Smithing Rules

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Smithing Rules

Post by Admin on Wed Aug 19, 2015 5:27 am

Basic Rules
1) In order to craft any object you must first obtain instructions.
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)

Blacksmith Rules:

When crafting a weapon, you can only add the bonus of the wood or the metal when determining damage. However, you can add another 200% to the cost when selling the item. (example: A short sword made of both salidium and Faurunwood sells for 720gp as opposed to 362gp or 126gp)

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 when crafting a metal after you've crafted 10 excellent items from that material. You must master each metal in progressive order. (example. You cannot master titanium before iron)

Working Bronze takes 1 hour per ingot.
Working Iron takes 2 hours per ingot.
Working Steel takes 2 1/2 hours per ingot.
Working Titanium takes 3 hours per ingot.
Working Mithral takes 3 1/2 hours per ingot. *
Working Adamantine takes 4 hours per ingot.*
Working Salidium takes 4 1/2 hours per ingot. *

Black Smith Specialties
Spellsmithing: You can use scrolls of 1/3 your level to enchant weapons or armor. You can also increase the number of enchantment slots if you have the proper parts. (Spellsmithing requires etching tools, and arcana dust.)
Swiftsmithing: Weapons you forge always gain the finesse property, and armor you forge allows the owner to add their dex modifier
Fellsmithing: Weapons you forge can either increase the chances of a crit by a number equal to half of the users proficiency rounded up, or add a number of d4s equal to the users proficiency when they score a crit.
Stoutsmithing: The owner of the armor you forge cannot be knocked prone by ordinary means and has resistance to ranged weapon attacks. The owner has advantage on saving throws for any magical effect that would knock the owner prone.
Biosmithing: You can make weapons and armor using biological components like bone, teeth, and scales.
Frugalsmithing: You are able to re-purpose parts from old weapons or items to make new weapons. (Handles, metal, arcana gems, etc.)You can also save excess metal from projects. You can make 1 ingot for every 4 ingots used on a project.

*Special Properties *
Mithral: objects are always 1 level lower on the weight scale. (Heavy armor is considered medium, and a normal weapon would be considered light.) A Mithral weapon always increases the chance of a critical hit by at least 1 and armor doesn't have disadvantage pm stealth checks.
Adamantine:Armor made from Adamantine doesn't give you disadvantage on stealth and only Salidium weapons can score a critical hit against the owner. Weapons always add at least 1d4 on a crit.
Salidium: has the properties of both Mithral and Adamantine.

The follow can be bought at the market.
Smith's Tools 20gp Items necessary for blacksmithing. (Gloves, tongs, hammer, carbon, and an anvil.)
Ingot Mold 25gp (convert smelted ore or melted down metal objects into ingots)
Bronze ingot 5sp (+0 and can be enchanted once)
Dwarven Bronze ingot 7sp (+0 and can be enchanted twice.)
Iron ingot 1gp (+1 and can be enchanted once)
Dwarven Iron ingot 16sp (+1 and can be enchanted twice)
Steel ingot 5gp (+2 and can be enchanted once)
Dwarven Steel ingot 8gp (+2 and can be enchanted twice)
Titanium ingot 12gp (+3 and can be enchanted once)
Dwarven Titanium ingot 15gp (+3 and can be enchanted twice)
Mithral/Adamantine ingot 25 gp (+4 and can be enchanted twice)
Dwarven Mithral/Adamantine ingot 30 gp (+4 and can be enchanted 3 times)
Salidium ingot 45gp (+5 and can be enchanted twice)
Dwarven Salidium ingots 50gp (+5 and can be enchanted 3 times)
Etching tools 25gp
Arcana dust 10gp
Arcana Gem 10gp
Weapon Instructions 10gp for simple weapons, 20gp for martial weapons, 30gp for exotic weapons.
Armor Instructions 15gp for Medium armor and 25gp for Heavy armor.
Hilt type 1 3sp (For small weapons)
Hilt type 2 5sp (For medium weapons)
Pole 7sp (For polearms)

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