Tailoring and Leatherworking

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Tailoring and Leatherworking

Post by Admin on Wed Aug 26, 2015 4:17 pm

Basic Rules
1) In order to craft any object you must first obtain patterns.
2)You can choose only 2 specialties.
3)You must have all of the necessary parts in order to complete the project.
4) It isn't necessary for all of the hours spent to be consecutive.
5) You cannot exceed more than 14 consecutive hours crafting.
6)You must roleplay the first hour of crafting, and at least once for every 4 hours of work. (minimum of once per object)

Rules for Tailoring

When you finish a project, roll 1d8 to see how well it turned out. (1-2 = poorly, 3-4 = fair, 5-6 = good, and 7-8 = excellent)
The quality of the object will determine its value.  (50%, 75%, 100%, of 125% of market value). You must master each difficulty in progressive order. (example. You cannot master complex tailoring before simple ones)

Simple tailoring takes 1 hour to prep and sew. Can hold 1 enchantment if embroidered.
Moderate tailoring takes half an hour to prep and 1 hour to sew. Can hold 2 enchantments if embroidered.
Complex tailoring take 1 hour to prep and 1 hour to sew. Can hold 3 enchantments if embroidered.
Master tailoring take 1 hour to prep and 2 hours to sew. Can hold 4 enchantmentsif embroidered .

Specialties
Embroidery: You can make intricate designs on clothing. (This can be used to make clothes enchantable. You can use a scroll up to 1/3 your level to enchant clothing that has been embroidered. Adds 1 hour of crafting time per spell level and 1 hour per difficulty level.)
Linen Weaver: You can weave linen into cloth and add +2 to your crafting Roll for linen goods. Requires Weaver's tools
Wool Weaver: You can weave wool into cloth and add +2 to your crafting Roll for Wool goods. Requires Weaver's tools
Silk Weaver: You can weave silk into cloth and add +2 to your crafting Roll for silk goods. Requires Weaver's tools
Padding: You can add +1 to AC for clothing you make. Adds an hour of crafting per difficulty level. Requires 1 1/2 the amount of fabric
Dyer: You can blend dyes perfectly to get the exact color you want without destroying the fabric or thread.(increases value by 15% for simple projects, 25% for moderate, 35% for complex, and 50% for master.)

Tailoring requires tailor's tools

Rules for Leatherworking

When you finish a project, roll 1d8 to see how well it turned out. (1-2 = poorly, 3-4 = fair, 5-6 = good, and 7-8 = excellent)
The quality of the object will determine its value.  (50%, 75%, 100%, of 125% of market value)
You can only add your proficiency to crafting outside of your specialties after you've crafted 10 excellent items from that level of difficulty. You must master each difficulty in progressive order. (example. You cannot master complex leather patterns before simple ones)

Simple patterns take half an hour to prep and 2 and a half hours to sew. Can hold 1 enchantment if etched
Moderate patterns take 1 hour to prep and 2 hours to sew. Can hold 2 enchantments if etched.
Complex patterns take 2 hours to prep and 3 hours to sew. Can hold 3 enchantments if etched.
Master patterns take 2 hours to prep and 4 hours to sew. Can hold 4 enchantments if etched .

Leatherworking requires Leatherworker's tools

Specialties
Etching: You can etch designs into your leather projects. (This can be used to make leather enchantable. You can use a scroll up to 1/3 your level to enchant leather that has been etched. Adds 1 hour of crafting time per spell level and 1 hour per difficulty level.)
Boiler: You can properly boil leather, which is a prerequisite for crafting leather armor.
Cobbler: You can make shoes and reinforced leather adding a +1 to AC to pieces of leather armor. Requires cobbler's tools
Tanner: You can skin and tan things that you've killed in order to make your own leather.
Fine Leatherworking: You can make leather so soft and supple that it increases the value by 25%
Dyer: You can blend dyes perfectly to get the exact color you want without destroying the quality of the leather. (increases value by 15% for simple projects, 25% for moderate, 35% for complex, and 50% for master.)

The following items can be purchased at the market.
Weaver's tools - 1gp
Tanning Wrack- 1gp
Etching kit - 2gp
Tailor's kit - 35sp
Dyer's kit- 35sp
Leatherworker's kit - 5gp
Cobbler’s tools - 5gp
1 sq. yd of cotton - 5 sp
1 sq. yd. of Wool - 2gp
1 sq. yd. of linen - 5 gp
1 sq. yd. of silk - 10 gp
1 sq. yd. Leather -  8gp
Leather strips - 1gp (10)
Leather Straps -12sp (3)
Arcana Gem - 10gp
Vial of Red dye - 1gp)
Vial of Blue dye - 1gp
Vial of Yellow dye -1gp
Studding - 1gp per foot.  (for shoes and reinforced armor)
Simple patterns - 5gp
Moderate patterns - 15gp
Complex patterns - 30gp
Master patterns - 50gp

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