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Base Crafting and Quality Rules

Item Crafting DC

  The base crafting DC of an item is based on the item size and type of item (category). This is then modified by material, quality, and any other miscellaneous modifiers. A natural 20, failed check or natural 1 on a craft check can influence how long it takes you to make an item. Natural 20: Reduce the crafting time by 25% Failed Check: Add 25% of the crafting time rounded down to the total time required with a cumulative 10% chance to waste 25% of the material. Natural 1: Same as failed but with a cumulative 20% chance to waste 50% of the material."   The base DC of an item is based on its size and is placed in one of the size categories based on the size of it's parts and how difficult they are to work with. The DC will shift up or down as appropriate based on the size of the crafter. The size categories are:
Size Difficulty
Huge or bigger 15
Large 10
Medium 5
Small 10
Tiny 15
Fine 20
After determining the base DC determined by size, a modifier is added to this DC based on the category of item you are crafting. The categories are as below:   Armor: DC modifier is AC plus the numerical bonus from special   Weapons: DC modifier is base 3 and +2 for each property   Rare Armor: DC modifier is AC plus the numerical bonus from special plus 5   Rare Weapons: DC modifier is base 10 and +2 for each property   Shields: DC modifier is 2 multipled by AC bonus   Tools: DC modifier is +4   Workshops: DC modifier is 4 +1 for every additional upgrade past the first   Magical Implements: (Summoning Gems, Magical Foci. etc.): DC modifier is +12   Wearable Equipment: (Boots, Gloves, Cloak, etc.): DC modifier is +6   Other Equipment: (Tents, Ropes, Backpacks, etc.): DC modifier is +4   Rare Equipment: (Any item or equipment made for a special purpose or with a specific requirement that does not fall underneath another category (glass fishing buoy)): DC modifier is +4 to +8   Jewelry/Finework: (Rings, Earrings, Locks, etc.): DC modifier is +8   Unique/Lost Technology: Gunpowder, etc. (this may change depending on DM): GM's Discretion

Material Complexity

  Materials modify the DC of the item you are crafting based on the how difficult they are to work with and are split amongst the following categories.   If you are using multiple materials from different categories use the highest DC for calculations.   Simple: DC +0 (Bone, Copper, Soft Wood, Brass, Slate, Soft Leather, T1 Gems, etc.)   Difficult: DC +10 (Orichalum, Iron Wood, Marble, Monster Hide, T2 Gems, Iron, etc.)   Complex: DC +15 (Mithral, Low-Tier Magic Infused Metals, Wyvern/Drake Materials, T3 Gems, etc.)   Enhanced: DC +20 (Magic Infused - Crystallized Heartwood, Devarda's Electrum, Elemental, Draconic-related, T4 Gems, etc.)   Empowered: DC +25 (Energized Elemental, Time, True Dragon-related, T5+ Gems, etc.) Unique: Requires special workspace (Non-Native Planar, Space, Deific)


Crafting Time and Miscellaneous Rules

  The time that it takes to craft an item is a number of days equal to the Final DC to craft plus any modifiers from quality or other sources minus ten (Final Crafting DC + Quality/Misc. Time Modifiers - 10). This has a minimum of 1 day.   Instead of being able to take 10 on crafting checks you are now able to take 2 times number of ranks you have in the skill so A = 2, J = 4, P = 6, M = 8, GM = 10.   Aid Another for crafting is also dictated by your rank in the skill at base. A = 1, J = 2, P = 3, M = 4, GM = 5.   You may reduce your crafting time by 25% when crafting an item by increasing the DC by 5. You may only do this once.

Item Quality

  Items of great quality provide benefits based upon their tier, and are chosen by the creator. Each tier is listed below with additional time, average extra cost, and the additional crafting time and DC increase.   In addition each tier of quality on an item allows it to hold magical enchantments limited by the level of enchanting material (Human-Divine). One exception to this is that any magical benefits gained from Glory are handled separately by DM. In addition any enchantments requiring attunement must normally be on a superior or better item.   Fine - Cost: +45gp for magic skill impliment, +30gp for armor, +15gp for weapons, +10gp for gear - Difficulty: +5 - Add Time: 2 days - Benefits: 1, Magical Capacity: 1 - 1 Human Enchantment   Excellent - Cost: +90gp for magic skill impliment, +60gp for armor, +30gp for weapons, +20gp for gear - Difficulty: +10 - Add Time: 4 days - Benefits: 2, Magical Capacity: 2 - 2 Human or 1 Hero Enchantment   Exceptional - Cost: +120gp for magic skill impliment, +120gp for armor, +60gp for weapons, +40gp for gear - Difficulty: +15 - Add Time: 1 week - Benefits: 3, may double once, Magical Capacity: 3 - 3 Human or 1 Hero   Superior - Cost: +160gp for magic skill impliment, +240gp for armor, +120gp for weapons, +80gp for gear - Difficulty: +20 - Add Time: 1.5 weeks - Benefits: 4, may double once, Magical Capacity: 4 - 4 Human, 2 Hero or 1 Ancient   Masterwork - Cost: +1000gp for magic skill impliment, +750gp for armor, +400gp for weapons, +250gp for gear - Difficulty: +25 - Add Time: 3 weeks - Benefits: 5, may double twice, Magical Capacity: 6 - 6 Human, 4 Hero, 2 Ancient or 1 Artifact Enchantment   Masterpiece - Cost: +2000gp for magic skill impliment, +1500gp for armor, +1000gp for weapons, +500gp for gear - Difficulty: +30 - Add Time: 1.5 months - Benefits: 6, may triple and double once, or double thrice, Magical Capacity: 8 - 8 Human, 6 Hero, 4 Ancient, 2 Artifact Enchantment, or 1 Deific.   Quality Benefits (Bonuses are considered Quality Bonuses, Benefits Tiers are not cumulative unless otherwise noted)
Accurate Comfortable Cursed Eviscerating Guard Loud Poisoned Sturdy Weighted
Agile Comfy Savage Exsanguinate Improved Grip Mastercraft Sapping Symbolic Well Crafted
Balanced Commemorative Decorative Fire-Proofed Inspiring Ornate Sharp Swatter Structured
Blackened Concealable Defender Forgery Insulated Quickdraw Sighted Thick Slotted
Blessed Counterweight Efficient Fortified Lethal Recovering Slamming Threatening Diffusing
Bright Crushing Envenomed Glowing Light Rugged Slicing Waterproof Shifting
Dispersed Weight Quick Release Supple Fitted Form Flowing Spirit Enhanced Fire Fine Machining Charged Enchanted Conduits
Power Foci Mana Circuits Abetting Gemstones

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