Smithing & Tinkering Guide
Smithing & Tinkering in Keruznikal
The continent of Keruznikal has its roots in smithing of all sorts, dating back to the days of the ancient Artavians. While most scholars would agree that modern smithing techniques have fallen far from the peak of Artavians standards, smiths in the current day still have the ability to create a wide variety of items for any manner of situations. Whether it be a grand set of adamant full-plate, a new gun barrel, or a handful of nails to help in building a new table, with a little practice and ingenuity, one can create nearly anything they desire through the ancient arts of smithing and tinkering.Smithing and tinkering require proficiency in either Blacksmith's Tools or Tinker Tools, respectively. You can gain proficiency in either by studying under an expert of either for at least 1 year, and expertise in either by studying while proficient for 2 more.
Introduction to Smithing & Tinkering
The difficulty of smithing and tinkering, and the time it requires is dictated by the complexity of the piece a smith is attempting to manufacture, as well as the materials they are attempting to use. Generally speaking, a tinkerer can only replace parts of firearms, and the primary part (usually the barrel or firing mechanism) will dictate the effects of the weapon. The initial difficulties are listed below.Complexity Table
Trivial: +8 hours (1 check), 8 DCSimple: +24 hours (3 checks), 10 DC
Moderate: +48 hours (6 checks), 12 DC
Intermediate: +96 hours (12 checks), 14 DC
Complicated: +192 hours (24 checks), 16 DC
A smithing check must be made for each 8 hours of work done on a project to determine its progress. Each failed check deducts from the final possible sale value and efficacy of the finished product. To make a smithing check, simply roll 1d20, and then add your choice of strength or dexterity modifier, as well as your proficiency bonus. Each complexity is handled differently, and requires a different amount of successes.
Note: Trivial items require a single check to determine success, and only exist at standard quality. A failure results in the item being botched. The values in this table are the required successes for each tier of quality. A value above the requirement for Excellent or below the value for Scrap has no special effects. If you score a number of successes between two qualities, round down.
Quality Table - Success Requirements
Trivial | Simple | Moderate | Intermediate | Complicated | |
Scrap | 0 | 0 | 1 | 2 | 4 |
Inferior | N/A | 1 | 2 | 4 | 8 |
Standard | 1 | 2 | 3 | 6 | 12 |
Superior | N/A | 3 | 4 | 8 | 16 |
Excellent | N/A | N/A | 5 | 10 | 20 |
Quality Bonuses Table
Scrap: -2 to attack and damage rolls or AC, x0.6 to item valueInferior: -1 to attack and damage rolls or AC, x0.8 to item value
Standard: +/-0 to attack and damage rolls or AC, +/-0% to item value
Superior: +1 to attack and damage rolls or AC, +1.2x to item value
Exceptional: +2 to attack and damage rolls or AC, +1.4x to item value
Primary Material Cost Table
1 Material - Trivial: x0.82 Materials - Simple: x0.9
3 Materials - Standard: x1
4 Materials - Intermediate: x1.1
5 Materials - Complicated: x1.2
Additional materials can be added to crafted items as well. For all auxiliary materials added, simply add the flat auxiliary value to the item's cost as a final step. When an item requires multiple materials, one of them (usually the blade/head/tip) will be the primary component, and garner the special weapon or armor bonuses. The other parts can be substituted for other materials, which will provide their auxiliary effects. Multipliers and auxiliary values can be found on the Materials pages linked at the bottom of the article.
Final Cost Formula
This formula is your method for determining how much your final crafting costs will be.b = base item cost
u = unit price
c = complexity multiplier
m = material multiplier
a = auxiliary costs (if relevant) f = final cost
f = (b + u) x c) x m) + a
If hiring a blacksmith or tinker, multiply the entire final cost by 1.2 to account for labor.
Crafting Classifications
All crafted items have a minimum material requirement decided by the fewest possible materials needed to create the item successfully. Below is an explanation of which items require what amounts of items. If you wish to craft something not on this list, ask your DM to make a ruling on what would be required. In most cases, one may simply compare the item they wish to craft to the nearest item on this list. All crafted items display the same characteristics as the a standard model of their type, plus any bonuses or detriments provided by the crafting process.Simple Melee Weapons
Weapon | Cost | Damage | Weight | Properties | Base Complexity |
Club | 1 tr | 1d4 blud. | 2 lb. | Light | 1 |
Dagger | 2 av | 1d4 pier. | 1 lb. | Finesse, light, thrown (20/60) | 3 |
Greatclub | 2 tr | 1d8 blud. | 10 lb. | 2h | 1 |
Handaxe | 5 av | 1d6 pier. | 2 lb. | Light, thrown (20/60) | 2 |
Javelin | 5 tr | 1d6 pier. | 2 lb. | Thrown (30/120) | 2 |
Light Hammer | 2 av | 1d4 blud. | 2 lb. | Light, thrown (20/60) | 2 |
Mace | 5 av | 1d6 blud. | 4 lb. | N/A | 2 |
Quarterstaff | 2 tr | 1d6 blud. | 4 lb. | Versatile (1d8) | 1 |
Sickle | 1 av | 1d4 slash. | 2 lb. | Light | 2 |
Spear | 1 av | 1d6 pier. | 3 lb. | Thrown (20/60), versatile (1d8) | 2 |
Simple Ranged Weapons
Weapon | Cost | Damage | Weight | Properties | Base Complexity |
Light Crossbow | 25 av | 1d8 pier. | 5 lb. | (80/320), loading, 2h | 3 |
Shortbow | 25 av | 1d6 pier. | 2 lb. | (80/320), 2h | 2 |
Dart | 5 cu | 1d4 pier. | .25 lb. | Finesse, thrown (20/60) | 2 |
Sling | 1 tr | 1d4 blud. | .5 lb. | (30/120) | 1 |
Martial Melee Weapons
Weapon | Cost | Damage | Weight | Properties | Base Complexity |
Battleaxe | 10 av | 1d8 slash. | 4 lb. | Versatile (1d10) | 2 |
Flail | 10 av | 1d8 blud. | 2 lb. | N/A | 2 |
Glaive | 20 av | 1d10 slash. | 6 lb. | Heavy, reach, 2h | 2 |
Greataxe | 30 av | 1d12 slash. | 7 lb. | Heavy, 2h | 2 |
Greatsword | 50 av | 2d6 slash. | 6 lb. | Heavy, 2h | 3 |
Halberd | 20 av | 1d10 slash. | 6 lb. | Heavy, reach, 2h | 2 |
Lance | 10 av | 1d12 pier. | 6 lb. | Reach, special | 2 |
Longsword | 15 av | 1d8 slash. | 3 lb. | Versatile (1d10) | 3 |
Maul | 10 av | 2d6 blud. | 10 lb. | Heavy, 2h | 2 |
Morningstar | 15 av | 1d8 pier. | 4 lb. | N/A | 2 |
Pike | 5 av | 1d10 pier. | 18 lb. | Heavy, reach+, 2h | 2 |
Rapier | 25 av | 1d8 pier. | 2 lb. | Finesse | 3 |
Scimitar | 25 av | 1d6 slash. | 3 lb. | Finesse, light | 3 |
Shortsword | 10 av | 1d6 pier. | 2 lb. | Finesse, light | 3 |
Trident | 5 av | 1d6 pier. | 4 lb. | Thrown (20/60), Versatile (1d8) | 2 |
War Pick | 5 av | 1d8 pier. | 2 lb. | N/A | 2 |
Warhammer | 15 av | 1d8 blud. | 2 lb. | Versatile (1d10) | 2 |
Whip | 2 av | 1d4 slash. | 3 lb. | Finesse, reach | 2 |
Martial Ranged Weapons
Weapon | Cost | Damage | Weight | Properties | Base Complexity |
Hand Crossbow | 75 av | 1d6 pier. | 3 lb. | (25/100), loading, light | 3 |
Heavy Crossbow | 50 av | 1d10 pier. | 18 lb. | (100/400), loading, heavy, 2h | 3 |
Longbow | 50 av | 1d8 pier. | 2 lb. | (150/600), heavy, 2h | 2 |
Blowgun | 10 av | 1 pier. | 1 lb. | (25/100), loading | 1 |
Net | 1 av | N/A | 3 lb. | Special, thrown (5/15) | 1 |
Special Tinker Crafting
Item | Cost | Damage | Weight | Properties | Base Complexity |
Firing Mechanism | 50 av | N/A | Varied | N/A | 3 |
Gun Stock or Barrel | 25 av | N/A | Varied | N/A | 2 |
Light Armor
Armor | Cost | AC | Weight | Properties | Base Complexity |
Padded | 5 av | 11+Dex | 8 lb. | Stealth Disadv. | 2 |
Leather | 10 av | 11+Dex | 10 lb. | N/A | 2 |
Studded Leather | 45 av | 12+Dex | 13 lb. | N/A | 2 |
Medium Armor
Armor | Cost | AC | Weight | Properties | Base Complexity |
Hide | 10 av | 12+Dex (Max 2) | 12 lb. | N/A | 2 |
Chain Shirt | 50 av | 13+Dex (Max 2) | 20 lb. | N/A | 1 |
Scale Mail | 50 av | 14+Dex (Max 2) | 45 lb. | Stealth Disadv. | 2 |
Breastplate | 400 av | 14+Dex (Max 2) | 20 lb. | N/A | 3 |
Half Plate | 750 av | 15+Dex (Max 2) | 40 lb. | Stealth Disadv. | 3 |
Heavy Armor & Shields
Armor | Cost | AC | Weight | Properties | Base Complexity |
Ring Mail | 30 av | 14 | 40 lb. | Stealth Disadv. | 3 |
Chain Mail | 75 av | 16 | 55 lb. | Str 13, Stealth Disadv. | 3 |
Splint | 200 av | 17 | 60 lb. | Str 15, Stealth Disadv. | 4 |
Plate | 1,500 av | 18 | 65 lb. | Str 15, Stealth Disadv. | 4 |
Buckler | 5 av | +1 | 6 lb. | Below | 1 |
Shield | 10 av | +2 | 3 lb. | N/A | 2 |
Tower Shield | 25 av | +4 | 10 lb. | Below | 3 |
Arquebusier Shield | 30 av | +3 | 8 lb. | Below | 3 |
Buckler:
A buckler allows its wearer to unequip the shield as a bonus action, and they additionally gain +1 to AC when being attacked in melee while wielding a buckler and a finesse weapon with which they are proficient. Tower Shield:
The tower shield is a hardy piece of equipment if ever one did exist. It boasts a very hearty +4 AC, but comes with some drawbacks. It requires a full turn to unequip, and its wearer suffers disadvantage on dexterity checks and saves while wearing it. Additionally, its wearer will find their movement speed reduced by 10ft as the bulky shield is rather unwieldy. Arquebusier Shield:
In war, firearms specialists are highly valued. This status has led to a special type of shield being created for them - the arquebusier shield. It is nearly identical to the tower shield, with a few notable difference. Firstly, its armor class bonus is slightly lower at a respectable +3 AC. The shield sports a sizeable divot in its top where a firearm is meant to be rested. When this shield is equipped, a two-handed firearm can still be used, but reloading requires the entirety of a player's turn as they fumble to reload with one hand strapped to a giant board of wood and metal. One-handed firearms may be reloaded as usual. Its wearer has disadvantage on dexterity checks and saves, their speed is reduced by 5ft, and the shield requires a full turn to unequip. Pavise:
The pavise is purely a piece of portable cover and cannot be equipped otherwise. It can be deployed on stable terrain in an upright position as an action, and it shares a space with the player who erected it. The pavise can only block attacks in a small field in front of it. A creature of medium size that crouches behind the pavise is considered to be behind half cover, while a small creature is considered to be behind 3/4 cover. Any creature of a size below small that hides behind a pavise is considered to be behind full cover. A pavise has 15 hitpoints and an AC of 14, and when destroyed, falls apart uselessly and cannot be salvaged. A player may only carry one pavise at a time on their person.
Assembling Your Items
Example:
We want to make a longsword out of mithryll. The blade is the primary part, so that'll be our mithryll piece. We still need a guard and a handle. We choose to make the guard out of imperial steel, and the handle out of oak. We decide not to increase the complexity any further, so we're looking at a complexity of moderate. Our formula looks as follows:(((15av + 300av) x 1) x 1.4) + 25av + 10av = 476av
That is our final cost in materials for crafting the item ourselves. Next, we spend 6 crafting checks over 48 hours working on our piece. Our crafting DC is 14. We only need to succeed 3 checks to make the item at standard quality, but we manage to succeed 4. Our final item is worth 571av, 2tr (476 x 1.2), and has effects provided by its materials and its quality.
Superior Quality: +1 to all attack and damage rolls.
Mithryll: Our longsword is considered Light, and can be dual-wielded.
Imp. Steel: +1 to Persuasion checks against Imperial soldiers and nobles.
Oak: N/A
Materials for use in smithing may be found below.
Metals: https://www.worldanvil.com/w/keruznikal---land-of-dissonance-zarathaen/a/smithing-26-tinkering-materials---metal-article
General: https://www.worldanvil.com/w/keruznikal---land-of-dissonance-zarathaen/a/smithing-26-tinkering-materials---textiles2C-hide2C-26-more-article
Gems:
Ammunition
Ammunition can be crafted with the appropriate training, though some of the more modern or higher-end ammunition can only be modified. To find the cost, simply use this formula, inputting the cost of one set of ammunition (based on the weapon type) as the base cost.(ammunition base cost x material multiplier) = final cost
Ammunition effects can be found on their respective Materials pages.
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