Alchemist Supplies - Intelligence
Brewer's Supplies - Wisdom
Carpenter's Tools - Dexterity
Cartographer's Tools - Intelligence
Cobbler's Tools - Dexterity
Culinary Utensils - Wisdom
Glassblower's Tools - Constitution
Jeweler's Tools - Intelligence
Leatherworker's Tools - Dexterity
Mason's Tools - Strength
Painter's Tools - Charisma
Potter's Tools - Dexterity
Smith's Tools - Strength
Tinker's Tools - Dexterity
Weaver's Tools - Dexterity
Woodcarver's Tools - Dexterity
Brewer's Supplies - Wisdom
Carpenter's Tools - Dexterity
Cartographer's Tools - Intelligence
Cobbler's Tools - Dexterity
Culinary Utensils - Wisdom
Glassblower's Tools - Constitution
Jeweler's Tools - Intelligence
Leatherworker's Tools - Dexterity
Mason's Tools - Strength
Painter's Tools - Charisma
Potter's Tools - Dexterity
Smith's Tools - Strength
Tinker's Tools - Dexterity
Weaver's Tools - Dexterity
Woodcarver's Tools - Dexterity
MUNDANE ITEM FORGE (under construction)
Sometimes you just need a good grappling hook or a maybe a set of scale mail or a good spyglass. 5th Edition has its own crafting rules for making items, but for Knight Owls we aim to streamline this a bit.
REQUIREMENTS
1) Proficiency with the tool needed to make the item.
2) *Usually* 1/2 market price gp for construction materials
3) Time needed to forge the product
4) Construction DC calculation for Masterwork; failure results in loss of 1/2 material cost. Critical Failure loses all materials.
Stuff We Can Make
ARROWS and BOLTS
Tools: Woodcarver + knowledge of fletching (standard); Woodcarver + Blacksmith (masterwork and beyond)
Bundle of 20 standard arrows/bolts = 5 sp of materials / 1 hour of work
+1 Masterwork Arrow/Bolt (Qty. 1) = 150 gp of materials / 3 days of work OR 1 day of work with Dex check DC 20 or more.
+2 Masterwork Arrow/Bolt (Qty. 1) = 900 gp of materials / 6 days of work OR 2 days (DC 25)
+3 Masterwork Arrow/Bolt (Qty. 1) = 3000 gp of materials / 2 weeks of work OR 4 days (DC 30)
MELEE WEAPONS (Swords, Axes, and Hammers)
Tools: Smith's Tools
+ 1/2 market price of materials (rounded up)
+ Market Price/30 = number of days to craft -- if under 1 day, instead assume 1 hour of work per 10 gp of market price (rounded up).
+1 Masterwork (adds 2000 gp to market price) - requires Strength check of DC 18.
+2 Masterwork (adds 5000 gp to market price) - Strength check of DC 23.
+3 Masterwork (adds 10,000 gp to market price) - Strength check of DC 27.
REQUIREMENTS
1) Proficiency with the tool needed to make the item.
2) *Usually* 1/2 market price gp for construction materials
3) Time needed to forge the product
4) Construction DC calculation for Masterwork; failure results in loss of 1/2 material cost. Critical Failure loses all materials.
Stuff We Can Make
ARROWS and BOLTS
Tools: Woodcarver + knowledge of fletching (standard); Woodcarver + Blacksmith (masterwork and beyond)
Bundle of 20 standard arrows/bolts = 5 sp of materials / 1 hour of work
+1 Masterwork Arrow/Bolt (Qty. 1) = 150 gp of materials / 3 days of work OR 1 day of work with Dex check DC 20 or more.
+2 Masterwork Arrow/Bolt (Qty. 1) = 900 gp of materials / 6 days of work OR 2 days (DC 25)
+3 Masterwork Arrow/Bolt (Qty. 1) = 3000 gp of materials / 2 weeks of work OR 4 days (DC 30)
MELEE WEAPONS (Swords, Axes, and Hammers)
Tools: Smith's Tools
+ 1/2 market price of materials (rounded up)
+ Market Price/30 = number of days to craft -- if under 1 day, instead assume 1 hour of work per 10 gp of market price (rounded up).
+1 Masterwork (adds 2000 gp to market price) - requires Strength check of DC 18.
+2 Masterwork (adds 5000 gp to market price) - Strength check of DC 23.
+3 Masterwork (adds 10,000 gp to market price) - Strength check of DC 27.
MAGIC ITEM FORGE
For now, magic item crafting is tied to the experts of the world...
FORGE MASTERS KNOWN
Pietra Habbernathy - Orlandin, Yakaran Region
Amos Southpaw - Orlandin, Yakaran Region
Keddigan Slitspire - Vagrant
Malfurik Scalebane - Vagrant, Bastion Exian
Medivh - Bastion Exian, Kainan/Hemlock Region
Striga Va'Orodin - Diskana, Io's Edge
*An appropriate, simple formula is in the process of being constructed, as the current Knight Owls Season allows.
FORGE MASTERS KNOWN
Pietra Habbernathy - Orlandin, Yakaran Region
Amos Southpaw - Orlandin, Yakaran Region
Keddigan Slitspire - Vagrant
Malfurik Scalebane - Vagrant, Bastion Exian
Medivh - Bastion Exian, Kainan/Hemlock Region
Striga Va'Orodin - Diskana, Io's Edge
*An appropriate, simple formula is in the process of being constructed, as the current Knight Owls Season allows.
SPELL SCROLLS
The Weave of magic manifests itself differently in every caster, so scrolls made are tied directly to the caster making them. Other mages that attempt to copy a scroll must pass a DC 20 Intelligence check, otherwise they cannot understand it.
To craft your own scroll, consume ink and parchment as normal (included in the crafting cost) and follow this formula: 50 gp x spell level x the caster level.
To craft your own scroll, consume ink and parchment as normal (included in the crafting cost) and follow this formula: 50 gp x spell level x the caster level.
CHARGED ITEMS
Whenever one comes across a Wand of Magic Missiles or a Ring of the Ram, you are witnessing a charged item at work. Items like this often have multiple charges that can create varied effects, and many will recharge given a time frame or circumstance.
In order to craft one of these immensely powerful items, one must be prepared to invest quite a bit of gold and time. However, the end result is well worth it.
Creating a charge on an item uses a method called Burning, in which the surface of the item is treated like a spell scroll, and then cast from the item. Doing so "burns" the spell slowly into the material of the item, creating a set spell over time and imbuing it with power. A "Burn Scroll" is created using the cost formula: 75 gp x spell level x caster level. Once the Burn Scroll is inscribed, it cannot be inscribed again until the spell is cast from the object, effectively burning it. This process continues until the object has performed 10 casts of the same spell. That creates 1 Charge permanently inscribed in the item.
RECHARGE TYPES
The base recharge rate for an item built this way is 1d4 -2 per day (to a minimum of 0), but you can weave more effective or efficient recharge conditions into the item for more ink, and thus more cost (represented by a + or a multiplier). Some of these depend upon magic type, so pay attention. Once you select your recharge type, it cannot be changed, as the first burn is now set in the item. Changing your recharge type will require making a new item or starting the burn process over (from 0 casts) and paying a one-time cost of 100 gp in cleansing materials to "reset" the item.
Consumption - consume a 5-foot elemental source to recharge 1 charge, like a campfire (Fire) or a block of ice (Cold). Force cannot be recharged this way. Cost per Burn: +150 gp
Sunrise - recharges 1 charge at sunrise. Cost per Burn: +100 gp
Moonrise - recharges 1 charge at nightfall. Cost per Burn: +100 gp
Improved Recharge - recharge 1d4 -1 per day. Cost per Burn: x2
Superior Recharge - recharge is 1d4 per day. Cost per Burn: x3
Legendary Recharge - recharge is 1d6 per day. Cost per Burn: x4
THE CRACKS OF POWER
Burning the Weave into items can put massive strain on the integrity of the item as a whole, and as such the more powerful the spell, the more dangerous it is to deplete the magic coursing through it. An item that has been burned with a spell of 4th level or higher and has a maximum charge count of 4 or more crumbles to dust when its last charge is expended.
An item constructed of Mithril increases this to 5th level. Adamantine increases this durability to 6th level.
In order to craft one of these immensely powerful items, one must be prepared to invest quite a bit of gold and time. However, the end result is well worth it.
Creating a charge on an item uses a method called Burning, in which the surface of the item is treated like a spell scroll, and then cast from the item. Doing so "burns" the spell slowly into the material of the item, creating a set spell over time and imbuing it with power. A "Burn Scroll" is created using the cost formula: 75 gp x spell level x caster level. Once the Burn Scroll is inscribed, it cannot be inscribed again until the spell is cast from the object, effectively burning it. This process continues until the object has performed 10 casts of the same spell. That creates 1 Charge permanently inscribed in the item.
RECHARGE TYPES
The base recharge rate for an item built this way is 1d4 -2 per day (to a minimum of 0), but you can weave more effective or efficient recharge conditions into the item for more ink, and thus more cost (represented by a + or a multiplier). Some of these depend upon magic type, so pay attention. Once you select your recharge type, it cannot be changed, as the first burn is now set in the item. Changing your recharge type will require making a new item or starting the burn process over (from 0 casts) and paying a one-time cost of 100 gp in cleansing materials to "reset" the item.
Consumption - consume a 5-foot elemental source to recharge 1 charge, like a campfire (Fire) or a block of ice (Cold). Force cannot be recharged this way. Cost per Burn: +150 gp
Sunrise - recharges 1 charge at sunrise. Cost per Burn: +100 gp
Moonrise - recharges 1 charge at nightfall. Cost per Burn: +100 gp
Improved Recharge - recharge 1d4 -1 per day. Cost per Burn: x2
Superior Recharge - recharge is 1d4 per day. Cost per Burn: x3
Legendary Recharge - recharge is 1d6 per day. Cost per Burn: x4
THE CRACKS OF POWER
Burning the Weave into items can put massive strain on the integrity of the item as a whole, and as such the more powerful the spell, the more dangerous it is to deplete the magic coursing through it. An item that has been burned with a spell of 4th level or higher and has a maximum charge count of 4 or more crumbles to dust when its last charge is expended.
An item constructed of Mithril increases this to 5th level. Adamantine increases this durability to 6th level.
CUSTOM AMMUNITION
AFFIXING RULE - the crafting rule for attaching a potion, flask, or vessel to a crossbow bolt, arrow, or thrown projectile with the intention of it shattering and spilling over the target.
+ Cost consumed: cost of the item to affix + 5 gp of affixing material (to keep it secure till forceful impact)
+ Crafting DC: 12, roll with Intelligence or Dexterity modifier to represent the knowledge needed or careful movements required to complete the craft. A failure of 5 or below breaks the ammunition. A Critical Failure destroys the item, affixing material, and the ammunition in an exaggerated happenstance. :)
SPELL STORING AMMUNITION (Infusion, see above) - the crafting rule for casting spells into ammunition with the intention of administering a spell effect upon impact.
+ Cost consumed: cost of the item to affix + 5 gp of affixing material (to keep it secure till forceful impact)
+ Crafting DC: 12, roll with Intelligence or Dexterity modifier to represent the knowledge needed or careful movements required to complete the craft. A failure of 5 or below breaks the ammunition. A Critical Failure destroys the item, affixing material, and the ammunition in an exaggerated happenstance. :)
SPELL STORING AMMUNITION (Infusion, see above) - the crafting rule for casting spells into ammunition with the intention of administering a spell effect upon impact.
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