Crafting Without Knowledge

Experimental Crafting

W hen your characters have no certain knowledge of the item they like to craft (eg. a Crafting Slate or other means of knowledge), they can experiment. Perhaps they possess a common weapon they want to try and imbue with a venomous bite, using fungal poison. Experimentation is encouraged, and those with clever wits and a drive for innovation have better odds of surviving the harsh wilderness. The GM can consult the Crafting Materials chapter to see what special effects certain materials can invoke into crafted items.

When your heroes have acquired a special item, they may want to study how it was fabricated. What special components have given it that unnatural power? What material is instrumental in providing that near infallible sharp edge?

Studying Materials & Crafting

Characters that spend time analyzing an item have a chance to uncover one or more of its required materials to attempt to craft their own in the future. Some armor, weapons, and items are so unique, that reverse engineering is usually only possible by seeking out knowledgeable NPCs, traveling the Ethervale, or deepest caverns below the earth to attain the lore long gone.

Just like crafting, once per day, a character can study an item in an attempt to discover what crafting components were used in its fabrication:

  • The DC for reverse engineering is 5 to 10 higher than the DC required to craft an item.
  • Characters can add their Spellcrafting Ability or Intelligence, Wisdom skill bonus when reverse engineering.
  • A character that succeeds at reverse engineering an item, counts as having a Crafting Slate, making future crafting attempts easier.


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