Crafting Your Own Items

Author: Chris van der Linden

L

ife in Savage Dawn is one of perpetual danger and those fighting for their survival must be willing to arm themselves with whatever they can find. Even the smallest edge means the difference between life and death. The simplest forms of protection are thick animal hides, blunting the blow of piercing weapons or lashing claws. Warriors craft their weapons from naturally available materials such as stone, wood, and bone. The serrated jaw of a Racca Eel makes for an excellent dagger. Bones from large mammals can be filed into exceptionally sharp spears and blades. Even the most unassuming sliver of rock bound to a pole makes for a vicious armament. Leather is often sewn into vestments that are boiled in oil to harden its surface.

More elaborate and protective armor can be fashioned from bone plates, coming from skinned animals and cadavers. Strung together with intestines or fur yarn, these crafted pieces are unique to the wearer, and often adorned with trophies and tribal markings. Being a vital and irreplaceable artifact, sets of armor like this are often religiously maintained for life by its owner and the rare sets of metal armors forged by the Dwarves or recovered from the ruins in the Ethervale are prizes of immeasurable value.

 

Fabricating your own items

Crafting your own items, armor, and weapons follow these simple rules. To create your own items you need to:

  • Know which materials work together to successfully make an item. (See Crafting Slates) This kind of knowledge is handed down through the generations – chronicled in the form of Crafting Slates
  • Possess the required materials to fabricate the item. (See Crafting Materials) On a failed crafting skill check, materials can be damaged or destroyed.
  • Succeed at the skill roll to meet the crafting DC for the item. The game master generally sets the DC, depending on how complicated the item is to craft

Basic Items require no check

It is assumed that being born in this primitive world, from a young age you are taught the basic skills needed to survive. Anyone can craft a basic item, for example, a weapon such as a knife, club, or bow.

DCExample Crafting Difficulty Class
-Simple items such as knives, clubs, or slings (requires no DC)
10Multi-part weapons and items
15Items with a minor benefit such as +1 durability or damage modifier
20Items with a major special effect, property
25Items with a magical property or prysm enhancements
30Crafting a mythical item
40Astral epiphany to craft a legendary or mythical item

The Crafting Skill Roll

When you have acquired enough material components and know which ones to combine, you can attempt to craft an item once per day; this usually counts as your downtime activity. To successfully craft the desired item, you need to beat the DC set by the game master, with a d20 crafting skill roll.

  • Crafting DC – The GM sets a DC to beat in order to successfully create the item. Alternatively, the Crafting Slate you are following states the DC to beat.
  • Add Bonus – Hero’s can add one of the following to the d20 crafting roll, whichever grants the highest bonus: Spellcasting Ability bonus, Wisdom bonus or Intelligence bonus
  • Succeeding at Crafting – When you meet or exceed the crafting DC, the item is successfully created. If you rolled a natural 20 (without bonuses), the item gets a randomly chosen benefit, randomly chosen by the GM from the ‘Crafting Benefits’ table.
  • Failing at Crafting – Failing the crafting skill check means you did not manage to fabricate the item. You can try again the next day, reusing your materials. If you rolled a 1 on your crafting skill, 1d4 materials have been spent or broken beyond use. Some complicated items require you to succeed in multiple crafting rolls to create, taking a long time to make. In this case, it helps to have more materials than strictly needed, in case the crafting fails and the materials are spent.

Players who wish to create an item without possessing knowledge of how to fabricate it (eg. through a Crafting Slate or otherwise) are considered to be experimenting. As a rule of thumb, add +10 to the Crafting DC.
See Experimental Crafting 

Item Durability

The quality of items is not always the same, some are more easily damaged than others. Some unique (often magical) components lend extraordinary resilience to crafted objects, making them sought after and valuable bartering goods.

  • When you roll a critical miss during combat, roll another d20 and consult the table below to see if your item (eg.  weapon, armor, shield) gets damaged.
  • When your second roll is equal or higher than the listed number, all your item attributes are halved (eg. damage, range, effects, duration)
  • If you continue to use a damaged item and roll another critical miss and fail your durability check, your crafted item breaks beyond repair.

d20Crafted Item Durability
5>Low
10>Normal
15>High
20>Legendary

 

Repairing a Crafted Item

When a weapon, armor, or item becomes damaged, you can use your Crafting Skill Roll to attempt to repair it. Roll a d20 and meet the original Crafting DC to repair it. Note that you may require additional materials in order to repair an item. At the GM’s discretion, some items may not be repairable at all.

 

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The Savage Dawn campaign setting is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License , except for illustrations and images. Illustrations and images are used with permission, all rights reserved.