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[UPDATED] Pathfinder Unchained Contents Spoilers
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<blockquote data-quote="CubeB" data-source="post: 7667610" data-attributes="member: 6774905"><p>I'm going to go over the crafting stuff for both mundane and magical items now.</p><p></p><p>For non-magical items, your progress on an item multiplies depending on how far above the DC you roll, meaning that as you improve you can create simple items more quickly. You don't need to craft continuously, so long as you can store the item in a safe place. There are also new options for workspaces and material usage.</p><p></p><p>There are alternate profession rules in the same chapter that are focused on running an actual business, with rules for determining profits. So, interesting in city games, I suppose.</p><p></p><p>The big change for crafting is for magic items: Dynamic Item creation requires the party to work together to build an item, and makes the whole ordeal a bit more interesting than locking yourself in a workshop for a month.</p><p></p><p>Item crafting is essentially a skill challenge, where each 5000 GP in the market price is an additional challenge (on top of the base two). The difference here is that not all challenges are skill checks. Some require saving throws, or diversions, or are associated with certain classes. A lot of them have two options: Success on one means you proceed normally, while success on both means you get a nice bonus. </p><p></p><p>Depending on how it goes, your item will likely acquire some nice perks (which make the item somewhat better), quirks (which are neutral but harmless), or flaws (which make the bearer's life a bit more difficult).</p><p></p><p>Nice way to get people involved with it, I suppose. Plus you can actually make crafting into an adventure.</p></blockquote><p></p>
[QUOTE="CubeB, post: 7667610, member: 6774905"] I'm going to go over the crafting stuff for both mundane and magical items now. For non-magical items, your progress on an item multiplies depending on how far above the DC you roll, meaning that as you improve you can create simple items more quickly. You don't need to craft continuously, so long as you can store the item in a safe place. There are also new options for workspaces and material usage. There are alternate profession rules in the same chapter that are focused on running an actual business, with rules for determining profits. So, interesting in city games, I suppose. The big change for crafting is for magic items: Dynamic Item creation requires the party to work together to build an item, and makes the whole ordeal a bit more interesting than locking yourself in a workshop for a month. Item crafting is essentially a skill challenge, where each 5000 GP in the market price is an additional challenge (on top of the base two). The difference here is that not all challenges are skill checks. Some require saving throws, or diversions, or are associated with certain classes. A lot of them have two options: Success on one means you proceed normally, while success on both means you get a nice bonus. Depending on how it goes, your item will likely acquire some nice perks (which make the item somewhat better), quirks (which are neutral but harmless), or flaws (which make the bearer's life a bit more difficult). Nice way to get people involved with it, I suppose. Plus you can actually make crafting into an adventure. [/QUOTE]
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