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Criou página com '#'''''Aspirant'''''. The Aspirant is someone who has taken their first steps in a Craft, usually being able to reproduce a few simple formulas. #'''''Apprentice'''''. The Apprentice already has his first achievements in Craft, being able to reproduce slightly more complex formulas. #'''''Adept'''''. An Adept has already trodden a path in his Craft and has a reputation to uphold, he is someone that people normally turn to in search of the items produced or in search of re...' |
Criou página com '==Working Together== Multiple characters can combine their efforts towards the goal of building a single item, as long as they have proficiency with the required Craft and are working together in the same place.' Etiquetas: Edição móvel Edição feita através do site móvel |
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You must be proficient with the Craft related to the object you are trying to craft. In some cases, the basic tools of Craft are enough for you to create objects, but in some cases it may be necessary to access special materials or indispensable places for creating the object. For example, someone proficient with the Weaponsmith's Craft needs a forge in order to craft a sword or an axe. | You must be proficient with the Craft related to the object you are trying to craft. In some cases, the basic tools of Craft are enough for you to create objects, but in some cases it may be necessary to access special materials or indispensable places for creating the object. For example, someone proficient with the Weaponsmith's Craft needs a forge in order to craft a sword or an axe. | ||
=Creation Calculation= | |||
For each day of free time spent creating an object, you can create one or more items with a total market value equal to your GP/day value with the Craft required to create that object. Creating items requires spending raw materials equal to half the total market value of the object, so an object that costs 1000 GP has a cost of 500 GP to create. | |||
When calculating the creation of an object, the total market value of that object should be taken into account to get a general expectation of how long it will take to make. This value is called GP/day. | |||
====GP/day=== | |||
= | Item crafting is calculated based on the logic of GP/day, which is the total amount of effort a person can achieve by adding the base value, which starts at 5 GP/day in a Craft with which the person is proficient. To this value, other values are added or deducted that may derive from different factors, such as a high level in Craft among other bonuses explained below. | ||
When calculating the GP/day, only the factors related to that day must be taken into account, if any factor undergoes any modification, the new GP/day calculation must be taken into account as to the value still remaining for the completion of the item that is being created. | |||
Creating items with a market value above a character's GP/day requires doing so progressively, with daily progress being represented by the GP/day value until the item's full market value is reached. For example, crafting plate armor (market value 1,500 GP) with an Armorer Craft of 1, without any bonuses, takes 300 days to craft this way. | |||
If this plate armor is being created, the GP/day is the basis of the calculation that determines the time needed to complete this creation. If the initial value of GP/day is 10, at the end of the first day, the evolution of the creation of this armor (which has a market value equal to 1500 GP) will have been 10 GP, which will leave 1490 GP left to be completed, or even 149 days maintaining the same GP/day value. If any factor modifies this value in the next few days, whether increasing or decreasing, the remaining days must be calculated based on this new value. | |||
==Working Together== | |||
Multiple characters can combine their efforts towards the goal of building a single item, as long as they have proficiency with the required Craft and are working together in the same place. | |||
Each character contributes their GP/day worth of effort for each day they spent helping craft the item. For example, three characters with Armor Craft 1 and adequate facilities can create plate armor in 100 days, for that it is necessary to spend half of the value in GP/day used as production cost. In this case, a total of 7.5 GP is spent per day so that, at the end of these 100 days, having spent 750 GP, the armor will be created. | |||
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Edição das 21h07min de 6 de março de 2023
Crafts are similar to professions, they are occupations, skills or knowledge that a character has in various aspects of life and that are usually practiced as a way to earn sustenance. Even adventurers in their frantic race to save the world, slay monsters, or just make a profit usually develop some skills that aren't directly related to adventure. Especially for the adventures and life similar to that of wanderers, adventurers hardly dedicate themselves to crafts to the point of becoming recognized in the area. However, a professional can become an adventurer too, this can be part of his past.
Typically, Crafts are a set of practical skills linked to some activity, such as a Weaponsmith, jeweler, cook, among many others. A character who chooses a craft can also use that craft's Set.
In adventures, this knowledge and skills are often useful and can have synergy with skills, such as a Cutler's Craft can very well analyze a blade found on the ground and say if it was part of a weapon, if it was used recently, among other possibilities. Another example is a character with craft in Jewelry, if he is a spellcaster, he can analyze a gem or gemstone and find out if there is any enchantment on it without even having to use magic.
Proficiency in Crafts is given to a character by several characteristics, be it their origin, region, class, past or even enhancements. Proficiency with a Craft allows you to add half your proficiency bonus to any skill that interacts with that Craft. The use of Crafts is not normally tied to a single skill, as proficiency in it represents a broader knowledge of its use and there are many ways to use it.
For item creation, however, an attribute is always tied to the formula that will be used for such creation, however, the GM may ask you to make a Dexterity check to carve a fine detail into a bow using your Fletcher craft and in possession of your tools, or an Intelligence check to analyze whether the bow created has any structural flaws.
Owning a Craft Set does not give you proficiency with that Craft. Any check made with a Set or Craft without being proficient is made with disadvantage.
Major and Minor Crafts
Among the Crafts there are two types of Craft, the major and the minor, both receive benefits from level progression linked to the Crafts and even from Heritages and Enhancements that interact with the two.
Major
Greater Crafts have progressive levels, reflecting abilities to create more complex formulas, in addition to reflecting an evolution of the necessary skills within it.
Minor
The Minor Crafts have only the first level, not having an internal progression of higher levels, instead they have several disciplines within them, reflecting various branches of that craft.
Craft Level
Anyone interested in a trade can learn it, but only those who dedicate themselves to it can reach the highest levels.
When learning a trade, you gain a level in that craft equal to 1, for every 4 character levels you evolve, the level of the same increases by +1. Thus, a character who has the Weaponsmith trade at 1st level will have Weaponsmith 1, upon reaching the 5th level he will have Weaponsmith 2, at 9th level Weaponsmith 3, at 13th level Weaponsmith 4 and at 17th level Weaponsmith 5. The same character, learning a Carver craddt at level 4, will have Carver 1, coming to Carver 2 only at level 8 and so on every 4 levels.
Usually the maximum level of a Craft is 5 during character development, this goes for normal evolution with most classes that don't have great synergy with it. However, some specific traits can increase this like Enhancements or even Class features. By default, the maximum level of a Craft is 1 point less than the character's proficiency bonus until reaching 20th level, when it becomes possible to reach 6th level in the Craft, some Class features and Enhancements can remove this cap.
If you gain an additional level of Craft and cannot use it, you can choose to learn new formulas.
MInor crafts, which do not have built-in levels, have disciplines instead; when a character reaches a new level in that craft, he can choose a new discipline with new formulas, or new formulas from a discipline he already has (with a bonus of 1 additional formula). Regaining a Minor Craft is equivalent to taking a new level in it.
Attribute
Every craft, whether major or minor, has a base attribute, this attribute is the main reference for rolls made with the Craft. However, many aspects related to the craft may require the use of other attributes, such as Strength in a situation where it is needed, Wisdom for something intuitive, among other possibilities.
When a craft roll is made, the GM may request that the attribute used be instead of the standard craft attribute, in these cases the standard craft attribute must still be taken into account, making rolls with differentiated DC that addresses in some cases the use of more than one attribute.
Set
By default, all Crafts have certain tools and items that are necessary for that craft to be exercised, this grouping of items is called a Set, normally this Set initially has all the tools and supplies necessary to exercise that craft.
A Set has a default value during character creation, but like all items, these values can change during an adventure or campaign, even with the possibility that they are not easily available for sale.
Some Sets have certain equipment that is not viable to be carried on trips or adventures, in cases like this, the final word of the GM is what validates what can or cannot be performed without the Set being complete.
Establishing the Set in a certain location to create items establishes a Workshop, as will be seen later.
Supplies
Exercising a Craft requires not only tools, but also supplies. A glassmaker needs silica and sand, weaponsmiths, armorers and even gunsmiths need metal, whether in ingots or other forms of commercialization, while an apothecary needs plants, roots, flowers, among others.
The Supplies of each Craft bring some ingredients by default, being a complement to the set. Although the items belonging to a Supply are standardized, this does not mean that it is a universal rule. In certain regions some items may not exist or even be replaced by others.
This can lead to differences in the value of the same supply between two different regions, in addition to the chance of different values due to fluctuations in the market, supply and demand.
Craft Titles
Each Craft has its own terminology, with different titles that are linked to that particular Craft, however, there is a common title linked to the recognition of a craftsman, this title may be public knowledge but can only be used for mechanical terminology
- Aspirant. The Aspirant is someone who has taken their first steps in a Craft, usually being able to reproduce a few simple formulas.
- Apprentice. The Apprentice already has his first achievements in Craft, being able to reproduce slightly more complex formulas.
- Adept. An Adept has already trodden a path in his Craft and has a reputation to uphold, he is someone that people normally turn to in search of the items produced or in search of repair for those.
- Professional. A Professional is a reference in his Craft, having the ability to reproduce complex formulas, adapt formulas and even create new ones. Usually a Professional has some Adepts, Apprentices or even Aspirants who seek to learn from their experience.
- Specialist. A Specialist has reached the highest productions in his Craft, being a reference for other professionals and often being an extremely experienced voice.
- Master. The Master is usually the highest reference in a Craft, few reach this degree of development in a Craft, but their work is easily distinguishable from the work of other craftsmen.
- Grandmaster. There have been few Grandmasters known around the world, but their work has shaped trends and often stands the test of time as what craftsmen aspire to achieve.
- Mythical Craftsman. A Mythical Craftsman has feats that are intertwined with the legends and traditions of a people, rare were those who reached this level of feats.
- Divine Craftsman. There are only rumors of an existence that reached this level of Craft, it has many names by which it is known by almost everyone in the world but many refer to it as the Soul of the Forge.
Creating Items
Adventuring isn't just about getting into combat, defeating enemies, and accumulating treasure. To achieve some objectives, it is sometimes necessary to conquer certain resources, either by searching, buying or even creating. To create these resources, characters have Crafts, with which they can craft normally non-magical objects, including adventuring gear and artwork.
You must be proficient with the Craft related to the object you are trying to craft. In some cases, the basic tools of Craft are enough for you to create objects, but in some cases it may be necessary to access special materials or indispensable places for creating the object. For example, someone proficient with the Weaponsmith's Craft needs a forge in order to craft a sword or an axe.
Creation Calculation
For each day of free time spent creating an object, you can create one or more items with a total market value equal to your GP/day value with the Craft required to create that object. Creating items requires spending raw materials equal to half the total market value of the object, so an object that costs 1000 GP has a cost of 500 GP to create.
When calculating the creation of an object, the total market value of that object should be taken into account to get a general expectation of how long it will take to make. This value is called GP/day.
=GP/day
Item crafting is calculated based on the logic of GP/day, which is the total amount of effort a person can achieve by adding the base value, which starts at 5 GP/day in a Craft with which the person is proficient. To this value, other values are added or deducted that may derive from different factors, such as a high level in Craft among other bonuses explained below.
When calculating the GP/day, only the factors related to that day must be taken into account, if any factor undergoes any modification, the new GP/day calculation must be taken into account as to the value still remaining for the completion of the item that is being created.
Creating items with a market value above a character's GP/day requires doing so progressively, with daily progress being represented by the GP/day value until the item's full market value is reached. For example, crafting plate armor (market value 1,500 GP) with an Armorer Craft of 1, without any bonuses, takes 300 days to craft this way.
If this plate armor is being created, the GP/day is the basis of the calculation that determines the time needed to complete this creation. If the initial value of GP/day is 10, at the end of the first day, the evolution of the creation of this armor (which has a market value equal to 1500 GP) will have been 10 GP, which will leave 1490 GP left to be completed, or even 149 days maintaining the same GP/day value. If any factor modifies this value in the next few days, whether increasing or decreasing, the remaining days must be calculated based on this new value.
Working Together
Multiple characters can combine their efforts towards the goal of building a single item, as long as they have proficiency with the required Craft and are working together in the same place.
Each character contributes their GP/day worth of effort for each day they spent helping craft the item. For example, three characters with Armor Craft 1 and adequate facilities can create plate armor in 100 days, for that it is necessary to spend half of the value in GP/day used as production cost. In this case, a total of 7.5 GP is spent per day so that, at the end of these 100 days, having spent 750 GP, the armor will be created.
Durante a criação, você pode manter um estilo de vida modesto, sem ter que pagar 1 PO por dia, ou um estilo de vida confortável com a metade do custo normal.
Bônus de Ofício
Os níveis mais altos de ofício ajudam a criação de itens, aumentando o valor base de 5 PO por dia de trabalho em 1 PO para cada nível de Ofício acima do 1º. Um Cuteleiro com Ofício nível 1, que crie uma Espada Grande, tendo acesso às ferramentas e lugar adequado, faz apenas 6 PO por dia, necessitando de 10 dias para concluir o trabalho. Um Cuteleiro que tenha o Ofício em nível 5, por sua vez, faz 10 PO por dia, conseguindo criar a mesma espada em apenas 5 dias.
Auxílio de artesãos com níveis de Ofício são somados à essa contribuição. Dessa forma, um cuteleiro com o Ofício no nível 5, sendo auxiliado por dois ajudantes (aprendizes) com Ofício no nível 3, consegue produzir por dia o total de 24 PO por dia do custo de um item, 10 PO do cuteleiro principal, 7 PO de cada auxiliar, fazendo com que uma armadura de placas possa ser construída em apenas 62 dias.
Quando um personagem é auxiliado por outros na criação de itens, a jogada é feita pelo artesão principal, com os assistentes podendo adicionar ou reduzir bônus a essa jogada.
Bônus de Circunstâncias
Criar objetos sempre requer o custo de material para a construção do mesmo, custando metade do valor de mercado para a criação desses itens, mas determinadas circunstâncias podem reduzir tanto o custo de material quanto podem aumentar o valor efetivo de PO/dia, acelerando a criação de itens.
Ajuda
Receber a ajuda de outras pessoas com o mesmo Ofício, mesmo que em um nível menor que o do artesão principal, pode ajudar na criação do item tanto acelerando o valor de PO/dia através da somatória dos envolvidos, quanto de um bônus provido por essas pessoas. Cada ajudante faz uma jogada de Ofício para a criação do item, com base na CD da fórmula, essa jogada é feita com o nível de Ofício do Artesão principal e em caso de sucesso concede ao Artesão principal um bônus de +1 em sua jogada. Em uma falha, nada acontece, caso um 1 natural seja rolado, o ajudante causa algum problema no processo (a critério do mestre) e concede uma penalidade de -1 na jogada do artesão principal.
Instrução
A instrução de alguém com nível maior de Ofício, mesmo que não envolvida diretamente com a criação do item, acelera a produção do mesmo em 1 PO/dia para cada 2 níveis a mais que esse instrutor tenha no Ofício.
Esquemas
Conhecer uma fórmula é uma necessidade para a criação de um item, mas quando a mesma está registrada na forma de esquemas, diagramas ou anotações, a facilidade para reproduzi-la aumenta. Possuir os esquemas de criação de um item acelera o processo de criação em 1PO/dia.
Oficina
Cada item a ser construído requer determinadas ferramentas e em muitos casos locais específicos, como uma fornalha, um tanque de submersão, entre outros. Oficinas são locais onde essas condições são encontradas dando maior facilidade à criação de itens. A facilidade adicionada é proporcional ao nível da Oficina, com cada nível adicionando 1PO/dia no processo de criação do item.
- Oficina nível 1: Um local desocupado, com espaço suficiente para uma pessoa trabalhar na criação do item
- Oficina nível 2: Em adição ao nível 1, essas oficinas possuem espaço para duas pessoas trabalharem além de ferramentas propícias para o trabalho, seja uma forja de melhor capacidade ou mesmo um ambiente com a iluminação certa.
- Oficina nível 3: Em adição ao nível 2, essas oficinas possuem espaço para três pessoas trabalharem e ferramentas excelentes para o trabalho, como uma forja automatizada, moldes prontos, jogos de lentes especializadas, entre outros. Jogadas de criação de item feitas em uma oficina desse nível recebem bônus de +1.
- Oficina nível 4: Em adição ao nível 3, essas oficinas possuem espaço para 5 pessoas trabalharem e ferramentas avançadas para o trabalho, como uma forja com controle de temperatura, automatização de processos e até mesmo ambientes prontos para tarefas específicas, como dar fio a uma espada, controle climatizado, entre outros.
- Oficina nível 5: Em adição ao nível 4, essas oficinas possuem espaço para até 10 pessoas trabalharem, além de ter ferramentas mágicas ou extremamente avançadas que transformam determinadas rotinas em tarefas extremamente simples, como autômatos auxiliares, câmaras mágicas que podem forçar determinadas condições climáticas, entre outros. Jogadas de criação de item feitas em uma oficina desse nível recebem bônus de +2.
Custo
Para criar um objeto (ou fórmula) é necessário suprir o custo do mesmo que é o gasto de metade do valor de mercado do objeto (quando abaixo de 5 PO de valor de mercado) ou metade do seu valor de PO/dia contabilizando um dia de trabalho.
É possível que determinadas circunstâncias diminuam a quantidade de ouro necessária, como acesso direto a matéria-prima reduzindo esse valor necessário ou mesmo ter acesso a todos os recursos necessários. Essas situações devem ser avaliadas pelo Mestre levando em conta todos os fatores presentes.
Um personagem que possua o Ofício de Coletor, com disciplina no Ofício de execução de uma fórmula (ou nos Ofícios, quando forem mais de um) pode reduzir o valor necessário para a criação do objeto em 10% do valor de mercado. Essa redução reflete um conhecimento e experiência a mais no uso desses recursos para a criação de objetos, sabendo aproveitá-los melhor e sem desperdícios.
Uma vez que um personagem tenha todos os recursos para criar um objeto, ele deve utilizar o tempo necessário para essa fórmula. Como será explicado adiante, quando esse tempo não exceder uma hora, é possível criar o objeto durante um descanso longo.