This is best to be treated as it's own profession, primarily because it's a good idea to have all materials used in crafting to be on their own page so that they can be referenced by all other crafting. This page will also list off and explain all the various ways one can use in order to gain these specific materials.
This section will quickly cover how one will acquire the materials on this page. This section will list off the various ways one can find the materials they'd want to acquire.
One can find them as loot in various chests or in various areas. You can also salvage materials from certain items, which will be delved into more when we get into specific materials.
How something is gathered varies on the profession; in many cases, it can only be gathered when the opportunity arises. Dragon scales, for example, are a lot easier to gather when there is a dead dragon nearby. Be it harvesting rare herbs, monster parts, or minerals, gathering is an opportunity you won’t want to pass up.
Rarely will everything you need to craft what you want fall into you hands without the assistance of the oldest and most powerful tool of any craftsman: money. When you don’t have what you need, frequently you can buy it. For some professions, there will be a lot more materials that can be purchased, while others will rely more on the other routes.
You can sell any materials you find, but their selling value will always be half the value of the buying value, which is the same as any other item in the game.
This section will quickly covers the various types of materials that can be found, as well as explaining what they can be used for and how much they cost in terms of buying them.
Reagents are primarily used in alchemy, and come in a variety of forms; they can random herbs that grow within the various regions of the world, some are mushrooms that can be acquired within the caverns of the world, some are fish with can be caught with fishing equipment, and some can be outright harvested by special monsters. Regardless of it's source or form, what matters in the category it falls under, as said category determines how the reagent will be used.
The categories that reagents can be divided into are curative, poisonous, and reactive. Along with these categories, they are also dived into tiers of 1 to 5, with the lowest tier being the cheapest and easiest to acquire, while the highest tier is extremely hard to acquire and quite expensive.
Reagents cannot be salvaged once they are mixed into an item (potions, essences, inks). Reagents also generally weight about 0.2 pounds.
Reagent Tier = GP Cost
Tier 1 = 10 GP
Tier 2 = 35 GP
Tier 3 = 125 GP
Tier 4 = 1500 GP
Tier 5 = 3250 GP
Ink is a material that has a wide variety of uses, including for anyone who seeks to write down notes or messages, Magical Ink is a necessity for writing and holding arcane writings unto special parchments. One can synthesize magical ink from the reagents one can acquire, though the categories used do not matter. Only the tiers do.
Magical Ink is not something one can simply find or harvest in the world, but it can be looted off of certain monsters, or found in certain areas. One could argue that certain monsters - such as demons or dragons - could have their blood harvested and used as ink. Like all materials, inks can also be purchased, generally off of alchemists and scribes.
Magical Inks, like Reagents, cannot be salvaged once they are used in the writings. Magical Inks also generally weight about 0.1 pounds.
Magical Ink Tier = GP Cost
Tier 1 = 6 GP
Tier 2 = 35 GP
Tier 3 = 125 GP
Tier 4 = 1500 GP
Tier 5 = 3250 GP
Magical Parchment Tier = GP Cost
Tier 2 = 35 GP
Tier 3 = 125 GP
Tier 4 = 1500 GP
Tier 5 = 3250 GP
While Reagents are special substances that hold magical prowess, essences are the purest form of that magical power. They represent a concentration of the purest form of the magic it represents.
Essences come in three types: Arcane, Divine, and Primal. Like Reagents, they also come in 5 different tiers of power and rarity.
They can be acquired by a wide range of methods which will be delved into later on. These methods can range from disenchanting magic items, "creating" it as a specific class, or by trading with, or stealing/looting it from, someone who has already done the hard work of "creating" the essence in question.
While all professions will make some degree of use out of the essences or varying purposes, Enchanters will make the most use out of them, as essences are heavily used in the enchanting of various items.
Essences, generally, weight about 1 pound.
One can choose to disenchant a magic item. Doing so will destroy the item an award a single essence based on it's item level. This disenchanting process will take about 2 hours to perform, and cannot be perform if the magic item is attuned to a creature. Along with this, only permanent magic can be disenchanted in this way. A magic item with charges or uses can only be salvaged while it is at full charges or uses.
The item becomes nonmagical after the essence is salvaged from it. If it required magic to function or exist, it is destroyed.
Item Level = Essence Tier
Level 1 = Tier 1
Level 2 = Tier 1
Level 3 = Tier 2
Level 4 = Tier 2
Level 5 = Tier 3
Level 6 = Tier 4
Level 7 = Tier 4
Level 8 = Tier 5
Along with harvesting essences from magic items and powerful monsters, one can also form essences by taking reagents and "grinding" them into their purest forms. When making essences out of reagents, all reagents used must be of the same tier in order to gain one essence of it's tier. You can combine reagents in the following:
Essence = Component Reagents
Arcane = 1 Curative, 1 Poisonous, 1 Reactive
Primal = 3 Reactive
Divine = 2 Curative, 1 Reactive
This process takes 4 hours, and requires Alchemist’s Supplies and a heat source.
Another possible idea of acquiring essences in outright "creating" them. However, while it's an option, it is a long process that required a lot of downtime to be put into such a force. A creature with some degree of spellcasting ability can spend an entire workweek (5 days, 8 hours per day) in order to form an essence. The type of said essence is dependant on the class of the spellcaster performing this process. This process can’t be completed faster and for the duration they are considered to have spent all of their spell slots.
At 1st level or higher can make a tier 1 essence in this way, a caster 5th level or higher can make a tier 2 essence this way, a caster at 11th level can make a tier 3 essence in this way, and a caster at 17th level or higher can make a tier 4 essence this way. Tier 5 essences require special rituals, more casters, and take far longer; they are exceedingly hard to make.
The type of essence produced depends on the source of the spell casting levels as per the table below:
Caster = Essence Type
Druid = Primal
Mage = Arcane
Paladin* = Divine
Priest = Divine
Shaman = Primal
Warlock = Arcane
*All half casters produce half an essence in the type a normal caster takes to make one.
Of course, you can also buy essence on occasion from some merchants here and there. A list of the tiers of essence, and how much they cost, are listed below:
Essence Tier = GP Cost
Tier 1 = 30 GP
Tier 2 = 120 GP
Tier 3 = 550 GP
Tier 4 = 6000 GP
Tier 5 = 15000 GP
Ingots are refined metal that is used to craft a wide variety of items. It's safe to assume that an ingot contains the purest form of the metal it's labelled as. Normal Ingots are typically made of Steel. While there are cheaper ingots (such as Iron); pure Iron Ingots cannot be used in weapons and armor, but can be used it various other items, which can make the item cheaper. However, there are other materials, such as Mithril and Adamantine, which can be not only be used for weapons and armor, but infused that weapon/armor with a special property. However, using these materials make them harder to work with and, thus, cost more.
Ingots can be assumed to weigh 2 pounds each.
Metal items can be converted back to ingots quite efficiently, but require a forge to do so. With a forge and 2 hours per item, a metal item can be rendered down into its component ingots. Advanced metals may require special tools to smelt.
Creating ingots from raw ore is largely out of scope for most adventurers, but you can create ingots from raw ore with a suitable facility. For more details see the Components and Materials table under Blacksmithing.
Naturally, you can also buy ingots from blacksmiths and general stores here and there. A list of the ingots, and how much they cost, are listed below:
Ingot Type = GP Cost
Iron Ingot = 1 GP
Steel Ingot = 2 GP
Mithril Ingot = 25 GP
Adamant Ingot = 40 GP
Adamantine Ingot = 60 GP
Dark Iron Ingot = 55 GP
Thorium Ingot = 45 GP
Fel Iron Ingot = 90 GP
Hides, scales, and carapaces all tend to be harvested from monsters. Leather is a product of hides that can be processed from what it is harvested from the monster.
The GM determines if a monster provides hide, scale, or carapace. Hides do not come in different sizes, rather larger creatures simply provide more hides, and monsters that are not large enough to produce one hide provide only hide scraps.
Scales are likewise abstracted: each increment is simply an arbitrary unit of scales that the unit of scales covers. Scales can be much larger or small from different-sized creatures.
The system does not attempt to say how many scales a creature provides or how many literal actual scales makes up scalemail, but rather provides a number that is then consistently used.
Creatures are harvested using a Survival check, with its DC listed below. If the DC check is failed, the harvest does not fail entirely, but instead they get 1d4 hide scrapes in place of any hides, carapaces of one size smaller, and half as many scales. Hide and leather materials can be assumed to be about 2 pounds each.
Leather Material = GP Cost
Hide Scraps = 1 SP
Leather Scraps = 1 SP
Boiled Leather = 3 SP
Hide = 2 GP
Rawhide Leather = 2 GP
Scales = 1 GP
Tanned Leather = 3 GP
Medium Carapace = 4 GP
Large Carapace = 30 GP
Tough Hide = 500 GP
Resistant Hide = 500 GP
Tough Leather = 600 GP
The term “parts” is used to refer to gears, wires, springs, windy bits, screws, nails, and doodads. Parts can be either found or salvaged or forged from metal scraps (or even straight from ingots by a Blacksmith for those that really want to be industrial about it). The exact nature of each item making up this collection is left abstracted.
In addition, metal scraps are collections of salvaged material that generally fall into the category of things “too small to track” which can then be used for the creations of tinkerers. In addition to all of this, occasionally tinkers will use ingots... particularly ones of tin (which is their namesake, after all).
Like other crafting branches, there are also named components for more iconic pieces of gear - the stock of a crossbow, for example, or other items. The cost for these items can be found on the common component table, and are generally minor.
Lastly, Tinkerers use essences when constructing things that push beyond the mundane principles of plausibility, crafting magical properties into their inventions.
The other main way to acquire parts is to salvage them. What can be salvaged is determined by the GM, but in general common items provide parts, uncommon or expensive items may provide fancy parts, and esoteric parts are found only from esoteric sources at your GM’s discretion. Tools, vehicles, and complex items generally return 1d4 metal scraps and 1d4 parts for a Small or smaller item, 2d6 metal scraps for a Medium-sized item, 3d8 metal scraps for a Large-sized item, and more for larger items, though they may return less of rare types of parts.
Scrap/Parts = GP Cost
Wood Scraps = 2 CP
Metal Scraps = 1 SP
Silver Scraps = 1 SP
Gold Scraps = 1 GP
Parts = 2 GP
Fancy Parts = 10 GP
Esoteric Parts = 100 GP
Commonly available in its lowest quality (firewood), higher quality woods are often found in rather exotic locations. Wooden branches (including wood scraps) are assumed to be of a useful wood that can be worked, while firewood covers everything else, with more useful woods falling into categories such as “quality branches” or rarer options. Wood scraps are assumed to be scraps of common branch quality wood, and consequently can’t be salvaged from firewood.
Wooden branches can be assumed to weigh 2 pounds each.
For the most part, wood can’t be easily salvaged. Wood carving is not necessarily a reversible process, and wood can’t be smelted down.
You can render wooden crafted product into wood scraps equal to 4 x the number of branches used to create it.
Wood = GP Cost
Firewood = 1 CP
Tier 1 Branch = 1 SP
Wooden Stock = 5 SP
Short Haft = 1 SP
Long Haft = 2 SP
Quality Branch = 2 SP
Tier 2 Branch = 15 GP
Tier 3 Branch = 60 gp
Tier 4 Branch = 750 GP
Tier 5 Branch = 1600 GP
Uh... there's some other crafting materials that don't fall under the other categories. As such, I want to list them out in case someone wants to go out and buy them, or hope some poor fool has them on his corpse.
Item = GP Cost
Glass Vial = 1 GP
Glass Flask = 1 GP
Crystal Vial = 10 GP
Buckle = 2 SP
Fletching = 5 CP
Length of String = 5 CP
Armor Padding = 3 GP
Supplies = 1 GP
Uncommon Supplies = 10 GP
Rare Supplies = 100 gp