Artifice
For those of you here just because you need a refresher, here's the quick n' dirty. For the rest of you, you can skip ahead.
1. First, figure out where your character's strengths lie.As the namesake of the class sharing this very term implies, artifice is the art of craft and invention. Devising, planning, and producing items both mundane and magical all fall within the umbrella of artifice. Unlike the class, which focuses more professionally on the artform, artifice as a concept is broadly available to all characters – provided they have the tools, knowledge, and resources available to produce whatever it is they wish to make.2. Second, figure out what you can make with the tools you know how to use. You must be proficient with a tool to use it for crafting. We have a general reference chart below, but the general idea is that it needs to make sense (an herbalism kit can be used to make healing potions, for example, but not potions of giant strength). If you're not sure, check in #ask-a-gan. 3. Third, decide what you want to make with your skills. Again, as long as it makes sense for your score and your kit to apply, pretty much anything goes. Adventure gear, equipment, trade goods, spell components - if it is an item with a GP value, you can craft it, except for Very Rare or Legendary magic items. 4. Take the item's cost, and divide by 100 (that means "take the last two digits off the end", so 1000 = 10). The result can't be lower than 10, and can't be higher than 25. This is the craft DC. 5. Go to #crafting-checks and make a check using the matching score plus your proficiency bonus against the craft DC. A template has been pinned for your convenience. 6. On a success, you can "buy" the item for half its listed cost. On a fail, you do not produce the item. You can make a number of checks each week equal to your proficiency bonus.
- Strength is used for hard labor (metal work, carpentry, etc)
- Dexterity is used for precision crafts (fletching, jewelcraft, tailoring, etc)
- Intelligence is used for complex work (trap mechanisms, firearms, magic items, etc)
- Wisdom is used for insightful work (medicines, potions, holy items, etc)
Please, for gods’ sake, PLEASE make yourself useful. -Ingleheimer, probablyIn Chromatia, the Artifice system permits players to craft their own equipment and gear supported by the powerful tools, enchantments, and peer assistance of the guild and the Primordials’ All-Forge. Tasks that would take others weeks and months (like crafting a complete set of plate armor) instead take a matter of days, if not hours, to accomplish. Characters who can reliably produce high level gear can easily gain renown amongst other players and within the game world, and can use it as a solid source of income producing low cost versions of popular items for other players. Consider popping into #chromatian-bazaar to advertise or purchase services! What can you craft? Virtually everything! Adventuring gear, spell components, equipment, even magic items (up to Rare*) are potentially at your fingertips. Read on to learn how. * Yes, you read that correctly. Up to Rare. Very Rare and Legendary items are simply too complicated for players to reliably craft in any reasonable length of time.
Checks & Balances
Using the same framework as Downtime Work, the Artifice system permits a set number of crafting attempts each week, up to the character’s proficiency bonus. When weekly reset comes through, you may then make another set of checks. Thus, a character with a proficiency bonus of +4 can make as many as 4 checks a week. Unlike other areas of the game, you must have proficiency with the required tool to perform a check and craft an item. There are no ifs, ands, or buts on this one. While it’s normal in other circumstances to say, let a player not proficient in Persuasion checks attempt a Persuasion check anyway, this same courtesy is not extended to artifice. It’s otherwise too complicated to attempt. Artifice checks are tracked in #crafting-checks. If it wasn’t posted here, it’s not a valid roll and will not be counted, whether you succeeded or failed. The command template has been pinned for your convenience in the channel – just copy and paste, replace anything in <> with the appropriate values, and run it. For advanced users mass producing items, feel free to add the -rr # syntax to your command to perform multiple rolls at once. If that doesn’t make sense, don’t worry about it.Cost
Crafting an item isn’t free, of course, nor is it necessarily guaranteed to succeed. How do we figure all that out? First, we check the “book” value of the item (see the relevant pages in Equipment for Chromatian price listings). Take a minute to check the item value if you haven’t already, then come back here. Got it? Good. Now divide whatever it is by 100. Whatever you end up with is your target DC – IE, the value you have to meet or exceed in order to succeed on your attempt. This value can be no lower than 10 (Trivial), nor can it be any higher than 25 (Extremely Difficult). If and when you succeed, you may then pay out gold equal to half the item’s value, representing the minimum cost of labor, materials, or whatever else you needed to get the job done. The only exception to this rule is magic items – magic items are instead made at a 10% discount, rather than 50%. If you’re not good at math and can’t be bothered to open a calculator, here’s a quick reference:- 5000 gp -> 4500 gp
- 2500 gp -> 2250 gp
- 500 gp -> 450 gp
- 250 gp -> 225 gp
- 100 gp -> 90 gp
- 75 gp -> 67 gp
- 50 gp -> 45 gp
Tools of the Trade
Now if you’ve got this far, you’re probably wondering what is required to make a given item, so you can actually figure out what tools you need and where to go from there. That’s fair. We now know what we can make, how much it’ll cost, and what we have to roll to succeed – the rest is easy. We’ve provided a set of catch-all rules to help define what tools can be expected to use and where. Keep in mind this list is not set in stone. If you can justify a different tool proficiency to accomplish the job, you’re free to appeal your case in #ask-a-gan and we’ll go from there. To start with, we need to determine which Ability Score should be associated with your check.- Armor, simple weapons, and martial weapons (excluding firearms) typically rely on your Strength score to carve, bend, work, and shape materials into what you need.
- Delicate accessories, jewelcraft, and precision trinkets typically rely on your Dexterity score to reliably finesse delicate or fine materials.
- Complex mechanisms, firearms, and magical items rely on your Intelligence to properly plan, calculate, and implement the necessary theorems and concepts to produce a functioning item.
- Medicines, potions, salves, and holy or fiendish items typically draw on your Wisdom to discern appropriate herbs, spiritual guidelines, or handle dangerous materials safely and combine them.