In this campaign, characters can learn Craft Abilities as rewards for interaction and participation in training. All crafts have material requirements, and need tools of some kind. Crafting has a casting time, rather like Rituals, but you don’t need to keep a Crafting Book on hand to use your knowledge of smithing.
Different materials have different qualities. Some are normal and make simple things as listed in the rules of the crafts they’re used for. Others are Special or even Epic materials that can be made into fantastic items – if you have the right tools and know-how.
When you first learn a Craft, you are an Apprentice, and have a training bonus of +2. With the further instruction of a master craftsman, you can become a Journeyman with a training bonus of +4. Craftsmen who have put forth years of effort and training eventually become Masters of their craft and possess a training bonus of +6.
Alongside the logical tools that are required, sometimes characters can find useful (but not necessary) manuals that provide guidance. These manuals do eventually run out of things to teach you, though, and require replacement.
Most Craft abilities allow you to set the DC for your crafting check in some way, so the character can aim high and make a quality item. The Crafter gets one roll per casting. As long as the DC is matched or exceeded, progress is made. Three successes are required to complete most items. If the crafting check exceeds the DC by 2, the roll counts as two successes. Exceeding the DC by 5 counts as three successes!
If the check fails, no progress is made. For Normal Materials, the Craft check can fail three times before the Materials are destroyed. Special Materials give you five failures, and Epic Materials are ultimately forgiving and are never destroyed by failures to craft them. You can adjust your DC downward after a failed check, the difference applies to subsequent rolls.
Assistance can help a crafter reach their goals more easily, and two blacksmiths at the forge is better than one! An assistant who does not share training in the craft being attempted still gives the crafter a + 1 bonus. Should the assistant be trained in the same craft, they can lend their training bonus (+ 2 for Apprentice, + 4 for Journeyman and + 6 for Master) to the roll.
A List of Possible Crafts
- Primitive Weapons
- Merchant Training
- Animal Husbandry