Mechanical Parts
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The Inventor's Handbook
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Mechanical parts are built for or recovered from creatures of the construct creature type and may be used in the building of schematic devices. Each mechanical part may also be used to reduce the creation cost of a construct. Mechanical parts used in the creation of constructs or schematic devices are expended after use.

Harvesting Mechanical Parts

Constructs possessing the automaton, alchemical, clockwork, robot, or steam subtypes are far more likely to have harvestable mechanical parts recovered than others. In order to harvest and utilize recovered mechanical components, a character must attempt three checks: one to determine what parts of the construct are worth harvesting for mechanical parts, one to determine if she successfully harvests the mechanical parts without damaging or ruining them, and one to turn the mechanical parts into a permanent schematic device.

Identifying Parts

To identify what portions of a construct have value as mechanical parts, a character must succeed at a Knowledge (engineering) check. The DC for this check is equal to 15 + the creature’s CR. This examination takes 1 minute to perform.

Harvesting Mechanical Parts

Once a character identifies potential parts, she must attempt a skill check to harvest the relevant components. This is typically a Disable Device check. The DC for this check is equal to 15 + the creature’s CR. Harvesting mechanical parts generally takes 10 minutes of work (at the GM’s discretion, this could be as much as 1 hour of work for creatures whose bodies are particularly difficult to work with).

Creating Technological Devices

Once mechanical parts are harvested, they generally remain viable indefinitely until they are used, broken, or destroyed. In order to turn mechanical parts harvested from a construct into a permanent technological device, a character must attempt a Craft (mechanical) check. The DC of this check is equal to item’s Craft DC. Mechanical parts may be used as either raw materials or as crafting components for the spontaneous inventions variant crafting system, which works similarly to spontaneous alchemy.

Selling Mechanical Parts and Devices

Once a mechanical part or technological device is created, it can be kept or sold. Generally, a mechanical part can be sold to any merchant for its full value, as if it were raw crafting materials. Technological devices on the other hand are generally sold for half value, but at the GM’s discretion, certain devices may require the PC to seek out black markets or specialized merchants to sell at even half price. In some societies, selling certain devices may be illegal or have other ramifications.

The value of each harvested mechanical part is listed in the table below:

Mechanical Part Cost Weight1
Boiler 15 gp 4 lbs.
Capsule 5 gp 1 lb.
Chain (1 foot) 3 gp 1/5 lb.
Circuits 15 gp 1/4 lb.
Clamp 5 sp 1/4 lb.
Cogs 1 gp 1/2 lb.
Funnel 5 gp 2 lbs.
Lever 5 gp 5 lbs.
Magnet 5 sp 1/2 lb.
Oil (1-pint flask) 1 sp 1 lb.
Plating 5 gp 6 lbs.
Screws (5) 1 cp 1/10 lb.
Springs 4 sp 1/5 lb.
Tubing 5 sp 1 lb.
Vial 1 gp 1/10 lb.
Wheel 1 gp 4 lbs.
Wire, Copper (10 ft.) 5 sp 1/5 lb.
Wire, Gold (10 ft.) 2 gp 1/5 lb.
Wire, Iron (10 ft.) 2 sp 1/5 lb.
Wire, Silver (10 ft.) 1 gp 1/5 lb.

1: Most of these mechanical parts are weighted for parts harvested from a Medium-sized constructs. These items weigh one-quarter the amount for each size category smaller than Medium, and weigh four times the amount for each size category larger than Medium.

Automaton Constructs
Identify Parts Knowledge (engineering)
Harvestable Parts Automaton core (1), clamps (2d4), oil (1d4), plating (2d4)
Automaton cores have their own rules for harvesting (see Pathfinder Campaign Setting: Construct Handbook)

Alchemical Constructs
Identify Parts Knowledge (engineering)
Harvestable Parts Reagents (2), funnel (1d4), tubing (1d6), vial (1d4)
2: Roll on the Harvestable Reagents table below to determine how many and which reagents are harvestable.

Harvestable Reagents
Alchemical Element3 Reagents
Acid Black powder (1d4), brain mold spores (1d4), brimstone (3d4)
Cold Spirit of wine (5d10), urea (5d8)
Electricity Black powder (3d4), phosphorus (8d10)
Fire Magnesium (3d6), saltpeter (4d6), spirit of wine (5d6)
Force Cold iron (1d6), darkwood (1d4), mugwort extract (1d8), silver (1d6)
Negative Quicksilver (1d6), realgar (1d6), salt (3d6)
Positive Ginger extract (1d4), gold (3d4), keif (1d4), moondew (1d4)
Sonic Magnesium (3d6), myrrh (4d6), saltpeter (1d6)
Mixed Black powder (2d6), brimstone (2d6), myrrh (2d6), saltpeter (2d6), urea (2d6)

3: Some alchemical constructs are focused on a particular element, but instead uses a variety of different elemental attacks. If the construct in question has no particular focus, feel free to utilize the mixed element result.

Clockwork Constructs
Identify Parts Knowledge (engineering)
Harvestable Parts Chain (1d10), cogs (2d6), springs (1d6), wheels (2d6)

Robot Constructs
Identify Parts Knowledge (engineering)
Harvestable Parts Circuits (2d4), lever (2d4), magnet (1d3), wires (4d8)

Steam Constructs
Identify Parts Knowledge (engineering)
Harvestable Parts Boiler (1), canister (1d4), screws (4d6), tubing (1d6)


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