Alright that's more than fair Phonelobster. Which means I'll have to do it myself.
Level:
Item Access
1:
Up to your carrying capacity in Equipment, nothing valued over 100 gp. One to Two heads of cattle, plus vehicle, up to vehicle's max weight; nothing in cargo valued over 50 gp.
Wood, Stone, Steel, Silver equipment*.
2:
As above. Nothing over 400 gp in value. Two to Four heads of cattle. One Vehicle. No item of cargo with trade value greater than any item equipped. 1st Level NPC Class Hirelings (1/level).
Craft First Basic Magic Item.
3:
As above. One melee, ranged and armour/sheild set may be Masterwork May exchange Masterwork equipment options to instead gain a Masterwork Tool. Heads of Cattle now limited by level x3. Vehicles as found/purchased. Cargo as found/purchased. 2nd Level NPC Hirelings (1/2 per level).
Craft Second Basic Magic Item.
4:
As Above. 3rd level NPC Hirelings (1/3 levels)
Mithral Light Armour, Weapons
Craft Third
Basic Magic Item
5:
As above. 4th level NPC Hirelings (1/4 levels)
Adamantine Weapon* (1)
Craft Fourth
Basic Magic Item
Craft First
Minor Magic Item
6:
As Above. 5th level NPC Hirelings (1/5 levels)
Adamantine Medium Armour/Shield (up to 1 ea.)
Non-Planar Special Armour (up to 1)
Craft Fifth
Basic Magic Item
1 Minor Magic Item
7:
As above
Adamantine Weapons* (1/2 levels, round up)
Adamantine Heavy Armour/Shield (up to 1 ea.)
Craft Sixth
Basic Magic Item
Craft Second Minor Magic Item
8:
As Above
Craft Seventh
Basic Magic Item
2 Minor Magic Items
9:
As Above
Planar Special Armour/Shield (up to 1 ea.)
Planar Material Ranged/Melee Weapon (up to 1 ranged/melee)
Craft Eight
Basic Magic Item
Craft Third Minor Magic Item
10:
As Above
Craft Ninth
Basic Magic Item
3 Minor Magic Items
11:
As Above
Any Races of War armour (Up to 1/2 levels)
Batcave of
Basic Magic Items
Craft Fourth Minor Magic Item
Craft First Moderate Magic Item
* Note: Whenever Equipment or Weapons are referred to and bought instead as
Ammunition, get 50 units of ammunition if Arrows/Bolts/Shuriken, 20 if Thrown weapons are Throwing daggers, Javelin or the like.
Crafting Magic Items
But first, a word on how to actually
craft things. Since while TGD has tried several times, we've never settled on any single method. This makes me sad since I honestly enjoy making props, tools, equipment and furniture.
Craft
Okay, so you hire one hundred labourers, and can complete the Great Wall in five thousand years. For 100k labourers that's five years. Or something
Let's get something straight, we
like the Skills system of D&D. It provides a manner for Creatures to have their capabilities not tied directly to the 2e method of "roll under your stat to pull off a mortal-level stunt". Which means that heroic creatures can perform heroic acts, like run across an icey plank of wood at full speed (DC 15 (2-6" wide) + 5 (Severly Slippery) = DC 20) or jump
over an enemy charging at you (DC = 4*Height (in feet)); and the Mister Cavern isn't going to be a dick about it because
their perception of level 5 and 6 doesn't fit with the heroism that level 6+ entails.
Which is all well and good, but Skills also cover other things, like Speaking Languages, Professions and Perform. Skills that can't be arranged in the same manner as the rest of skills. While Speak Language is something that is reasonably well costed (I've always wanted to put in some sort of "learning" mechanic and/or barrier in terms of capability with a language, years of translation work has shown how little people know about the entirety of their own language, due to national variations, dialects, etc.), out of the 3.5E box, Profession and Perform
are not. Neither does Craft. Fortunately, Profession and Perform were handled very well in Dungenomicon and "Bards?".
In an attempt to use an already existing set of mechanics, I propose that Craft become more like the way that Perform was changed into with the Frank "
Bards Suck", Bard.
Specifically:
So what the heck, we know what's wrong with it, why not remake the Bard into something that has but one ass?
Before that can even be done, Perform needs the following adjustment:
Replace First Paragraph with wrote:
You are trained in several types of artistic expression and know how to put on a show. Possible Perform types include ballad, buffoonery, chant, comedy, dance, drama, drums, epic, flute, harp, juggling, limericks, lute, mandolin, melody, mime, ode, pan pipes, puppetry, recorder, shalm, storytelling, trumpet, and tuba (the DM may authorize other types). You are trained in one form of performance per rank.
Thus, for Craft I propose the following change:
Craft (Int): The ability to solve the problem of "how should this be made?", then
applying the solution.
Note: The Ability to craft objects is actually, a transferable skill. An engineer working with steel girders and cement can work with stones/mud-packed forms and bamboo. The limitations of what they can achieve will be limited to the materials they have (and the extent of their ability).
Spending Ranks in Craft: Just as Balance doesn't care if you practise on wooden planks or ropes; nor does Diplomacy bother to denote weather you make Rhetorical or Emotional appeal; so too does Craft
not give a shit about whether you're an armoursmith, or a weaponsmith. At
best Craftspeople care about the sort of materials they work with. Elukian Clay vs Iron, or Pure Hope vs Distilled Pain.
When putting ranks into a Creature's Craft skill, they may purchase one type of material per rank in the Craft skill that they have (a 1st level Expert Blacksmith with 4 ranks in Craft probably has: Iron, Leather, Wood, and Fabric; at higher levels, stone, silver, adamantine, baatorian greensteel and gems).
Materials: Minimum Ranks in Craft: Example
Mundane: 0: Wood, Copper, Iron, Cloth, Leather, Stone, Gems, Gold, Mundane Body Parts
Heroic: 9: Adamantine, Mithral, Greensteel, Ankheg Chitin, Angelskin, Fiendskin, Monsterous Body Parts
Planar: 12: Raw Chaos, Pure Hope, Perfect Widget, Distilled Pain; Souls, etc., Divine Body Parts
Creating Items with Craft: The base Difficulty of Crafting is based on the following formula:
Equipment: 10 + one of:
[*] [Shield/Armour: AC of item]
[*] [Simple Weapon: 1/2 of Damage Dice size]
[*] [Other Weapon: Size of Damage Dice]
[*] [New Weapon: Size of Damage Dice +10] [Ignore the +10 if the crafts-person has an
example object]
More valuable armours are only made by more profienct craftspeople. "Exotic" weapons are harder to manufacture compared to other weapons (no one
makes a spiked chain or chu-ko-nu (aka repeating crossbow), but weighted chains are much more likely, also actually realistic). A smith can make maces and longspears by the bundle, and "harder" swinging weapons are also "harder" to make (with the Greatsword and Greataxe both needing a base check of 22 to make; while a Greatclub is a 20).
Bows: Hardness of Material + [Bow Strength Rating]; unless Bow Strength Rating > Hardness. Then use Bow Strength Rating.
Thus a Composite Longbow made of Bone/Wood with an str rating of 18 is a DC 18 Craft check.
Making Objects: 10 + Hardness of Material; -5 if very simple (cloth tabard, wood spoon); 0 if normal (shirt, metal nail); +5 if worked (gambeson, iron pot); +10 if complicated (embroidered dress clothes, key-lock).
Alchemy: Anyone can be an alchemist, not just spellcasters. In fact, many alchemists
are not spell casters. Using their alchemy in place of the energy manipulation that spellcasters use.
Making Alchemy: Alchemy comes in two main types, consumable, and usable.
Consumables
Consumables come in Potions (24hr, 1 hr) and Vials (Instantaneous); and are the equivalent of a spell that affects the Creature they are applied to. The Craft DC of a Potion or Vial is equal to 10 + Minimum Caster Level + Spell Level + Minimum Attribute Modifier to cast the spell.
For Example: A vial of Cure Light Wounds requires a DC 10 + 1 + 1 + 1 or 13 to create. This explains why healing potions are so prevalent, despite often looking like a mug's game to create and sell. Potions which simulate a Spells a duration of more than 1 Round/Level instead change to 24 hours, and uses 1/8 Item Attunement Slots that a character may have. Potions with a duration of 1 Round/level instead change to lasting 1 hour, with the same limitations as 24 hr potions (use an attunement slot).
Potions last their full duration unless Purged (a 10-minute action which leaves the creature Helpless during the time where they try to expel the potion), or are dispelled/suppressed by means that would affect an equipped item.
An Alchemist may carry one potion per rank in Craft that they have at the start of an adventure.
Vials are instantaneous effects in physical form. An Alchemist can carry their Craft Ranks + CR + Intelligence Modifer in Vials
per adventure.
Usables
Usables come in [amount] main forms: Applied, Thrown, Oxidized
The DC of making a Usable Alchemy is equal to the 10+ Caster Level needed to make the object (if it is a Wonderous Item) or 10 + Caster level + Spell level to make a usable Alchemy that has a non-standard spell (such as
Disintegrate Water, a la
Bottle Woman); 10 + 5 (Thrown Alchemy: Thunderstone, Alchemist Fire, Acid, Tanglefoot Bag etc.) or +10 if Oxidized (Sunrod, Tindertwig).
Making Alchemy: If a creature can successfully make the craft DC to make an alchemical item, they may brew up to their Craft ranks in Vials per hour; or 1/2 their Craft ranks in Potions per hour.
Masterwork: Takes 2x as many materials as a normal item (using only ideal resources), and requires a DC 20 craft check after the item is finished to see if it is of superior quality or a normal (but well made) object.
Magic
Basic Magic Items
A character may make one object into a Basic Magic Item upon leveling up. This is commonly done with a character's weapon, armour, or parts of their clothing or equipment. This takes a 24 hour process, and involves 100 gp times the CR of the creature squared.
Basic Rules for Wielding Spell Items
1. They count as a light melee weapon that deals at least 1d3 bludgeoning damage, and thus must be wielded, put away, and the like, just like other pieces of equipment
2. Each item takes up an attunement slot if used, just like other magic items, and attunement lasts for 15 minutes
Wands
A wand may have any spell that a character can currently cast. So long as a character has an unspent Spell Slot of that spell level, they may use a wands spell as much as they want. Characters
without caster levels or remaining spell slots make a Blind Activation check against the Activation check of the wand (DC 10 + Caster level + Spell Level).
Wands are commonly made of: semi-precious stones, plant matter animal parts and/or soft metal.
Aside on Using Magic Devices:
Anyone should be able to blindly activate a magic item. Doing so allows a character to use either their CR + Charisma Modifier against a DC of 10 + Caster level + Spell Level. An item that has been successfully activated in the past has its DC reduced to 5 + Caster Level + Spell Level.
Happy birthday to all non-UMD and non-casters. No more X/day items. Rogues still get to caper about madly using wands, as their checks can be many points higher (level + 3 in ranks, cha modifier, skill boosting item).
Rods
A Rod has one, or
more spells that it can be used to cast, or else has some other special property. A Rod has a number of spells that it can cast based on the creator's available spells, no more than the creator's Casting Attribute Modifier in different spells, and all must either: 1) Be of the Same School of Magic or 2) All have the same [Subtype] tag. If a character has no spellcasting, then the Rod they create is a light melee weapon with a special property that is usable as a Close Ranged Touch attack as a standard action.
Rods are used like wands, however if a character's Casting Attribute modifier (or Charisma modifer for non-casters) is
lower than the number of spells within the Rod, then they may only use up to their Casting Attribute Modifier in different spells from the Rod during that day.
Anyone can use a Rod, but Rods are not able to be manufactured until level 5.
Rods are commonly made of: precious stones, plant matter, animal parts and/or hard metal.
Staffs
A Staff
modifies how a spell is cast, applying a Metamagic feat to a cast spell. After every use, a Staff cannot be used until a number of rounds have passed equal to the amount of spell levels that the Staff's Metamagic applied to the spell.
Creatures
with a Metamagic feat may use a staff of that metamagic feat every round, instead of having to wait one or more rounds.
Anyone may use a Staff, but Staffs are not able to be manufactured unless the creator also has the required metamagic feat. Staffs tend to cost the square of the amount of spell levels they add, multiplied by 1,000 gp. Thus an Empowering Staff is 1,000 gp, and possible to be owned; while a Quickening Staff is
16,000 gp and only used by Wizards who can already quicken spells.
Staffs are made from a wide range of materials, and commonly have a headpiece that reflects the type of Metamagic that the staff applies to cast spells.
Wonderous Items
Characters can make Magic Items as if they were a spell-caster with their CR as their caster level. Spells may be cast onto the item by an other character in order to finalize the effect. Iconicly Formed Items count as if their required caster level is 4 lower (although the required spells must still be cast).
The time needed to create an item is a 24-hour ritual, after the yet unmagical version of the object has been created and is in the creating creature's possession.
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Phew. so that's a first draft. I want wands to scale up forever, but be narrow in spectrum; Rods to be able to cast more than one spell, but potentially force a character to pick and choose from a list of options if they didn't make the Rod they are using; and Staffs to be used to make spellcasting more effective somehow.