Thrice The Brinded Cat
For a more detailed look at how Crafting fits into the city of Cauldron, click here: Crafting
A crafter must have an appropriate workspace (forge, loom, kitchen, woodshop, alchemy lab, etc.)
A crafter must have the appropriate tools. Improvised tools give a -2 circumstance penalty to crafting checks while masterwork artisan tools provide a +2 circumstance bonus to the check.
Your Craft Score is your total Ranks in the craft, plus your Intelligence Modifier, plus any bonuses you may have for using special tools and racial bonuses and finally any circumstance bonuses you may have for a special time or place or other condition that is met while crafting.
A full eight hours in a single day must be devoted exclusively to Crafting in order to count for daily checks. Seven full 8-hour days must be spent Crafting for a weekly check.
While in a populated area, at the end of a week, a Crafter may make a Crafting check in order to make half the modified roll in gold pieces as profit from general crafting.
A dwarven metal or stone-based crafter gains a +2 circumstance modifier to their craft check while crafting within the Halls of the Malachite Hold.
A dwarf also gains a +2 racial bonus to crafting stone or metal.
A crafter can voluntarily increase the DC on an item anywhere from +1 to +10 in order to speed up the process. The exact increase in difficulty must be stated before beginning work that day/week.
- Find the Market Price for the item and convert the price to silver pieces.
- Determine the DC of the item being crafted.
- Pay one third of this cost (representing raw materials you will use).
- At the end of one week of work, make a Craft Check.
- If the check fails by 4 or less, no progress is made.
- If the check fails by more than 4, you ruin half the raw materials and have to buy more.
- Multiply the check times the DC of the item being crafted.
- If the calculation meets or exceeds the cost of the market price of the item (in sp), then the item has been crafted.
- If the result is double, triple, etc. the market price of the item, then the job is finished in half, one-third, etc. the time.
- If the result is less than the cost of the item, record the result and subtract the result from the market price of the item. This represents progress made toward completion.
A standard Masterwork item has a DC of 20 and is treated as a separate component to be crafted. The crafted item and the masterwork component are crafted separately and both must be completed before the item is finished. Masterwork armor components cost 150gp and masterwork weapon components cost 300gp. Masterwork armors reduce the armor check penalty by 1. Masterwork weapons add +1 bonus to attack rolls (not damage.)
Dwarvencraft items have the same properties as mastercraft and have the added bonus of adding +2 to the item’s hardness score, +10 to the items hit point total and +2 to all of the item’s saving throws. Dwarvencraft items can only be crafted by dwarves. Their dwarvencraft component has a DC of 22 and has a market price of 600gp for a weapon and 300gp for armor or shield.
A Cauldron Journeywork Piece is a special creation crafted by Apprentice Crafters seeking Journeyman status. This item can be mastercraft or dwarvencraft. It must also have at least two unique materials included in its crafting that have significance to the crafter as well as at least one intangible item. These materials must be described by the crafter to the DM. In addition, the market price for a Journeywork Piece is 1000gp. A Journeywork Piece always has a DC of 22 to craft (no matter what is being crafted).
Putting it all together
To craft a Journeywork Piece, a dwarf could create a dwarvencraft warhammer, for instance. In this case, the weaponsmith would have to create two items, the weapon and the dwarvencraft component. The two must add to 1000gp market value. The market value of the dwarvencraft component is 600gp, which means that the warhammer component would have to equal 400gp. A standard warhammer only costs 12gp, so the 388gp difference represents the unique and intangible materials that are required in its crafting.
Let’s use a pretend dwarven crafter that doesn’t resemble any dwarven crafters that we know personally for this example. Let’s say this dwarf apprentice has stated that she will be making a dwarvencraft warhammer as her Journeyman’s Piece. She would first need to describe the 3 special materials that will go into the process.Then she would get to work!
She could pick the dwarvencraft component to work on first, if she so desired. The market price of that item is 6000 silver pieces so she would pay up 200gp before she starts. This pretend dwarf is a level 6 character who has maxed out her Craft Weapon skill, giving her 9 ranks. She is also a dwarf (2), who is using masterwork artisan metalwork tools (6) – for a grand total of 21) for a total of 31. Multiplying that score by the DC (22) gives her a result of 682 silver pieces worth of work for the week. Well, that’s a far cry from the 6000 she needs, so she just subtracts the two numbers and has a new total of 5318 silver pieces to go. At this rate she’ll finish the dwarvencraft component in about 10 weeks! Once that is completed, she can get to work on the weapon component. That has only 4000 silver pieces to its market value so she would pay 133 gold and 33 silver. Combined with another DC of 22 and the same average roll of ‘10’ each week, she will finish that component (and, hence, the entire Journeywork Piece) in another six week. This means (barring any change in the above scores) she would finish the item in about 16 weeks – or just over 2 Sasserine months. This must be some wicked cool pretend dwarven crafter to be able to finish a Journeyman’s Piece in two months…according to the description on the Crafting page, it takes years for the average apprentice to finish one of these suckers!