How much would NPC’s charge to transfer runes?


Advice


So my players have come into there possession of a Runestone (Weapon Potency +1), and a formula for an uncommon Rune (Crushing). No one in the party has the means to do Magical Crafting. I know for a fact they’ll take to the towns magical merchant to apply these runes. I also know the Merchant won’t have the formula of the crushing Rune on hand.

But I don’t know how much to charge them to do either.

I was thinking: Runestone, they’d just charge them 10% of the cost and it would take a day.

For the formula, be 50% of the cost and take a day. They would offer to transfer the Rune for free, but they get to keep the formula for themselves.

How does that sound?

Vigilant Seal

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Per CRB page 580, also found on Archives of Nethys:

to quote an excerpt: "The DC of the Crafting check to transfer a rune is determined by the item level of the rune being transferred, and the Price of the transfer is 10% of the rune’s Price, unless transferring from a runestone, which is free. If you’re swapping, use the higher level and higher Price between the two runes to determine these values. It takes 1 day (instead of the 4 days usually needed to Craft) to transfer a rune or swap a pair of runes, and you can continue to work over additional days to get a discount, as usual with Craft."


Sounds like a job for a Skilled Laborer.


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Full price if you let them work till it is half cost. Double price if you expect it to be expedited for one day.


The Gleeful Grognard wrote:
Full price if you let them work till it is half cost. Double price if you expect it to be expedited for one day.

I do like your idea about getting it done in 1 day. I mean yeah sure, breaks the rules. But whatever. At least it presents that option of: “Hey if you REALLY need it now. I can, it’s just going to cost extra.”


Trixleby wrote:

Per CRB page 580, also found on Archives of Nethys:

to quote an excerpt: "The DC of the Crafting check to transfer a rune is determined by the item level of the rune being transferred, and the Price of the transfer is 10% of the rune’s Price, unless transferring from a runestone, which is free. If you’re swapping, use the higher level and higher Price between the two runes to determine these values. It takes 1 day (instead of the 4 days usually needed to Craft) to transfer a rune or swap a pair of runes, and you can continue to work over additional days to get a discount, as usual with Craft."

The problem is that rule would apply when the party is doing it themselves. If a third party is being hired to do it, they should charge for their time, just the material cost.

I like breith's suggestion of skilled labor, but I'd say it doesn't make as much sense to use that rate for high level runes because of the higher degree of difficulty requiring a better craftsman. I personally use the Earn Income tables to pick a price equal to the level of the rune.

As far as giving the merchant a formula for a new rune... I'd mostly just charge the sales price if the merchant can keep a copy of the formula for future use. Maaaaybe charge them with similar Earn Income pricing if you're making the process take 4 days.


Transferring Runes normally only takes 1 day.

Quote:
It takes 1 day (instead of the 4 days usually needed to Craft) to transfer a rune or swap a pair of runes


breithauptclan wrote:

Transferring Runes normally only takes 1 day.

Quote:
It takes 1 day (instead of the 4 days usually needed to Craft) to transfer a rune or swap a pair of runes

In the OPs example the rune would be built from scratch.


Oh.

Well, the title says transferring runes. Which is probably the more common scenario. But yes, the scenario initially given is to deconstruct the rune (taking 4 days), then reconstructing the rune (taking another 4 days).


Captain Morgan wrote:
Trixleby wrote:

Per CRB page 580, also found on Archives of Nethys:

to quote an excerpt: "The DC of the Crafting check to transfer a rune is determined by the item level of the rune being transferred, and the Price of the transfer is 10% of the rune’s Price, unless transferring from a runestone, which is free. If you’re swapping, use the higher level and higher Price between the two runes to determine these values. It takes 1 day (instead of the 4 days usually needed to Craft) to transfer a rune or swap a pair of runes, and you can continue to work over additional days to get a discount, as usual with Craft."

The problem is that rule would apply when the party is doing it themselves. If a third party is being hired to do it, they should charge for their time, just the material cost.

I like breith's suggestion of skilled labor, but I'd say it doesn't make as much sense to use that rate for high level runes because of the higher degree of difficulty requiring a better craftsman. I personally use the Earn Income tables to pick a price equal to the level of the rune.

As far as giving the merchant a formula for a new rune... I'd mostly just charge the sales price if the merchant can keep a copy of the formula for future use. Maaaaybe charge them with similar Earn Income pricing if you're making the process take 4 days.

Some very good points.

Cause on the one hand: I want to make my life easy as possible.
But on the other, I don’t want it to be so cost prohibitive that they don’t use the Merchants. At the same time, I don’t want it to be so cheap that they don’t try to do crafting themselves.


The +1 Potency Runestone doesn't cost any additional gold to transfer since it's already on a Runestone, though if you want to charge a Hireling fee, that makes sense, because you are still paying for a service you otherwise wouldn't be able to accomplish.

The Crushing formula merely gives the characters access to craft the rune from scratch, in which case it takes 4 days and the entire cost of the rune to make. The crafter simply needs to be in possession of the formula to craft it, and it isn't consumed upon making one. Of course, it would cost a Runestone's worth of gold to just have the rune made, but this can be waived if you leave an eligible weapon there to be etched with.

In a hypothetical scenario, if you brought both of these to Ye Olde Magicke Shoppe, and had them work on them to apply to a weapon, it would take 5 days total to turn an appropriate weapon into a +1 Crushing weapon. 1 for the Potency rune, and 4 for the Crushing rune.

The Potency rune would cost a hireling fee, and the Crushing rune would cost the value; I wouldn't tack on a hireling fee for the Crushing rune, since the idea is you're paying them for the materials and time spent anyway, which is what the gold cost is meant to symbolize, and if the same crafter is doing both, then they're technically already paid for the 1 day job of transferring, and the Crushing rune functions more as a commissioned "purchase" in this case, so no hireling fee required, since the 50 gold cost already factors in a payment to the creator.

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