Harvesting Rules
From skinning a creature recently killed to mining rare gems from deep in the earth harvesting materials is an invaluable skill for any adventuring party. The following rules explain how characters should go about harvesting a material, the difficulty in doing so and the amount of material they receive with a successful check.
Harvesting: There are various skills for harvesting, however every material in the world can be attempted to be harvested with the Survival skill. All the DC's listed in this section are based on using the Survival skill, if a character is using a specific harvesting skill the DC of the skill check is 5 lower.
Harvesting Skills: The harvesting skills for all major materials are as follows. Essence, Miner, Mason, Herbalist, Lumberjack, Render.
Essence: The ability to harvest magical power from locations, objects, and creatures to be stored and used later.
Miner: The ability to harvest Metals, Ores, and Gemstones.
Stone Cutter: The ability to harvest various types of stone.
Herbalist: The ability to harvest Herbs, Plants, and some alchemical items.
Lumberjack: The ability to harvest various types of Wood and Trees.
Render: The ability to harvest parts from animals and monsters (Hide, Claws, Bones, Meat)
In special circumstances, some skills may be substituted for harvesting skills, such as the Alchemy skill for alchemy based monster parts instead of Render or Survival. When attempting to harvest a material or group of materials the character must make a successful skill check with a set DC based on the rarity of the material. Succeeding on the skill check counts as one success with each additional increment of the skill check being another success. For example if the base DC is 10+2 for a 12 and you get a 19 on the check that would count as 4 successes. Every success on a harvest check gives you one stock of what ever increment the material is counted in be it 1lb or 1 dose. Depending on the material characters may only get one chance to harvest the material, such as herbs or monster parts. Any leftover materials are considered destroyed. While other more durable materials just require another set of skill checks and the time spent to continue harvesting, such as ore. If a character fails a harvesting check it destroys 1 stock of material +1 for every increment below the DC. If any material is left after a failure they may try again. Harvesting DC's: The DC of harvesting materials is 10+difficulty modifier or 5+difficulty modifier if using a specialty skill.
Difficulty Modifiers
Common - 2
Basic - 4
Moderate - 6
Hard - 8
Very Hard - 10
Harvesting Time: The amount of time it requires to harvest a material depends on the the difficulty modifier of the material and the amount of material harvested. If a character has more successes than material available, they may reduce the time by 1 stock worth per extra success, this can not lower the time below 1 stock worth of time.
Time Taken
Common - 1 minute per stock
Basic - 10 minutes per stock
Moderate - 30 minutes per stock
Hard - 45 minutes per stock
Very Hard - 60 minutes per stock
Assisting and Other Modifiers: When harvesting materials characters may have others assist in the process, however they may only have two assistants for any single check. When someone attempts to assist they make their own skill check and must achieve one success to give their aid another bonus on the check. If an assistant fails their assist check it removes one success from the number of successes and they provide no bonus. Temporary Bonuses: If a character has any temporary bonuses to a harvesting check such as from a magic buff or other such ability, one instance the effect must last for the duration of the harvesting for them to gain the benefit. Complex Harvesting: Some materials may fall under the category of complex harvesting such as harvesting a gargantuan creatures bones or carefully removing a brain from a monster intact. When harvesting these types of materials the harvesting check is broken up over multiple skill checks, usually a limit based on the material or creature, and requires a set amount of successes to be achieved by the end to get the material.
Miner: The ability to harvest Metals, Ores, and Gemstones.
Stone Cutter: The ability to harvest various types of stone.
Herbalist: The ability to harvest Herbs, Plants, and some alchemical items.
Lumberjack: The ability to harvest various types of Wood and Trees.
Render: The ability to harvest parts from animals and monsters (Hide, Claws, Bones, Meat)
In special circumstances, some skills may be substituted for harvesting skills, such as the Alchemy skill for alchemy based monster parts instead of Render or Survival. When attempting to harvest a material or group of materials the character must make a successful skill check with a set DC based on the rarity of the material. Succeeding on the skill check counts as one success with each additional increment of the skill check being another success. For example if the base DC is 10+2 for a 12 and you get a 19 on the check that would count as 4 successes. Every success on a harvest check gives you one stock of what ever increment the material is counted in be it 1lb or 1 dose. Depending on the material characters may only get one chance to harvest the material, such as herbs or monster parts. Any leftover materials are considered destroyed. While other more durable materials just require another set of skill checks and the time spent to continue harvesting, such as ore. If a character fails a harvesting check it destroys 1 stock of material +1 for every increment below the DC. If any material is left after a failure they may try again. Harvesting DC's: The DC of harvesting materials is 10+difficulty modifier or 5+difficulty modifier if using a specialty skill.
Difficulty Modifiers
Common - 2
Basic - 4
Moderate - 6
Hard - 8
Very Hard - 10
Harvesting Time: The amount of time it requires to harvest a material depends on the the difficulty modifier of the material and the amount of material harvested. If a character has more successes than material available, they may reduce the time by 1 stock worth per extra success, this can not lower the time below 1 stock worth of time.
Time Taken
Common - 1 minute per stock
Basic - 10 minutes per stock
Moderate - 30 minutes per stock
Hard - 45 minutes per stock
Very Hard - 60 minutes per stock
Assisting and Other Modifiers: When harvesting materials characters may have others assist in the process, however they may only have two assistants for any single check. When someone attempts to assist they make their own skill check and must achieve one success to give their aid another bonus on the check. If an assistant fails their assist check it removes one success from the number of successes and they provide no bonus. Temporary Bonuses: If a character has any temporary bonuses to a harvesting check such as from a magic buff or other such ability, one instance the effect must last for the duration of the harvesting for them to gain the benefit. Complex Harvesting: Some materials may fall under the category of complex harvesting such as harvesting a gargantuan creatures bones or carefully removing a brain from a monster intact. When harvesting these types of materials the harvesting check is broken up over multiple skill checks, usually a limit based on the material or creature, and requires a set amount of successes to be achieved by the end to get the material.
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