RolePlay onLine RPoL Logo

, welcome to Dunland in the 4th Age

15:15, 25th April 2024 (GMT+0)

Crafting.

Posted by GMFor group 0
GM
GM, 14 posts
Not All Who Wander
Are Lost
Thu 30 May 2019
at 14:20
  • msg #1

Crafting

We'll be using the Black Company Campaign Setting rules for crafting items of better-than-normal quality, with just a few tweaks (removed the time multipliers for crafting higher quality items). The Craft Magic Arms and Armor feat is replaced by the Black Company Campaign Crafting feat.

CRAFTING FEATS

The following feats are not used: Craft Magic Arms and Armor (Item Creation) and Craft Wondrous Item (Item Creation).

Instead, use the following feat to craft high quality armor, gear, items, shields or weapons:

Black Company Campaign Crafting (General)
You have learned how to craft high quality items, and imbue them with extra benefits.
Prerequisite: 5 ranks in any Craft or Profession skill
Benefit: You may craft armor, shields, weapons and other gear using the Black Company Campaign Crafting (BCCC) rules listed below.
Special: You must have the appropriate Craft or Profession skill to create an item, weapon or armor. For example, to craft boots that have a BCCC benefit, the crafter must have either Craft (Leather) or Profession (Cobbler).

In addition, the following feats related to crafting are available.

Master Craftsman (General)
You are a skilled craftsman.
Prerequisite: 2 or more Craft or Profession skills with 10 ranks.
Benefit: You gain a +2 bonus to all Craft and Profession skills. Additionally, when figuring the value of work done on a crafting project, you multiply any successful result by 150%.

Natural Alchemist (Item Creation)
You have uncovered the mysteries of chemical infusions used to make alchemical items.
Prerequisite: 5 ranks in Decipher Script; 5 ranks in either Knowledge (Arcana) or Spellcraft.
Benefit: You may take ranks in Craft (Alchemy) and craft alchemical items without needing to be a spellcaster. However, some items are proscribed: Everburning Torch, Holy Water.
Special: An alchemist's lab grants a +2 circumstance bonus on Craft (Alchemy) checks.

BLACK COMPANY CAMPAIGN CRAFTING
Creating a masterwork item takes considerable skill and patience.  To attempt to create an above average item, the craftsman must commit additional time (due to the increased cost) depending on the Masterwork level he is hoping to create, as described on the table below. The craftsman then makes his check to create the item. The quality of the result item depends on how much he beats the DC for the check, with the increased DC setting the maximum level of quality he can achieve. Only on a result less than the normal DC does the craftsman fail to produce at least an average item.

  • Average (Av) - A basic item, crafted normally, with no extra time, material or effort put into its creation. Prerequisite: 1 rank in Craft.
  • Fine (Fn) - A not uncommon example of extra care and effort being put into an item’s manufacture. Fine items gain one benefit suitable to that type of item, and are often available for sale in most towns, and almost always found in most cities. Prerequisite: 3 ranks in Craft.
  • Excellent (Ex) - Requiring much more time and care than an average item, most excellent items are made by craftsmen wishing to create a showpiece to demonstrate their skills, or as the result of a commission.  Excellent items gain two benefits. Prerequisite: 5 ranks in Craft.
  • Exceptional (Ep) - Always a major undertaking, exceptional items require the labor of an above average craftsman and often a bit of luck.  Only the most successful (and wealthy) craftsmen have the time to lavish on such work for their own amusement — most exception items are the result of important commissions, and as a result the item often has some small place in stories from that time.  Unless newly made, this item can be identified with a DC 30 Knowledge (history) check. Prerequisite: 7 ranks in Craft.
  • Superior (Su) - Only possible for craftsmen who’s skill far exceeds those of common artists, superior items reflect a broad knowledge of how the item is to look and be used, combining many small improvements over typical examples.  Unless newly made, this item can be identified iwth a DC 27 Knowledge (history) check. Prerequisite: 9 ranks in Craft.
  • Masterwork (Mw) - Some of the finest work a person can ever hope to see, true masterworks are often the culmination of a lifetime of practice and learning.  Unless newly made, this item can be identified with a DC 24 Knowledge (history) check. Prerequisite: Master Craftsman feat.
  • Masterpiece (Mp) - Only craftsmen of legendary skill — and often supported by magic or the work of years — are able to produce such items.  The pinnacle of their type, these items are usually remembered in song and story, even if their original owner is forgotten!  Unless newly made, this item can be identified with a DC 21 Knowledge (history) check. Prerequisite: 20 ranks in Craft.


Craft Quality   Cost     Prerequisite  Beat DC by  Benefit
Average          +0 gp    1 rank           +0       0
Fine            +50 gp    3 ranks          +2       1
Excellent      +150 gp    5 ranks          +4       2
Exceptional    +300 gp    7 ranks          +6       3, may double once
Superior       +600 gp    9 ranks         +10       4, may double once
Masterwork     +800 gp   Master Crafter   +15       5, may double twice or triple once
Masterpiece   +1000 gp   15 ranks         +25       6, may double twice or double and triple once


SUCCESS AND FAILURE

Before starting the crafting process, the crafter must choose a target quality for the item being crafted. The target DC of the item equals the base DC for crafting an item of that type, plus the quality DC modifier. The crafter must provide raw materials equal to one-third the total cost of the item (base cost plus quality cost modifier).

If, during the crafting process, the crafter ever misses the target DC by less than 5, the crafter may reduce the target quality of the item ONLY IF the reduced quality crafting check would succeed. All successive crafting checks for that item would use the target DC of reduced quality item. The crafter may instead choose to make no progress on that item for the week.

If, during the crafting process, the crafter ever misses the target DC by 5 or more, half of the raw materials for the item are wasted, and the crafter must begin anew.

TAKING 10 AND TAKING 20

Taking 10: A crafter may take 10 with any craft skill in which she has at least 1 rank.

Taking 20: Taking 20 is a means for a crafter to take extra time to ensure the best possible result of a crafting check. A crafter may take 20 with any craft skill in which she has at least 10 ranks, but must reduce the sp/week towards finishing the unit to one-fifth the normal amount (round down). So, if the craft check result would normally provide 372 sp for the week, if the crafter took 20 on the check, it would provide only 74 sp.

CRAFTING EXAMPLES

Example 1:
For example, a customer commissioned a weaponsmith to create an Exceptional dagger. The weaponsmith is a 4th level human Expert with an INT of 11, who has 7 ranks in Craft (Weapon) and the Skill Focus (Craft (Weapon)) feat (+3 bonus), using masterwork smithing tools (+2), for a total Craft (Weapon) skill of 12.

A normal dagger costs 2 gp, so the cost of this special dagger is 302 gp, of which the customer provides half up-front. The weaponsmith provides 101 gp worth of raw materials, and begins crafting.

A normal dagger is a simple weapon with a craft DC of 12, so an exceptional dagger has a DC of 18 (see chart below). With a Craft (Weapon) skill of 12 and taking 10 (to avoid missing the target DC), the weaponsmith can provide 22*18 = 396 sp each week towards the 3020 sp required to create the special dagger.

It will take 8 weeks to create the exceptional dagger, which will have 3 benefits: Accurate, Deadly and Sharp. The Accurate bonus gives the dagger a +1 to quality bonus to hit. The Deadly bonus offers a +1 quality bonus to the dagger's threat range (to 18-20/x2). The Sharp bonus grants a +1 quality bonus to damage.

The weaponsmith pockets 201 gp for 8 weeks work. In the course of a normal week, the weaponsmith would earn about half his check result in gold pieces (or 11 gp) per week. So, with this one commission, he's made more than twice his typical earnings.


Example 2:
Let's assume in the example above that the weaponsmith was asked to craft a Masterwork dagger. With a Craft (Weapon) skill of 12, taking 10 is not an option, since it wouldn't meet the DC 27 requirement. The weaponsmith would need to roll a 15 or better on his Craft (Weapon) check to meet the DC for a Masterwork dagger.

If the weaponsmith's Craft (Weapon) check failed to meet the target DC by less than 5, and the resulting check met the requirements for a  lower quality item than the target quality, then the crafter may choose to either create a lesser quality item (and continue all further craft checks with the lower target DC) or make no progress for that week.

If the Craft (Weapon) check failed by less than 5, and the resulting check did not meet the requirements for a lower quality item, then no progress was made for that week.

If the Craft (Weapon) check failed by 5 or more, then the weaponsmith wasted half of the raw materials and must start the crafting process again.

The weaponsmith rolls a 12 on his Craft (Weapon) check, which when combined with his Craft (Weapon) skill of 12 (for a total of 24) does not meet the target DC of 27 for a Masterwork dagger.

Since the roll failed by less than 5, the weaponsmith may choose to apply the time to craft a Superior dagger instead (and use a target DC of 22 for the rest of the crafting process), or make no progress on the Masterwork dagger for the week.

If the weaponsmith had rolled a 10 or less on his Craft (Weapon) check (missing the target DC by 5 or more), then half of the raw materials for the dagger would be wasted, and he'd need to start over.



--ITEM CRAFTED -----  ------------DC------------
                      Av  Fn  Ex  Ep  Su  Mw  Mp  Example
Simple Weapon         12  14  16  18  22  27  37  Dagger
Martial Weapon        15  17  19  21  25  30  40  Longsword
Exotic Weapon         18  20  22  24  28  33  43  Urgosh, Dwarven
Armor/Shield (AC 1)   11  13  15  17  21  26  36  Shield, Light Steel
Armor/Shield (AC 2)   12  14  16  18  22  27  37  Shield, Heavy Steel
Armor/Shield (AC 3)   13  15  17  19  23  28  38  Armor, Studded Leather
Armor/Shield (AC 4)   14  16  18  20  24  29  39  Shield, Tower
Armor (AC 5)          15  17  19  21  25  30  40  Armor, Breastplate
Armor (AC 6)          16  18  20  22  26  31  41  Armor, Splint Mail
Armor (AC 7)          17  19  21  23  27  32  42  Armor, Half-plate
Armor (AC 8)          18  20  22  24  28  33  43  Armor, Full Plate
Simple Item            5   7   9  11  15  20  30  Wooden spoon
Typical Item          10  12  14  16  20  25  35  Iron pot
High Quality Item     15  17  19  21  25  30  40  Bell
Complex Item          20  22  24  26  30  35  45  Lock


This message was last edited by the GM at 14:48, Thu 07 Apr 2022.
GM
GM, 16 posts
Not All Who Wander
Are Lost
Thu 6 Jun 2019
at 14:25
  • msg #2

BLACK COMPANY CAMPAIGN CRAFTING QUALITY BENEFITS

Below are listed various improvements and benefits an item could receive from being of above average quality.  Each masterwork benefit indicates what sort of item it can be applied to, and comes in three levels: single (listed as the standard benefit), double, and triple.

Benefits that can only be applied to “gear” may not be chosen for weapons or armor.  Quality bonuses do not stack with themselves.

ACCURATE (ANY WEAPON)
  This weapon does what it’s supposed to — hit the other guy!
  Benefit: The wielder gains a +1 quality bonus to hit attack rolls with this weapon.
  Double: The quality bonus increases to +2.
  Triple: The quality bonus increases to +3.

BALANCED (ANY WEAPON OR SHIELD)
  A weapon or shield with above average balance makes it easier to move in combat.
  Benefit: While this item is in hand and readied, the wielder gains +1 quality bonus to his
    initiative total.
  Double: The quality bonus increases to +2.
  Triple: The quality bonus increases to +3.

CONCEALABLE (ANY ITEM)
  These items are particular easy to secret on one’s person.
  Benefit: The bearer gains a +4 quality bonus to Sleight of Hand checks to hide this item on
    his person.
  Double: The quality bonuses increases to +8.
  Triple: The quality bonus increases to +12.

CRUSHING (BLUDGEONING WEAPON OR SHIELD)
  This weapon beats people senseless with ease. This can be combined with SMASHING.
  Benefit: In addition to the normal damage, this weapon inflicts 2 points of nonlethal damage,
    with every successful hit.  This is a quality bonus to damage.
  Double: The additional nonlethal damage inflicted increases to +4.
  Triple: The additional nonlethal damage inflicted increase to +6.

DEADLY (ANY WEAPON)
  Attacks with this weapon are often decisive.
  Benefit: Increase the threat range of a weapon with a x2 critical multiplier by 1.  This bonus
    is applied after any feats or other modifiers.
  Double: Increase the threat range of a weapon with a x3 critical multiplier by 1.  This bonus
    is applied after any feats or other modifiers.
  Triple: Increase the threat range of a weapon with a x4 critical multiplier by 1. Increase the
  threat range of a weapon with a x2 critical multiplier by 2.
This bonus is applied after any
  feats or other modifiers.

DECORATIVE (ANY ITEM)
  This item is designed to impress with the understated elegance and subtle but unmistakable
    marks of quality.
  Benefit: The other gains a +1 quality bonus to Diplomacy checks while displaying ownership of
    the items.
  Double: The quality bonus increases to +2.
  Triple: The quality bonus increases to +3.

DWARVENCRAFT (WEAPON OR ARMOR)
  Combines the benefits of RUGGED and STURDY into a single benefit slot. Thus, a Fine Mace
  with the DWARVENCRAFT benefit gains +2 quality bonus to hardness and +50% quality bonus
  to the number of hit points it has. The quality bonuses provided by the DWARVENCRAFT benefit
  do not stack with either the RUGGED or STURDY quality bonuses.
  Special: Crafter must be a dwarf.


FORGERY (ANY ITEM)
  This item is intended to appear to be another similar (and often unique) item.
  Benefit: The DC to determine this is not the genuine object is increased by +4.
  Double: The DC is increased by +8.
  Triple: The DC is increased by +12.

FORTIFIED (ARMOR)
  Extra attention has been paid to covering your vitals.
  Benefit: There is a 10% chance that any critical hit or sneak attack (or ambush) damage is
    negated while wearing this armor.
  Double: The chance increased to 20%.
  Triple: The chance increased to 30%.

GUARD (ANY WEAPON OR SHIELD)
  This weapon or shield is easy to use defensively.
  Benefit: The wielder may reduce his attack rolls by 1 for the entire round to gain an equal
    deflection bonus to his Armor Class for that round.  This deflection bonus is doubled if this
    item is a shield.
  Double: The wielder may reduce his attack rolls by up to 2 to gain an equal deflection bonus to
    his Armor Class.
  Triple: The wielder may reduce his attack rolls by up to 3 to gain an equal deflection bonus to
   his Armor Class.

LETHAL (ANY WEAPON)
  A good hit always hurts with this weapon.
  Benefit: Wielder gains a +2 quality bonus to all rolls to confirm a critical hit.
  Double: The quality bonus increases to +4.
  Triple: The quality bonus increases to +6.

LIGHT (ANY ITEM)
  This item is carefully designed to accomplish its usual function without wasted material or bulk.
  Benefit: The item functions normally and has the usual number of hit points, but is 10% lighter
    than normal.
  Double: The weight is reduced by 20%.
  Triple: The weight is reduced by 30%.

MASTERCRAFT (ARMOR OR SHIELD)
  This item is designed to be less cumbersome than others of its type.
  Benefit: This armor reduces its armor check penalty by 1, to a minimum of 0.
  Double: This armor reduces its armor check penalty by 2, to a minimum of 0.
  Triple: This armor reduces its armor check penalty by 3, to a minimum of 0.

MISSILE DEFLECTING (ANY SHIELD)
  This shield is built to protect its wearer from missile attacks.
  Benefit: When the wearer of this shield is aware of an incoming missile attack, increase the
  AC provided by the shield by 1 for that attack only. This can only apply to one missile attack
  per round.
  Double: When the wearer of this shield is aware of an incoming missile attack, increase the
  AC provided by the shield by 2 for that attack only. This can only apply to one missile attack
  per round.
  Triple: When the wearer of this shield is aware of an incoming missile attack, increase the
  AC provided by the shield by 3 for that attack only. This can only apply to one missile attack
  per round.


ORNATE (ANY ITEM)
  This item is heavily decorated, possibly with precious metals and/or jewels, and is far more
    valuable and impressive than other items of its sort, even those of similar quality.
  Benefit: The cost multiplier for this item is increased by 5.  It also adds a +2 quality bonus
    to Diplomacy checks when given as a gift.
  Double: The cost multiplier for this item is increased by 10.  It also adds a +4 quality bonus
    to Diplomacy checks when given as a gift.
  Triple: The cost multiplier for this item is increased by 15.  It also adds a +6  quality bonus
    to Diplomacy checks when given as a gift.

RUGGED (ANY ITEM)
  This item is particular resistant to wear and abuse.
  Benefit: The item gains a +2 quality bonus to its hardness and Break DC.
  Double: The quality bonus increases to +4.
  Triple: The quality bonus increases to +6.
  Special: The quality bonus provided by the RUGGED benefit does not stack with the DWARVENCRAFT
  quality bonus.


POISONED (ANY WEAPON)
  This weapon has grooves and channels that allow it to hold poison more effectively until the
    weapon strikes.
  Benefit: The number of strikes the weapon may make before the poison is rubbed off is doubled.
  Double: The number of strikes the weapon may make before the poison is rubbed off is tripled.
  Triple: The number of strikes the weapon may make before the poison is rubbed off is quadrupled.

PROTECTING (ARMOR OR SHIELD)
  This armor/shield grants is wearer/wielder additional protection against being hit by an
  opponent.
  Benefit: Armor/shield gains a +1 quality bonus to AC. (All armors/shields).
  Double: Armor/shield gains a +2 quality bonus to AC. (Heavy armor/shield only).
  Triple: Armor/shield gains a +2 quality bonus to AC. (Light/medium armor; light shields).


SHARP (SLASHING OR PIERCING WEAPON)
  This weapon has a fine edge on it.
  Benefit: Add a +1 quality bonus to all damage rolls with this weapon.  This bonus is applied
    before any multipliers.
  Double: The quality bonus increases to +2.
  Triple: The quality bonus increases to +3.

SMASHING (BLUDGEONING WEAPON OR SHIELD)
  This weapon hits extra hard. This can be combined with CRUSHING.
  Benefit: Add a +1 quality bonus to all damage rolls with this weapon.  This bonus is applied
    before any multipliers.
  Double: The quality bonus increases to +2.
  Triple: The quality bonus increases to +3.


SPELL-WROUGHT (ANY ITEM)
  This item is imbued with a spell effect, which is activated with a command word. The imbued spell
  may be activated a number of times per day equal to the crafter's WIS (for Divine casters) or INT
  (for Arcane casters) bonus. The spell effect is as cast by the crafter's caster level, or the
  effective level of the scroll, rune, or potion used in crafting. The spell level is otherwise
  limited by the following:
  Benefit: Imbue a Level 0-1 spell effect to the item. Depending on the spell, it may have a
  limited number of times per day it may be activated.
  Double: Imbue a Level 2-3 spell effect to the item. Or, double the number of times per day
  the Level 0-1 spell may be activated.
  Triple: Imbue a Level 4-5 spell effect to the item. Or, triple the number of times per day
  the Level 0-1 spell may be activated. Or, double the number of times per day the Level
  2-3 spell may be activated.
  Special: Crafter must be a spellcaster or otherwise have access to the spell to be
  imbued via scroll, rune, or potion.


STURDY (ANY ITEM)
  This item uses robust design and quality material to ensure that it will last a very long time.
  Benefit: The item gains a +50% quality bonus to the number of hit points it has.
  Double: The quality bonus increases to +100%.
  Triple: The quality bonus increases to +150%.
  Special: The quality bonus provided by the STURDY benefit does not stack with the DWARVENCRAFT
  quality bonus.


SURE-GRIP (ANY WEAPON)
  The design of the hilt or haft of this weapon makes it more difficult to disarm the wielder.
  Benefit: Add a +2 quality bonus on the opposed roll when defending against a disarm attempt.
  Double: The quality bonus increases to +4.
  Triple: The quality bonus increases to +6.


THICK (ANY ARMOR)
  This armor is able to absorb some punishment so the wearer doesn’t have to.
  Benefit: A suit of medium or heavy armor provides Damage Reduction 1/- against melee and
    ranged weapons.
  Double: A suit of light armor provides Damage Reduction 1/- against melee and ranged weapons.
  Triple: Any suit of armor provides Damage Reduction 2/- against melee and ranged weapons.

THREATENING (ANY ITEM)
  This item is crafted and decorated to intimidate any who look upon it.
  Benefit: The wielder or wearer gains a +2 quality bonus to Intimidate checks while displaying
    the item.
  Double: The quality bonus increases to +4.
  Triple: The quality bonus increases to +6.

WELL-CRAFTED (ANY GEAR)
  This trait can apply to nearly any tool or device that is employed when using a skill.  For
  example, a well-crafted dark cloak could provide an equipment bonus to Hide checks.
  Benefit: This item provides a +2 bonus to one skill (or a +1 bonus to one save) when used
  for its intended purpose.
  Double: The quality bonus to one skill increases to +4.  The quality bonus to one save increases to +2.
  Triple: The quality bonus increases to +6. The quality bonus to one save increases to +3.
  Special: An item may have more than one skill increased by this benefit, but each skill
  must use a separate benefit slot.
  Note: Doubled the bonus after reviewing the THREATENING benefit and the pricing for a MW tool
  (55 vs. 5 gp) that gives +2 to skill.

This message was last edited by the GM at 15:00, Thu 07 Apr 2022.
GM
GM, 19 posts
Not All Who Wander
Are Lost
Thu 7 Apr 2022
at 14:37
  • msg #3

SKILL AFFINITIES FOR GEAR WITH WELL-CRAFTED BENEFIT

Each location on the body, or body slot, has one or more affinities: a word or phrase that describes the general function or nature of items of quality designed for that body slot. Certain skills are affected by items of quality worn in a particular body slot.

When crafting items of quality using the Black Company Campaign Crafting feat, use the skill affinities in the list below to guide any decisions on which the quality bonus affect gear worn in a particular body slot. When designing an item of quality, the affinities give some guidance for what form a particular item should take.

Quality bonuses from items in different body slots that affect the same skill do not stack. Only the highest quality bonus to the skill applies. An item may have more than one skill increased by the WELL-CRAFTED benefit, but each skill must use a separate benefit slot. In the list below, only one WELL-CRAFTED benefit for a [bracketed] skill may be applied to an item.

Body Slot  Example  Skill Affinity
Head       Hat      Diplomacy, Disguise, [Intimidate]
Headband   Circlet  Concentration, Listen, Sense Motive, [Will saves]
Eyes       Goggles  Appraise, Bluff, Decipher Script, Forgery, Search, Spot
Shoulders  Cloak    Disguise, Hide, Survival, [Any save]
Body       Robe     Diplomacy, Disguise, [Escape Artist], [Intimidate]
Waist      Belt     Balance, Climb, [Fortitude saves], [Heal]
Hands      Gloves   Climb, [Craft], Disable Device, Forgery, Handle Animal, Open Lock, Sleight of Hand
Feet       Boots    Balance, Climb, Jump, Move Silently, Perform (dance), Ride, [Reflex saves], [Swim], Tumble


Gear Examples:
Exceptional Boots
 Well-crafted benefit x 1: +2 to Balance
 Well-crafted benefit x 2: +4 to Move Silently

Masterwork Boots
 Light benefit x 1: Weight is reduced by 10%
 Rugged benefit x 1: +2 to hardness and Break DC
 Well-crafted benefit x 3: +3 to Reflex saves

This message was last edited by the GM at 14:40, Thu 07 Apr 2022.
GM
GM, 20 posts
Not All Who Wander
Are Lost
Thu 7 Apr 2022
at 14:37
  • msg #4

CRAFTING WITH SPECIAL MATERIALS

The following special materials may be used when crafting weapons, armor and shields. Add the DC modifier and associated cost per pound of material (based on the original weight of the item being crafted). Only one type of material may be used to create an item, although double weapons may use one type for one side and another type for the other side. Items made using special materials may benefit from the Black Company Campaign Crafting rules.

Material            +DC    Cost    Hardness   HPs   Notes
Adamantine          +20   500/lb      20     40/in  Weapons bypass certain DR, ignore hardness < 20
                                                    Light armor/shields gain DR 1/- and -1 to ACP
                                                    Medium armor gains DR 2/- and -1 to ACP
                                                    Heavy armor/shields gain DR 2/- and -1 to ACP
Iron, cold          + 5   x2 base     10     30/in  Weapons bypass certain DR
                                                    One less benefit per quality level
Mithril             +15   500/lb      15     30/in  Heavy armor treated as Medium
                                                    Medium armor treated as Light
                                                    Max DEX increased by 2; ASF decreased by 10%
                                                    ACP decreased by 3 (to min. of 0)
                                                    Item weighs half as much.
Silver, Alchemical  + 5    25/lb       8     10/in  Weapons bypass certain DR; decrease damage by 1
Steel (Standard)    + 0      -        10     30/in  Standard material for metal items


Only items normally made primarily of metal may be created with these materials. See the list below for notes regarding items that have limits to crafting with these special materials.

  • Armors not allowed: Padded, Leather, Studded leather, Hide.
  • Shields not allowed: Light wooden shield, Heavy wooden shield.
  • Weapons not allowed: Bolas, Bows (all), Club, Crossbows (all), Lance, Net, Nunchaku, Quarterstaff, Sap, Sling, Whip.
  • When crafting Mithril items, halve the weight of the base weapon (round up to nearest tenth) to determine additional cost.
  • Hafted weapons: For weapons/ammo with wooden hafts or shafts (arrows, axes, bolts, most pole-arms, all spears), the head of the weapon is made from the special material, but the haft/shaft must be specially crafted. The cost listed above stands, but the hardness and hit points for these weapons do not change from the base item.

This message was last edited by the GM at 14:39, Thu 07 Apr 2022.
GM
GM, 21 posts
Not All Who Wander
Are Lost
Thu 7 Apr 2022
at 14:37
  • msg #5

Expert Crafter

Expert (crafter)
  Starting INT bonus: +3
  Feat 1: Skill Focus (Craft (----))
  Feat 2: Master Craftsman
Lvl  Craft Ranks  INT  Feat 1  Feat 2  MW tools  Total  Take 10  Max Quality
 1        4       +3     +3      -       +2       +12      22       Av
 2        5       +3     +3      -       +2       +13      23       Su
 3        6       +3     +3      -       +2       +14      24       Su
 4        7       +3     +3      -       +2       +15      25       Su
 5        8       +3     +3      -       +2       +16      26       Su
 6        9       +3     +3      -       +2       +17      27       Su
 7       10       +3     +6      -       +2       +20      30       Su
 8       11       +4     +6      -       +2       +21      31       Su
 9       12       +4     +6     +2       +2       +26      36       Mw
10       13       +4     +6     +2       +2       +27      37       Mw
11       14       +4     +6     +2       +2       +28      38       Mw
12       15       +4     +6     +2       +2       +29      39       Mw
13       16       +4     +6     +2       +2       +30      40       Mw
14       17       +4     +6     +2       +2       +31      41       Mw
15       18       +4     +6     +2       +2       +32      42       Mw
16       19       +5     +6     +2       +2       +34      44       Mw
17       20       +5     +6     +2       +2       +35      45       Mp
18       21       +5     +6     +2       +2       +36      46       Mp
19       22       +5     +6     +2       +2       +37      47       Mp
20       23       +5     +6     +2       +2       +38      48       Mp


Examples of Crafted Tools

Tool, Smithing, Steel, Av   5 lb.    5 gp  DC 15
Tool, Smithing, Steel, Fn   5 lb.   55 gp  DC 17 1 benefit
Tool, Smithing, Steel, Ex   5 lb.  155 gp  DC 19 2 benefits
Tool, Smithing, Steel, Ep   5 lb.  305 gp  DC 21 3 benefits, may double once
Tool, Smithing, Steel, Su   5 lb.  605 gp  DC 25 4 benefits, may double once
Tool, Smithing, Steel, Mw   5 lb.  805 gp  DC 30 5 benefits, may double twice  or triple once
Tool, Smithing, Steel, Mp   5 lb. 1005 gp  DC 40 6 benefits, may double twice or double and triple once


Examples of Crafted Weapons

Dagger, Steel, Av           1 lb.    2 gp  DC 12
Dagger, Steel, Fn           1 lb.   52 gp  DC 14 1 benefit
Dagger, Steel, Ex           1 lb.  152 gp  DC 16 2 benefits
Dagger, Steel, Ep           1 lb.  302 gp  DC 18 3 benefits, may double once
Dagger, Steel, Su           1 lb.  602 gp  DC 22 4 benefits, may double once
Dagger, Steel, Mw           1 lb.  802 gp  DC 27 5 benefits, may double twice or triple once
Dagger, Steel, Mp           1 lb. 1002 gp  DC 37 6 benefits, may double twice or double and triple once

Dagger, Adamantine, Av      1 lb.  502 gp  DC 32
Dagger, Adamantine, Fn      1 lb.  552 gp  DC 34 1 benefit
Dagger, Adamantine, Ex      1 lb.  652 gp  DC 36 2 benefits
Dagger, Adamantine, Ep      1 lb.  802 gp  DC 38 3 benefits, may double once
Dagger, Adamantine, Su      1 lb. 1102 gp  DC 42 4 benefits, may double once
Dagger, Adamantine, Mw      1 lb. 1302 gp  DC 47 5 benefits, may double twice or triple once
Dagger, Adamantine, Mp      1 lb. 1502 gp  DC 57 6 benefits, may double twice or double and triple once

Dagger, Cold Iron, Av       1 lb.    4 gp  DC 17
Dagger, Cold Iron, Fn       1 lb.   54 gp  DC 19 0 benefits
Dagger, Cold Iron, Ex       1 lb.  154 gp  DC 21 1 benefit
Dagger, Cold Iron, Ep       1 lb.  304 gp  DC 23 2 benefits, may double once
Dagger, Cold Iron, Su       1 lb.  604 gp  DC 27 3 benefits, may double once
Dagger, Cold Iron, Mw       1 lb.  804 gp  DC 32 4 benefits, may double twice or triple once
Dagger, Cold Iron, Mp       1 lb. 1004 gp  DC 42 5 benefits, may double twice or double and triple once

Dagger, Mithril, Av       0.5 lb.  252 gp  DC 27
Dagger, Mithril, Fn       0.5 lb.  302 gp  DC 29 1 benefit
Dagger, Mithril, Ex       0.5 lb.  452 gp  DC 31 2 benefits
Dagger, Mithril, Ep       0.5 lb.  652 gp  DC 33 3 benefits, may double once
Dagger, Mithril, Su       0.5 lb.  852 gp  DC 37 4 benefits, may double once
Dagger, Mithril, Mw       0.5 lb. 1052 gp  DC 42 5 benefits, may double twice or triple once
Dagger, Mithril, Mp       0.5 lb. 1252 gp  DC 52 6 benefits, may double twice or double and triple once

Dagger, Silver, Av          1 lb.   27 gp  DC 17
Dagger, Silver, Fn          1 lb.   77 gp  DC 19 1 benefit
Dagger, Silver, Ex          1 lb.  177 gp  DC 21 2 benefits
Dagger, Silver, Ep          1 lb.  327 gp  DC 23 3 benefits, may double once
Dagger, Silver, Su          1 lb.  627 gp  DC 27 4 benefits, may double once
Dagger, Silver, Mw          1 lb.  827 gp  DC 32 5 benefits, may double twice or triple once
Dagger, Silver, Mp          1 lb. 1027 gp  DC 42 6 benefits, may double twice or double and triple once

Longsword, Steel, Av        4 lb.   15 gp  DC 15
Longsword, Steel, Fn        4 lb.   65 gp  DC 17 1 benefit
Longsword, Steel, Ex        4 lb.  165 gp  DC 19 2 benefits
Longsword, Steel, Ep        4 lb.  315 gp  DC 21 3 benefits, may double once
Longsword, Steel, Su        4 lb.  615 gp  DC 25 4 benefits, may double once
Longsword, Steel, Mw        4 lb.  815 gp  DC 30 5 benefits, may double twice or triple once
Longsword, Steel, Mp        4 lb. 1015 gp  DC 40 6 benefits, may double twice or double and triple once

Longsword, Adamantine, Av   4 lb. 2015 gp  DC 35
Longsword, Adamantine, Fn   4 lb. 2065 gp  DC 37 1 benefit
Longsword, Adamantine, Ex   4 lb. 2165 gp  DC 39 2 benefits
Longsword, Adamantine, Ep   4 lb. 2315 gp  DC 41 3 benefits, may double once
Longsword, Adamantine, Su   4 lb. 2615 gp  DC 45 4 benefits, may double once
Longsword, Adamantine, Mw   4 lb. 2815 gp  DC 50 5 benefits, may double twice or triple once
Longsword, Adamantine, Mp   4 lb. 3015 gp  DC 60 6 benefits, may double twice or double and triple once

Longsword, Cold Iron, Av    4 lb.   30 gp  DC 20
Longsword, Cold Iron, Fn    4 lb.   80 gp  DC 22 0 benefits
Longsword, Cold Iron, Ex    4 lb.  180 gp  DC 24 1 benefit
Longsword, Cold Iron, Ep    4 lb.  330 gp  DC 26 2 benefits, may double once
Longsword, Cold Iron, Su    4 lb.  630 gp  DC 30 3 benefits, may double once
Longsword, Cold Iron, Mw    4 lb.  830 gp  DC 35 4 benefits, may double twice or triple once
Longsword, Cold Iron, Mp    4 lb. 1030 gp  DC 45 5 benefits, may double twice or double and triple once

Longsword, Mithril, Av      2 lb. 1015 gp  DC 30
Longsword, Mithril, Fn      2 lb. 1065 gp  DC 32 1 benefit
Longsword, Mithril, Ex      2 lb. 1165 gp  DC 34 2 benefits
Longsword, Mithril, Ep      2 lb. 1315 gp  DC 36 3 benefits, may double once
Longsword, Mithril, Su      2 lb. 1615 gp  DC 40 4 benefits, may double once
Longsword, Mithril, Mw      2 lb. 1815 gp  DC 45 5 benefits, may double twice or triple once
Longsword, Mithril, Mp      2 lb. 2015 gp  DC 55 6 benefits, may double twice or double and triple once

Longsword, Silver, Av       4 lb.  115 gp  DC 20
Longsword, Silver, Fn       4 lb.  165 gp  DC 22 1 benefit
Longsword, Silver, Ex       4 lb.  265 gp  DC 24 2 benefits
Longsword, Silver, Ep       4 lb.  415 gp  DC 26 3 benefits, may double once
Longsword, Silver, Su       4 lb.  715 gp  DC 30 4 benefits, may double once
Longsword, Silver, Mw       4 lb.  915 gp  DC 35 5 benefits, may double twice or triple once
Longsword, Silver, Mp       4 lb. 1115 gp  DC 45 6 benefits, may double twice or double and triple once

This message was last edited by the GM at 14:38, Thu 07 Apr 2022.
Sign In