CapnZapp
Legend
(I have asked for feedback about this over at Paizo forums, but since they insist a subject like this one must be relegated to the Homebrew forum, where next to nobody sees it and even fewer care to respond; I'm asking you people instead)
Replace the overall crafting process in the CRB with the following:
A crafter can craft items during downtime but not while adventuring. Crafting requirements (pages 244 and 535) remain in place, except that formulas are not mandatory for Common items.
The cost is 100% of the market value.
However, for Common items, formulas provide a 20% discount on item market value. That is, formulas aren't necessary but allows you to pay 80% of the market value.
For Uncommon items, formulas are required and give no discount. Rare items can't generally be crafted.
The market price for items are found in the Equipment and Treasure chapters of the CRB. The market price for formulas is listed in Table 6-13 on page 293.
During one week of downtime a crafter can create any combination of items and formulas whose combined levels don't exceed his own level. You get four consumables in place of one permanent item.
Example: A level four crafter could spend a week and then create items/formulas of levels 1+1+1+1 or 1+1+2 or 1+3 or 4 or any other legit combo.
Make a single Crafting check after each downtime week spent crafting.
Decide on the highest item level you're trying to craft, maximum your own level. This decides the Crafting Skill DC per table 10-5 as modified by table 10-6 (pages 503-504).
You do not need to decide what exact items you craft until you see the result of your check; you only need to decide on what level a regular success will let you craft.
This means you don't have to check how much gold your party has available have ahead of time. You simply make the roll and can then sell items to your friends as if you were a Magic Shoppe. Easy. Whether you pocket any discounts or pass them along is up to you
Critical Success - you get a discount of 20% even if you don't have a formula. If you do have the formula, the combined discount is 30%.
For uncommon items, you need the formula and you get a 20% discount.
You can also craft item(s) two levels higher than what you decided on.
Success - you create item(s) up to the level decided upon
Failure - your effective level is at -2, and formulas don't provide any discount. (You can then choose to craft nothing. This wastes the week, but you pay no gold.)
Critical failure - you suffer a mishap and fail to craft anything that week. You must also replace tools and materials before you are allowed to craft again. You (and your party?) must pay gold equal to the first listed permanent item two levels lower than the decided level (on Table 11-1). For example, as a sixth level crafter deciding on level 4 item(s), the cost of a critical failure is the cost of a level 2 "full plate": 30 gp.
Example: As a level 6 crafter, Drachma decides to spend a week of downtime creating moderate healing potions. As these are level 6 items, she announces she's aiming for level 6 which sets the DC to 22. Success means she gets to craft the equivalent of one level 6 permanent item, such as four moderate healing potions, but she could also reconsider and create any number of lower-levelled items whose total doesn't exceed 6. If she has the formula for moderate healing potions, they each cost 40 gp (20% discount; 160 gp total) otherwise 50 gp.
If she scores a critical success, she could create a level 8 item. Perhaps she forgets about the potions, and instead crafts a +1 resilient armor for herself (assuming she has the requisite feats). She probably doesn't have the formula for this, so she would have to pay 400 gp for the armor (20% discount). She could alternatively craft the formula for the armor (20 gold with the discount), so she could craft them for everyone in the party later on.
If she scores a critical failure, she needs to pay 75 gp ("bag of holding type I").
There is no provision for partial crafting. (The upside is you never have to write down partial progress reports!) If you and your party don't have the money, you can't craft it at this time.
Replace the overall crafting process in the CRB with the following:
A crafter can craft items during downtime but not while adventuring. Crafting requirements (pages 244 and 535) remain in place, except that formulas are not mandatory for Common items.
The cost is 100% of the market value.
However, for Common items, formulas provide a 20% discount on item market value. That is, formulas aren't necessary but allows you to pay 80% of the market value.
For Uncommon items, formulas are required and give no discount. Rare items can't generally be crafted.
The market price for items are found in the Equipment and Treasure chapters of the CRB. The market price for formulas is listed in Table 6-13 on page 293.
During one week of downtime a crafter can create any combination of items and formulas whose combined levels don't exceed his own level. You get four consumables in place of one permanent item.
Example: A level four crafter could spend a week and then create items/formulas of levels 1+1+1+1 or 1+1+2 or 1+3 or 4 or any other legit combo.
Make a single Crafting check after each downtime week spent crafting.
Decide on the highest item level you're trying to craft, maximum your own level. This decides the Crafting Skill DC per table 10-5 as modified by table 10-6 (pages 503-504).
You do not need to decide what exact items you craft until you see the result of your check; you only need to decide on what level a regular success will let you craft.
This means you don't have to check how much gold your party has available have ahead of time. You simply make the roll and can then sell items to your friends as if you were a Magic Shoppe. Easy. Whether you pocket any discounts or pass them along is up to you

Critical Success - you get a discount of 20% even if you don't have a formula. If you do have the formula, the combined discount is 30%.
For uncommon items, you need the formula and you get a 20% discount.
You can also craft item(s) two levels higher than what you decided on.
Success - you create item(s) up to the level decided upon
Failure - your effective level is at -2, and formulas don't provide any discount. (You can then choose to craft nothing. This wastes the week, but you pay no gold.)
Critical failure - you suffer a mishap and fail to craft anything that week. You must also replace tools and materials before you are allowed to craft again. You (and your party?) must pay gold equal to the first listed permanent item two levels lower than the decided level (on Table 11-1). For example, as a sixth level crafter deciding on level 4 item(s), the cost of a critical failure is the cost of a level 2 "full plate": 30 gp.
Example: As a level 6 crafter, Drachma decides to spend a week of downtime creating moderate healing potions. As these are level 6 items, she announces she's aiming for level 6 which sets the DC to 22. Success means she gets to craft the equivalent of one level 6 permanent item, such as four moderate healing potions, but she could also reconsider and create any number of lower-levelled items whose total doesn't exceed 6. If she has the formula for moderate healing potions, they each cost 40 gp (20% discount; 160 gp total) otherwise 50 gp.
If she scores a critical success, she could create a level 8 item. Perhaps she forgets about the potions, and instead crafts a +1 resilient armor for herself (assuming she has the requisite feats). She probably doesn't have the formula for this, so she would have to pay 400 gp for the armor (20% discount). She could alternatively craft the formula for the armor (20 gold with the discount), so she could craft them for everyone in the party later on.
If she scores a critical failure, she needs to pay 75 gp ("bag of holding type I").
There is no provision for partial crafting. (The upside is you never have to write down partial progress reports!) If you and your party don't have the money, you can't craft it at this time.
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