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rules:homebrew:heartbreaker:mundane_crafting

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Item composition and crafting

All items are marked by a quality and what material was used to create them. For example, on a journey in deep dwarven mines you might find a Dwarvencrafted Iron Longsword. The fact the it is Dwarvencrafted will bestow certain bonuses and penalties to the weapon. The system assumes that Iron is the most common crafting material to make weapons from (or steel?), so it confers no specific bonuses nor penalties.

Qualities

  • Poor quality - Most uncivilized smiths have learned to craft crude versions of regular items. It takes half as long to craft this version and costs only half the materials, but it suffers a -1 penalty to attack rolls and a -2 penalty to damage rolls.
  • Regular/standard crafted - This quality is seldomly refered to, as it is assumed that most items are of a regular quality. It confers no bonuses nor penalties.
  • Masterwork - This quality confers a +1 item bonus to attack rolls made with the weapon. The creation of a Masterwork item also increases it cost by [???] gold. There are no penalties associated with the Masterwork Quality. Armors crafted this way reduces the Armor Check Penalty by 1, and decreases the Arcane Spell Failure by 5 %.
  • Dwarvencrafted - The dwarves are known for their sturdy and solid, yet simple and pomperous design and crafting. If a weapon is Dwarvencrafted, it is sturdy and has 2 more Hardness, but they are somewhat clunky and can't be used with the Quick Draw feat. Armors made in this fashion also benefits from 2 extra Hardness, but also suffers a -1 decrease in Maximum Dexterity Benefit and +5% Arcane Spell Failure.
  • Elvencrafted - The elves craft light and elegant items, that might be more brittle but benefits a warrior who relies on finesse. If a weapon is Elvencrafted it can always be used with Weapon Finesse, and it can always be drawn as if you had the Quick Draw feat. But it loses 1 Hardness and 5 Hit Points. This can't reduce its Hit Points to less than 5. A suit of armor that has been crafted in this way is lighter and more flexible, but more fragile than regular items. Increase its Maximum Dexterity Benefit by 1, and it weighs only 75 % of its original weight. It suffers a -1 penalty to Hardness, and loses 5 Hit Points. This can't reduce its Hit Points to less than 5.​
  • Orcforged - The orcs craft crude yet deadly items, and it shows in the jagged edges and sharp spikes that protrude from much of their craft. An Orcforged weapon often has jagged edges that can inflict greater damage, but is not very balanced and thus not as easy to swing accurately. An Orcforged weapon deals an additional +2 item bonus damage, but the wielder gets a -1 item penalty to attack rolls. Armors made in the orcish tradition has sharp spikes protruding from the shoulders and spine, making it more intimidating and much more unfriendly to look at. Anyone wearing an Orcforged armor suffers a -2 item penalty to diplomacy, but gains a +2 item bonus to Intimidate.
  • Coldforged - By never heating the metal above a certain degree, the metal gains almost unnatural abilities against feyfolk and their kin. A Coldforged weapon can penetrate the Resistances of most Fey creatures. A Coldforged armor can better protect the wearer against the Fey. Increase the armors item bonus to AC by 1, but only against Fey creatures. The wearer also benefits from a +1 item bonus to saves against any effects that are produced by the Fey.

Potential high level/rare qualities:

  • Titanforged​
  • Arcaneforged- Hammers bestowed with magical energies and anvils wrought in runes can bring marvelous creations to life. Weapons and armors that are crafted in this way gains a +10 increased Enchanting Capacity. Armors also have 10 % less Arcane Spell Failure. This is costly though and the base price is double the regular price.

Materials

Bronze

Iron

Steel

Mythral

Adamantine


rules/homebrew/heartbreaker/mundane_crafting.txt · Last modified: 2019/05/14 17:48 (external edit)