Craft Arms And Armor

Key Attribute: Wisdom

This skill represents your ability to create and repair armor and weapons.

Rank 1 Ability

You may craft armor and weapons using the Craft rules.

Rank 2 Ability

If you have access to a bare forge or better, you may revalue the item at 3/4th its listed price in terms of crafting time.

Rank 3 Ability

If you have access to a bare forge or better, you may attempt to repair weapons and armor that have sustained damage.

Base DC: 15

Success: You restore 1 point of DR to a piece of armor, or 1d6 hit points or hardness points to a weapon or shield. For each 5 points you exceed the DC by, add +1 to the DR or +1d6 to the hit points or hardness points.

Failure: You affect the weapon or armor in no way. If you fail the check by more than 5, the armor loses 1 DR, or the weapon or shield loses 1d6 hardness.

Rank 4 Ability

Journeyman Smith
If you have access to a minor forge or better, you can craft weapons or armor at a decreased pace by electing to lower the Difficulty Check for the piece or set of pieces by -3, -6 or -9. This also results in an additional week for each modifier up to a maximum of a 1 month long craft check (1 week + 3 additional weeks for a DC at -9). Lowering the DC decreases the amount of work done for each week or day. Without access to at least a minor forge, you may elect to decrease the DC by -2 for an additional week of work for each check.

Always Carry a Spare
Whenever you craft a masterwork item, you can assemble some spare parts into a non-masterwork version of the same item at the same time at no additional cost, assuming such an item exists.

Rank 5 Ability

Sunder Armor
You can sunder armor. In addition, if you damage such an item, others can exploit the damage and attempt to sunder it as well.

Custom Grip
You may modify a weapon you wield to your personal grip. Treat this as crafting a weapon with the normal weapon’s DC and a cost equal to one tenth of its price, up to 100gp. A weapon fitted to your hand grants you a +2 bonus to opposed disarm rolls with it and gives any other wielder -2 to attacks with it. These bonuses and penalties are constant for as long as the weapon remains modified.

Rank 6 Ability

If you have access to a minor forge or better, you can craft weapons or armor at an increased pace by electing to raise the Difficulty Check for the piece or set of pieces by +5, +10 or +15. Raising the DC increases the amount of work done for each week or day. Without access to at least a minor forge, a craftsman may elect to add +10 to the DC of any item to work faster.

Rank 7 Ability

If you have access to a minor forge or greater, you can spend more time on the item, increasing its value by 25-150%. This is the new value and must be met in accordance with the standard Craft rules. Be sure to use this new value before calculating the base material cost of the item.

Rank 8 Ability

If you have access to a major forge, you can custom fit armor he has crafted for a specific person, increasing its value by 50%. This reduces the armor check penalty by 1, but increases the DC of Craft (arms and armor) checks by +4. The smith may also modify armor to provide the same bonus if he succeeds at a Craft (arms and armor) check of DC 15 + Damage Reduction of the armor.

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