
It's something that should be handwaved or remade, as it's not a strong part of the system.

So yes, armor and weapon making isn't a quick process if you want quality work or something that isn't brittle or gonna break after one battle, you need to invest time and effort into it, like most anything.ĭo the Craft rules reflect that? No, not really. Getting the furnace to the proper heat isn't as simple as turning your stove on, you have to get it to the proper temperature and then maintain it (apprentice work!).

The chain mail that's to cover non-plate covered areas is time consuming when mass production techniques aren't available or even known.
#PATHFINDER ALCHEMY RECIPES FULL#
I'd generally agree that craft durations are on the longer side but on the other hand, crafting isn't aimed at adventurers, it's definitely a downtime thing, which varies significantly by campaign how much of that you have.Īs for full plate or plate in general, it's generally personalized to the wielder and involves more than just making each plate and riveting it together, you have to fit it to the person it's designed for. I also think that a lot of Magic Items take way, way too long to make (something tells me Sauron didn't spend two months Forging each of his Rings of Power.), but that may just be me. On the other hand, Master Alchemist brings crafting times for Alchemical Items down to something around that level, so if you absolutely cannot live without hard rules maybe just let everyone have the time-related benefits of that Feat for free? So far, it has never caused anything approximating a problem in my games, and has actually resulted in my players taking Crafting skills, which never happens in any games that actually use the Crafting rules. When I use item Crafting in my games, I have a simple way to calculate crafting time: The time it takes to make an item is equal to the smallest amount of time you can convince me would be reasonable given your tools and skill. A simple two-foot length of Chain, at 10 GP, will likely take the relatively unskilled smith who would have made it in an hour in real life a full week to make. A Masterwork Longsword is probably not going to take less than two weeks to make, despite it being literally impossible that any practical (IE non-decorative) element of the blade takes more than an hour or so to complete. That's over eight times as long as such an item should take. The Masterwork component takes another week and a half, for a total of 17 weeks to craft the item, or just shy of four months. Add 10 to both DCs, and we make 957 SP worth of progress on the Full Plate each and every week, completing it in a mere 15 and a half weeks. We can take 10 on this, and might as well to guarantee that we don't ruin it, so we have a Craft result of 33. The cost of the Full Plate is 15000 at a base DC of 19, and the Masterwork component adds 1500 at a base DC of 20. Now, let's have him make a set of Masterwork Full Plate (in other words, what a very skilled armoursmith would probably be getting orders for). Not shabby at all as Skill Checks go for a 4th level character, really. Add in a pair of helpers using Aid Another for +4 more, and you get +23.

The best a 4th level (AKA very skilled by any D&D recknoning, but not legendary) Expert focused on, say, Armoursmithing can do without magic items or help is +19 (5 Int (assuming a Race that boosts Int), 7 Ranks, 3 Skill Focus, 2 Prodigy or equivalent, 2 Masterwork Item).

Frankly, all mundane crafting takes ludicrously long amounts of time.
