| Level |
Bonus |
Craftable |
| 1 |
You gain the tools of the trade |
N/A |
| 2 |
50% |
simple ranged weapons that do 1d4 damage, standard ammo |
| 3 |
75% level 2 |
N/A |
| 4 |
50% |
simple ranged weapons 1d6 damage |
| 5 |
100% level 2, 75% level 4 |
N/A |
| 6 |
50% |
simple ranged 1d8 damage |
| 7 |
100% level 4, 75% level 6 |
N/A |
| 8 |
50% |
martial ranged 1d8 damage |
| 9 |
100% level 6, 75% level 8 |
N/A |
| 10 |
50% |
ranged 1d10 & 1d12 damage |
| 11 |
100% level 8, 75% level 10 |
N/A |
| 12 |
|
+1 Ammo |
| 13 |
100% level 10 |
N/A |
| 14 |
|
+2 Ammo |
| 15 |
|
+3 Ammo |
Working with alternate materials
- To add a property from a material you must add at least 2 pieces of it to the armor
- Doing this will make working with the material harder, if you do not have 100% on crafting that level then you subtract 1 from the D4
- EX: To make a piece of armor have the adamantine stat you need:
- 4 pieces of standard material
- 2 pieces of adamantine
Materials and costs
| Name |
Desc |
Cost |
| Obsidian |
Piercing or slashing damage are considered bot(if monster is res. to one it does the other) |
700GP |
| MourningSteel |
Ignore magic resistance to piercing damage |
500GP |
| Adamantine |
2x damage to objects and structures |
1000GP |
| Mithril |
If the weapon is "Heavy" it loses that, Reloading is now a bonus action on guns |
600GP |
| Maritime Quartz |
Can function as an arcane focus |
500GP |
| Ignium |
Deal fire damage rather than normal, +1d6 fire damage |
1000GP |
| Stormphrax |
Deal lightning damage rather than normal, +1d6 lightning damage |
1000GP |
| True Ice |
Deal cold damage rather than normal, +1d6 cold damage |
1000GP |
| Skybough Amber |
Range doubles, weapon gains finesse |
800GP |
| Chlorophyte |
Deal damage equal to proficiency bonus if you miss |
600GP |
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