Crafting Rules

Above average items come in 6 levels of improved quality. Each level increases the number or strength of benefit the item’s quality can provide. Each level adds one “benefit” to the item, increasing its usefulness or effectiveness. Higher levels of quality allow the same benefit to be taken twice, or even three times, making the item much better for a particular purpose or use. Lower level quality has a negative impact on the item.

Levels of Improvement

Fine: A not uncommon example of extra care and effort being put into an item’s manufacture. Fine items gain one benefit suitable to that type of item, and are often available for sale in most towns, and can almost always found in larger cities.

Excellent: Requiring much more time and care than an average item, most excellent items are made by craftsmen wishing to create a showpiece to demonstrate their skills, or as the result of a commission.

Exceptional: Always a major undertaking, exceptional items require the labor of an above average craftsman and often a bit of luck. Only the most successful (and wealthy) craftsmen have the time to lavish on such work for their own amusement — most exceptional items are the result of important commissions, and as a result the item often has some small place in stories from that time. Unless newly made, this item can be identified with a DC 30 Knowledge: History check.

Superior: Only possible for craftsmen who’s skill far exceeds those of common artists, superior items reflect a broad knowledge of how the item is to look and be used, combining many small improvements over typical examples. Unless newly made, this item can be identified with a DC 27 Knowledge: History check.

Heirloom: Some of the finest work a person can ever hope to see, true masterworks are often the culmination of a lifetime of practice and learning. Unless newly made, this item can be identified with a DC 24 Knowledge: History check.

Legendary: Only craftsmen of legendary skill — and often supported by magic or the work of years — are able to produce such items. The pinnacle of their type, these items are usually remembered in song and story, even if their original owner is forgotten! Unless newly made, this item can be identified with a DC 21 Knowledge: History check.

Crafting Masterworks

Creating a masterwork item takes considerable skill and patience. To attempt to create an above average item, the craftsman must commit additional time, and money, depending on the Masterwork level he is hoping to create, as decribed in the table below. The craftsman then makes his check to create the item. The quality of the resulting item depends on how much he beats the DC for the check, with the time taken and money spenton materials setting the maximum level of quality he can achieve. Only on a result less than the normal DC does the craftsman fail to produce at least an average item.

Example: A tailor tries to make a superior robe. This would normally take him 2 days, but he must take 16 days because of the time multiplier for superior items (x8). At the end of this time, he rolls his Craft check. He beats the base DC, so he successfully creates a robe, but he only beat the DC by 5—the robe is of excellent quality (+4 or more above the DC), but not exceptional or superior.

Table: Crafting Levels

Name_______Cost____Rarity____DC +__Time___Benefit

Scrap____________—______—______Nat 1____—_____Recover 10% of cost
Junk_________-70.00%_____—_______2_____x.05___5 Negatives, 25% Average Value
Very Poor_____-40.00%_____—_______7_____x.5____3 Negatives, 50% Average Value
Poor_________-20.00%_____—______10_____x.75___1 Negatives, 75% Average Value
Average_________—_______—______15_____x01____None
Masterwork_____+25 gp_____—______20_____x02___1 benefits
Excellent______+100 gp__+1 grades____25_____x03___2 benefits
Exceptional____+250 gp___+1 grades___30_____x05___3 benefits, may x2 once
Superior______+500 gp__+2 grades____35____x08____4 benefits, may x2 once
Heirloom_____+1500 gp__+2 grades____40____x12____5 benefits, may x2 twice or x3 once
Legendary____+4000 gp__+3 grades____45____x20____6 benefits, may x2 twice or x2 and x3 once
*x6 for armor, x12 for weapons

Below are listed various qualities a masterwork or higher item could receive. Each masterwork quality indicates what sort of item it can be applied to, and comes in three levels: single, double, and triple. Quality bonuses do not stack with themselves, and enchantments added to these items replace rather than add to their effects. Any of the benefits can be reversed on less then average items as negatives.

Qualities that can only applied to “gear” may not be chosen for weapons or armor. Shields may benefit from Weapon qualities – normal shields are bludgeoning and spiked shields are piercing.

Aerodynamic(Range Weapons):
The weapon flies through the air with the greatest of ease.
Single: The weapons range categories increase by 10%.
Double: The range increases by 25%.
Triple: The range increases by 50%.

Articulated (Armor)
This item is superbly articulated and less cumbersome than others of it’s type.
Single: This armor reduces its armor check penalty by 1, to a minimum of 0.
Double: This armor reduces its armor check penalty by 2, to a minimum of 0.
Triple: This armor reduces its armor check penalty by 4, to a minimum of 0.

Balanced (Weapons)
This weapon is superbly balanced making it easier to maneuver and hit your opponent.
Single: The wielder gains a +1 quality bonus to his attack rolls with this weapon.
Double: The quality bonus increases to +2.
Triple: The quality bonus increases to +3.

Concealable (Any Item)
These items are particularly easy to secret on one’s person.
Single: The item gives a +2 quality bonus to skill checks to hide this item
Double: The quality bonus increases to +4.
Triple: The quality bonus increases to +8.

Crushing (Bludgeoning Weapons)
This weapon beats people senseless with ease.
Single: Deals an additional +2 non-lethal damage on a hit.
Double: The additional damage inflicted increases to +4.
Triple: The additional damage inflicted increases to +8.

Deadly (Weapons)
Attacks with this weapon are often decisive.
Single: Increase the threat range of a weapon with a x2 critical multiplier by 1.
Double: Change increase to a x3 critical multiplier by 1 or a x2 by 2.
Triple: Change increase to a x4 critical multiplier by 1, or a x3 by 2 or a x2 by 3.

Decorative (Any Item)
This item is designed to impress with the understated elegance but unmistakable marks of quality.
Single: The owner gains a +2 quality bonus to Diplomacy checks while displaying the item.
Double: The quality bonus increases to +3, +20% to Items Value.
Triple: The quality bonus increases to +4, +50% to Items Value.

Forgery (Any Item)
This item is intended to appear to be another similar (and often unique) item.
Single: The DC to determine this is not the genuine object in increased by +2.
Double: The DC is increased by +4.
Triple: The DC is increased by +8.

Fortified (Armor)
Extra attention has been paid to covering your vitals.
Single: 10% chance that any critical hit or precision damage is negated while wearing this armor.
Double: The chance increases to 20%.
Triple: The chance increases to 40%.

Guard (Weapons, Shields)
This weapon or shield is easy to use defensively.
Single: The wielder reduces his attack rolls by 1 to gain a 1 quality bonus to Armor Class
Double: The wielder reduces his attack rolls by 1 to gain a
2 quality bonus to Armor Class
Triple: The wielder reduces his attack rolls by 1 to gain a+4 quality bonus to Armor Class

Lethal (Weapons)
A good hit hurts with this weapon.
Single: Wielder gains a +2 quality bonus to rolls to confirm a critical hit.
Double: The quality bonus increases to +4.
Triple: The quality bonus increases to +8.

Light (Any Item)
This item is carefully designed to accomplish its usual function without wasted material or bulk.
Single: The item has the usual number of hardness and hit points, but is 15% lighter than normal.
Double: 25% lighter and armor and shields reduces its armor check penalty by 1, minimum of 0.
Triple: 50% lighter and armor and shields reduces its armor check penalty by 1, minimum of 0.

Magical (Heirloom and Legendary Weapons/Armor only)
The patient craftsmanship has pleased a higher power, imbuing the item with magical power.
Single: Add a +1 magical enhancement bonus
Double: The enhancement bonus increases to +3.
Triple: The enhancement bonus increases to +5.

Rugged (Any Item)
This item is particularly resistant to wear and abuse.
Single: The item gains a +4 quality bonus to its hardness and Break DC.
Double: The quality bonus increases to +7.
Triple: The quality bonus increases to +10.

Poisoned (Weapons)
This weapon has grooves, channels, and reservoir that allow it to hold poison more effectively.
Single: The number of strikes the weapon may make before the poison is rubbed off is doubled.
Double: The number of strikes the weapon may make before the poison is rubbed off is tripled.
Triple: The number of strikes the weapon may make before the poison is rubbed off is quadrupled.

Sharp (Slashing or Piercing Weapons)
This weapon has a fine edge on it. The bonus is applied before any multipliers.
Single: Add a +1 quality bonus to all damage rolls with this weapon.
Double: The quality bonus increases to +2.
Triple: The quality bonus increases to +3.

Sturdy (Any Item)
This item uses robust design and quality material to ensure that it will last a very long time.
Single: The item gains a +50% quality bonus to the number of hit points it has.
Double: The quality bonus increases to +100%.
Triple: The quality bonus increases to +200%.

Thick (Any Armor)
This armor is able to absorb some punishment so the wearer doesn’t have to.
Single: A suit of heavy armor provides Damage Reduction 1/— against melee and ranged weapons.
Double: A suit of heavy armor provides Damage Reduction 2/— against melee and ranged weapons.
A suit of medium armor provides Damage Reduction 1/— against melee and ranged weapons.
Triple: A suit of heavy armor provides Damage Reduction 4/— against melee and ranged weapons.
A suit of medium armor provides Damage Reduction 2/— against melee and ranged weapons.
A suit of light armor provides Damage Reduction 1/— against melee and ranged weapons.

Threatening (Any Item)
This item is crafted and decorated to intimidate any who look upon it.
Single: The user gains a +1 quality bonus to Intimidate checks while displaying the item.
Double: The quality bonus increases to +4.
Triple: The quality bonus increases to +6.

Well Crafted (Any Gear)
This trait can apply to nearly any tool or device that is employed when using a skill. For example, a well-crafted dark cloak could provide an equipment bonus to Hide checks.
Single: This item provides a +1 quality bonus to one skill when used for its intended purpose.
Double: The quality bonus increases to +3.
Triple: The quality bonus increases to +5.

Artistry

Normal items are considered of typical artistry. However, a craftsman can attempt to improve the artistry by spending more time and materials and making a separate craft check. The artistry check can raise, or lower, the value of the item.

Artistry Table

Name_____Cost_Rarity___DC +_Time__Benefit
Tragic_______—____—_____Nat 1___—___A 3 year old with a crayon can do better -90% to value
Horrific______—_____—______2____—___-60% to value of item
Terrible_____—_____—_______8____—___-30% to value of item
Typical______—_____—______15____—___Normal value of item
Good________—_____—_____20____x2___25gp to value of item
Fine________25gp___—______25___x3___100gp to value of item
Very Fine___100gp__+1 GR____30____x5__500gp to value of item
Exceptional__250gp__+2 GR____35___x8___2500gp to value of item
Object D’Art_500gp__+3 GR____45___x10__10,000gp to value of item

These rules are a combination of my AD&D 2nd Ed. crafting rules and those found at: http://www.obsidianportal.com/campaign/mowglis-rpg-repository/wikis/masterwork-items

Crafting Rules

Lanrael Dirk_V