LOL - of cause we are in that pool of players.<br/><br/>But as for choosing the weaker classes.. I don't really see any weak classes in pathfinder. To me every single class is awesome in pathfinder. But maybe it's because I'm old and keep comparing them to what the classes were in 2nd edition :D<br/><br/>To look at the math of the crafting then a 5x increase in crafting at level 10 would do the following:<br/><br/>Skill at level 10: 10 (rank)+3(class skill)+2(intelligence)+5(magic item)+2(masterwork tool)+2(assistant)+3 (skill focus) = 27<br/><br/>That means the character would be able to make DC 35 crafting checks by taking 10 (could make DC 37 but 35 is a more round number). So the character could make a longsword by increasing the DC to 35 and make 1295 sp worth of longsword each week.<br/>To do that the character would use 432 sp materials and be able to sell the swords for 647 sp. That would give the character a net profit of 215 sp for a weeks work!<br/><br/>If the character produces at 5 times the normal speed the profit will be 107.5 GP.<br/><br/>I'd say that 100 gp of profit every week is not very much for a 10th level character. So I don't think it'll be unbalancing. It will however give the players the chance of creating their own plate armor or master work sword without spending months in the smithy.<br/><br/>What would be unbalancing however would be players starting to charge money for the magic items they create for the other players. A player can make for 1000 gp worth of item in one day by spending 500 gp. If that player charges 250 gp from the other player for each day's work (still a very good deal for the buyer), the value of crafting items would skyrocket.<br/><br/>