Crafting
Tools and skills
To craft an item you chose the appropriate tool and skill related to the item you want to create. The table bellow shows what skill and tool is used.| Craft | Tools | Skills used |
|---|---|---|
| Cooking |
|
|
| Weapon forging |
|
|
| Armour forging |
|
|
| Jewelry |
|
|
| Potion |
|
|
| Scrolls |
|
|
| Magic Wands, Rods, Staffs |
|
|
| Building Construction |
|
|
Crafting Process
Crafting items takes time and resources. The more intricate or grant you wish to create, the more time and resources it will require.
Crafter's skill. The skill of the crafter will be the underlying factor on how able they will be in producing the item. Their combined ability, skill and tool proficiency determines what level of craftsman they are in their field.
Craft modifier = Ability modifier + Skill proficiency + Tool proficiency
Work time. Each item needs to be worked on for a set amount of time in order to be built. Where once you have put in enough time to exceed the required threshold, the material used has been shaped to your design. The amount of Work time required to craft is determined by the following factors:
- Material Used. Each material has a initial difficulty to work with, with some materials being more difficult it is to work with it.
For example, its Easy to work with wood but Hard to work with Iron. - Quantity of Material. Using less than a full bulk reduces difficulty by one tiers, by two tiers if less than half a bulk, and by three tiers if less than a quarter.
For example, One iron 4 lbs ingot (1 bulk) can produce about 4 Daggers. But if the crafter only needs 1, the difficultly is reduced by two tiers. If the want a 3 lbs long sword, the difficulty is reduced by one tier. - Quality of Make. If the crafter wants to makes something of genuine make, like adding additional properties or make it more sturdy, the difficulty increases.
For example, a Senior Sword smith can produce one long sword after a week, or a Exceptional long sword after 3 weeks. - Consumable. If the item created will be something that is going to expended once used, then the difficulty tier goes down by one or two.
For example, a Spell Scroll (Level 1) with cure wounds is considered a common magic item. The project counts as Very Easy, but had it being a wand that can cast the spell repeatedly, then it would have considered a Medium difficulty crafting project.
| Craft modifier | Very Easy | Easy | Medium | Hard | Very Hard | Near Impossible | Impossible |
|---|---|---|---|---|---|---|---|
| Magic item rarity | - |
- |
Common |
Uncommon |
Rare |
Very Rare |
Legendary |
| Amateur: +3 | 3 Days |
7 Days |
2 Weeks |
6 Weeks |
6 Months |
2 Years |
50 Years |
| Journeyman: +6 | 2 Days |
5 Days |
10 Days |
4 Weeks |
4 Months |
1 Year |
20 Years |
| Senior: +9 | 1 Day |
3 Days |
1 Week |
3 Weeks |
3 Months |
8 Months |
10 Years |
| Expert: +12 | 6 Hours |
2 Days |
5 Days |
2 Weeks |
2 Months |
6 Months |
5 Years |
| Master: +16 | 4 Hours |
1 Day |
3 Days |
10 Days |
1 Month |
3 Months |
2 Years |
| Great Master: +22 | 2 Hours |
6 Hours |
2 Days |
1 Week |
2 Weeks |
1 Month |
1 Year |
| Legend: +30 | 1 Hour |
4 Hours |
1 Day |
3 Days |
1 Week |
2 Weeks |
6 Months |
Work day. One work day of crafting is 8 hours. Where once those 8 hours are done, you add 1 day to the progress of the item. If the required time is less then a day, you add the hours needed to craft it.
Assistance. The crafter is able to rely on extra help during crafting. To help expedite the crafting process. Some projects may allow one additional assistant, but other projects may allow more. Add +1 to the primary crafter's Craft modifier for each assistant that's proficient in either the skill or tool used, and +2 for each assistant that's proficient in both the skill and tool used for the crafting.
Multiple Tools. Some items require the involvement of more than one set of tools too be made. Such as making and fletching arrows, wood shaft + metal arrowhead, which needs both Carpenter's Tools and Smith's Tools. In such projects, the crafter's Craft modifier is set to the combination of skill and tool proficients that they have the lowest bonus in.
A participating assistant's Craft modifier can be used in place of the Primary crafter's for tools that they are not as skilled in, if the assistant's Craft modifier is greater. Or the crafter can use material that has been refined to such an extent that it doesn't need extra work.
Workshop. If you have access to a workshop that fits the type of item that you wish to craft. Such as a blacksmith for forging weapons and armor, or a laboratory if you want to brew potions. You don't have to roll a skill check against the adventure DC to see if your day of work added to the item's completion.
- The adventure DC is 12 + 2 x total discomfort level. Discomfort's like cold, rain, wind, cursed ground and other local effects that would make it harded to work hour by hour.
Bulk
Each material bulk holds a volume of 15 cubic inches of material. Also known as a 'Handful'. An example would be iron bars 5x3x1 inches. A Longsword would need 1 bulk of steel, while a Greatsword would need 2.Examples
- Forged steel: 5x3x4= 60 cubic inches. Making 60/15=4 material bulk weighs a total of 16 lbs
- Bone: 5x3x1= 15 cubic inches. Making 60/15=1 material bulk, weighs a total of 1 lbs
- Padded Cloth: 50x30x0,1 = 150 cubic inches. Making 150/15=10 material bulk, weighs a total of 1 lb.
- Cured Hardwood: 1x3x30 = 90 cubic inches. Making 90/15= 6 material bulk, weighs about 2 lbs( 1,5lbs to 3 lbs depending on the density of the wood)
Each item has a required material bulk cost to be created. If you don't have the necessary material to create it, you can use gold to purchase it provided that you are in a location where you can exchange legal tender for the required material. Some materials are rarer or hard to acquire, so you either have to find a seller that has it in stock or go out to find it. If the DM is unsure if the material would be in stock consult the table. Apply a -/+10 depending on how large its trade is.
Unique properties. Some material provide a special effect to the final product once completed. Such as silver making weapons effective against Lycanthropes, or a Poison gland from a Tlincalli making a poison also inflict the Paralyzed condition when use as a special ingredient.
| d100 threshold | Mundane | Unusual | Extraordinary |
|---|---|---|---|
| 100+ | 0 Bulk | 0 Bulk | 0 Bulk |
| 75 | 1d4 Bulk | 0 Bulk | 0 Bulk |
| 60 | 2d6 Bulk | 1d4 Bulk | 0 Bulk |
| 40 | 4d8 Bulk | 2d6 Bulk | 1d4 Bulk |
| 20 | 6d10 Bulk | 4d8 Bulk | 2d6 Bulk |
Difficulty Category Definitions
A clarification as to how crafting difficulty is determined.
Very Easy
Simple, repetitive, minimal precision.- Forging nails
- Carving arrow shafts
- Brewing common ale
- Basic rope or cloth repair
Easy
Standard trade items with established designs.- Dagger
- Shield
- Simple jewelry
- Healing potion (common)
Medium
Professional craftsmanship.- Longsword
- Chain mail
- Spell scroll (1st–2nd level)
- Greater Healing potion (uncommon)
Hard
Advanced work requiring precision and durability.- Greatsword
- Splint or Half Plate
- +1 weapon enchantment
- +1 Longsword(well crafted)
- Spell scroll (3rd–4th level)
- Superior Healing potion (rare)
Very Hard
Complex construction or magical enhancement.- Full Plate
- +2 weapon enchantment
- Spell scroll (5th–6th level)
- Supreme Healing potion (very rare)
Near Impossible
Legendary craftsmanship or rare materials.- +3 weapon enchantment
- Major wondrous item
- Permanent enchantment
- Fortress gate of enchanted steel
Impossible
Mythic or artifact-level construction.- Artifact-tier items
- Living constructs
- Divine relics
