Umarth
2007-06-26, 04:08 PM
Posted an earlier version of this before but I've made quite a few changes and clean ups since the previous version. Goal as always is to make Craft skills something worth taking.
This is designed for a low magic campaign but the core rules can be used for any d20 system.
Crafting: “The life so short, the craft so long to learn.”
The ability to craft equipment, items, breed animals, or build buildings is a critical skill for characters in the Narrowlands. To craft an item the character must make a Craft (Skill) check using the appropriate craft skill and purchasing the required value of raw materials.
Craft Skills:
The following is a list some of the most common craft skills and what types of items they produce. There are certainly additional skills such as mining and forestry to harvest raw materials that are not listed.
Alchemy: This skill is used to make everything from potions and cement to makeup and glazes. Any time your mixing together multiple powders and reagents your probably doing alchemy.
Architecture: This skill is used to design buildings and supervise there construction. It can also be used for any other large man made structures such as aqueducts or roads.
Armor Smithing: This skill is used to craft metal armors and all types of shields.
Blacksmithing: While this skill covers all Black Smithing items besides Armor, Jewelry, and Weapons it is also used to create alloys, coins, and other miscellaneous metal objects.
Bow Making: Crafting bows, arrows, and crossbows is covered by this skill.
Cooking: This skill is used to cook meals, prepare food for long journeys, and create alcohols.
Jewelry: This covers all aspects of creating jewelry from cutting the stones to smithing the ring or necklace.
Leather Working: is used for crafting non metallic armors, skinning animals, curing skins, and crafting any other leather items.
Tailoring: This skill is used to craft items from cloth such as clothing and furniture upholstery.
Weapon Smithing: Swords, maces, javelins, and all other metal martial or thrown weapons are created using this skill.
Woodworking: Chairs, doors, staffs, staves, chests, barrels, and other wooden items are all created using the Woodworking skill.
Synergy Bonuses:
5 or more ranks in Blacksmithing provides a +2 bonus to Armor Smithing and Weapon Smithing.
Determining the Base DC:
The base DC to craft an item is determined by the items type and quality.
Types: Item types represent the basic complexity of the item to craft.
Simple: These items are easy to make, require very few materials and involve little or no interplay between the materials. Examples of simple items are simple weapons, shields, horse shoes, sleds, filtered water, or simple buildings with no foundation.
Normal: Normal items represent items that require a limited number of materials and some interplay between the materials or various components of the item. Examples of Normal items are martial weapons, light & medium armors, iron gates, wagons, mundane alchemical items, and common buildings with foundations.
Difficult: Difficult items typically have a multiple materials involved in the construction, multiple steps to the items creation, or a great deal of interplay between the materials or constituent parts of the items. Examples of difficult items are exotic weapons, heavy armors, simple geared devices, basic “magical” alchemical items, and multistory buildings.
Complex: Complex items are the most difficult items to craft and functional let alone masterwork complex items are the sign of a true master’s work. Examples of complex items are mechanical singing birds, the most potent of alchemical items, and huge stone buildings that sore into the air.
{table]Type|Quality|DC
Simple|Shoddy|8
Normal|Shoddy|10
Difficult|Shoddy|13
Complex|Shoddy|17
Simple|Shoddy|13
Normal|Shoddy|15
Difficult|Shoddy|18
Complex|Shoddy|22
Simple|Shoddy|23
Normal|Shoddy|25
Difficult|Shoddy|28
Complex|Shoddy|32
Any|Faux|+5 DC
[/table]
{table]Quality|Weapons|Armor|Shields|Items
Shoddy|-1 atk, -1dmg|-1 AC, -1 Max Dex, +1 Armor Check penalty|-1 AC, -1 Max Dex, +1 Armor Check penalty|-2 Skill Checks|
Normal|-|-|-|-
Masterwork|+1 Atk|-1 Armor Check penalty, +1 DR|-1 Armor Check penalty|+2 Skill Checks
Faux|Breaks on an attack roll of a 1.*|2/3 normal AC and no DR.|-1 AC|-1 Skill Checks, May Break**
[/table]
Quality:Items can be crafted in three different qualities. The quality of an item has a direct affect on its function.
Shoddy: Shoddy items are substandard and poorly made. This is obvious to almost anyone who’s had experience with that type of item before.
Normal: Normal items are well crafted and solid. They function as designed and while they don’t help make a task appreciably easier they don’t hinder either.
Masterwork: Masterwork items are so well crafted that they make any task they are used for noticeably easier.
Faux: Anywhere there is money to be made you’ll find people who are willing to cheat the system to get more for less. This is as true in the Narrowlands as it is anywhere else. It is not uncommon to find faux (fake) items for sale. As always the best advice is if the deal is too good to be true it probably is. Faux items always appear to really be of another quality unless closely inspected (appraise check).
Identification: Faux items can be identified by an appraise check (DC equal to craft DC). If you have ranks in the skill needed to craft the item you may add the to your appraise check.
Hardness: All Faux weapons, armor, and items have ½ the normal hardness and hit points the item they are reproducing normally has.
Creation Cost: All Faux weapons, armor, and items cost 20% the amount of the item they are duplicating would to create.
Special Properties: Any special properties a Faux item appears to have from special crafting or materials fails when used.
*Faux weapons: The weapon may make a DC 15 save to avoid breaking.
**Faux Items are commonly sold as paste jewelry in many markets. Faux tools impose a -1 skill check to any skill roles made using them. In addition they break on any natural 1 skill role.
Item Creation Cost:
Base Cost: When crafting an item you must spend 50% minus the Base DC on raw materials.
Special Materials: If the item is going to be crafted from a special material, such as Mithril, the cost for that material must be paid in addition to the base cost of crafting the item.
Faux Items: When crafting a faux item determine the price for the item you are trying to create a fake version of and then spend 20% of that price on raw materials.
Example: Turon wants to craft a Greatsword (Weapon Smithing DC 15) which normally sells for 50gp. Heading to the local metallurgist Turon purchases 17.5 gold pieces worth of raw materials and then heads back to his workshop. (50%-15%=35%, 50gp x 35% = 17.5)
Example: Turn wants to craft a Masterwork Greatsword (Weapon Smithing DC 25) which sells for 350gp on the open market. Heading back to his favorite metallurgist Turon purchases 87.5 gold pieces worth of the finest steel he can find. (50%-25%=25%, 350gp x 25%=87.5)
Example: While Turon is testing out his new Masterwork Greatsword a noble walks by and notices the fine craftsman ship on the blade. The noble is in need of a gift for his Shah and commissions a Valuable (see Weapon Modifiers) Masterwork Scimitar for 3500 gold pieces (Weapon Smithing DC 21, 15+6 for Valuable). Turon again heads to his metallurgist to buy the finest steel as well as some gold leaf. On the way back to his shop he also stops by the jeweler and purchases numerous small gemstones to set in the blade. All his purchasing done Turons purse is 1015gp lighter. (50%-21%=29%, 3500gp x 29%=1015gp) If Turon had decided to cheat the noble and make a faux version of the requested item he would have needed to spend only 203gp (1015 x 20%
If Turon had wished to make the weapon from Mithril in addition to the 1015gp for raw materials he would have had to purchase 12,000gp worth of Mithril for the weapon.
Item Creation Time:
Items take 1 day per 3 points of the DC and 1 day per 500 gp of the items final cost. This time is reduced by 1 day for every 5 points you roll above the DC. If you roll well enough to reduce the time below one day it is reduced to half a day and then ¼ a day. ¼ a day is the minimum amount of time it takes to make any item. As a special note some items, such as arrows, are made in batches. For these items the minimum time is for a batch rather than one item.
Base Item Creation Time = (Item DC/3) + (Final Cost/500)
Example: It normally takes 5 days to craft a Sword (DC 15). Turon though does very will on his Craft (Weapon Smithing) roll and manages to get a 27 (20 roll +7skill). Since this is 12 points above the needed DC to make a normal martial melee weapon he makes it in 3 days rather than 5 days (-2 days for a check at least 10 points above the base DC).
Failing an Item Creation Roll:
When crafting an item you must state what quality item you are trying to make. If you fail your roll but it's still high enough to make a lower quality item you make that item instead. If you roll high enough to make a higher quality item then you originally started out making you DO NOT make the higher quality. (High rolls will reduce the time needed to make the item though). If you fail an item creation roll when making a faux item all the materials are destroyed and need to be replaced.
I've also got a slew of Low magic weapon modifiers and materials I can post if anyone is intrested.
This is designed for a low magic campaign but the core rules can be used for any d20 system.
Crafting: “The life so short, the craft so long to learn.”
The ability to craft equipment, items, breed animals, or build buildings is a critical skill for characters in the Narrowlands. To craft an item the character must make a Craft (Skill) check using the appropriate craft skill and purchasing the required value of raw materials.
Craft Skills:
The following is a list some of the most common craft skills and what types of items they produce. There are certainly additional skills such as mining and forestry to harvest raw materials that are not listed.
Alchemy: This skill is used to make everything from potions and cement to makeup and glazes. Any time your mixing together multiple powders and reagents your probably doing alchemy.
Architecture: This skill is used to design buildings and supervise there construction. It can also be used for any other large man made structures such as aqueducts or roads.
Armor Smithing: This skill is used to craft metal armors and all types of shields.
Blacksmithing: While this skill covers all Black Smithing items besides Armor, Jewelry, and Weapons it is also used to create alloys, coins, and other miscellaneous metal objects.
Bow Making: Crafting bows, arrows, and crossbows is covered by this skill.
Cooking: This skill is used to cook meals, prepare food for long journeys, and create alcohols.
Jewelry: This covers all aspects of creating jewelry from cutting the stones to smithing the ring or necklace.
Leather Working: is used for crafting non metallic armors, skinning animals, curing skins, and crafting any other leather items.
Tailoring: This skill is used to craft items from cloth such as clothing and furniture upholstery.
Weapon Smithing: Swords, maces, javelins, and all other metal martial or thrown weapons are created using this skill.
Woodworking: Chairs, doors, staffs, staves, chests, barrels, and other wooden items are all created using the Woodworking skill.
Synergy Bonuses:
5 or more ranks in Blacksmithing provides a +2 bonus to Armor Smithing and Weapon Smithing.
Determining the Base DC:
The base DC to craft an item is determined by the items type and quality.
Types: Item types represent the basic complexity of the item to craft.
Simple: These items are easy to make, require very few materials and involve little or no interplay between the materials. Examples of simple items are simple weapons, shields, horse shoes, sleds, filtered water, or simple buildings with no foundation.
Normal: Normal items represent items that require a limited number of materials and some interplay between the materials or various components of the item. Examples of Normal items are martial weapons, light & medium armors, iron gates, wagons, mundane alchemical items, and common buildings with foundations.
Difficult: Difficult items typically have a multiple materials involved in the construction, multiple steps to the items creation, or a great deal of interplay between the materials or constituent parts of the items. Examples of difficult items are exotic weapons, heavy armors, simple geared devices, basic “magical” alchemical items, and multistory buildings.
Complex: Complex items are the most difficult items to craft and functional let alone masterwork complex items are the sign of a true master’s work. Examples of complex items are mechanical singing birds, the most potent of alchemical items, and huge stone buildings that sore into the air.
{table]Type|Quality|DC
Simple|Shoddy|8
Normal|Shoddy|10
Difficult|Shoddy|13
Complex|Shoddy|17
Simple|Shoddy|13
Normal|Shoddy|15
Difficult|Shoddy|18
Complex|Shoddy|22
Simple|Shoddy|23
Normal|Shoddy|25
Difficult|Shoddy|28
Complex|Shoddy|32
Any|Faux|+5 DC
[/table]
{table]Quality|Weapons|Armor|Shields|Items
Shoddy|-1 atk, -1dmg|-1 AC, -1 Max Dex, +1 Armor Check penalty|-1 AC, -1 Max Dex, +1 Armor Check penalty|-2 Skill Checks|
Normal|-|-|-|-
Masterwork|+1 Atk|-1 Armor Check penalty, +1 DR|-1 Armor Check penalty|+2 Skill Checks
Faux|Breaks on an attack roll of a 1.*|2/3 normal AC and no DR.|-1 AC|-1 Skill Checks, May Break**
[/table]
Quality:Items can be crafted in three different qualities. The quality of an item has a direct affect on its function.
Shoddy: Shoddy items are substandard and poorly made. This is obvious to almost anyone who’s had experience with that type of item before.
Normal: Normal items are well crafted and solid. They function as designed and while they don’t help make a task appreciably easier they don’t hinder either.
Masterwork: Masterwork items are so well crafted that they make any task they are used for noticeably easier.
Faux: Anywhere there is money to be made you’ll find people who are willing to cheat the system to get more for less. This is as true in the Narrowlands as it is anywhere else. It is not uncommon to find faux (fake) items for sale. As always the best advice is if the deal is too good to be true it probably is. Faux items always appear to really be of another quality unless closely inspected (appraise check).
Identification: Faux items can be identified by an appraise check (DC equal to craft DC). If you have ranks in the skill needed to craft the item you may add the to your appraise check.
Hardness: All Faux weapons, armor, and items have ½ the normal hardness and hit points the item they are reproducing normally has.
Creation Cost: All Faux weapons, armor, and items cost 20% the amount of the item they are duplicating would to create.
Special Properties: Any special properties a Faux item appears to have from special crafting or materials fails when used.
*Faux weapons: The weapon may make a DC 15 save to avoid breaking.
**Faux Items are commonly sold as paste jewelry in many markets. Faux tools impose a -1 skill check to any skill roles made using them. In addition they break on any natural 1 skill role.
Item Creation Cost:
Base Cost: When crafting an item you must spend 50% minus the Base DC on raw materials.
Special Materials: If the item is going to be crafted from a special material, such as Mithril, the cost for that material must be paid in addition to the base cost of crafting the item.
Faux Items: When crafting a faux item determine the price for the item you are trying to create a fake version of and then spend 20% of that price on raw materials.
Example: Turon wants to craft a Greatsword (Weapon Smithing DC 15) which normally sells for 50gp. Heading to the local metallurgist Turon purchases 17.5 gold pieces worth of raw materials and then heads back to his workshop. (50%-15%=35%, 50gp x 35% = 17.5)
Example: Turn wants to craft a Masterwork Greatsword (Weapon Smithing DC 25) which sells for 350gp on the open market. Heading back to his favorite metallurgist Turon purchases 87.5 gold pieces worth of the finest steel he can find. (50%-25%=25%, 350gp x 25%=87.5)
Example: While Turon is testing out his new Masterwork Greatsword a noble walks by and notices the fine craftsman ship on the blade. The noble is in need of a gift for his Shah and commissions a Valuable (see Weapon Modifiers) Masterwork Scimitar for 3500 gold pieces (Weapon Smithing DC 21, 15+6 for Valuable). Turon again heads to his metallurgist to buy the finest steel as well as some gold leaf. On the way back to his shop he also stops by the jeweler and purchases numerous small gemstones to set in the blade. All his purchasing done Turons purse is 1015gp lighter. (50%-21%=29%, 3500gp x 29%=1015gp) If Turon had decided to cheat the noble and make a faux version of the requested item he would have needed to spend only 203gp (1015 x 20%
If Turon had wished to make the weapon from Mithril in addition to the 1015gp for raw materials he would have had to purchase 12,000gp worth of Mithril for the weapon.
Item Creation Time:
Items take 1 day per 3 points of the DC and 1 day per 500 gp of the items final cost. This time is reduced by 1 day for every 5 points you roll above the DC. If you roll well enough to reduce the time below one day it is reduced to half a day and then ¼ a day. ¼ a day is the minimum amount of time it takes to make any item. As a special note some items, such as arrows, are made in batches. For these items the minimum time is for a batch rather than one item.
Base Item Creation Time = (Item DC/3) + (Final Cost/500)
Example: It normally takes 5 days to craft a Sword (DC 15). Turon though does very will on his Craft (Weapon Smithing) roll and manages to get a 27 (20 roll +7skill). Since this is 12 points above the needed DC to make a normal martial melee weapon he makes it in 3 days rather than 5 days (-2 days for a check at least 10 points above the base DC).
Failing an Item Creation Roll:
When crafting an item you must state what quality item you are trying to make. If you fail your roll but it's still high enough to make a lower quality item you make that item instead. If you roll high enough to make a higher quality item then you originally started out making you DO NOT make the higher quality. (High rolls will reduce the time needed to make the item though). If you fail an item creation roll when making a faux item all the materials are destroyed and need to be replaced.
I've also got a slew of Low magic weapon modifiers and materials I can post if anyone is intrested.