Crafting with Materials

RAW in pathfinder 2e, I find crafting to be a pretty underwhelming downtime activity, and its only real utility is to overcome a low availability of specific items or work for earning an income. In many settings (such as large, highly developed cities), there is no compelling reason for a low availability of work or vendors to sell common items.   To help address this, I've added an additional type of loot, in the form of Materials.   Materials are often harvested from monsters, found as treasure or found as naturally occuring resources like herbs. Materials can be consumed to substitute their value for the material cost of crafting during downtime crafting, but not any material can be used to craft any item.   In order to use materials in a recipe, the material must share a trait with the item you are trying to create, and the material must be greater than or equal in level to the item you are attempting to craft (a material from a monster is generally equal in level to that monster's level). If a material possesses the Universal trait (which is quite rare), it can be used as a material with any trait while crafting.   Additionally, each of the following categories of crafting has a corresponding category of material which must be used for that activity, which is represented by a specific material trait:
  • Runes & Tattoos: Material - Scribing
  • Alchemical: Material - Alchemy
  • Magical: Material - Enchanting
  • Gadget: Material - Mechanical
  • For example, to subsidize the crafting downtime cost of inscribing +1 potency rune, the materials used must have both the Scribing and Potency traits, or, the Scribing and Universal Traits.   Finally, while materials can be sold raw, they sell for only 25% of their listed value, unless it possesses the Precious trait, in which case it can be sold for 50% of its listed value.