Revised Crafting Rules

Crafting Disciplines

The various crafting disciplines are listed below, as their typical inputs and outputs. There is some intentional overlap between types.

Discipline Objects they make Materials they need
Alchemist Alchemical items Metal/glass/ceramic containers, miscellaneous
Armorsmith Armor and shield construction Forged plates, metal wire or links, cured leather, prepared hides, cloth
Bookbinder Books, paper Wood pulp, paper, prepared leather
Carpenter Wagons, boats, homes, other large wooden constructions Prepared wood, nails/rivets, metal bars
Cook Food Miscellaneous
Glassblower Glass items or containers Sand
Jeweler Cut gemstones, jewelry Raw or prepared gemstones, metal rings or wire
Metalsmith Metal tools (horseshoes, plows, etc.), metal components for other disciplines Raw ore
Painter Paints, murals, portraits Canvas, dyes, oil
Sculpter Pottery, ceramic items Raw clay
Stonewright Stone items, statues Raw stone
Tailor Clothing Cloth, thread, dyes
Tanner Prepared hides, leather Animal hides
Tinkerer Fine devices (locks, clocks, traps, etc.) Miscellaneous
Weaponsmith Weapon construction Alloy bars, cured leather, cloth, prepared wood
Weaver Cloth Raw silk/wool/cotton
Woodwright Wooden tools, wooden components for other disciplines Raw wood

Item Quality

Crafted items, which are most items in the game, come in one of three levels of quality: Poor, Standard, and Masterwork.

Poor Items

Poor quality items have some defect or limitation, but they are often better than nothing. Boats made from poor planks may leak and need to be bailed regularly, poor quality weapons may have a -1 to hit or damage due to balance, and poor quality art is just ugly. Poor quality items often sell at a discount.

Standard Items

Standard is the typical item quality, with no benefits or drawbacks. Unless otherwise mentioned, assume any gear (purchased or looted) to be standard quality.

Masterwork Items

Masterwork items are a step (or more) beyond other items, and command an appropriate price. Characters with Mastercrafter can improve upon an item, adding quirks and customizations. All customizations stack with any benefits provided by the base item or the special material. Since this will most commonly be applied to weapons and armor, some example customizations for those follow.

Note: These customizations completely replace the normal rules for masterwork items.

Example Weapon Customization Effect
Lightweight Weapon is 25% lighter.
Durable Extra 10 hp and 5 hardness to weapon.
Armor Piercing Ignore up to 2 points of damage reduction.
Hooked +2 to Disarm checks.
Buster +2 to Sunder checks.
Counterweight +2 to Trip checks.
Concealable Treat weapon as one category smaller when hiding it.
Charging +2 to damage when charging.
Gripped +2 against Disarm checks.
Sturdy +2 against Sunder checks.
Favored Choose a favored enemy as per a Ranger, and gain a +1 to damage against that enemy.
Jagged On a natural 20, weapon gets stuck in the enemy and deals its base damage at the end of the enemy’s turn every round. Removing the weapon requires a DC 15 Str check to remove (move action), which deals the weapons’s base once more.
Raging Deals an extra +2 damage when raging.
Sneaky Deals an extra +1 damage when sneak attacking.
Mighty Critical Deal an extra 1d8 damage or the weapon’s base damage (whichever is higher) on a critical hit.
Example Armor Customization Effect
Comfortable You may sleep in light or medium armor without becoming fatigued. Heavy armor given this effect requires a DC 20 Fort save or become fatigued.
Lightweight Armor is 25% lighter.
Speedy Treat the armor as though it were one category lighter for the purpose of speed penalties.
Unstoppable +2 to Overrun checks.
Rusher +2 to Bull Rush checks.
Roadblock +2 against Overrun checks.
Unmoving +2 against Bull Rush checks.
Footsteady +2 against Trip checks.
Poor Grip +2 against Grapple checks.
Buffering Gain DR 1/-.
Free Movement Reduce the armor check penalty by 1.
Crash Ignore 10 ft. of fall damage.
Arcanist Reduce the Arcane Spell Failure of the armor by 5%.

The Crafting Process

Work Environment

No matter what the trade, you need tools to do the job right. Not having the proper tools results gives a -5 penalty to checks for crafting. Not having access to a proper work environment – a lab for alchemy, a forge for crafting items involving metal, and so on – also gives a -5 penalty to crafting checks. These penalties stack.

Raw Materials

You can’t make something out of nothing (except when you can). Every item requires some kind or kinds of raw material or component. What exactly you need depends on what exactly you’re making, but typical requirements are given next to each of the listed disciplines.

There’s no hard formula for calculating the costs of raw materials. If you want to find and purchase them, you can generally expect to spend one-thirds to two-thirds of the item’s value procuring them.

Material Quality

Just as a craftsman is only as good as their tools, an item is only as good as its parts. If any of the materials you’re crafting with are Poor quality, then any resulting item is Poor regardless of the check result.

Special Materials

Most items are made from mundane and typical materials – wooden items are carved from oak or another hardwood; iron/steel or bronze are cast for metal items, and so on. However, there’s a large number of special materials that result in interesting properties when used for crafting. Some, such as adamantine, mithral, and darkwood, are well known. You may be able to find and purchase these special materials in town – often at an exorbitant price, due to their value and rarity – but most of the time you’ll find sources while adventuring.

Craft DCs
Classification Examples Craft DC
Item is made as a single piece Utensils 10
Item requires the joining of a few parts 15
Item requires the joining of a large number of parts 20
Item must bend or flex, or has moving parts Bow or crossbow +5
Item requires precise timing in the crafting process +5
Every size category item is smaller than crafter +2
Every size category item is larger than crafter -2
Difficult Materials

Certain materials are harder to craft with than others. Materials that are particularly hard, stiff, brittle, fragile, unfamiliar, or otherwise challenging to work with can increase the DC by up to 10. Soft or easy materials, on the other hand, reduce the DC by as much as 5.

Craft Times

The base time required to craft an item is determined by its size, relative to the crafter, as per the following table. Each “day” of crafting consists of eight hours of work.

Size Difference Examples* Time Required
Three size categories smaller Skill tools Two hours
Two size categories smaller Light weapon, buckler Four hours
One size category smaller One-handed weapon, large shield One day
Same size category as crafter Two-handed weapon, suit of armor, tower shield Two days
One size category larger Cart Four days
Two size categories larger Wagon One week
Three size categories larger Two weeks
* Examples assume crafter to be Medium-sized.
Additional Crafters

For some really large projects, you need a lot of people working on things to get it done in any reasonable time. It’s assumed that helpers-to-be have knowledge of the appropriate crafting discipline; otherwise, double the listed amount.

  • If the time above is greater than 1 day, it can be cut in half for each additional person working on the project, to a maximum of 3 additional people.
  • After 4 people are working on the project, if the time is greater than 4 days it can be cut in half for each additional 2 people working on the project, to a maximum of 8 additional people.
  • After 12 people are working on the project, if the time is greater than 8 days it can be cut in half for each additional 3 people working on the project, to a maximum of 12 additional people. People in excess of these amounts don’t help very much.

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Revised Crafting Rules

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