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PF2 Rules Creating Items

Pathfinder 2 – Reference

Rules – Creating Items

Part of converting over to a new system is to build new items from the existing items that characters already have, or the module that your using contains. Here I have referenced all the sections on rules that are necessary to make items in the game as well as added some of my own notes to expand that process.

Overview of the Rule Reference on making items

Here are where you can find all the relevant rules references for making items.

  • Skill: Crafting (Int) Trained Only – Craft (Core p244)
  • Skill: Crafting (Int) Trained Only – Earn Income (Core p236)
  • Feat: Alchemical Crafting (Core p258)
  • Feat: Magical Crafting (Core p262)
  • Feat: Snare Crafting (Core p265)
  • Equipment: Formulas (Core p293)
  • Treasure: Craft Requirements (Core p535)
  • Treasure: Alchemical Items (Core p543)
  • Treasure: Armour (Core p554)
  • Treasure: Consumable (Core p559)
  • Treasure: Materials (Core p577)
  • Treasure: Runes (Core p580)
  • Treasure: Shields (Core p586)
  • Treasure: Snares (Core p589)
  • Treasure: Staff (Core p592)
  • Treasure: Wands (Core p597)
  • Treasure: Weapons (Core p599)

From the Gamemastery Guide

  • Building Items (p82)
  • Item Quirks (p86)
  • Intelligence Items (p88)
  • Cursed Items (p90)
  • Relics (p94)
  • Artefacts (p106)

Crafting Limitations

A breakdown on all the different rules.

  • Level – A character can only craft an item of its level or lower.
  • Master Proficiency – You must be a master crafter to craft items of 9th level to 15th level.
  • Legendary Proficiency – You must be legendary crafter to craft items of 16th level and above.
  • Formula – You need to have the item formula.
  • Tools – You need access to the correct tools to create the item.
  • Material – You need to have half the items worth in raw material to create it.
  • Alchemical Crafting – Required to make any alchemical items.
  • Magical Crafting – Required to make any magical items.
  • Snare Crafting – Required to make any snares.
  • Item Specific – Some items have further crafting requires in their stat block.

Time to Craft

By making a Craft downtime check you set the base time to craft any item is 4 days. What you get for the four days is to expend materials equal to half the items cost, leave half the cost of the item outstanding.

The options you have available on a daily basis.

  • Complete the item by paying the remaining outstanding cost of the item. This can be done at any point.
  • Spend an extra day to make an Earn a Living downtime check to reduce the outstanding cost for the item by the amount you earn in that check.

Standard vs Precious Material

The quality of the items seems to be a factor in how much magic that item can take and still be usable in magical item creation.

  • Shoddy – A Trained crafter can make items up to 4th level. Items costs half as much, but has a -2 penalty to attacks, checks and DCs. With half the hit points and broken threshold.
  • Low-Grade – An Expert crafter can make items up to 8th level with 10% of the cost in raw materials.
  • Standard-Grade – A Master crafter can make items up to 15th level with 25% of the cost in raw materials.
  • High-Grade – A Legendary crafter can make any item with 100% of the cost in raw materials.

Common materials in purer forms are considered inexpensive that the price is included in any magical item.

  • Common materials: Paper, Cloth, Glass, Leather, Rope, Wood, Stone, Iron and Steel.
  • Precious materials: Adamantine, Cold Iron, Darkwood, Dragonhide, Mirthral, Orichalcum, Silver.

Note: Once an item is created, you can use a craft roll to improve the grade of the item by paying the cost difference between the grades.

Setting the Level and Pricing the Item

Here is some new rules I am working with on figuring out the item level and price. They are both linked together. Choose the base item, then add in extra items to the cost, added up the total and compare where it would land on the treasures table.

Example Item – Claws of the Ice Bear

  • base item – Magic Weapon (+1 striking weapon) Level 4 – 100 gp
  • Using Boots of Elvenkind for +1 bonus to Acrobatic checks – Level 4 – 100 gp
  • Using Boots of Elvenkind for example for +1 Bonus to Athletics checks – Level 4 – 100 gp
  • Wand of 2nd Level spell – Level 5 – 160 gp
  • Total Price 460 gp and the item is level 7.

Compared to Gamemastery Guide concepts

  • base item – Magic Weapon (+1 striking weapon) Level 4 – 100 gp
  • Skill bonus +1 (x2) Level 3 – 90 gp
  • 2nd Level Spell, once per day Level 5 – 125 gp
  • Total Price 315 gp, Level 7 Item

Example Item – Dancing Wasp

  • base item – Magic Weapon (+1 striking weapon) Level 4 – 100 gp
  • Wand (4th level) – Level 9 – 700 gp (required to summon giant wasp)
  • Total Price 800 gp and the item is level 9.

Compared to Gamemastery Guide concepts

  • base item – Magic Weapon (+1 striking weapon) Level 4 – 100 gp
  • 4th Level Spell, once per day Level 9 – 575 gp
  • Total Price 675 gp, Level 9 Item

Example Item – Deadly Kiss

  • base item – Magic Weapon (+1 striking weapon) Level 4 – 100 gp
  • Poison Rune – Level 4 – 100 gp
  • Total Price 200 gp, 6th level.

Example Item – Earthfire Shuriken

  • base item – Magic Weapon (+1 striking weapon) Level 4 – 100 gp
  • Flaming Rune +500 gp (min level 8)
  • Total Price 600 gp, making each one 150 gp (div by 4) and the Item level 9.

Example Item – Fugitive’s Grenade

  • base item – Wand of 4th Level Spells – Level 9 – 700 gp
  • Total Price 700 gp (div by 4) making each one 175 gp and the item level 10.

Example Item – Ghost Mirror Armour

  • base item – Magic Armour (+2 greater resilient armour) Level 14 – 4,500 gp
  • Ethereal Rune +13,500 gp (Level 17 min)
  • Wand of Circle of Protection (4th level) +1,000 gp
  • Wand of Death Ward (5th level) +2,000 gp
  • Total Price 21,000 gp making it a level 18 item.

Example Item – Oathtaker

  • base item – Magic Weapon (+1 striking weapon) Level 4 – 100 gp
  • Geas ability as 3rd level ritual using 3rd level wand as example +360 gp
  • Total Price 460 gp and the item level 8.

Example Item – Shozoku of the Night Wind

  • base item – Magic Armour (+2 resilient armour) Level 11 – 1,400 gp
  • Greater Shadow Rune +650 gp (min level 9)
  • Invisibility Rune +500 gp (min level 10)
  • Total Price 5,550 gp and the item level 13.

Example Item – Whispering Shrike

  • base item – Magic Weapon (+1 striking weapon) Level 4 – 100 gp
  • Wand (2nd level) Level 5 – 160 gp
  • Total Price 260 gp and the item is level 6.

rebuild from Gamesmastery Guide

  • base item – Magic Weapon (+1 striking weapon) Level 4 – 100 gp
  • Spell 2nd level Level 5 – 125 gp
  • Total Price 225 gp and the item is level 6
Alchemical Items

If your crafting an alchemical item and critically fail you can cause a dangerous effect to occur based on what you were trying to produce.

Errata 1.0 – 2019-10-30

Mutagens – These elixirs, indicated by the mutagen trait, temporarily transmogrify the subject’s body and alter its mind. Typically, only alchemists have the expertise to craft mutagens, and some say they are the only ones reckless enough to use them.
A mutagen always conveys one or more beneficial effects (listed in the Benefit entry) paired with one or more detrimental effects (shown in the Drawback entry). Mutagens are polymorph effects, and a subsequent polymorph effect attempts to counteract an existing effect; the counteract check for a mutagen uses the item’s level and a modifier equal to the that level’s DC – 10, as found on Table 10–5: DCs by Level (page 503).

Posions – Injury: An injury poison is activated by applying it to a weapon or ammunition, and it affects the target of the first Strike made using the poisoned item. If that Strike is a success and deals piercing or slashing damage, the target must attempt a saving throw against the poison. On a failed Strike, the target is unaffected, but the poison remains on the weapon and you can try again. On a critical failure, or if the Strike fails to deal slashing or piercing damage for some other reason, the poison is spent but the target is unaffected.
Note: Injury poisons require 2 actions to apply, allowing you to draw a poison and apply it to a weapon on the same turn. This effects the following poisions: belladonna, black adder venom, cytillesh oil, giant centipede venom, giant scorpion venom, giant wasp venom, graveroot, hunting spider venom, lethargy poison, purple worm venom, shadow essence, and wyvern poison.

Armour Items

Armour requires rune to be able to enhance them besides the specific crafted items. A Shield cannot be etched with runes.

Consumable Magical items

This covers Ammunition, Oils, Potions, Scrolls, Talismans and other Consumable. The special rule on consumables is they can be made in a batch of 4. The cost to make each one is divided by 4 if you wish to make less than one.

  • Ammunition: If it does not have an activation action listed, it is activated upon firing from the weapon.
  • Scrolls: Casting a spell from a scroll uses the same number of actions as the spell would normally require. Material component replaced with somatic component, and if it requires a focus, you need to have the focus to cast it. The spell must be on your spell list.
  • Talismans: Are affixed to Armour, Shield or a Weapon.
Runes

A special type of item that is used to enhance armour and weapons.

There are two types of Runes, a Fundamental Rune and a Property Rune. Each of these runes can be transferred using a Runestone or a craft roll with materials to another item taking 1 day instead of the usual 4.
Fundamental Runes – These are base runes a magical item needs to be able to accept the Property Runes. There are two types of fundamental runes, a potency rune and an enhancement rune. The potency rune is required for including properties. Neither count to the property limit.
Property Runes – The number of property runes an item can accept is equal to the value of the items potency rune.

Snares

These are a completely different type of item in the game as snares need to be crafted in a location, and require materials up to their full price to craft. This creates a trap or hazard. Unless otherwise stated, all snares activate when a small or larger creature enters the snare’s square.

You can disable your own snares with an interact action.

  • If your an expert in crafting, only someone Trained in Perception can find your snare.
  • If your a master in crafting, only someone who is an Expert in Perception can find your snare.
  • If your legendary in crafting, only someone who is a Master in Perception can find your snare.
Staves

A staff is also a staff weapon and can be enchanted with runes. The can cast spells from it, but you need to provide the material components, cost or focus to do so.

Charges in a staff last for 24 hrs. You need to have the spell on your list to cast it.

Wands

Wands are a once per day activation, with a second activation possible to break or destroy the wand. No wand can be used more than twice a day without destroying it. They hold a single spell, and it does not require physical components, with the ability to use somatic components in its place.

Weapon Items

Weapons requires runes to be able to enhance them besides the specific crafted items. When making ammunition, use the base price of the item without bulk, allowing you to make 10 items.

Worn Items

There are three types of worn items: Apex, Companion and Other. Most of them have the invested trait to use which is limited to 10 items for your character that day.

  • Apex Worn Items – you can only benefit from one of these at a time, and they provide a attribute increase to one of your characters statistics.
  • Companion Worn Items – Work only on your animal companions, familiars and eidolons.
  • Other Worn Items – The rest of the available items.

Changes I have made

Shoddy items require a trained crafter and can make items up to 4th level. While this is implied, I wanted to pull it out specifically. This also allows for low level magical items to be shoddy, which may bring some amusement into the game at low levels.

New Property Traits:
Artefact: Artefacts cannot travel through astral space, and will not go through gates or any form of teleport teleportation (including fey step), remaining behind when the holder of the item uses such movement. Any exceptions are up to the god who provides the divine spark for the item.

Content Updates

  • 2021-07-31 – Added in image references to source.
  • 2020-11-27 – Update to Shozuku of the Night Wind.
  • 2020-11-25 – Layout cleanup and linking
  • 2020-07-02 – Adding Errata.
  • 2020-03-22 – Incorporating Gamemastery Guide references.
  • 2020-03-11 – Structure update with notes on setting levels and prices for item.
Magical Items

Magical Items: Item Creation

Consumable Items: Dispelling Sliver, Fugitive’s Grenade, Halflight Charm

Held Items: Terra-Cotta Talismans, Trail Map of the Region

Runes: Poison Rune

Specific Armour: Armour of the Armadillo, Ghost Mirror Armour, Shozoku of the Night Wind

Specific Weapons: Dancing Wasp, Deadly Kiss, Earthfire Shuriken, Nine-Fold Spirit Sword, Oathtaker, Suishen, Whispering Shrike

Worn items: Claws of the Ice Bear, Sashimono of Comfort

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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