Crafting MUNDANE items


Pathfinder Society

1/5

I know crafting feats are not leagal, but what about mundane stuff. I have a player in my home game who has professions trapper and tanner as well as craft bows and weaponsmithing and armor. He wants to make himself masterwork items (i.e. mighty composite shortbow and masterwork leather/studded leather armor). Is this allowed in PFS and how would it be handled?


Other than the alchemist class, there are no rules in Pathfinder Society for crafting of any kind.

1/5

Thanks Much Joshua.

Sczarni 4/5

LtlBtyRam wrote:
I know crafting feats are not leagal, but what about mundane stuff. I have a player in my home game who has professions trapper and tanner as well as craft bows and weaponsmithing and armor. He wants to make himself masterwork items (i.e. mighty composite shortbow and masterwork leather/studded leather armor). Is this allowed in PFS and how would it be handled?

basic-ly he makes the craft rolls, and uses the gold to buy masterwork X

The Exchange

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I am new to PFS have yet to play. STill doing my homework on difference in PFS. Why are the crafting rules not allowed? I ususally take 2 craft skills and 2 perform skills no matter what class i play. I mean what if you knight goes to a party, better know how to dance. Leather work is a must for everyone who goes outside the city. I mean get boots with holes or armor is damaged. Repair or make more with leather work. Just tring to find the why it is not used in PFS, if someone could tell me or point me to a post thanks.

Grand Lodge 4/5 *

First, welcome to PFS! It's great fun.

Crafting ins't used because the time "between" scenarios is not tracked, but left intentionally indeterminate. So there's no way to do crafting without introducing time units or some such system. It also means that people can get ahead of the wealth-by-level balance because they spend time at home knitting instead of adventuring, and that doesn't fit the PFS campaign - we try to make sure players are roughly equal in terms of gear at various levels.

5/5 *

That said, there ARE (few and far between) a few chances to use profession and perform skills outside crafting in PFS still (perform oratory and profession sailor come to mind)

Sczarni 2/5

CRobledo wrote:
That said, there ARE (few and far between) a few chances to use profession and perform skills outside crafting in PFS still (perform oratory and profession sailor come to mind)

Yeah, Profession (Sailor) sees a fair bit of use in PFS.

I've also seen instances of:

Perform (all types)
Profession (Gardener)
Profession (Scribe)
Craft (Alchemy)
Craft (Traps)

The Exchange

I am a big fan of Craft alchemy and craft leather work and profession Cook. This way you can hunt (deer) and use all parts of the body without waste. And use servial skill for gathering parts for alchemy items so you dont have to find a dragons hord to stay up on items. I favorite alchemy is the liquid blade. being able to craft boots, backpacks, belts, leather armor. All good stuff. But i guess i can see it. I would just do it in game. Make the hunt the adventure and the crafted stuff the reward. Not for everyone but i like the feel of not saving the world.

Dark Archive RPG Superstar 2015 Top 32

Don't forget that one scenario

Spoiler:
No Plunder, No Pay
where to avoid some damage the party needs Craft (woodworking) or Craft (shipbuilding)!

All that aside, there is no reason why you still can't take a Craft, Profession, or Perform skill in PFS. You working towards those skills counts as a Day Job check that can earn your character a little bit more money at the end of each scenario. You can flavor your day job any way you want: profession (hunter) may be killing a deer and using all the parts of the animal to make tools, cloths, etc and selling them - since mundane gear doesn't earn that much anyway.

The Crafting Feats however, are kept out of PFS for the wealth-by-level considerations, since crafting costs half as much as the item itself. And in a fantasy world where death is only semi-permanent, the only real threat to your character's longevity is how tight their purse-strings get.

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