This information is available from your crafting icon in game.

Craft Skills Menu. Note that if you remove a newly

crafted item during this conversation, the appearace will be set (simple item models can only be set once) and you will lose your ability to modify it for free with no DC check. After an item appearance has been set, further changes will incur a DC check and gold expenditure.

Crafting Skills

Show me my skill choices You may select

different crafting skills for your Craft Armor, Craft Trap, and Craft Weapon skills. These should be set when starting out from the crafting menu. These skills include (craft trap is disabled and components to craft traps with are not available.):

Armorsmithing Armorsmiths can make shields of any type, metal armors (chain shirts, scalemail, breastplate, chainmail, banded mail, splint mail, half plate, and full plate), as well as helms and bracers. They can also dye their creations.

Blacksmithing Blacksmiths can build any artisan tools (normal and masterwork), mining picks and woodcutting axes, and they can smelt raw ore (iron, adamantine, mithral, gold, silver, and platinum). They can also smelt iron into steel.

Bowmaking Bowmakers are skilled at making long and shortbows (including mighty bows), and they can also make darts, arrows, and crossbow bolts.

Jewelrymaking Jewelers can cut rough gems, and forge rings, necklaces, and amulets. They can also set gems into jewelry. Components include various gems, plus silver, gold, and platinum.

Leatherworking Leatherworkers can tan raw animal hides into leather, make leather armor, studded leather armor, and hide armor, as well as bags, boots, belts, gloves, whips, and slings. They can also dye their creations.

Tailoring Tailors deal in robes, cloaks, tunics, and other standard clothing, as well as padded armor. Tailors work with wool, cotton, furs, and silk. Tailors can also make alterations to or dye existing clothing.

Weaponsmithing Weaponsmiths can make most melee and thrown weapons, as well as crossbows.

Details of the how crafting works.

All crafting must be done in a designated area (weaponsmiths at a forge or a jeweler at a crafting table). You gather the necessary components onto the crafting station, then roll a skill check (1d20 + skill rank + int modifier). If your skill rank equals or exceed the DC of the item you are attempting, you will make progress on the item equal to your modified skill roll times the DC of the item. The total progess needed to complete an item is 10 times its true market value (in gold pieces). You may make one attempt per game day (a little over 30minutes real-time), but must rest between attempts.

Example: Tagnar, a dwarven smith, attempts to make a warhammer. His skill rank is 5, +2 from his intelligence modifier, and +2 from using masterwork smithing tools, for a total of 9. The DC to make a warhammer is 15, so he rolls his d20 and scores 18+9 skill ranks = 27. He has passed the skill check, and makes progress on the item equal to his skill check result times the DC (27x15) for a total of 405 points of progress.

Since the true market value of a warhammer is 24 gold, he has scored 405 out of 240 progress (24 x 10). He has completed the item and receives it immediately.

Next, Tagnar tries to make a dagger. He rolls a 20, for a total of 29 (9 skill ranks). His progress is measured as result times DC (29x12 = 348). Since the true market value of as dagger is only 4 gold, and his result exceeds the progress required for completion (40) by a substantial amount, perhaps it is time for Tagnar to consider making more valuable items, as crafters are limited to one crafting attempt per day.

Next, Tagnar attempts to make a two-bladed sword. On his first attempt, he rolls a 5, +9 from skill ranks, for a total of 14. He failed his skill roll, but not by five or more, so no progress is made and no further crafting attempts can be made this day. Had Tagnar rolled a 4 or less, he would have had a critical failure. A critical failure occurs when you fail your skill check by 5 or more. Botched items require an expenditure of 1/6th the true market value to continue with the item. This penalty occurs every time you roll a critical failure.

Now, for the final example, assume Tagnar has a modified skill rank of 14. He attempts to make a suit of full plate armor. The DC is 18. Since he can't fail by five or more due to his high skill, he will complete the item, but the time required will vary. On his first attempt, he rolls an 11 (+14) for a total of 25. His progress is equal to his result times the DC, or 25x18 for a total of 450. His progress now stands at 450 out of 15000 (10xtrue market value of full plate). At this rate, it will likely take him a game month to make this item, but it is a very valuable and marketable item, and he will likely make a very nice profit.

Very skilled crafters can make masterwork items. They are of exceptional quality, so good that they can be enchanted with permanent magical properties (using the crafting feats). Only PC-created masterwork items can be used to make enchanted items. This applies to every feat crafted magic item in the game. It costs more gold to make a masterwork item, and incurs a seperate skill check (DC 20) to complete.

Crafting Feats

General feat information Feat crafting allows casters to enchant items with permanent magical

properties. By default, this will require and expenditure of gold equal to one half the base market price of the item, and XP equal to 1/25 the full market value of the item (in GP). Crafting an item using one of the feats also requires one day per 1,000 gold piece value of the item, rounded up, at least in the default system. All feat crafting, with the exception of scroll scribing, must be done at a designated crafting station for that item type.

Attune Gem Attune Gem requires caster level 3 and the feat Spell Focus: Transmutation. Spellcasters with this feat may target a gem with a spell, by which the gem retains the ability to cast that spell (single use). The gem may be used by any character class, making it a valuable trade item. In order for a gem to accept a spell, it must be a finished (cut) gem with a gold piece value equal to at least 50 gold times the level of the spell. The caster must then

spend gold equal to 25 gold times spell level times caster level, and expend xp equal to 8% of that amount. Due to the higher cost, there is no limit to the number of gems a caster can make in a day. However, since this style of enchanting is relatively new, most merchants will not purchase them.

Brew Potion Characters with the brew potion feat may target a magic potion bottle with any legal spell for the feat. This charges the bottle so that it can accept the potion. Next, the caster must take the charged bottle to a brewing cauldron, where the process will be completed ((blueprint version (named) potion bottle will be generated instead of a Bioware style potion)). By default, casters can only creat one potion per day, though they may charge as many bottles as they like. Only the original caster may complete a brewed potion.

Craft Magic Arms and Armor Requires caster level 5, and the feat Weapon Focus: Club. Characters with this feat may take masterwork weapons and armor, and dynamically add magical properties, in any combination (to the limits of their caster level). They may also improve mithral and adamantine armors.

Craft Staff Caster level 12, requires Skill Focus: Lore. Casters with this feat may craft staves. Staves are always a distinct type. There are 20 staves to choose from in the default system, though more can easily be added. Ask your DM or server admin about additional staves if you find the default selection unsatisfactory.

Craft Wand Much like brew potion, craft wand requires a charged wand. Once a spell is cast on the wand, the caster must take it to a wand and staff table to complete it.

Craft Wondrous Item Caster level 3, requires Skill Focus: Spellcraft. Caster with this feat may enchant helms, cloaks, robes, amulet, gloves, bracers, bags, and boots with a variety of magical properties.

Forge Ring Caster level 12, requires Spell Focus: Abjuration. Casters with this feat may take any ring worth over 500 gold, and add magical properties, including bonus spell slots, armor or save bonuses, spell resistance, and skill bonuses, among others.

Scribe Scroll Scribe scroll works identically to the Bioware version mechanically (though the gold and XP are set closer to PnP requirements by default). The only other difference is that you may only scribe one scroll per rest cycle.

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