Crafting


 * [[File:30px-Ambox important.svg.png]] Optional rule

Downtime works differently in this campaign. Unlike regular adventurers, player characters have a day job and can’t suddenly take lots of downtime to churn out items. On the other hand, the passage of time is not suitable as a cost.

A character with crafting should not feel obligated to equip the other characters. Any player that wants access to a greater selection of magic items than what Requisitioning (and contraband items) offers is recommended to take up Crafting himself.

Crafting check and Crafting Points
So instead, each time you level up, a character trained in Crafting may make a Crafting check. Specifically, at the start of spring (just when you have leveled up, before any adventuring takes place). This means the new abilities (feats etc) for your new level are available when you craft.

The DC is the level DC for your level plus 2 if you wish to gain "uncommon crafting points" or plus 5 if you wish to gain "rare crafting points"


 * Critical Success As success, plus one (1) extra crafting point
 * Success Gain an amount of crafting points equal to your character level
 * Failure Gain an amount of crafting points equal to half your character level (round down)
 * Critical Failure You gain no crafting points and also ruin your alchemy lab

Crafting Points are then spent on creating items ready for use. Regular crafting points can only be spent on common items (equipment).

Uncommon crafting points can be spent on common and uncommon items. Rare crafting points can be spent on common, uncommon and rare items.

Spend crafting points immediately. You cannot "save" crafting points from one year/level to the next. Any crafting points not immediately spent are lost.

Additional crafting points
You gain an equal amount of additional craft points for each of the following crafting skill feats: Alchemical Crafting, Impeccable Crafter*, Magical Crafting, and Snare Crafting. Feats that provide bonuses to Crafting checks instead provide bonus crafting points. For instance, Specialty Crafting provides an extra crafting point or two usable to craft a particular type of item. *) Impeccable Crafting is changed to instead act as a source of additional crafting points.

Points from different feats cannot be combined - having more feats allow you craft more items, not items of higher level. Points can only be spent on appropriate items for the source of the points. You cannot accumulate these points from level to level - unspent craft points are lost.

''Example: Selara is level 7 and gets a failure result for her Crafting check. She thus gets 3 crafting points. She has the Alchemical Crafting and Impeccable Crafter feats, and thus gets 3 additional crafting points for each of them. She could now create three level 3 items, only two of which can be alchemical items. She cannot create a level 9 item. If she doesn't use her crafting points immediately, they are lost.''

Permanent items
To craft a permanent item, you spend a number of craft points equal to the item’s level and pay half the item's purchase price (you are assumed to have spent considerable downtime crafting and thus gain a 50% discount).

''Example: Celebrim levels up to level 11 and gets a success on his Crafting check, gaining 11 craft points from Magical Crafting. He spends 10 craft points on a +2 striking weapon and pays 500 gp to gain it. If he doesn’t spend his last craft point he loses it.''

Consumables
Consumables are crafted in batches of 4.

Crafting requirements
Crafting requirements are still in place, although certain requirements have changed:


 * To craft general items, you need crafting points which you gain from being Trained in Crafting. You still need to be Master and Legendary in Crafting to craft items of level 9 and 16 respectively
 * To craft alchemical or magic items or snares, you need the Alchemical Crafting, Magical Crafting and Snare Crafting skill feat, respectively. Without any of these, you still gain additional crafting points from Impeccable Crafting but can use them only on general items (not alchemical or magic items or snares).
 * Formulas are not required for Common items. You still need a formula to craft an Uncommon, Rare or Unique item.
 * You are assumed to have access to a workshop or alchemical lab
 * You are assumed to be able to purchase raw materials