Difference between revisions of "Craft (4E)"
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− | + | You are skilled at making things. Different craftsmen make different kinds of objects. For a heroic character crafts come easily, and you will often surpass ordinary craftsmen in proficiency and diversity. Thus, the craft fields given here are very broad. Most professional craftsmen are much more specialized that this. Still, the Crafts profession is divided into a number of fields or specialties. Each is a separate profession that must be learned separately, but the Handyman talent gives a feat bonus to all crafts. | |
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+ | Crafts can be used to aid all creation rituals for appropriate objects. Craft skills can also be used to create suitable presents meant for particular people; a well-crafted and suitable present can give a +2 bonus on social interaction rolls against the recipient. The DC of making a fitting present is the Will defense of the target. | ||
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+ | == Magic Item Creation == | ||
+ | |||
+ | A trained craftsman can make magic items appropriate to his craft. A smith makes swords, a leatherworker leather armor and so on. Crafting magic items can be part of an an adventure, but can take as little as an hour if everything comes together. | ||
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+ | In game terms, magic item creation works like the Enchant Magic Item ritual, but only for items appropriate to the Craft skill in question. | ||
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+ | <!-- | ||
− | + | It is done in three steps. | |
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+ | # '''Inspiration:''' This step is governed by the player, who describes the source of inspiration or lore behind the magic. This is often tied to recent experiences; fighting a fire creature, seeing a vast waterfall or talking to a wise mystic might all serve as inspiration for different items. The inspiration stage also includes doing preliminary work, or perhaps just taking a half-finished item out of storage. | ||
+ | # '''Component:''' Most of the material the craftsman needs will be simple and ordinary, but a magic tem always requires at least one extraordinary component. Examples include dragon scales, phoenix eggs, or the sound of a cat’s footfalls. The level of this challenge of this should be equal to the level of the item. Acquiring this component can be a small quest in itself, generally involving the entire party and giving a standard quest reward. The DM is encouraged to use this as an adventure hook. | ||
+ | # '''All-Nighter:''' Finally, the item is finished in a long night of hectic work. This takes place during an extended rest, but the hard work costs you two healing surges from the next day. You must also expend materials with a value equal to the cost of the magic item you’re making. | ||
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== Craft skills == | == Craft skills == | ||
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+ | Ability as a craftman is represented by several skills. These are described in some detail below. | ||
=== Alchemy === | === Alchemy === | ||
+ | You refine small quantities of precious substances, like an apothecary’s medicines, potions, or the creation of ritual components. You can brew potions {{gray|in batches of five}}, as well as recognize and identify a great variety of substances and know how they react. In some settings, you can make gunpowder. | ||
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+ | '''Rituals:''' Alchemy can aid all healing rituals. | ||
=== Engineering === | === Engineering === | ||
+ | You can build mechanical devices, such as crossbows, clocks, traps, and locks. Compared to other crafts, the mechanic is not self-sufficient, needing parts made by a smith, founder and lapidary to practice the craft. In some settings, you can make firearms. | ||
=== Smithing === | === Smithing === | ||
+ | You can shape all kinds of metal and make armor and weapons, tools, useful objects such as horseshoes and nails, as well as decorative jewlery with precious metals. | ||
+ | |||
+ | === Stoneworking === | ||
+ | You can work stone, building smaller buildings, walls and the like or realize the plans of an architect. A trained stoneworker can also do sculpting and decorative work in stone. | ||
=== Jewelcrafting === | === Jewelcrafting === | ||
+ | |||
=== Leatherworking === | === Leatherworking === | ||
+ | A leatherworker works with leather and hide, making clothes, leather and hide armor, and slings. Leather is also used as raw material in many other crafts. You can be a tanner, saddler, shoemaker, | ||
=== Tailoring === | === Tailoring === | ||
+ | A tailor makes clothes and cloth armor, along with tents, and tarpaulins. A good tailor can make and repair these things quickly and efficiently; an excellent tailor can make them beautiful and attractive, often using expensive imported materials. Tailored objects make excellent gifts. | ||
=== Woodworking === | === Woodworking === | ||
+ | You are a skilled woodworker, and you can make everything from houses and ships to carts, weapon handles, staffs, shields, arrows, and bows. | ||
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Revision as of 19:39, 18 August 2008
4th Edition Dungeons & Dragons |
You are skilled at making things. Different craftsmen make different kinds of objects. For a heroic character crafts come easily, and you will often surpass ordinary craftsmen in proficiency and diversity. Thus, the craft fields given here are very broad. Most professional craftsmen are much more specialized that this. Still, the Crafts profession is divided into a number of fields or specialties. Each is a separate profession that must be learned separately, but the Handyman talent gives a feat bonus to all crafts.
Crafts can be used to aid all creation rituals for appropriate objects. Craft skills can also be used to create suitable presents meant for particular people; a well-crafted and suitable present can give a +2 bonus on social interaction rolls against the recipient. The DC of making a fitting present is the Will defense of the target.
Magic Item Creation
A trained craftsman can make magic items appropriate to his craft. A smith makes swords, a leatherworker leather armor and so on. Crafting magic items can be part of an an adventure, but can take as little as an hour if everything comes together.
In game terms, magic item creation works like the Enchant Magic Item ritual, but only for items appropriate to the Craft skill in question.
Craft skills
Ability as a craftman is represented by several skills. These are described in some detail below.
Alchemy
You refine small quantities of precious substances, like an apothecary’s medicines, potions, or the creation of ritual components. You can brew potions in batches of five, as well as recognize and identify a great variety of substances and know how they react. In some settings, you can make gunpowder.
Rituals: Alchemy can aid all healing rituals.
Engineering
You can build mechanical devices, such as crossbows, clocks, traps, and locks. Compared to other crafts, the mechanic is not self-sufficient, needing parts made by a smith, founder and lapidary to practice the craft. In some settings, you can make firearms.
Smithing
You can shape all kinds of metal and make armor and weapons, tools, useful objects such as horseshoes and nails, as well as decorative jewlery with precious metals.
Stoneworking
You can work stone, building smaller buildings, walls and the like or realize the plans of an architect. A trained stoneworker can also do sculpting and decorative work in stone.
Jewelcrafting
Leatherworking
A leatherworker works with leather and hide, making clothes, leather and hide armor, and slings. Leather is also used as raw material in many other crafts. You can be a tanner, saddler, shoemaker,
Tailoring
A tailor makes clothes and cloth armor, along with tents, and tarpaulins. A good tailor can make and repair these things quickly and efficiently; an excellent tailor can make them beautiful and attractive, often using expensive imported materials. Tailored objects make excellent gifts.
Woodworking
You are a skilled woodworker, and you can make everything from houses and ships to carts, weapon handles, staffs, shields, arrows, and bows.
4th Edition Dungeons & Dragons | |
Classes | Artificer • Avenger • Barbarian • Bard • Cleric • Druid • Fighter • Invoker • Paladin • Ranger • Rogue • Shaman • Sorcerer • Swordmage • Warden • Warlock • Warlord • Wizard |
Core | Characters • Feats • Skills • Paragon paths • Weapons • Magic Items • Rituals • Rules • Glossary |
Extra | Traits • Talents • Craft |