Grammarsalad/EE_Crafting

Blacksmithing: Maintenance & Modifications

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While the primary purpose of Blacksmithing is to forge armor and weapons from metal, for an adventurer such events are important milestones that generally will not occur everyday.

The following are some tasks that the adventurous blacksmith can perform that provide a more day-to-day utility to the proficiency, giving them minor ways to enhance or adapt their gear.

These are minor crafts can be completed in 2 hours, or as their action while making camp, with the expenditure of 1 use of a Smithing Kit.

The following are “minor crafting options” for Blacksmiths:

Maintain & Improve Gear

One of the perks of having a blacksmith in the field is their ability to keep gear in its best condition, giving you an edge (sometimes literally) in the quality of your gear and weapons. In order to perform this action, all weapons and armor that will be maintained must be in the crafter's inventory, as well as their smithing kit.

A weapon maintained in this way gains a +1 bonus to hit or damage (your choice). For a set of armor, the wearer gains a +1 bonus to AC. These bonuses are not magical and this action cannot make a non-magical weapon capable of hitting a creature normally immune to that weapon type.

The chance of success is CONTINUE

There is always a 5% chance that the weapon or armor maintained in this way is destroyed if it is non-magical. Magical equipment cannot be destroyed in this manner, but a piece of magical equipment that would otherwise be destroyed can never benefit from future Maintain & Improve gear checks.

Repair Gear

Sometime in the course of adventuring, weapons or armor will become severely damaged or destroyed. Over the course of 2 hours, you can repair this damage. The process requires a number of uses of your smiting kit depending on the item repaired:

  • Small weapons (e.g. daggers): 1 use
  • CONTINUE

Salvage Material

You can obtain materials by salvaging them from their natural occurring nodes, from creatures, or by breaking down existing items.

Salvaging produces 4/5 the materials that are ordinally required to create the item in the first place (minimum 1 scrap). For the purposes of salvage, 1 ingot is equal to 5 scraps. Alloys yield 4/5 of the alloy, or, at the character's discretion, 4/5 of each of the components that make up that alloy. Magical items yield enchanted materials that can be recrafted into an item of equal enchantment. Unless otherwise stated, a magical item is composed of steel.

Creating Alloys

Certain materials can be synthesized from existing materials, yielding stronger materials that create stronger items. Alloys that can be synthesized, and the requirements per ingot required, are as follows:
Adamantine

Creating Alloys

Material Requirements Value
Coal - 5 gp
Ingot, Adamantine 1 Ingot, Steel; 1 Ingot, Adamant; Magical Forge 60 gp
Ingot, Adamant - 20 gp
Ingot, Iron - 10 gp
Ingot, Mithril - 40 gp
Ingot, Steel 1 Ingot, Iron; Coal 10 gp
CONTINUE

Crafting equipment from scratch

Equipment crafted from scratch can have a number of desirable properties not normal for that kind of weapon if made by a skilled blacksmith. Only certain items can have certain properties, and there is a limit to the number of modifications that can be made to a particular item. Each item has a number of modification "Slots" that represent the number and degree of modifications that it can take. Some modifications do not use up any slots while others use more than one, but typically, a modification takes up one slot. The number of slots available by item type are as follows:

Equipment Modification Slots

Item Type Slots
Small Blades 1

Equipment Modifications

Modification Name Effect Slots Item Restrictions Requirements Incompatibilities
Aerodynamic +1 to hit (ranged) 1 Thrown weapon
Balanced +1 Weapon Speed; +1 to hit 1 1 handed weapon Weighted
Finesse Used Dexterity instead of Strength 1 1 handed bladed weapon Weighted
Weighted +2 Dam; str req: 13 1 Blunt or 2 handed melee weapon Balanced; Finesse