Carpentry-Crafting

When players have downtime between, or even in the middle of campaigns, it will be the case from time to time that they will want to use their skills to create something, either for themselves, or to sell and turn a profit while they wait out their next big adventure. The rules here are designed to provide a more comprehensive method for crafting items, as well as provide the DM with some ability to more precisely gage the value of certain magical items they might provide to their players within their adventures. This supplement will also detail option rules as to what materials a character might find, as well as how to find them and where.

Many crafts interact with each-other, and as such, there is some overlap between different crafts where noted.

Carpentry

Carpentry is the art of taking raw wood, and sometimes bone, and using it to create workable items. A wide variety of Carpentry disciplines exist, such as Fletchers, Bowyers, Shieldworkers, Bone workers, Shipwrights, and Wagonwrights, but for the sake of simplicity, all of these are covered under the umbrella of 'Carpentry'.

While Carpentry does not make enchanted items, it does make items that hold natural properties similar to enchantments. In addition, all enchanted items are made from rare materials, and masterwork crafters, thus a Carpenter may not make an Enchanted Bow, but an Enchanter would need a Carpenters's work to do so. Carpentry is also useful for building homes, ships, and other vehicles.

First we will detail the the process of Carpentry, and then we will go through some of the various items that you can craft(at your DM's discretion).

Milling

A carpenter typically does not simply pick up limbs off the ground and begin work(though in a bind they may for some things). Instead, tree's are often felled, and then cut into smaller batches of wood in a process called Milling.

Milling produces Bundles of Lumber, which will be the unit of measurement used by this supplement. While Bone is not typically milled, and is instead harvested, it will use the same measurement of Bundles for simplicity.

A Bundle of Lumber will typically weigh 10-20 lbs.

Carpentry Rules

In order to successfully craft an item, a Carpenter rolls his Carpentry Tools Proficiency Bonus+ Dexterity, against a DC set by the Created Item DC+ Tools Modifiers +Material Modifiers.

One roll is usually all that is made for a single item. The final score may have varying results depending upon the Carpenter's Roll. Critical Successes and Critical Failures are both possible, and are detailed in a chart later in this supplement.

As a Character levels up they gain more access to the types of things they can craft, the types of tools they can use, and the types of wood and bone they can use.

Carpentry
Level Proficiency Bonus Features
1st +2 Novice Carpentry, Novice Tools, Simple Component Shaping
2nd +2
3rd +2 Fletching
4th +2 Craft Weaponry, Craft Bone Armor
5th +3 Apprentice Carpentry, Apprentice Tools
6th +3 Build Simple Structure
7th +3 Craft Simple Transport
8th +3
9th +4 Journeyman Carpentry, Journeymans Tools
10th +4 Build Complex Structure
11th +4 Advanced Bone Armor
12th +4 Expert Carpentry Focus
13th +5 Master's Tools
14th +5 Master Carpentry Technique
15th +5
16th +5 Expert Carpentry Focus
17th +6 Master Carpentry Technique
18th +6
19th +6 Master Carpentry Technique
20th +6

Novice Tools

You are proficient with Basic Artisan's Tools. In addition, you are proficient with an Iron Bladed Mill.

Novice Carpenter

You've learned to Mill and craft using Basic Woods, and Lesser Bones.

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PART 2 | Carpentry

Simple Component Shaping

You are capable of creating the basic components for most items that a Carpenter would make. This includes lumber, arrow shafts, crossbow components, wooden jewelry, Javelin shafts, crossbow shafts, planks, wheels, furniture and other items of the like.

Simple Component Shaping also includes the ability to create paper at a Mill.

In one day you may craft; 20 arrow or crossbow shafts, 5 Javelin tips, or 2 pieces of Jewelry, 1 piece of furniture, or 100 pieces of paper.

Time to Craft: 1 day (2 TP)

Requires: Artisan's Tools

DC= 10

Cost= 25 SP

Bundles of Lumber= 1

Fletching

At 3rd Level you've learned the art of Fletching. Fletching involves putting together weapon tips, such as arrowheads, bolt tips, created with Smithing and Alchemy, with shafts, created with Carpentry. You may craft these items out of wood or bone.

You may create 20 Arrows, Bolts, or 5 Javelins at a time.

Time to Craft: 1 Day (2 TP)

Requires: Artisan's Tools

DC= 10

Craft Weaponry

At this level you are able to craft weapons made of wood or bone. These weapons include the Club, Quarterstaff, Shortbow, Longbow, Blowguns, and shields. In addition, you are now able to craft musical instruments made of wood, such as flutes, guitars and the like.

Time to Craft: 1 Week (10 TP)

Requires: Artisan's Tools.

DC=12

Cost= Half the cost of the item

Bundles of Lumber= 2

Craft Bone Armor

At 4th level you have learned to craft armor out of bones. At this level you can create Medium Suit's of Armor out of Bone.

Bone Armor decreases the Maximum Dexterity modifier of the armor by 1.

Time to Craft: 1 Month (30 TP)

Requires: Artisan's Tools

DC= 14

Cost= Half the cost of the item

Bundles of Bones= 5, 1 Set of Padding

Apprentice Carpentry

As an Apprentice Carpenter you've learned to work a wider variety of woods, typically those that bear fruit, or some minor special traits. At 5th level you may work with Fruiting Trees, Hard Woods, Felsul, Blueleaf, and Minor Bones.

Apprentice Tools

At 5th level you have learned to use Steel Tools, and a Steel Bladed Mill.


Build Simple Structure

At 6th Level your knowledge of Carpentry has progressed to the point that you can build a simple structure. This takes a great deal of time, and typically you must own the land you intend to build upon(unless you're building for someone else).

You may build a Simple Wooden Structure, such as a Cabin, Barn, or other building that fills one land Hex.

Time to Craft: As Per Land Chart

Requires: Steel Tools, Steel Bladed Mill

DC= 16

Cost= Half the cost of the Building

Bundles of Lumber= 50

Craft Simple Transport

At 7th level you've gained enough knowledge with Carpentry that you can create simple vehicles with moving wooden parts.

You may now craft Rowboats, Keelboats, Carriages, Carts, Wagons, and sleds.

Time to Craft: 1 Month (30 TP)

Requires: Steel Tools, Steel Bladed Mill

DC= 16

Cost= Half the cost of the item

Bundles of Lumber= 15

Journeyman Carpentry

At 9th Level the Carpenter may now work with rare woods, and the bones of powerful creatures. You may now create items with Shadowtop, Phandar, Duskwood, Ironwood, Ebony Coral, Zenium and Strong Bones.

Requires: Stabilized Tools

Build Complex Structure

At 10th Level the Carpenter has discovered new ways to apply geometry, and building techniques in order to craft Complex Structures.

Complex Structures can take up to 4 Hexes(1 Medium Parcel)

Time to Craft: As Per Land Chart

Requires: Stabilized Tools, Steel Bladed Mill

DC= 19

Cost= Half the cost of the Building

Bundles of Lumber= 100

Advanced Bone Armor

At 11th Level a Carpenter learns to work bones into more advanced suit's of armor, with moving parts. A Carpenter may now craft Splint Mail, and chainmail out of bones.

Time to Craft: 3 Month (90 TP)

Requires: Stabilized Tools

DC= 18

Cost= Half the cost of the item

Bundles of Bones= 20, 2 Sets of Padding

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PART 2 | Carpentry

Expert Carpentry Focus

At 12th Level a Carpenter has advanced their skill in a specific area of carpentry above others. A Carpenter may learn one of the following Focuses at 12th Level, and learns a second Focus at level 16th level.

Vehicle Crafter- You've learned to craft bigger, and better vessels for travel. You may now craft Galleys, Longships, Sailing Ships, Warships, Carriages, and Chariots.

Time to Craft: 3 Months (90 TP)

Requires: Stabilized Tools, Steel Bladed Mill

DC= 19

Cost= Half the cost of the item

Bundles of Lumber= 100

Bone Armor Crafter- With a focus in crafting Bone armor you reduce the time it takes to craft a full suit of armor by 1 day.

In addition, you may now make Platemail out of Bone. It takes 6 Months to craft a suit of platemail.

Time to Craft: 6 Months (180 TP)

Requires: Stabilized Tools, Steel Bladed Mill

DC= 19

Cost= Half the cost of the item

Bundles of Lumber= 15, 3 Sets of Padding

Master Bowyer- You are a Master at crafting bows. Decrease the DC by 2 when crafting Longbows or Shortbows. In addition, when you craft arrows or bolts, you may craft twice as many in a day as normal.

Miller- Your focus is not on crafting items, but creating raw Bundles of Lumber. When you use a Mill, or command others using a Mill for a day, you can create twice as many Bundles of Lumber as normal.

Decorative Carving- Your carvings are precise and beautiful, known for their artistic detail as much as their structure. If you beat the DC for an item you craft by 5 or more, the item can be sold for twice as much as normal.

Keep Builder- You are now capable of building truly tremendous structures made of wood. Capable of being ten stories tall, or more, with as many additions as your DM will allow.

There is no limit to the size of building you may craft.

Time to Craft: As Per Land Chart

Requires: Stabilized Tools, Steel Bladed Mill

DC= 22

Cost= Half the cost of the Building

Bundles of Lumber= 200

Master's Tools

At 13th Level the Carpenter is able to utilize rare, and powerful tools and mills to work metals. The Carpenter may now use a Diamond Bladed Mill. In addition, the Smith may now utilize Diamond Tipped Tools.

Master Carpentry Technique

At 14th Level the Carpenter has learned ancient techniques for shaping the most powerful, and rare woods and bones. Choose one of the following, you learn how to craft items out of it: Weirwood, Treant, Silverbark, Fey-Wood, Lich Bones, Dragons Bone, or Unicorn Bone.

You may choose a second technique at level 17, and a third technique at level 19.


Tools of the Trade

A Carpenter is only so good as his tools are. All Carpenters require, at minimum, a variety of shaping blades, and polishes. In addition, to take raw trees and break them down to useable Bundles of Lumber a Carpenter is required to use a Mill.

Better quality Tools allow a Carpenter to crafter higher quality materials, and assist in easier creation of simple items.

Lumber Mills

The grinding and churning of the mill beats a constant tempo of progress and production. A mill is the heart of civilization, carrying lifeblood to all its other aspects.

Iron Bladed Mill

A basic Mill outfitted with Iron Saw Blades.

Benefit: If this room is fully staffed by at least 6 unskilled hirelings, and at least 1 skilled hirelings proficient in a relevant set of artisan's tools, it can produce refined materials from available raw resources. If these raw resources are supplied, the mill can generate salable materials worth 1d6 times 100 sp every 30 days. These materials may be sold to interested buyers, or used in place of cost for crafting, if applicable.

Construction Cost: 1,500 SP

Construction Time: 15 Days

May work: Basic Woods, Hard Woods, Fruiting Trees, Felsul, and Blueleaf.

DC Adjustment= 0

Bundles of Lumber Per Day= 10

Steel Bladed Mill

Advanced blades that can be outfitted into a basic, Iron Bladed Mill. Steel blades are required to cut through hard, and rare woods.

Benefit: If this room is fully staffed by at least 6 unskilled hirelings, and at least 1 skilled hirelings proficient in a relevant set of artisan's tools, it can produce refined materials from available raw resources. If these raw resources are supplied, the mill can generate salable materials worth 1d8 times 100 sp every 30 days. These materials may be sold to interested buyers, or used in place of cost for crafting, if applicable.

Construction Cost: 1,500 SP(+ Iron Bladed Mill)

May work: Shadowtop, Phandar, Duskwood, Ironwood, Ebony, Coral, and Zenium.

DC Adjustment= -1

Bundles of Lumber Per Day= 15

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PART 2 | Carpentry

Diamond Bladed Mill

Advanced blades that can be outfitted into a basic, Iron Bladed Mill. Steel blades are required to cut through hard, and rare woods.

Benefit: If this room is fully staffed by at least 6 unskilled hirelings, and at least 1 skilled hirelings proficient in a relevant set of artisan's tools, it can produce refined materials from available raw resources. If these raw resources are supplied, the mill can generate salable materials worth 1d8 times 100 sp every 30 days. These materials may be sold to interested buyers, or used in place of cost for crafting, if applicable.

Construction Cost: 24,000 SP(+ Iron Bladed Mill)

May work: Weirwood, Treant, Silverbark, and Fey-Wood

DC Adjustment= -2

Bundles of Lumber Per Day= 30

Artisan's Tools

Skill at carpentry enables a character to construct wooden structures. A carpenter can build a house, a shack, a wooden cabinet, or similar items. Carpenter’s tools also include a saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel.

Artisan Smith's tools

A simple set of Hardened Iron Tools.

DC Adjustment= 0

Cost to Purchase 8 SP

Steel Tools

A set of Artisan Carpenters Tools made out of Reinforced Steel. These blades are capable of cutting through harder woods with ease.

DC Adjustment= -2

Cost to Purchase 100 SP

Stabilized Tools

Stabilized Tools are crafted out of Meteoric Iron, a metal with a high melting point. Stabilized Carpenter's tools often include tools with minor enchantments to aid in crafting.

DC Adjustment= -4

Cost to Purchase 1,000 SP

Diamoned Tipped Tools

Diamoned Tipped Tools are a pinnacle of perfection. Typically only owned by ancient Grandmaster Carpenters, a set of Diamond Tipped Tools is often worth killing for according to most Carpenters.

DC Adjustment= -6

Cost to Purchase May Not be Purchased.

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PART 2 | Carpentry

All About Lumber

Carpentry is all about wood, an abundant resource in most of the world. Once trees of the desired type have been located, the process of converting them into useable units is much more complicated.

Bones are another useable item by Carpenters, and are much more straight forward. In order to find bones of the desired type, you have to find the animal who's bones you'd like, kill them, and then butcher them.

Locating Wood

Once per week of travel a Character may attempt to search for signs of Wood, though this is a relatively simple task in most area's. To determine if you find trees suitable for lumber roll Nature+ Wisdom Check against a DC set by the environment the Character is Currently in.

If you want to search for a specific type of lumber, the DC is 30. Trees not found on the Terrain table for a region cannot be found there.

Ecosysytem
Terrain DC
Grassland 19
Desert 30
Forest/Swamp 10
Hills 15
Coastal/Underwater 17
Mountains 15

Trees are not typically found in Underground or cave areas.

Grasslands

Grasslands are any terrain that is relatively flat, this includes farmlands, fields, plains and the like.

Grasslands
Roll Trees Found
1-6 Basic Woods
7-9 Fruit(Figs)
10-12 Fruit(Apple)
13 Fruit(Orange)
14-18 Hard Woods
19 Ebony
20 Silver Bark

Desert

Desert Terrain is typically low, or extremely high altitutde area's with blistering heat. Little vegetation typically grows in the desert, and minerals are closer to the surface.

Desert
Roll Trees Found
1-10 Basic Wood
11-18 Fruit Tree(Fig)
19 Ebony
20 Ironwood

Forest/Swamp

Forested Area's are typically covered in trees. This terrain also shares it's lumber list with swamps, and jungles.

Forest/Swamp
Roll Trees Found
1-7 Basic Wood
8-10 Hard Wood
11 Felsul
12 Blueleaf
13-14 Shadowtop
15 Phandar
16 Duskwood
17 Ironwood
18 Silverbark
19 Fey-Wood
20 Weirwood

Hills

Rolling hills are a common terrain type with sparse trees.

Hills
Roll Trees Found
1-12 Basic Wood
13-14 Blueleaf
15 Phandar
16-19 Hard Wood
20 Zenium

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PART 2 | Carpentry

Coastal/Underwater

Coastal and Underwater area's can often be rife with volcanic and seismic activity, making them excellent places to find Coral.

Coastal/Underwater
Roll Metal Found
1-5 Basic Wood
6-9 Hard Wood
10-12 Fruit Tree(Coconut)
13-19 Coral
20 Fey-Wood

Mountains

Rough, rugged conditions make finding trees in Mountains more difficult.

Mountains
Roll Metal Found
1-10 Hard Wood
11-12 Blue Leaf
13 Felsul
14-16 Shadowtop
17 Duskwood
18-19 Ironwood
20 Zenium

Milling

After successfully finding Trees, the next step is felling them! Almost as easy as finding trees, a Character must roll a Carpentry+ Strength Check, DC 16.

Once a Tree is felled, it must be milled. If a Mill is available the Character gets more useable wood out of the tree, if not, they sacrifice some of the wood to gain raw Lumber.

Milled trees yield 1d4+1 Bundles of Lumber. Unmilled trees for raw Lumber yield 2 Bundle of Lumber.

Trees

Felled Trees in their most basic form are almost useless. They can be sold for very small profits, but to truly get anything out of them they must be broken down at a Mill into Bundles of Lumber. Some types of Wood have special properties to them that will be detailed below.

All Woods will alter the DC of crafting with them.

Basic Woods

Basic Woods come in many shapes and sizes, but have the same characteristics, they're easy to work with, not too brittle, and not too hard. Examples of basic Woods include; Beech, Cedar, Elm, Hickory, Oak, Pine, Spruce, Thorn, Willow. Basic Woods grow in nearly every climate.

Cost per Bundle 15 SP

Properties None. This type of wood has no distinguishable Properties.

DC Adjustment= -2


Hard Woods

Hard Woods are typically more resilient than typical Woods that live in harder climes, and more resilient to damage, at the cost of less flexibility. Examples of types of Hard Woods include Oak, Ash, Maple and Poplar.

Cost per Bundle 20 SP

Properties None. This type of wood has no distinguishable Properties.

DC Adjustment= 0

Fruiting Trees

Fruiting Trees are a boon to anyone in the wilderness. While often Fruiting Trees are Hard Woods, they also provide sustenance in times of need.

Cost per Bundle 20 SP

Properties If Harvested in Summer, or Spring, each tree provides 5 days worth of fruit rations.

DC Adjustment= 0

Felsul

Felsul are gnarled, twisted trees with a deep brown hue and a crumbling texture (old bark constantly rots and flakes away from a mature felsul). Young felsul trees are light green in color and are as fresh and soft as leafy plants. After felsul are 10 or more years old (and 3' or more in height), they darken in color and begin to twist and curve as their roots dig deeper and the winds shape their frail trunks. Felsul grow on rocky crags, cliff edges, and clefts, providing the only tree cover in many cold, rocky areas of the North.

In the spring, these trees burst into flower; the crushed petals of their vivid yellow-and-purple blossoms yield a delightful, spicy perfume highly prized by ladies. Faded Felsul blooms are carefully gathered each year by venturesome souls, for a large sack of these petals can command a price of up to 30 sp if supplies are scarce.

Felsul wood burns poorly and is too weak and gnarled for furniture or buildings, although felsul-root is a favorite of those who carve images, toys, and holy symbols.

Cost per Bundle 20 SP

Properties Felsul is not able to be crafted into furniture, buildings, weapons or shields.

If harvested in Spring a Felsul Tree will yield 1d20+10 SP worth of Felsul Blossoms(When sold to an alchemist or perfurmer).

DC Adjustment=+2

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PART 2 | Carpentry

Blueleaf

Blueleaf trees have leaves of an eerie, gleaming blue hue, which are many-pointed and rather like those of maples in appearance. Blueleaf trees are very delicate and have many small branches. As a rule, these trees are very supple; they bend in high winds and under heavy ice loads (rather than breaking), and grow in thick stands which sometimes reach 40' in height. The trunks of these trees rarely attain diameters in excess of 8'.

Blueleaf trees yield a vivid blue dye much favored by clothier's; the dye is derived from the sap and crushed leaves of the Blueleaf trees. These trees are also favored for firewood cutting because they produce beautiful, leaping blue flames while burning.

Cost per Bundle 25 SP

Properties When a Blueleaf Tree is Milled it will yield 1d10+5 SP of Blue Dye.

In addition, a bundle of Blueleaf firewood, or Blueleaf torch cost twice as much.

Blueleaf more readily accepts Illusion enchantments. When applying an Illusion enchantment to an item made of Blueleaf wood, lower the DC by 1.

DC Adjustment= +2

Shadowtop

Shadowtop trees are the soaring giant of the forests. These trees grow very rapidly (up to 2 feet a year, if the weather is warm and damp enough), allowing some shadowtops to reach 90 feet or more in height. Trees of this size often have massive, pleat-ridged trunks flaring up to 20 feet in diameter at the base. The tree gets its name from the dense clusters of feather leaves which adorn its limbs. A shadowtop's leaves have frilled edges like those of an oak, with an irregular number of small fingers. These leaves are copper-colored on the underside all year round and deep green on the upper surface. The tops of these leaves fade to match the underside in the fall. The leaves cluster from spreading branches that make up the top 12 feet or so of the tree, which has few or no lower branches.

Shadowtop wood ("shadow wood") is fibrous and tough, but unsuitable for carving or structural work, as it has a tendency to split down its length under stress into a splayed mass of fibers. The fibers themselves are valued in ropemaking; a few are added to the twist when a rope is being made, increasing the strength and durability of the coil when it is complete. Shadowtop wood burns slowly (it must be ignited by a leaping fire composed of other woods) but very cleanly, with little smoke. The resultant flames generate a hot fire. Shadow top wood is thus favored for cooking.

Cost per Bundle 15 SP

Properties This type of wood has no special properties. It may not be used to craft weapons, shields, buildings, or vehicles.

DC Adjustment= +3


Phandar

Phandar trees are now uncommon due to heavy cutting of this wood for many years. This dearth comes as no surprise: The curving boughs of a phandar tree sprout in great numbers from a massive, knobby central trunk. These boughs are tough, springy, and terrifically strong. Phandar trees have triangular leaves of mottled shades of green. Often, these trees grow to 60 feet in height. The foliage of the phandar tree is shaped somewhat like an egg laid horizontally, the long axis of the egg growing in a tail in relation to the prevailing winds.

Phandar wood is greenish brown, with thin, black grain lines running throughout the depths of the wood. Jewelry carved of the wood usually makes use of these grain lines in its cutting to create patterns or pleasing waves of parallel lines. Bows and weapon handles are likewise often fashioned of phandar wood, although the curving nature of the wood makes it unsuitable for spear shafts and the like.

Cost per Bundle 30 SP

Properties Crafting bows, or Crossbows out of Phandar wood, increase both range categories by 20 feet.

Crafting a boat or ship out of Phandar is an easier feat. Remove one week from the crafting time.

DC Adjustment= +3

Duskwood

Duskwood trees are 60' tall. These straight trees have smooth, bare trunks marked by crowns of tiny branches. Duskwoods are named for the dark, eerie appearance of stands of these closely-clustered black trunks. Under the black bark (which shows a silver-gray color when newly broken or peeled) is wood that is smoky gray when cut - and as hard as iron. Most mast spars and building beams are made of mature Duskwood trunks. They are hard and resistant to fire, and they smolder rather than blaze when set aflame. As a result, duskwood trees tend to survive forest fires and the axes of woodcutters seeking firewood.

Cost per Bundle 500 SP

Properties Items crafted of Duskwood are fire Resistant.

In addition, Duskwood also takes Fire Resistant enchantments quite easily. Decrease the DC of Fire Resistance Enchantments on Duskwood items by 2.

DC Adjustment= +3

Iron Wood

Iron Wood is a stout tree, growing to around twenty feet in height. Thick and grey, with dark brown serrated leaves, Iron Wood gets its name for its sheer hardiness. When cut open Iron Wood releases a thin silvery colored sap that can be used as a dye. Many buildings, carriages, and ships are crafted out of Iron wood due to it's extreme toughness.

Cost per Bundle 700 SP

Properties Shields made out of Iron Wood have a +1 to AC.

Other items made out of Iron Wood are very sturdy, with higher hit points than those made of any other wood.

DC Adjustment= +3

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PART 2 | Carpentry

Ebony

Ebony is a dense black hardwood, most commonly yielded by several different species in the genus Diospyros, which also contains the persimmons. Ebony is dense enough to sink in water. It is finely-textured and has a very smooth finish when polished, making it valuable as an ornamental wood. Ebony is a favorite among Wizards and other spell casters when crafting staves and wands, because it readily accepts enchantments.

Cost per Bundle 700 SP

Properties Weapons and items Ebony more easily receive Enchantments, lowering the DC to Enchant the item by 2.

DC Adjustment= +3

Coral

Corals are marine invertebrates that typically live in compact colonies of many identical individual polyps. The group includes the important reef builders that inhabit tropical oceans and secrete calcium carbonate to form a hard skeleton. Coral is hard enough that it can be harvested, and milled like woods, and then carved similar to bone into shapes.

Corals' many colors give it appeal for necklaces and other jewelry. Intensely red coral is prized as a gemstone. Coral is often seen as a status symbol.

Cost per Bundle 700 SP

Properties Coral readily accepts Water based enchantments, and Charm based enchantments. When Enchanting an item made of Coral with a Water, or Charm enchantment, lower the DC by 2.

DC Adjustment= +3

Zenium

Zenium is a petrified soft wood(From the Zeni tree). While Zeni wood is not useable for much, being far too soft to shape, when petrified into Zenium it becomes an excellent material for crafting small ships, because Zenium is extremely buoyant. While Zenium is rare, the dwarven peoples have been planting small forests, cultivating them for a hundred years or so, and then burying them under pressurized soil to use after a century to build fleets for thousands of years.

Cost per Bundle 1,500 SP

Properties Zenium is perfect for making ships. When crafting a ship made of Zenium, cut the cost in half.

In addition, a ship made of Zenium can travel at twice the speed of a normal ship.

DC Adjustment= +5


Weirwood

Weirwood is a rare and highly prized variety of tree that grows into huge many-branched forest giants if undisturbed. Most surviving Weir trees are found in the depths of the huge forests of the North, and they are actively protected by dryads, hamadryads, druids, treants, and rangers. Weirwood will not burn in normal fires; only magical fire can ignite or consume it. Weir trees yield resilient, durable wood that is favored in the making of musical instruments such as lutes and harps. Instruments fashioned of this wood create a particular warm, clear sound that resonates without distortion. Weir trees are very similar to oaks in appearance but are seldom seen by men. A bluelight, dancing lights, faerie fire, light, or continual light radiance that comes into contact with nondweomered weirwood, cut or living, lingers around the wood for 2-4 rounds, even if the source of the radiance is removed.

Cost per Bundle 25,000 SP

Properties Items made of Weirwood are Immune to Fire.

In addition, a bluelight, dancing lights, faerie fire, light, or continual light radiance that comes into contact with non-enchanted weirwood, cut or living, lingers around the wood for 2-4 rounds, even if the source of the radiance is removed.

Weirwood readily accepts Light Enchantments, decreasing the DC by 3.

DC Adjustment= +5

Treant Wood

Treants are awakened trees that dwell in ancient forests. Although treants prefer to while away the days, months, and years in quiet contemplation, they fiercely protect their woodland demesnes from outside threats.

Sometimes, a Treant will gift a person with a Bundle of their wood in exchange for a favor. Otherwise, a Treant must be killed, a decidedly evil act, and harvested for it's Lumber.

A fully grown Treant will yield 1d10+2 Bundles of Lumber if it is killed and milled.

Cost per Bundle 25,000 SP

Properties Items made of Treant Wood readily accept Druidic Enchantments. Decrease the DC of any Enchantment placed by a Druid on a Treant Wood item by 3.

In addition, if a Treant Wood Arrow(or roughly the equivalent amount) is buried, a fully grown tree of a random type for the biome will grow to adulthood within 3 months.

DC Adjustment= +5

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PART 2 | Carpentry

Silverbark

Silverbark trees are rare, elven trees that flourish in wet ground, generally near bogs and swamps, but sometimes in deep ravines in the depths of large forests. Individual trees are thin and straight, and seldom more than 15' tall. Their trunks, which are usually 3-4' in diameter, serve as staves, poles, and amazing bows. The silver bark which gives the tree its name is loose and peels off in strips, as birch does. The wood of this tree dries out thoroughly after it is cut and, after a year or so, making it hard as steel.

Silverbark is rare, but can often be found in small groves. Its leaves are large and oval-shaped, with pointed tips and tiny saw-toothed edges. These leaves are a deep red in color, with purple patches starting where they attach to their stems and continuing to their branches. The leaves are durable and waxy, and are often used to wrap fresh game.

Cost per Bundle 25,000 SP

Properties Weapons made of Silverbark count as having a +1 bonus to hit, because of their near mystical properties.

In addition, the bark of Silverbark is often used as spell scrolls. Worked into Paper, Scrolls made of Silverbark are much easier to enchant with mystical energy. Decrease the DC to craft any Scroll with Silverbark by 3.

DC Adjustment= +5

Fey-Wood

Fey-Wood is a multi-hued tree that borders Fey lands. Often growing around ten feet tall, a Fey-Wood sprouts roughly a dozen branches, tipped with patches of color-changing needles like a pine. These needles are highly prized by Enchanters in the creation of inks.

Fey-Wood often sparkles and glitters with light, making these trees highly sought after as jewelry and other glamorous items.

Cost per Bundle 30,000 SP

Properties When fashioned into an item, Fey-Wood glimmers and glitters with light, shedding changing colors in a 15 foot radius.

Fey-Wood also readily accepts Enchantment and Illusion Enchantments, decreasing the DC by 3 on these items.

DC Adjustment= +5


Bones

The Bones of creatures are often used by primitive tribes to craft weapons, armor and trinkets. Often more civilized races use Bones to craft items to inspire dread in their foes, or to show that they've slain a fearsome creature.

Gathering Bones

Gathering Bones is a straight forward process, find the creature who's bones you want, kill it, and harvest the bones.

In order to Harvest the Bones of a creature, roll an Dexterity+ Survival check, against a DC of 16. If you fail you've ruined the carcass, and nothing can be retrieved. On a success you gain Bones, Servings of Meat(One serving is equivalent to one Ration), and Bundles of Hide(Or Scale), used by Leatherworkers, based on the creatures size.

In addition, the Challenge rating of a creature determines the type of bone that it yields; Lesser, Minor, or Strong. Some specific creatures Bones have special properties, and are detailed below.

Types of Bones
Challenge Rating Bone Type Yielded
0-4 Lesser
5-9 Minor
10+ Strong

Small Creatures

Bundles of Bones Yielded 0

Servings of Meat Yielded 1

Bundles of Hide or Scale Yielded 1/2

Medium Creatures

Bundles of Bones Yielded 1

Servings of Meat Yielded 2

Bundles of Hide or Scale Yielded 1

Large Creatures

Bundles of Bones Yielded 2

Servings of Meat Yielded 3

Bundles of Hide or Scale Yielded 2

Huge Creatures

Bundles of Bones Yielded 4

Servings of Meat Yielded 6

Bundles of Hide or Scale Yielded 4

Gargantuan Creatures

Bundles of Bones Yielded 8

Servings of Meat Yielded 12

Bundles of Hide or Scale Yielded 8

Collosal Creatures

Bundles of Bones Yielded 16

Servings of Meat Yielded 24

Bundles of Hide or Scale Yielded 16

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Lesser Bones

Lesser bones are the bones of normal creatures. Typically Lesser Bones are those of animals, such as deer, boar, bears, horses, and even other Humanoids.

Cost per Bundle 3 SP

Properties Lesser Bones have no special properties.

DC Adjustment= 0

Minor Bones

Minor Bones are typically the bones of Monsters and dangerous creatures that most commoners would not see, such as Basilisk, Chimera, Giant Bones, Undead, Griffon, Magmin, Manticore, Fey Bones, Salamander, Wyvern, Giant Strider, Drake.

Some Minor Bones have special properties, as detailed below.

Cost per Bundle 100 SP

Properties Minor Bones accept enchantments more readily than other bones. Bones other than those described below lower the DC to enchant them by 1. Bones listed below lower the Enchanting DC by 2.

Fire Enchantments: Chimera, Fire Giant, Magmin, Salamander, Giant Strider, Red Drake.

Cold Enchantments: Winter Wolf, White Drakes, Ice Giant.

Poison Enchantments: Manticore, Green Drakes, Giant Spider, Wyvern, Ettercap.

Lightening Enchantments: Blue Drakes, Storm Giant, Cloud Giant.

Acid Enchantments: Black Drakes.

Necromancy Enchantments: Undead Bones

DC Adjustment= +2

Strong Bones

Strong Bones are those of powerful creatures that pose serious threats. Almost all Strong Bones have some magical properties, and those that dont can typically be carved into deadly designs.

Cost per Bundle 300 SP

Properties All weapons made out of Strong Bones deal +1 to Damage.

Strong Bones of Huge or Larger creatures can be used to craft buildings, ships, and vehicles.

Celestial Bone Weapons deal +1d4 Radiant Damage.

Behir Bone Armors have Lightening Resistance.

Demon and Devil Bone Weapons deal +1d4 damage to Good aligned creatures.

Dryad crafted Armor gives the wielder a +2 on Saves vs Spells.

Nightmare Bone Weapons deal +1d4 Fire Damage.

Yeti Bone Weapons deal +1d4 Cold Damage.

DC Adjustment= +4

Lich Bones

Lich Bones are infused with raw, unbridled magic. Those able to slay a Lich, and craft armor or weapons made out of it are truly terror's to behold.

Cost per Bundle 25,000 SP(Unable to be purchased)

Properties Armor crafted out of Lich Bones gives the Wearer Advantage on Saves against Spells.

Weapons made out of Lich Bones deal +1d8 Necromantic Damage.

DC Adjustment= +6

Dragon Bone

Dragon Bones are some of the hardest substances known. Crafted into suits of armor Dragon Bones offer unique Resistances, while crafted into weapons they bestow their element upon damage dealt with them.

Cost per Bundle 50,000 SP

Properties Dragon Bone Armor gives Resistance to the damage type of the Dragon.

Dragon Bone Weapons grant +1d6 Bonus damage the same as the Dragons type.

DC Adjustment= +6

Unicorn

While Unicorn bones are undoubtedly powerful, any creature that would use an item made of Unicorn Bones is undoubtedly evil.

Cost per Bundle 25,000 SP(Unable to be purchased)

Properties Weapons and Armor made with a Unicorns bone all have a +1 Enhancement Bonus.

In addition, items made with Unicorn Bone take Healing Enchantments easily. The DC to put a Healing Enchantment on a Unicorn Bone item is decreased by +4.

DC Adjustment= +7

Successes, and Failures

When crafting items, there will be successes and failures. The roll of a 1 is a complete Failure. If any other number is rolled that is a failure whatever if it is you are crafting suffers a set back, or a flaw.

Failure!

When a Character rolls a fail, not a 1, on their Crafting Check, roll 1d6. The item you're crafting suffers one of the following failures;

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Flaws
Roll Flaw/Setback
1 The Item takes twice as long to make.
2 Warp
3 You break one of your Tools. Must buy new Artisan Tools.
4 Crack
5 Extra Costs- You incur extra costs during the crafting of your item. Your craft uses an extra Bundle of Materials.
6 Weakness

Warp

A Weapon with a Warp suffers a -1 to hit.

A suit of Armor with a Warp suffers a -1 Armor Class Penalty.

Crack

A weapon with a Crack will break when it scores a Critical Hit.(It still deals critical damage).

Armor with a Crack will break when it suffers a Critical Hit.

Weakness

A Weak Weapon suffers a -1 penalty to Damage.

While wearing Weak Armor, a Character takes an extra point of damage from all attacks(But not Spells).

Great Success!

Just as there is bitter Failure, there is also the sweet high of success.

On a natural 20 you always succeed in your craft. Roll 1d6 to determine what sort of Great Success you've achieved!

Great Success
Roll Boon
1 The Item takes half the time to craft.
2 Perfect Geometry
3 You use one less Bundle of Wood in your crafting(Minimum of 1 Bundle used).
4 Masterwork
5 Inspiring
6 Masterpiece

Perfect Geometry

With Perfect Geometry you have excellent angles on your weapon. You gain +1 to the Damage of your Weapon.

While Wearing Armor with Perfect Geometry, the Dexterity Maximum is increased by +1(i.e., A Chain Shirt with perfect Geometry has a Dexterity Modifier Max of 3).

Masterwork

A Masterwork Weapon gains +1 to Hit.

Masterwork Armor gains +1 to it's AC.

Inspiring

When a Character crafts an Inspiring item, they gain a point of Inspiration. In addition, anyone that assisted in the creation of this item(apprentices, etc), gain a point of Inspiration.

Inspiring weapons are worth twice what a normal item of that type would be.

Masterpiece

Masterpiece Items are truly one of a kind. A Carpenter would be lucky if they ever craft a single one in their lifetime.

A Masterpiece item is counted as a +1 enhancement(+1 to Hit and damage).

Masterpiece items are often told stories about, and can grow to become legends in their own right. The DM is encouraged to work a minor plot point around this item.

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