Crafting
Crafting is used to repair or make new items.
- Alchemy – making potions, poultices, and chemicals.
- Artificing – creation of magic items.
- Blacksmithing – creation and repair of arms and armor.
- Carpentry – creation of wood objects and items.
- Cooking – creation of food which gives small benefits.
- Leather Working – creation and repair of leather items.
- Poisoner – creation of basic poisons.
- Tinkerer – creation of tool kits,traps, and adventuring gear.
Basics
A character can attempt to craft 150 gp (retail cost) worth of goods for 50% of the cost. Based on their crafting rolls is how successful they are.
Most crafts need a kit or crafting room to make items.
FumbleA roll of a 100 is a fumble. Fumbles never yield any benefic... More: Nothing is crafted, and you lose the money.
Failure: Nothing is made, but you salvage the crafting resources.
Success: you make 150 gp worth of goods for 50%* of the price.
SpecialA special success if the roll is equal to or less than 1/5 t... More Success: See Crafting Description.
Critical SuccessThis is the result of a skill check roll that is 1/20 (or 5%... More: See Crafting Description.
*Percentage is based on the level of your shop, with the base cost being 50%.
How to craft items
Crafting has a base cost of materials, time investment, crafting station, and a crafting skill requirement. Some items may have a rare crafting material or level requirement. When a character spends one week of downtime crafting, they make 150 gp worth of goods for half the price. If the crafter’s room is at the masterwork level, the discount is 60%. Items made with kits have no discount.
The week is spent sourcing and purchasing materials as well as crafting. Under most crafting skills, there is a “Weekly Kit” that allows crafters to just “purchase” a base kit that can be made in one week. This is to make crafting quicker at the table.
Skill | Crafting Station Requirement | Time | Retail Cost of Goods Made | Craftable Items |
Alchemy | Alchemy Lab | 1 Week | 150 gp | Alchemical substances |
Artifice | Mage Lab | 1 Week | 150 gp | Imbued items |
Blacksmithing | Smithy | 1 Week | 150 gp | Metal items, weapons, and armor |
Brewing | Variable; Brewery | 1 Day | Variable | Coffee, Teas, Alcohol |
Carpentry | Woodworker’s Bench | 1 Week | 150 gp | Armor, bows, arrows, furniture |
Cooking | Cooking Kit; Kitchen | Variable | Variable | Food |
Leatherworking | Leatherworker’s Room | 1 Week | 150 gp | Any leather item |
Poisoner | Poisoner’s Room | 1 Week | 150 gp | Any basic poison |
Tinkerer | Tinker’s Pack, Tinker’s Room | 1 Week | 150 gp | Kits and traps |
Alchemy
Alchemy allows for the crafting of any alchemical substance at 50% retail cost. A workshop’s quality, as well as other Stronghold rooms, may grant further discounts.
Alchemy Craft Bonuses:
- SpecialA special success if the roll is equal to or less than 1/5 t... More: Crafted items add +1d4 to their effects.
- CriticalThis is the result of a skill check roll that is 1/20 (or 5%... More: Crafted Items add +4 to their effects.
Alchemical Substances | ||||
Item | Retail Price | Cost to Make | Weight | Effects |
Acid | 10 gp | 5 gp | 1 lb | |
Alchemist’s Fire | 20 gp | 10 gp | 1 lb | |
Antitoxin | 50 gp | 25 gp | — | |
Black Rock | 40 gp | 20 gp | 1 oz | |
Healing Salve | 30 gp | 15 gp | 1 lb | Heals target 1d4+2 |
Smokestick | 20 gp | 10 gp | 1/2 lb | |
Totem Bag (1 use) | 45 gp | 22 gp | 1.2 lb | |
Universal Solvent | 25 gp | 12 gp | — |
Alchemist’s Weekly Kit:
Retail Cost: 150 gp
Acid Vial (10 gp)
Alchemist’s Fire (20 gp)
Black Rock Vial (40 gp)
2x Healing Salves (60 gp)
Smokestick (20 gp)
Artifice
Artificing allows for the crafting of any imbued item at a discounted price. The discount is based on the type of crafting room. Imbue item with spells: retail cost is spell mana x40 gp per charge (minimum 20 gp). One item can hold only one spell with indefinite charges. Items can not be used to learn the enchanted spell, but anyone can use the item to cast the spell. A workshop’s quality, as well as other Stronghold rooms, may grant further discounts.
Artifice Craft Bonuses:
- SpecialA special success if the roll is equal to or less than 1/5 t... More: Crafted items at 40% of normal cost.
- CriticalThis is the result of a skill check roll that is 1/20 (or 5%... More: Reagents found around the lab, crafted Items are free.
Spell Mana | Retail Price | Cost to Artifice |
0 | 20 gp | 10 gp |
1 | 40 gp | 20 gp |
2 | 80 gp | 40 gp |
3 | 120 gp | 60 gp |
4 | 160 gp | 80 gp |
5 | 200 gp | 100 gp |
6 | 260 gp | 130 gp |
7 | 300 gp | 150 gp |
8 | 400 gp | 200 gp |
Blacksmithing
Blacksmithing allows for the crafting of any metal item at a discounted price. A workshop’s quality, as well as other Stronghold rooms, may grant further discounts. Crafted items can be weapons, armor, tools, or other mundane items. SpecialA special success if the roll is equal to or less than 1/5 t... More items can be crafted or repaired based on level.
Blacksmithing Craft Bonuses:
- SpecialA special success if the roll is equal to or less than 1/5 t... More: Crafted ammuniton adds +1d4 to their effects.
- Crafted Items add +4 to ammunition. All smithed items considered mastercraft.
Talent LevelSome things are determined by a characters Talent Point Leve... More | Items Crafted | Items Repaired |
3 | Cold iron, mundane metal items | All mundane metals, cold iron, silver (ammunition, weapons, etc) |
5 | Silver | Amarnium, Aradan steel, metal Legacy items, tritium |
7 | Amarnium, Aradan steel, metal Legacy items, tritium | Metal artifacts |
Carpentry
Carpentry allows for the crafting of any wooden item at a discounted price. A workshop’s quality, as well as other Stronghold rooms, may grant further discounts. Crafted items can be weapons, armor, tools, or other mundane items. SpecialA special success if the roll is equal to or less than 1/5 t... More items can be crafted or repaired based on level.
Carpentry Craft Bonuses:
- Crafted ammo gains +1.
- SpecialA special success if the roll is equal to or less than 1/5 t... More: Crafted items add +1d4+1 to their effects.
- CriticalThis is the result of a skill check roll that is 1/20 (or 5%... More: Crafted Items add +5 to their effects and are considered mastercraft.
Talent LevelSome things are determined by a characters Talent Point Leve... More | Items Crafted | Items Repaired |
3 | Mundane wooden items | Mundane wooden items (arrows, bows, shields, etc.) |
5 | Elfwood, wooden Legacy items | |
7 | Elfwood, wooden Legacy items | Wooden artifacts |
Cooking and Brewing
Cooking is a craft that can be done at home or on the road.
If spending a week cooking in your Stronghold or a kitchen, a hero can craft 7 food items. On the road, a cook may try and craft a single days meal per rest period but must succeed at a Crafting check to cook any food with a Bonus. The cost to cook one of these meals is 1 gp.
All food cooked in advance of an adventure is made to last and has a 14 day shelf life. Any bonuses gained from the food last 24 hours. A hero may only have one bonus from food and/or drink.
Cooking Craft Bonuses:
- SpecialA special success if the roll is equal to or less than 1/5 t... More: Crafted items at 40% of normal cost.
- CriticalThis is the result of a skill check roll that is 1/20 (or 5%... More: Reagents found around the lab, crafted Items are free.
Food | Bonus |
Black Coffee Cake | +5% to a chosen Awareness Skill |
Trail Sausages | +1 Saga PointSaga Points can be used to adjust any dice roll that affects... More |
Adventurer’s Bread | +5% to Stamina |
Jerky | +5% to Agility |
Cabbage Soup | +5% to Spirit |
Brewing creates drinks that give small bonuses. While some brewed drinks can easily be crafted on the road, others, such as beer or liquor, require a brewery. Any bonuses gained from the drinks last 24 hours. A hero may only have one bonus from food and/or drink.
Drink | Bonus |
Hand-pressed Coffee | +5% to a chosen Awareness Skill |
Fruit Tea | +1 Saga PointSaga Points can be used to adjust any dice roll that affects... More |
Steeped Tea | +5% to Stamina |
Fermented Tea | +5% to Agility |
Citrus Infused Water | +5% to Spirit |
Small Batch Whisky, Vodka | +5% to Effort |
Small Batch Rum | +5% to a chosen Persuasion Skill |
Leatherworking
Leatherworking allows for the crafting of any imbued item at a discounted price. A workshop’s quality, as well as other Stronghold rooms, may grant further discounts. Crafted items can be armor, clothing, or other mundane items. SpecialA special success if the roll is equal to or less than 1/5 t... More items can be crafted or repaired based on level.
Leatherworking Craft Bonuses:
- SpecialA special success if the roll is equal to or less than 1/5 t... More: Crafted items at 40% of normal cost.
- CriticalThis is the result of a skill check roll that is 1/20 (or 5%... More: Mastercrafted item.
Level | Items Crafted | Items Repaired |
3 | Mundane leather items | Mundane leather items |
5 | Leather Legacy items | |
7 | Leather Legacy items | Leather artifacts |
SpecialA special success if the roll is equal to or less than 1/5 t... More Leather Items
Name | Retail Price | Cost to Craft | Wgt. |
Adventurer’s Boot Grips | 40 gp | 20 gp | 1 lb. |
Climbing Harness Kit | 80 gp | 40 gp | 3 lbs. |
Expert’s Saddle | 30 gp | 15 gp | 15 lbs. |
Adventurer’s Boot Grips
A set of spiked thick soles, attached via leather straps, giving the wearer the ability to traverse most difficultYour skill is halved when a task is harder than average, whi... More terrain as normal ground. Single Use. One round to don. Ignore DifficultYour skill is halved when a task is harder than average, whi... More Terrain for a single encounter.
Climbing Harness Kit
Single Use. Climb at 1/2 your normal speed.
Expert’s Saddle
The Expert’s Saddle gives +2 to any Heroic Actions to resistMana per Level: 1 Casting Time: 1 Standard Action Range: Tou... More being unsaddled.
Poisoner
Being a poisoner allows for the crafting of any basic poison at a discounted price. A workshop’s quality, as well as other Stronghold rooms, may grant further discounts.
Poisoner Craft Bonuses:
- SpecialA special success if the roll is equal to or less than 1/5 t... More: Crafted items add +1d2 to their POT.
- CriticalThis is the result of a skill check roll that is 1/20 (or 5%... More: Crafted Items add +1d4+1 to their POT.
Basic Poisons
Poison | Type | Fort DC | Onset | Effect | Cure | Retail Price | Cost to Craft |
Konk | Ingested, inhaled, injury | 12 | Instant | Fall asleep for 2 minutes | 1 saveRolling a characteristic to resist an effect or spell. More | 40 gp | 20 gp |
Bloodboil | Ingested, inhaled, injury | 12 | Instant | 1d6 damage | 1 saveRolling a characteristic to resist an effect or spell. More | 40 gp | 20 gp |
Wooley eye | Ingested, inhaled, injury | 12 | Instant | Dazed for 3 rounds | 1 saveRolling a characteristic to resist an effect or spell. More | 40 gp | 20 gp |
Harvested Recipes
Harvested poisons (poisons and venoms taken from monsters and creatures) still have a cost to distill and craft, so the 20 gp per dose is still applicable, though they have no further costs.
Example:
Xyla and her friends defeated a wyvere. She spent the time harvesting venom from its tail stingers, which makes a rare poison worth 3000 gp. She can take that venom back to her hideout and craft one dose for 20 gp. She may then keep it for her own use or sell it for 3000 gp, which is quite a profit. The amount of venom or poison extracted from a beast is up to the SG, which may be one, two, or ten doses.
Tinkerer
Tinkering allows for the discounted crafting of kits and traps. A workshop’s quality, as well as other Stronghold rooms, may grant further discounts.
Tinkerer Craft Bonuses:
- SpecialA special success if the roll is equal to or less than 1/5 t... More: Crafted items at 40% of normal cost. Traps gain +1d4 to damage.
- CriticalThis is the result of a skill check roll that is 1/20 (or 5%... More: Mastercrafted item. Traps gain +1d6+1 to damage.
Tools, and Kits | |||
Name | Retail Price | Cost to Craft | Weight |
Climber’s kit | 80 gp | 40 gp | 5 lbs |
Healer’s kit | 50 gp | 25 gp | 1 lb |
Musical instrument | 5 gp | 2 gp | Varies 1-8 lb |
Thieves’ tools | 30 gp | 15 gp | 1 lb |
Tinker’s kit | 100 gp | 50 gp | 3 lbs |
Basic Traps | |||||
CR | Average Damage | Base Attack | Base Skill DC (Awareness, Thievery) | Retail Price | Cost to Craft |
CR1 | 1d6 | +10 | 16 | 25 gp | 12 gp |
CR2 | 2d6 | +12 | 20 | 50 gp | 25 gp |
CR3 | 3d6 | +14 | 22 | 100 gp | 50 gp |
CR4 | 4d6 | +16 | 24 | 200 gp | 100 gp |
Specialty Items
These are the basic rules for crafting. Crafting other items should be agreed upon between
Player and GM.
An example would be siege weapons. They do not fit in any category, so the adventurers might all team up to build different parts. If three heroes used blacksmithing, leatherwork, and carpentry, they could build a lightMana per Level: Varies Casting Time: 1 Standard Action Range... More catapult (500 gp retail cost) in one week. They could build a medium catapult (700 gp retail cost) in two weeks. With an additional two crafter allies, they could build a medium catapult in a single week.
Marketplace
Crafting Materials
The following is the base cost and weight for materials used in crafting. Most of these materials are common in cities, though some may be more scarce in villages. These represent generic items used in the crafting of each trade.
Type | Cost | Weight |
Alchemical Materials | 10 gp | 1 lb per 10 gp |
Artificing Goods | 10 gp | 1 lb per 10 gp |
Blacksmithing Materials | 10 gp | 5 lb per 10 gp |
Carpenter’s Goods | 10 gp | 10 lb per 10 gp |
Leatherworking Supplies | 10 gp | 5 lb per 10 gp |
Poisoner’s Elements | 10 gp | 1/2 lb per 10 gp |
Tinker’s Materials | 10 gp | 1 lb per 10 gp |