Rules | GM Screen

<- Return to All Rules (Group by Source)
<- Return to Alternate Crafting and Profession Rules

All Rules in Alternate Crafting and Profession Rules

+ An entry marked with this has additional sections within it.

Crafting

Source Pathfinder Unchained pg. 72
There are two main ways to craft items in the Pathfinder RPG. One way is to create magic items via the various item creation feats. These rules often see more use by adventurers, as they produce powerful tools to help with exploration, treasure hunting, and the defeat of vicious monsters. The other method is to use the Craft skills to make items of mundane or alchemical nature. While the main rules for crafting with these skills can be found on page 91 of the Core Rulebook, this section presents alternatives and expansions to those crafting rules to make fashioning such items both easier and more engaging.

Alternate Crafting Rules

Source Pathfinder Unchained pg. 72
While the rules for crafting in the Core Rulebook are perfectly suitable for the needs of most campaigns, they can sometimes be cumbersome to use. Those rules assume that a character spends a full week crafting an item. They also involve complex multiplication to determine the degree of success and speed with which the item can be crafted. Not only are these rules significantly different from those for other skill checks, but they can slow down play at the table and give rise to strange circumstances where it takes an unreasonably long time to create relatively simple items that happen to have a high gold piece cost. Furthermore, while the system features rules for attempting daily checks, these rules can be cumbersome for players.

The following system presents crafting rules that are a little easier to use, especially in conjunction with the downtime system.

With this alternative system, use the following version of the Craft skill instead of the one presented in the Core Rulebook.

Supervising Helpers

Source Pathfinder Unchained pg. 75
As stated in both versions of the skill, Craft allows you to supervise untrained laborers. An untrained laborer has no ranks in Craft, but can attempt to aid in the process of creating items with the Craft skill. This is done by first paying the untrained laborer either 1 sp per day or 7 sp for a week’s worth of work. Each untrained worker you hire can attempt to aid another on your Craft check with a +0 bonus (assuming an Intelligence score of 10 or 11 and no ranks in the appropriate Craft skill). Typically, you can hire no more than two artisans to help you craft most small or relatively simple items (such as adventuring gear, alchemical items, armor, poisons, and weapons), but for large and complex items (such as siege engines and vehicles), you can hire as many as 10 untrained laborers to assist you.

If your GM allows it, you can also hire and supervise trained laborers. These laborers have ranks in the appropriate Craft skill and have a greater chance to aid you in your crafting endeavors. Table 2–5: Trained Laborers gives the details on such trained laborers, how much they cost, the number of ranks they have in the appropriate Craft check, the bonus on their Craft checks, and the typical size of the settlement in which they are found. You can hire only trained laborers who have fewer ranks in the appropriate Craft than you have; a trained laborer with more ranks than you will not deign to assist you.

Table 2-5: Trained Laborers

Ranks in CraftCraft BonusCost to Hire per DayCost to Hire per WeekSettlement Size
1+43 sp2 gp, 1 spHamlet
2+54 sp2 gp, 8 spVillage
3+66 sp4 gp, 2 spSmall town
4+78 sp5 gp, 6 spLarge town
5+81 gp7 gpSmall city
6+91 gp, 5 sp10 gp, 5 spLarge city
7+102 gp14 gpMetropolis

Workshop

Source Pathfinder Unchained pg. 75
When crafting items, you need tools and an appropriate workspace. What constitutes an appropriate workspace is often situational. Repairing weapons or armor in the field requires only a relatively quiet and clear area, while crafting a suit of full plate requires a workshop and a forge. Typically, items of normal or greater complexity require a workshop of some sort, but under certain circumstances, the GM can rule that such items can be created in the field. Alchemical items and poisons are exceptions to these guidelines, as their compact nature makes them easier to craft in the field, especially with the help of an alchemist’s lab.

Masterwork Workspaces: Large, well-stocked workspaces can also aid in the crafting of items, particularly when you use trained and untrained labor. These masterwork workspaces grant trained and untrained laborers a +2 circumstance bonus on checks to aid another when they aid your Craft check. Furthermore, if a trained or untrained laborer succeeds at the check to aid another by 5 or more, that laborer grants you a +3 bonus on your check instead of the normal +2. It typically costs 5 gp per day to rent a masterwork workspace for crafting relatively small items (such as most adventuring gear, alchemical items, armor, poisons, and weapons) and 20 gp per day to rent a masterwork workspace for creating larger items (such as siege engines and vehicles).

Special Raw Materials

Source Pathfinder Unchained pg. 75
Crafting items requires a certain ratio of raw materials to start. Typically, these raw materials are some sort of trade good that is required to make the item. Making a suit of chainmail, for instance, requires 37 gp and 5 sp worth of steel (assuming you are using the alternate Craft skill presented above). But not all raw materials are the same—some raw materials are better suited for crafting. These are special raw materials.

Unlike normal raw materials, special raw materials have both a cost and a crafting cost. The cost of the special raw material is the amount for which it can be purchased and sold. Special raw materials are trade goods, and like all trade goods, they can be bought and sold for the same price. The crafting cost is the amount of gold they are considered to be worth for the purposes of crafting. For example, flawless steel’s cost is 8 gp per pound, but its crafting cost per pound is 4 gp. It can be bought and sold for 8 gp per pound, but when used as the raw material for crafting items, it is considered to be worth only 4 gp per pound.

While special raw materials can be bought and sold, they work best when handed out as treasure. As the GM, if one of the PCs in your group has invested in the Craft skill, consider giving out these special trade goods in place of coin treasure every so often.

Special raw materials’ crafting costs are always half their actual cost. They also have special traits when used as the raw material for crafting in the alternate Craft skill rules presented above. A special material cannot have more than one of the following special traits.

Easily Worked Raw Materials: This type of raw material makes it easier to craft items faster. When using this raw material, the item’s base progress per day is doubled. For example, if you are creating a suit of chainmail using easily worked steel, your base progress per day is 4 gp rather than 2 gp.

Flawless Raw Materials: This material is so flawless that it can be used to create high-quality items with ease. When using flawless raw materials to create either masterwork or specialmaterial items, the crafting difficulty doesn’t increase. For example, if you craft a suit of masterwork chainmail using flawless steel, the difficulty of the check remains normal (DC 15) rather than becoming complex (DC 20).

Malleable Raw Materials: This type of special raw material can withstand crafting errors better than other normal materials of the same type. If you fail a Craft check by 5 or more when using malleable raw materials, you don’t lose an amount of raw material equal to the item’s base progress per day.

Pure Raw Materials: This raw material makes it easier to craft an item. When using this raw material, you roll twice when attempting your Craft check and take the better result.

Table 2-6: Special Raw Material Cost

Special Raw Materials (1 lb.)Easily WorkedFlawlessMalleablePure
Adamantine600 gp600 gp375 gp450 gp
Alchemical silver20 gp20 gp12 gp, 5 sp15 gp
Angelskin200 gp200 gp125 gp150 gp
Blood crystal80 gp80 gp50 gp60 gp
Bone2 gp2 gp1 gp, 2 sp, 5 cp1 gp, 5 sp
Bronze10 gp10 gp6 gp, 2 sp, 5 cp7 gp, 5 sp
Cloth8 gp8 gp5 gp6 gp
Cold iron100 gp100 gp62 gp, 5 sp75 gp
Darkleaf cloth20 gp20 gp12 gp, 5 sp15 gp
Darkwood20 gp20 gp12 gp, 5 sp15 gp
Dragonhide100 gp100 gp62 gp, 5 sp75 gp
Eel hide250 gp250 gp156 gp, 2 sp, 5 cp187 gp, 5 sp
Elysian bronze400 gp400 gp250 gp300 gp
Fire-forged steel300 gp300 gp187 gp, 5 sp225 gp
Frost-forged steel300 gp300 gp187 gp, 5 sp225 gp
Gold100 gp100 gp62 gp, 5 sp75 gp
Greenwood100 gp100 gp62 gp, 5 sp75 gp
Griffon mane80 gp80 gp50 gp60 gp
Leather6 gp6 gp3 gp, 7 sp, 5 cp4 gp, 5 sp
Living steel200 gp200 gp125 gp150 gp
Mithral800 gp800 gp500 gp600 gp
Obsidian6 gp6 gp3 gp, 7 sp, 5 cp4 gp, 5 sp
Steel8 gp8 gp5 gp6 gp
Stone6 gp6 gp3 gp, 7 sp, 5 cp4 gp, 5 sp
Viridium400 gp400 gp250 gp300 gp
Whipwood300 gp300 gp187 gp, 5 sp225 gp
Wood2 gp2 gp1 gp, 2 sp, 5 cp1 gp, 5 sp
Wyroot400 gp400 gp250 gp300 gp