared level of any given Spell when you consider Heightening and the fact that the Rules for Scrolls have no special carveout mentioned anywhere that indicates that Scrolls can be crafted without a Formula. For Scrolls, it's actually not that big of a deal since most Spells are also Uncommon regardless of the level they're heightened to. It's actually a bit comical to think that the basic crafter book includes instructions with hundreds of pages of Formulas for Scrolls each replete with it copies for every Spell Level.

Also, any given Weapon, Armor or piece of Gear in the book that is covered by the Crafting Book covers Common equipment only and the Special Materials are ALL marked as Uncommon and the very act of creating an item with these materials will functionally create an Uncommon or rarer Item, therefore you need a special Formula for the craft check. One could hardly reasonably argue that an Adamantine Longsword and normal Longsword are of the same Level and Type.

Now that being said, I HATE this. It sounds like a neat idea, every item that IS different has a different blueprint/formula/whatever, but it's incredibly restrictive and overly fiddly.

Mechanically speaking though, there exists for ANY given Breastplate a number of different Formulas:
Breastplate Formula
Shoddy Breastplate Formula
Darkwood Breastplate x2 Formulas (Standard-Grade & High-Grade)
Cold Iron Breastplate x3 Formulas (Low-Grade, Standard-Grade & High-Grade)
Adamantine Breastplate x2 Formulas (Standard-Grade & High-Grade)
Mithral Breastplate x2 Formulas (Standard-Grade & High-Grade)
Orichalcum Breastplate x2 Formulas (Standard-Grade & High-Grade)
Silver Breastplate x3 Formulas (Standard-Grade & High-Grade)

It's a bit off the rails IMO but that is how the Formula Craft requirement is written.


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I'm mostly just wondering how someone, such as a heavy scroll user, is expected to write all that out on their character sheet.

One of my characters has this:

Formula Book clandestine cloak (greater, standard), dancing scarf (greater, standard), explorer’s yurt, feather token (holly bush), hat of disguise (greater, standard), nectar of purification, poisons (belladonna, black smear poison, blightburn resin, cytillesh oil, graveroot, lethargy poison, malyass root paste, nettleweed residue, spider root, wolfsbane), runes (armor potency +1, resilient, weapon potency +1), wondrous figurine (onyx dog); plus all alchemical bombs, elixirs, and tools of 7th level and lower from the Core Rulebook

And that's only a handful of items.


Pathfinder Companion, Maps, Pathfinder Accessories, Pawns, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Scrolls would technically require a total of 10 recipes, one for each spell level of the scroll. You wouldn't need to have a scroll recipe for every spell that you want to scribe but you do need to supply a casting of the spell during the crafting process.


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Gloom wrote:
Scrolls would technically require a total of 10 recipes, one for each spell level of the scroll.

Actually, it would be less than that. You can't craft a scroll of a 3rd-level fireball or an 8th-level time stop for example, so there's no formula for those.


Kylian Winters wrote:

Also, in regards to the murder-hobo suggestion of finding craft recipes, if you're going Rogue route anyway for skills, would make more sense to sneak into different crafters workshops and steal or copy their formulas. Could also use deception to work with a crafter during your downtime to earn money and copy his recipes on the down low....

Not sure why everyone jumps to murder-hoboing when there are far more elegant and, potentially, rewarding rp opportunities that get the same result if not better.

Oh, normally I would suggest the RP route as well (murder route tends nullify any other option, and I find RP more fun in general.) But at that particular moment, only having 3 hours of sleep, and actually having done some of the calculations of what it would cost before running into the question of if certain items needed different formulas for different versions, and how to price uncommon and rare formulas (if there is a difference), and if I should include abilities which just give you formulas for free, I was feeling particularly murderous.

Liberty's Edge

1 person marked this as a favorite.
Ravingdork wrote:
Gloom wrote:
Scrolls would technically require a total of 10 recipes, one for each spell level of the scroll.
Actually, it would be less than that. You can't craft a scroll of a 3rd-level fireball or an 8th-level time stop for example, so there's no formula for those.

You can Heighten any spell regardless of it's actual effect to any spell slot of its level or higher though so there is some extra calculus there too.


Pathfinder Companion, Maps, Pathfinder Accessories, Pawns, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

There are a total of 10 scroll recipes. One for each level of scroll. If you know the scroll recipe for 3rd Level Spells then you can craft any 3rd level scroll if you can provide a casting of the spell you're putting into it.


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Themetricsystem wrote:
Ravingdork wrote:
Gloom wrote:
Scrolls would technically require a total of 10 recipes, one for each spell level of the scroll.
Actually, it would be less than that. You can't craft a scroll of a 3rd-level fireball or an 8th-level time stop for example, so there's no formula for those.

You can Heighten any spell regardless of it's actual effect to any spell slot of its level or higher though so there is some extra calculus there too.

I'm aware. What you can't do is cast or craft a spell at less than its base level.

Gloom wrote:
There are a total of 10 scroll recipes. One for each level of scroll. If you know the scroll recipe for 3rd Level Spells then you can craft any 3rd level scroll if you can provide a casting of the spell you're putting into it.

Oh. I thought you meant per spell.

Has that actually been clarified anywhere, or is that just how you suspect/wish it to go?


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

It's wishful thinking.

There is nothing currently existing in PF2 to support any claim to special treatment regarding formulae.

themetricsystem wrote:
It sure is, at least by my understanding of page 273 indicating: "If an item has multiple types of different levels, each type has it's own formula and you need the formal for the specific type of item you want to Craft"

So by the RAW, you need a distinct formula for each level of each spell or wand and for each level of each piece of equipment.

Whether or not it *should* be that way is another discussion entirely. Personally, I think scrolls shouldn't require formulae at all. Perhaps require a formula for magical ink and properly prepared velum (or other writing media). But that would be a house rule, just like the fanciful notion that you only need a single formula for all spells of a given level.


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I'm starting to buy into Gloom's theory a bit.

"A scroll can be Crafted to contain nearly any spell..." seems to indicate that the item is the scroll, not the spell.

Also, the entirety of the crafting scrolls section of the rules doesn't mention formulas at all, merely saying you have to cast the spell. This makes me wonder if the intent is that you just need the spell, and no any formulas at all (or perhaps, as Gloom stated, only as many as 10 scroll formulas).

In any case, I think we're going to ignore scrolls for the purposes of this thread, since my rogue won't be able to use them anyways.


Ravingdork wrote:

I'm starting to buy into Gloom's theory a bit.

"A scroll can be Crafted to contain nearly any spell..." seems to indicate that the item is the scroll, not the spell.

Also, the entirety of the crafting scrolls section of the rules doesn't mention formulas at all, merely saying you have to cast the spell. This makes me wonder if the intent is that you just need the spell, and no any formulas at all (or perhaps, as Gloom stated, only as many as 10 scroll formulas).

In any case, I think we're going to ignore scrolls for the purposes of this thread, since my rogue won't be able to use them anyways.

I think you're able to with Trick Magic Item.

Shadow Lodge

Back to the original question, a couple minutes of work with a spreadsheet is telling me the Held Items, Apex Items, and Other Worn Items on AoN adds up to 56,977 gold if we assume all items are common (which they aren't) and that all items are from the Core Rulebook (which, again, they aren't).

Of course, this doesn't include Companion items, armor, weapons, staves, wands, runes, talismans, etc...


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

*laughs sheepishly*

Shadow Lodge

1 person marked this as a favorite.

Okay, I extended my work to additional item types:

Type: Cost
Alchemical Bombs: 5,767
Alchemical Elixirs: 19,300
Alchemical Poisons: 16,660
Alchemical Tools: 3,524
Armor - Precious Material: 18,106
Armor - Specific Magic: 3,616
Consumable - Ammunition: 4,574
Consumable - Oils: 4,242
Consumable - Other: 266
Consumable - Potion: 4,963
Consumable - Talisman: 3,446
Held Items: 12,042
Rune - Armor - Fundamental: 5,028
Rune - Armor - Property: 4,074
Rune - Weapon - Fundamental: 2,657
Rune - Weapon - Property: 4,590
Shield - Precious Material: 7,605
Shield - Specific Magic: 6,752
Staves: 7,460
Structures: 593
Wands - Specialty: 19,242
Weapons - Precious Material: 4,764
Weapons - Specific Magic: 12,414
Worn Item - Apex: 4,500
Worn Item - Companion: 353
Worn Item - Other: 40,435
Grand Total: 216,973

This total:

  • Still doesn't include Scrolls and non-specialty Wands,
  • Still assumes all items are 'Common', and
  • Still assumes all items are from the Core Rulebook


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Thanks Taja! I really appreciate what you've done for us!


1 person marked this as a favorite.

Hmm. I did a bit of thinking here, and I'm starting to see the core of the issue.

In PF1, crafting allowed PCs to get more mileage out of their wealth-by-level treasure, because they essentially bought things at half price. This got slightly out of hand in places, even prompting some official intervention that said an item creator could only buff their total WBL by 25%, and if they wanted to help the rest of the party out that had to come from those funds.

But in PF2, crafting doesn't make you any money, at least not more than what many other skills can make during downtime. If you're a 4th level Expert crafter and you want to make a striking rune, that's going to cost you somewhere between 45 days and 32.5 gp if you want to make it cheap, or 4 days and 65 gp if you want to make it fast. Or, you could just work for 45 days, make 36 gp, and then buy the rune directly, only costing you a net of 29 gp. In all cases, assuming a success but not a crit on the skill checks.

"But Staffan, crafting lets you make things that aren't available for sale!"
Sure, but at the same time you need a formula to make an item. And there's no guarantee that that's for sale either. I'd even argue that in most cases, it's less likely to be available - it's easier to buy a rune than it is to buy something that tells you how to make a rune. Oh right, and that cost should probably be included in the crafting cost above, so the crafter pays another 5 gp. Though if they're making multiple striking runes, the formula cost per rune goes down of course - but with the exception of basic items like fundamental weapon/armor runes, I don't think there's going to be a whole lot of item duplication across an adventuring party.

So, essentially, the question is: what do you actually get out of crafting other than flavor?


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

The ability to make the things you need when you need them? It would definitely be a delicate balancing act to be sure!


Ravingdork wrote:
The ability to make the things you need when you need them? It would definitely be a delicate balancing act to be sure!

I mean, if you have the 45 days to make something...

(And I realized just the other day that witches get the short end of the stick, they have a first level feat that lets them craft 6 potions in a batch instead of 4; at first level that's a whopping 60 days of downtime because you're only making 2sp per day and your total cost is 50% higher than usual).


Ravingdork wrote:
The ability to make the things you need when you need them? It would definitely be a delicate balancing act to be sure!

Except you still need the raw materials and the formula. At the time you realize you need a thing, you must be in a place where you can buy the raw materials and the formula. So if you can buy those, why wouldn't you be able to buy the thing itself?

I mean, it's not like you can be out in the wilderness and learn you're going to the Haunted Castle and just decide to make some ghost touch weapons.

Shadow Lodge

Staffan Johansson wrote:

Hmm. I did a bit of thinking here, and I'm starting to see the core of the issue.

In PF1, crafting allowed PCs to get more mileage out of their wealth-by-level treasure, because they essentially bought things at half price. This got slightly out of hand in places, even prompting some official intervention that said an item creator could only buff their total WBL by 25%, and if they wanted to help the rest of the party out that had to come from those funds.

But in PF2, crafting doesn't make you any money, at least not more than what many other skills can make during downtime. If you're a 4th level Expert crafter and you want to make a striking rune, that's going to cost you somewhere between 45 days and 32.5 gp if you want to make it cheap, or 4 days and 65 gp if you want to make it fast. Or, you could just work for 45 days, make 36 gp, and then buy the rune directly, only costing you a net of 29 gp. In all cases, assuming a success but not a crit on the skill checks.

This also assumes there are level 4 downtime jobs available: One minor advantage to crafting is you don't have to go looking for a job of your level, which is a big advantage if you are crafting an item in an area where low level jobs are all that is available.

On average, though, the 4 days you spent 'up front' will probably make crafting an item slightly more expensive than working a 'day job' and paying cash.

Staffan Johansson wrote:

"But Staffan, crafting lets you make things that aren't available for sale!"

Sure, but at the same time you need a formula to make an item. And there's no guarantee that that's for sale either. I'd even argue that in most cases, it's less likely to be available - it's easier to buy a rune than it is to buy something that tells you how to make a rune. Oh right, and that cost should probably be included in the crafting cost above, so the crafter pays another 5 gp. Though if they're making multiple striking runes, the formula cost per rune goes down of course - but with the exception of basic items like fundamental weapon/armor runes, I don't think there's going to be a whole lot of item duplication across an adventuring party.

Learning unavailable formulas is covered by the Inventor feat, though this costs you more time and gold.

Staffan Johansson wrote:
So, essentially, the question is: what do you actually get out of crafting other than flavor?

From what I can see, very little: The crafting skill is still very useful for repairs, transferring runes, and the occasional skill check while adventuring, but actually manufacturing your own gear probably* isn't worth the effort.

*Please note that your mileage may vary significantly in different campaigns.

Liberty's Edge

Staffan Johansson wrote:
So, essentially, the question is: what do you actually get out of crafting other than flavor?

Earn Income is limited by the task level available to you in a given location, while crafting allows you to figure progress per day based on your own level.

At lower levels, and in a sufficiently sized community, crafting probably isn’t as efficient as doing Earn Income and purchasing. Once your level outstrips your location, crafting may well be more efficient. If you’re in the wilderness crafting may be possible while Earn Income isn’t.


I'm kinda confused now about the Basic Crafter's Book.

The Basic Crafter's Book entry is contained in what appears to be Chapter 6, 'Equipment'. It is in a section titled 'Gear'. It's entry reads as follows:

Basic Crafter's Book wrote:
This book contains the formulas (page 293) for Crafting the common items in this chapter.

Seems straightforward. Thing is, page 292 is still in the same 'Equipment' chapter and I don't even see a new section header so it even seems to be in the same 'Gear' section as the Basic Crafter's Book. That page outlines most of the lowest level Alchemical items i.e. all of the lowest level bombs, both antidotes, the elixir of life, plus the three basic tools i.e. smokestick, sunrod, and tindertwig. Everything except the lowest level mutagens and non-healing elixirs.

On page 258, the Alchemical Crafting feat reads:

Alchemical Crafting wrote:
You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.

So you also get four common 1st-level alchemical item formulas when you get this feat.

Then there is the Alchemist class itself:

Alchemist wrote:
You gain the Alchemical Crafting feat (page 258), even if you don't meet that feat's prerequisites, and you gain the four common 1st-level alchemical formulas granted by that feat. The catalog of alchemical items begins on page 543. You can use this feat to create alchemical items as long as you have the items' formulas in your formula book.

And for the Alchemist's starting Formula Book we get:

Alchemist, Formula Book wrote:
An alchemist keeps meticulous records of the formulas for every item they can create. You start with a standard formula book worth 10 sp or less (as detailed on page 290) for free. The formula book contains the formulas for two common 1st-level alchemical items of your choice, in addition to those you gained from Alchemical Crafting and your research field. The catalog of alchemical items begins on page 543.

So... if I'm not mistaken... a starting Alchemist should purchase the Basic Crafter's Book at level 1, get all level 1 alchemical formulas except mutagens, poisons, and non-heal elixirs, and then just use their class picks for the missing bits.

???


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Quintessentially Me wrote:
So... if I'm not mistaken... a starting Alchemist should purchase the Basic Crafter's Book at level 1, get all level 1 alchemical formulas except mutagens, poisons, and non-heal elixirs, and then just use their class picks for the missing bits?

That's what I do.


Ravingdork wrote:
Quintessentially Me wrote:
So... if I'm not mistaken... a starting Alchemist should purchase the Basic Crafter's Book at level 1, get all level 1 alchemical formulas except mutagens, poisons, and non-heal elixirs, and then just use their class picks for the missing bits?
That's what I do.

I absolutely understand why you would do that... I mean... why wouldn't you?

But I really get the feeling that isn't how it is supposed to go. If I am allowed to speculate:

- Given that alchemy was tied to resonance in early playtest
- ... and resonance was ripped out and replaced
- ... the Basic Crafter's Book was perhaps originally supposed to only cover the non-alchemical items in the Gear section i.e. weapons, armor, random equipment
- ... and then perhaps the Alchemical Item section was tacked on for the handful of common such items
- ... but the Basic Crafter's Book text was not updated to reflect it should only cover i.e. non-alchemical items
- ... and the update of the Alchemist, post-resonance, tacked on the language about gaining what amounts to 8 alchemical formula at start

That is to say, I think RAI the Basic Crafter's Book is not supposed to provide any alchemical formula. Otherwise, why would the Alchemist Formula Book description bother giving formulas for items in your research field (for non-Mutagenists anyway) when you would get all of them (again, for non-Mutagenists) for 1 sp at start?


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Quintessentially Me wrote:
That is to say, I think RAI the Basic Crafter's Book is not supposed to provide any alchemical formula. Otherwise, why would the Alchemist Formula Book description bother giving formulas for items in your research field (for non-Mutagenists anyway) when you would get all of them (again, for non-Mutagenists) for 1 sp at start?

That does seem odd. Perhaps you're right.


My guess is that the process went something like this:

"Hey, there's a lot of really mundane stuff in the equipment chapter. Do we really want everyone to have to get a formula for every single thing?"
"That sounds like a lot of work for little pay-off. Any suggestions on how to fix it?"
"We could put in a package of all the basic stuff so people can just get that and be done with it?"
"Sure, go with that."

And later:
"Hey, where did the alchemist's fire go?"
"Oh, we put all that stuff in the Treasure chapter."
"But low-level PCs buying alchemist's fire to deal with swarms is iconic!"
"You're right. Let's put the level 1 alchemy stuff on the gear tables so people can buy it."

And in the later process, missing that this technically meant that the Basic Crafter's Book now contained most of the level 1 Alchemy stuff as well.


Pathfinder Companion, Maps, Pathfinder Accessories, Pawns, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Staffan Johansson wrote:
Hmm. I did a bit of thinking here, and I'm starting to see the core of the issue....But in PF2, crafting doesn't make you any money, at least not more than what many other skills can make during downtime. If you're a 4th level Expert crafter and you want to make a striking rune, that's going to cost you somewhere between 45 days and 32.5 gp if you want to make it cheap, or 4 days and 65 gp if you want to make it fast. Or, you could just work for 45 days, make 36 gp, and then buy the rune directly, only costing you a net of 29 gp. In all cases, assuming a success but not a crit on the skill checks...

You've pretty much summed up my feelings on this very succinctly. I do have a couple houserules for crafting that I plan on using.

  • Crafting an item requires 50% of the item price in materials and a minimum of one day of crafting. You cannot pay off the remaining balance of an item to "finish the craft".

  • Items sell at half of their value, unless they are trade items or precious materials. Precious materials such as platinum, gold, silver, copper, or gemstones sell at full value. Trade items sell at a value between 50% - 200% value depending on the supply and demand of the area.

  • By spending time in town working out deals and finding buyers with a successful Gather Information check, you can sell an item for up to full value provided the settlement allows for purchases that large.

  • The Inventor Feat allows the potential creation of formulas above the Common rarity, though additional requirements may be added by the GM as to what you need in order to complete them.

  • Impeccable Crafter gains the following additional bonus: If you also have the Craft Anything skill feat this bonus applies to all crafts and not just the one chosen with Specialty Crafting.

  • Community / Forums / Pathfinder / Pathfinder Second Edition / Advice / Craft all the things All Messageboards

    Want to post a reply? Sign in.