Craft in my game
This is a simplified version of the Pathfinder Unchained crafting rules with my modifications into it as well
First, you need the necessary Crafting Skill. To make the basic object.
Crafting skills include: alchemy, armor, baskets, books, bows, calligraphy, carpentry, cloth, clothing, glass, jewelry, leather, locks, paintings, pottery, sculptures, ships, shoes, stonemasonry, traps, and weapons.
Depending on the campaign and the background story you provide, I may be ready to combine two of them if they fall into similar categories. Also, if you can make an argument for using one of your Skills to work on something that isn't a typical skill, you may be able to attempt it with a higher DC to craft it.
You also require tools to do the work of the relevant skill. If you do not have the necessary tools, you will receive a +10 to DC. If you have masterwork tools, you have a plus two on your roll. If you have a stationary crafting location, you will gain a +4 to your role.
The next step is to obtain raw materials, which are roughly 1/3 the cost of the item. For specific materials or rare materials, you and the DM will have to figure out how to get them and how much you need. Sometimes they can be found in stores and other times welcome to the adventuring world. The special material will have a added cost on let's see each special material for that added cost. If you're trying to make it a masterwork weapon add 300 GP and masterwork armor add 150GP to the original price then it become 1/3 of that for crafting.
Making your object magical can occur in one of two ways. The traditional method involved storing the magic in gem stones or Lay Line Crystals, which were installed on the item and engraved of words of power and symbols engrave into the item to make it function. If you go this option, you must know the spell or have someone who can cast the spell to generate the item. The expense of creating a magical weapon covers the cost of making it magical.
The second way you're accomplishing it by creating a magic circuit mabe out of Lay Line Crystals. When circuit is made magically imbuing it into the object while manufacturing is the eases or when it done. You'll just need to buy a blueprint to use in this circuit of a specific spell. If you choose this way, you do not need to know the spell.
Ethier way you craft, if spell has a rare material you need to get it. All common are going to wave in to price for making it magical.
To craft magial item you would need the appropriate feat check Pathfinder for their crafting magical items feat. d20 pfsrd Magical Crafthing Feats
Cost and rarity of blue prints for magic circuits
Cost to make it Magickal Many factors must be considered when determining the price of new magic items. The easiest way to come up with a price is to compare the new item to an item that is already priced, using that price as a guide. Otherwise, use the guidelines summarized on Table called Magical Item Gold Piece Values.
Multiple Similar Abilities: For items with multiple similar abilities that don’t take up space on a character’s body, use the following formula: Calculate the price of the single most costly ability, then add 75% of the value of the next most costly ability, plus 1/2 the value of any other abilities.
Multiple Different Abilities: Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar, and their values are simply added together to determine the cost. For items that take up a space on a character’s body, each additional power not only has no discount but instead has a 50% increase in price.
0-Level Spells: When multiplying spell levels to determine value, 0-level spells should be treated as 1/2 level.
Other Considerations: Once you have a cost figure, reduce that number if either of the following conditions applies:
Item Requires Skill to Use: Some items require a specific skill to get them to function. This factor should reduce the cost about 10%.
Item Requires Specific Class or Alignment to Use: Even more restrictive than requiring a skill, this limitation cuts the price by 30%.
Now we're going to talk about the difficulty of the crafting check you'll have to make. Down below is a chart that shows you the difficulty and how long it will take for each category.
If you exceed the DC by at least 5, your progress doubles. If you exceed the DC by at least 10, your progress triples, if you exceed it by at least 15, you quadruple your progress, and so on.
If you are crafting a masterwork, special material, or magical item, each of these will increase the difficulty by one step on the crafting chart. They do stack on each other.
For magic enchantments, the crafting time increases by one extra day for every 1,000 GP in cost. So, if you're looking to enhance or create a magical item, be prepared for additional crafting time and difficulty based on the item's complexity and enchantment value.
Example of each DC Level
Extremely Simple (DC 5)
Alchemical Items: Casting plaster.
Mundane Items: Very simple items such as wooden spoons, other carved one-piece items.
Weapons: Manufactured clubs, quarterstaffs, slings.
Simple (DC 10)
Alchemical Items: Light detector.
Armor: Light armor, wooden shields.
Mundane Items: Typical household items such as iron pots.
Vehicles: Cart, raft.
Weapons: Simple weapons (except crossbows).
Normal (DC 15)
Alchemical Items: Acid; alchemical cement; alchemical grease; armor ointment; bladeguard; buoyant balloon; chill cream; glowing ink; invisible ink, simple; keros oil; liquid blade; marker dye; soothe syrup; water purification sponge.
Armor: Medium armor, steel shields.
Mundane Items: Most adventuring gear.
Vehicles: Chariot, light; chariot, medium; chariot, heavy; rowboat; sleigh; wagon, light; wagon, medium; wagon, heavy.
Weapons: Martial weapons and crossbows.
Complex (DC 20)
Alchemical Items: Alchemical glue; alchemical solvent; alchemist’s fire; alchemist’s kindness; alkali flask; blackfire clay; candlerod; flash powder; foaming powder; ghast retch flask; impact foam ; invisible ink, average; invisible ink, good; meditation tea; nushadir; paper candle firework; scent cloak; shard gel; smoke pellet; smokestick; star candle firework; tindertwig; vermin repellent; weapon blanch, cold iron; weapon blanch, silver; wismuth salix.
Armor: Heavy armor.
Mundane Items: Jewelry, kits, locks, complicated adventuring gear.
Traps: All traps CR 1–5.
Vehicles: Carriage, glider, keelboat, longship.
Weapons: Early firearm ammunition, early one-handed firearms, early two-handed firearms, exotic weapons.
Intricate (DC 25)
Alchemical Items: Alchemical glue accelerant; antiplague; antitoxin; bloodblock; bottled lightning; burst jar; defoliant; embalming fluid; fire ward gel; frost ward gel; fuse grenade; invisible ink, superior; itching powder; liquid ice; mending paste; padzahr; pellet grenade; skyrocket firework; smelling salts; sneezing powder; starfountain firework; sunrod; tanglefoot bag; thunderstone; twitch tonic; weapon blanch, adamantine.
Mundane Items: Clocks, other intricate items.
Traps: All traps CR 6–10.
Vehicles: Galley, sailing ship, warship.
Weapons: Advanced firearm ammunition, advanced firearms, nonalchemical and nonfirearm siege weapons.
Very Intricate (DC 30)
Alchemical Items: Banshee ballerina firework, flame fountain firework, rusting powder, soul stimulant, tangleburn bag, troll oil.
Traps: All traps CR 11–15.
Vehicles: Airship.
Weapons: Alchemical siege engines, siege firearms.
Extremely Intricate (DC 35)
Traps: All traps CR 16+.
Vehicles: Alchemical dragon, steam giant.
First, you need the necessary Crafting Skill. To make the basic object.
Crafting skills include: alchemy, armor, baskets, books, bows, calligraphy, carpentry, cloth, clothing, glass, jewelry, leather, locks, paintings, pottery, sculptures, ships, shoes, stonemasonry, traps, and weapons.
Depending on the campaign and the background story you provide, I may be ready to combine two of them if they fall into similar categories. Also, if you can make an argument for using one of your Skills to work on something that isn't a typical skill, you may be able to attempt it with a higher DC to craft it.
You also require tools to do the work of the relevant skill. If you do not have the necessary tools, you will receive a +10 to DC. If you have masterwork tools, you have a plus two on your roll. If you have a stationary crafting location, you will gain a +4 to your role.
The next step is to obtain raw materials, which are roughly 1/3 the cost of the item. For specific materials or rare materials, you and the DM will have to figure out how to get them and how much you need. Sometimes they can be found in stores and other times welcome to the adventuring world. The special material will have a added cost on let's see each special material for that added cost. If you're trying to make it a masterwork weapon add 300 GP and masterwork armor add 150GP to the original price then it become 1/3 of that for crafting.
Making your object magical can occur in one of two ways. The traditional method involved storing the magic in gem stones or Lay Line Crystals, which were installed on the item and engraved of words of power and symbols engrave into the item to make it function. If you go this option, you must know the spell or have someone who can cast the spell to generate the item. The expense of creating a magical weapon covers the cost of making it magical.
The second way you're accomplishing it by creating a magic circuit mabe out of Lay Line Crystals. When circuit is made magically imbuing it into the object while manufacturing is the eases or when it done. You'll just need to buy a blueprint to use in this circuit of a specific spell. If you choose this way, you do not need to know the spell.
Ethier way you craft, if spell has a rare material you need to get it. All common are going to wave in to price for making it magical.
To craft magial item you would need the appropriate feat check Pathfinder for their crafting magical items feat. d20 pfsrd Magical Crafthing Feats
Cost and rarity of blue prints for magic circuits
Cost to make it Magickal Many factors must be considered when determining the price of new magic items. The easiest way to come up with a price is to compare the new item to an item that is already priced, using that price as a guide. Otherwise, use the guidelines summarized on Table called Magical Item Gold Piece Values.
Multiple Similar Abilities: For items with multiple similar abilities that don’t take up space on a character’s body, use the following formula: Calculate the price of the single most costly ability, then add 75% of the value of the next most costly ability, plus 1/2 the value of any other abilities.
Multiple Different Abilities: Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar, and their values are simply added together to determine the cost. For items that take up a space on a character’s body, each additional power not only has no discount but instead has a 50% increase in price.
0-Level Spells: When multiplying spell levels to determine value, 0-level spells should be treated as 1/2 level.
Other Considerations: Once you have a cost figure, reduce that number if either of the following conditions applies:
Item Requires Skill to Use: Some items require a specific skill to get them to function. This factor should reduce the cost about 10%.
Item Requires Specific Class or Alignment to Use: Even more restrictive than requiring a skill, this limitation cuts the price by 30%.
Now we're going to talk about the difficulty of the crafting check you'll have to make. Down below is a chart that shows you the difficulty and how long it will take for each category.
If you exceed the DC by at least 5, your progress doubles. If you exceed the DC by at least 10, your progress triples, if you exceed it by at least 15, you quadruple your progress, and so on.
If you are crafting a masterwork, special material, or magical item, each of these will increase the difficulty by one step on the crafting chart. They do stack on each other.
For magic enchantments, the crafting time increases by one extra day for every 1,000 GP in cost. So, if you're looking to enhance or create a magical item, be prepared for additional crafting time and difficulty based on the item's complexity and enchantment value.
Example of each DC Level
Extremely Simple (DC 5)
Alchemical Items: Casting plaster.
Mundane Items: Very simple items such as wooden spoons, other carved one-piece items.
Weapons: Manufactured clubs, quarterstaffs, slings.
Simple (DC 10)
Alchemical Items: Light detector.
Armor: Light armor, wooden shields.
Mundane Items: Typical household items such as iron pots.
Vehicles: Cart, raft.
Weapons: Simple weapons (except crossbows).
Normal (DC 15)
Alchemical Items: Acid; alchemical cement; alchemical grease; armor ointment; bladeguard; buoyant balloon; chill cream; glowing ink; invisible ink, simple; keros oil; liquid blade; marker dye; soothe syrup; water purification sponge.
Armor: Medium armor, steel shields.
Mundane Items: Most adventuring gear.
Vehicles: Chariot, light; chariot, medium; chariot, heavy; rowboat; sleigh; wagon, light; wagon, medium; wagon, heavy.
Weapons: Martial weapons and crossbows.
Complex (DC 20)
Alchemical Items: Alchemical glue; alchemical solvent; alchemist’s fire; alchemist’s kindness; alkali flask; blackfire clay; candlerod; flash powder; foaming powder; ghast retch flask; impact foam ; invisible ink, average; invisible ink, good; meditation tea; nushadir; paper candle firework; scent cloak; shard gel; smoke pellet; smokestick; star candle firework; tindertwig; vermin repellent; weapon blanch, cold iron; weapon blanch, silver; wismuth salix.
Armor: Heavy armor.
Mundane Items: Jewelry, kits, locks, complicated adventuring gear.
Traps: All traps CR 1–5.
Vehicles: Carriage, glider, keelboat, longship.
Weapons: Early firearm ammunition, early one-handed firearms, early two-handed firearms, exotic weapons.
Intricate (DC 25)
Alchemical Items: Alchemical glue accelerant; antiplague; antitoxin; bloodblock; bottled lightning; burst jar; defoliant; embalming fluid; fire ward gel; frost ward gel; fuse grenade; invisible ink, superior; itching powder; liquid ice; mending paste; padzahr; pellet grenade; skyrocket firework; smelling salts; sneezing powder; starfountain firework; sunrod; tanglefoot bag; thunderstone; twitch tonic; weapon blanch, adamantine.
Mundane Items: Clocks, other intricate items.
Traps: All traps CR 6–10.
Vehicles: Galley, sailing ship, warship.
Weapons: Advanced firearm ammunition, advanced firearms, nonalchemical and nonfirearm siege weapons.
Very Intricate (DC 30)
Alchemical Items: Banshee ballerina firework, flame fountain firework, rusting powder, soul stimulant, tangleburn bag, troll oil.
Traps: All traps CR 11–15.
Vehicles: Airship.
Weapons: Alchemical siege engines, siege firearms.
Extremely Intricate (DC 35)
Traps: All traps CR 16+.
Vehicles: Alchemical dragon, steam giant.
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