Crafting Materials and Prices
Crafting materials are purchased and tracked as abstract units or portions. A unit represents enough usable stock to satisfy one unit in a crafting recipe rather than a fixed weight. Its exact physical form depends upon the item being constructed.
The prices below are ordinary retail prices in a market where the material is available. Local abundance, scarcity, legal restrictions, transportation, and Haggle checks may alter them. The listed price does not guarantee that rare material can be found for sale.
Standard Ingredient Units
Standard ingredients are ordinary materials used by Craft (Outfitting), Craft (Armor), Craft (Arms), Craft (Tinker), and other mundane crafts. They do not possess quality categories unless a specific special material states otherwise.
| Code | Ingredient | Price per Unit | Common Forms |
|---|---|---|---|
| T | Textile | 0.03 gp | Cloth, felt, batting, woven fabric, and padding |
| L | Leather | 0.1 gp | Leather, rawhide, treated hide, and fur-backed hide |
| W | Wood | 0.03 gp | Boards, wicker, shaped blanks, dowels, and shafts |
| M | Metal | 0.1 gp | Wire, sheet, bars, buckles, rivets, hooks, and ordinary fittings |
| C | Cordage | 0.02 gp | Thread, twine, rope, sinew, and woven cord |
| K | Mineral | 0.03 gp | Stone, clay, ceramic, bone, horn, and similar rigid material |
| S | Sundries | 0.02 gp | Glue, wax, pitch, dye, feathers, oil, and miscellaneous fasteners |
These prices intentionally make ordinary raw materials inexpensive. Most of a finished mundane item's market value comes from the time, tools, skill, fitting, and specialized labor required to transform those materials into useful equipment.
A Sundries unit represents a collection of minor materials rather than one particular object. It cannot normally serve as an item's primary material and does not receive special-material properties.
Elemental Portions
Elemental portions are alchemically useful herbs, fungi, bark, organs, secretions, minerals, and similar substances carrying an elemental affinity. They are consumed by Alchemy and may also be required by Outfitting, Tinker, or another specialized craft.
| Quality | Price per Portion | Typical Market Availability |
|---|---|---|
| Poor | 0.5 gp | Common wherever elemental ingredients are gathered or processed |
| Average | 1.5 gp | Common from herbalists, alchemists, and ingredient merchants |
| Good | 10 gp | Usually limited to specialist merchants or productive regions |
| Excellent | 50 gp | Rare and normally found only through specialists or commissions |
| Flawless | 250 gp | Exceptionally rare and seldom available without a known source |
The price is determined by quality rather than physical form. An Average Fire herb, Average Fire fungus, and Average Fire organ each provide one Average Fire portion and have the same base market price. Local demand or difficulty obtaining a particular component may still modify its price.
All nine elemental affinities use the same base prices.
| Element | Associated Energy |
|---|---|
| Air | Electric |
| Death | Negative |
| Earth | Desiccation |
| Fire | Heat |
| Force | Force |
| Ice | Cold |
| Life | Positive |
| Void | Entropic |
| Water | Corrosive |
Alchemical Recipe Costs
The following table provides the base ingredient cost of common recipes before adding the price of a container or another ordinary component.
| Quality | Two-Portion Recipe | Three-Portion Recipe | Four-Portion Recipe |
|---|---|---|---|
| Poor | 1 gp | 1.5 gp | 2 gp |
| Average | 3 gp | 4.5 gp | 6 gp |
| Good | 20 gp | 30 gp | 40 gp |
| Excellent | 100 gp | 150 gp | 200 gp |
| Flawless | 500 gp | 750 gp | 1,000 gp |
These are material costs rather than mandatory finished-item prices. A merchant may charge more for a successfully crafted potion, grenade, oil, or device because its creation requires skill, tools, time, and the risk of losing valuable ingredients.
The element of each included portion is chosen when an Alchemy Kit or Alchemy Kit Refill is purchased. The portions do not need to share the same element. Once selected, their elements cannot be changed. The portions are consumed normally, while the permanent tools in the Alchemy Kit remain usable.
The Alchemy Kit's price consists of approximately 20 gp for its fitted case, burners, glassware, scales, and permanent tools, plus 15 gp for its ten Average portions. A refill contains no tools and cannot function as an Alchemy Kit by itself.
Imbuement Couplings
Imbuement Couplings are manufactured components designed to anchor elemental power permanently within an item. They are not alchemical portions and cannot be used to create potions, grenades, oils, or other recipes requiring elemental portions. Likewise, ordinary elemental portions cannot replace a Coupling.
Force Couplings are used to create ordinary enhancement bonuses. Void Couplings are used alongside Force Couplings when producing a +6 enhancement. Couplings share the elemental quality categories, but their prices reflect the precision, concentration, and permanent stability required of an imbuement component.
| Quality | Associated Enhancement | Price per Coupling |
|---|---|---|
| Poor | +1 | 50 gp |
| Average | +2 | 200 gp |
| Good | +3 | 450 gp |
| Excellent | +4 | 800 gp |
| Flawless | +5 or +6 | 1,250 gp |
Poor and Average elemental portions are routinely traded in settlements supporting herbalists or alchemists. Good portions normally require a specialized supplier. Excellent and Flawless portions may exist in a market only because a particular source was recently harvested or because a merchant was commissioned to locate them.
Imbuement Couplings are specialized magical-industry components rather than ordinary alchemical stock. They are normally found through enchanters, dedicated crafting suppliers, wealthy institutions, major cities, or as salvage from magical workshops and ruins.
Special Materials
Special materials replace ordinary ingredient units in a recipe. Their prices are paid for every ordinary unit replaced unless the material's rules state otherwise. The material price does not include the other ingredients in the recipe, the crafter's labor, or the value added by Masterwork construction or Enhancement.
Dragonhide
Dragonhide is harvested from creatures belonging to the broader dragon family, including true dragons, drakes, wyverns, and numerous lesser draconic creatures. Its price reflects usable prepared hide, scales, shell, or another durable external covering rather than the value of an entire carcass.
| Material | Price per Unit | Replaces | Craft DC Modifier |
|---|---|---|---|
| Dragonhide | 20 gp | 1 Metal unit in an armor recipe | +5 |
The elemental alignment of the creature does not change Dragonhide's base price. Local populations, legal restrictions, the danger of obtaining a particular hide, and demand for a particular elemental alignment may substantially alter its actual market price.
| Dragonhide Armor | Dragonhide Units | Dragonhide Cost |
|---|---|---|
| Light Chain | 15 | 300 gp |
| Light Plate | 20 | 400 gp |
| Medium Chain | 32 | 640 gp |
| Medium Plate | 40 | 800 gp |
| Heavy Chain | 48 | 960 gp |
| Heavy Plate | 60 | 1,200 gp |
These totals cover only the Dragonhide replacing Metal units. The gambeson, straps, cordage, sundries, and other ordinary ingredients are purchased separately. Finished Dragonhide armor retains the statistics of the armor being reproduced, counts as nonmetallic, and grants Mundane Resistance 15 against the energy associated with the source creature's elemental alignment.
Shorehl
Shorehl is a rare semi-magical metal suffused with the essence of Air. Its scarcity, unusual physical properties, and the difficulty of working it make even a small quantity valuable.
| Material | Price per Unit | Replaces | Craft DC Modifier |
|---|---|---|---|
| Shorehl | 100 gp | 1 qualifying structural Metal or Wood unit | +10 |
Shorehl used only for decoration, a minor fitting, or another nonstructural component does not grant its special properties. Every qualifying structural unit identified by the item's Shorehl construction rules must be replaced.
| Shorehl Item | Shorehl Units | Shorehl Cost |
|---|---|---|
| Dagger | 3 | 300 gp |
| Short Sword | 7 | 700 gp |
| One-Handed Straight or Curved Sword | 10 | 1,000 gp |
| One-Handed Heavy Sword | 14 | 1,400 gp |
| Two-Handed Straight or Curved Sword | 18 | 1,800 gp |
| Two-Handed Heavy Sword | 28 | 2,800 gp |
| Light Chain | 15 | 1,500 gp |
| Light Plate | 20 | 2,000 gp |
| Medium Chain | 32 | 3,200 gp |
| Medium Plate | 40 | 4,000 gp |
| Heavy Chain | 48 | 4,800 gp |
| Heavy Plate | 60 | 6,000 gp |
| Buckler | 4 | 400 gp |
| Full Shield | 11 | 1,100 gp |
| Tower Shield | 24 | 2,400 gp |
These totals cover only the Shorehl required by the item's recipe. Masterwork quality is determined against the final Craft DC after applying Shorehl's +10 modifier. Masterwork Shorehl equipment is therefore limited not only by its material price and availability but also by the need for an exceptional crafter.
Shadeweave
Shadeweave is a semi-magical textile whose fibres absorb and scatter light unevenly. Unlike Dragonhide and Shorehl, Shadeweave possesses Poor, Average, Good, Excellent, and Flawless qualities.
| Shadeweave Quality | Price per Unit | Circumstance Bonus to Conceal |
|---|---|---|
| Poor | 10 gp | +1 |
| Average | 25 gp | +2 |
| Good | 100 gp | +4 |
| Excellent | 300 gp | +5 |
| Flawless | 1,000 gp | +7 |
Every Textile unit in a Shadeweave garment must be replaced with Shadeweave of the selected quality. The garment's ordinary nontextile ingredients and base construction are priced separately.
| Quality | Simple Cloak, 3 Units | Casual Outfit, 4 Units | Traveller's Outfit, 8 Units |
|---|---|---|---|
| Poor | 30 gp | 40 gp | 80 gp |
| Average | 75 gp | 100 gp | 200 gp |
| Good | 300 gp | 400 gp | 800 gp |
| Excellent | 900 gp | 1,200 gp | 2,400 gp |
| Flawless | 3,000 gp | 4,000 gp | 8,000 gp |
Selling and Availability
The listed prices are purchase prices rather than guaranteed resale values. A merchant buys materials according to local demand, condition, legality, and their expectation of reselling them. Haggle may influence the final transaction normally.