Smithing & Tinkering Guide Profession in The Realm of Keruznikal | World Anvil
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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 DC
Simple: +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
Talented smiths and tinkers can stretch the limits of the equipment they create, and make incredibly high-quality items. On the other hand, a complete novice working with the finest materials may find that no amount of money can make up for a lack of skill.

Quality Bonuses Table

Scrap: -2 to attack and damage rolls or AC, x0.6 to item value
Inferior: -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: x0.8
2 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
Note: All simple melee weapons require a Blacksmith's Kit to craft.

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
Note: The light crossbow requires Tinker Tools to craft.

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
Note: All martial melee weapons require a Blacksmith's Kit to craft.

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
Note: The hand and heavy crossbows both require Tinker Tools instead of Blacksmith Tools to craft.   Additionally, certain components of firearms can be exchanged by new ones, though entire firearms cannot be constructed without proper training and equipment. By default, one can replace the body, firing mechanism, or barrel of a firearm and craft wraps or inlays to adorn the weapon.  

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
Note: In addition to a normal shield, one can create or purchase a buckler, tower shield, or arquebusier shield. There also exists the pavise shield, but it cannot be equipped for combat - instead, it serves as mobile cover which can be set up where its user chooses.
  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

Once you have determined which item you would like to craft, you will need to gather the materials and obtain access to a forge or other appropriate workstation. The default stats of an item are taken from the above tables, and swapping materials out for other more exotic ones will generally confer bonuses on top of the base item stats. In some cases, the alternate materials may simply replace or improve the default stats.
 

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.
A disassembled flintlock, mid-repair.
Smithing is a generational art, and training often starts young.

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