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Crafting Skills

Realm of Strife™ > Secondary Skills > Crafting Skills

Crafting skills are a school of Secondary Skills that enable players to create various items, weapons and armor. These skills encompass a range of disciplines such as blacksmithing, alchemy, tailoring, and siegecraft. With the correct raw materials and recipes, these skills can be used to craft gear for yourself and your party, or as a side business during down time between adventures.

Much like occupational skills, these skills afford a particular “Lifestyle” for a player character, that can carry its own benefits and risks. When used in a contractual manner GM discretion is required to determine what is reasonable and players may be asked to make some rolls on the Risk Tables.

Crafting skills offer opportunities for creativity, personalization, and income generation while providing tangible benefits like unique items and item maintenance.

Alchemy


An alchemist has the knowledge and skill to create a wide variety of potions and poisons. At low levels, only the most common recipes are known, but with dedication and skill, potions of immense power can be created. Most alchemists are a secretive bunch so only a few alchemical combinations are common knowledge. The only sure way to discover more combinations is by securing a recipe. However, some Alchemists may choose to discover new recipes from existing samples or experiment by trial and error, although finding someone to drink an unknown potion can be difficult. The success of a new combination depends on the components used, the level of the Alchemist, and of course the discretion of the GM.

See the Alchemy page for more details.

Requires: Alchemy equipment

Blacksmith


Blacksmithing gives the user the ability to repair mail or plate armor, weapons, and also at higher ranks, to craft weapons and armor. In addition, blacksmiths can make an assortment of tools and other items for retail or personal use. Smith’s tools such as an anvil and hammer, as well as a forge are required in order to make use of this skill.

See the Crafting Rules page for more details.

NOTE: The Weaponsmith and Armorsmith specializations are mutually exclusive, however, if a second Secondary Skill point is used on each skill level from Rank3 and up they can be leveled in tandem (i.e. 1st Skill point at Blacksmith Rank 3 is allocated to Armorsmith, the 2nd Skill point is allocated to Rank 3 again to unlock Weaponsmith rather than unlocking Blacksmith Rank 4. Then to unlock Rank 4 both as a Weaponsmith and Armorsmith would require another 2 skill points)

Requires: Smith’s tools and forge

Brewmaster


Everybody gets thirsty (except maybe the undead) which affords the Brewmaster a unique immunity in many situations. Rampaging warlords are likely to keep you alive so that you can keep their forces watered. Not only that, but your famous brews, spirits, and other fermentations make you very popular in the eyes of everyone from peasants to noblemen. Some of your concoctions may even imbue useful and interesting side effects, although these recipes are often closely guarded family secrets. Of course, proper brewing equipment is a must, and growing a large-scale operation requires many additional hands.

Requires: brewing equipment

Fletcher


With the correct tools in hand, the Fletcher skill allows for crafting arrows and bolts from raw materials. This can be a means to a modest living but is most beneficial for those who wield bows and crossbows in combat, and can therefore supply their own needs. A fletchers expertise also provides some minor bonuses when using bows or crossbows.

Most conventional arrows and bolts are considered a small item for each bundle of 20, meaning 1 crafting unit is required per bundle of 20. See the Crafting Rules page for more details.

In addition to the normal raw materials, magic arrows require 1 enchanting material per 20 arrows/bolts in addition to the standard materials.

Requires: Fletcher’s tools

Leather Worker


Leatherworkers possess the knowledge to not only craft a variety of leather goods but also properly tan raw animal hides to produce the materials required for their craft. Leatherworkers are skilled in crafting and repairing all manner of leather goods. At higher skill levels they can also learn advanced crafting techniques that can imbue their creations with additional attributes. Shears, measuring tape, needles, and thread (as well as a tanning rack if tanning hides) are some of the items required to make use of this skill.

Because they are typically also skilled tanners, Leather Workers can often produce leather armor for cheaper than normal by providing their own tanned hides for their work. See the Crafting Rules page for more details.

Requires: Leatherworker’s tools

Siegecraft


When those gifted in siege craft see a massive wall or impenetrable gateway, they see an opportunity to test their skills. Often times their creations find use in battlefield scenarios as well as ship-to-ship warfare where they are usually found operating or commanding their own creations. They are also well known for crafting defensive structures, and are the builders of forts and castles the world over. With the right crew of masons and carpenters, there is no end to what they can do (though often they possess those skills themselves). Some examples of their creations are catapults, battering rams, siege towers, palisades, walls, and keeps.

See the Crafting Rules page for more details.

Requires: Siegecrafter’s tools

Tailor


Whether peasant or noble, everyone needs a tailor from time to time, and as such, this is an occupation in high demand. Tailors are skilled in crafting and repairing all manner of cloth goods. At higher skill levels they can also learn advanced crafting techniques that can imbue their creations with additional attributes. Shears, measuring tape, needles, and thread are some of the items required to make use of this skill.

See the Crafting Rules page for more details.

Requires: Tailor’s tools

Tradesman (Craftsman)


There are many trades and crafts that one can learn whether by birth, necessity, or schooling. Regardless of the reason, most trades and crafts can be a significant source of income, and in some situations prove extremely useful while on an adventure or quest. Some examples are carpenters, masons, shipwrights, and jewelers. The only firm rule is that trades/crafts cannot be of a combative nature, thus it is differentiated from other skills such as blacksmithing and engineering. A tradesperson could build a house, a church, or a ship; but not a catapult, a fortified wall, or a bomb.

The required crafting units for tradesman projects can vary greatly, and GM discretion is required if crafting items that go beyond the standard item sizes. Depending on the scale of the project it could span days, months, or even years in some cases, such as building a large sailing vessel. See the Crafting Rules page for more details.

Requires: Craftman’s tools