WEAPON CRAFTING

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jmecha
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WEAPON CRAFTING

Post by jmecha »

Weapon Crafting makes us of the Skill Craft Weapons and can produce a wide variety of results depending upon the materials used, skill ranks invested, and luck of the dice. Some of the important things to remember is to Craft a Weapon, your Character has to be able to equip said weapon, and the Difficulty for crafting scales not only with the grade of the material you use, but also with the size and complexity of the weapon being crafted.

For example....
Daggers are one of the easiest weapons in the game to Craft. They are small, cheap, simply weapons.
Longbows are one of the most difficult to craft weapons in the game because they are large, expensive, complex weapons.


The Raw Formula is as follows....
iDC = 20 + iValueDC + iSizeDC + iPropertyDC + iModDC

In English......
The Initial Difficulty is 20 + the Value of the Weapon + the Size of the Weapon + What Properties the Weapon already has + Materials Used

Also Note that You have to beat the the Base DC by 5 to get no flaws in your crafted weapon, and if you beat your Base DC by 10 or More it will be a Masterwork Weapon with additional qualities.


Weapons are broken down into a few different Size groups for the purpose of Crafting.

SIZE 1 WEAPONS ((-4 to Base DC))
Dagger
Sling
Dart
Gloves
Shovel
Nunchuck
Kukri

SIZE 2 WEAPONS((-2 to Base DC))
Lightmace
Sickle
Arrow
Bolt
Bullet
Handaxe
Pickaxe
Shortsword
Shortspear
Kama
Lighthammer
Club
Whip

SIZE 3 WEAPONS(( No Effect to Base DC))
Magicstaff
Morningstar
Battleaxe
Throwingaxe
Lightflail
Longsword
Scimitar
Warhammer
Lightcrossbow
Shortbow

SIZE 4 WEAPONS(( +1 to Base DC))
Weapon size 4 weapons always get a mastercraft bonus of damage, AC, massive crit, or damage bonus of some sort
Quarterstaff
Greataxe
Greatsword
Halberd
Heavyflail
Trident
Greathammer
Scythe

SIZE 5 WEAPONS ((+4 to Base DC))
Weapon size 5 weapons always get a mastercraft bonus of damage, AC, massive crit, or damage bonus of some sort
Diremace
Doubleheadedaxe
Twobladedsword
Bastardsword
Dwarvenwaraxe
Rapier
Longbow
Heavycrossbow
Katana

Weapons Values are also important
Weapon Value is less then 15gp, -5 to the Base DC
Weapon Value is between 15gp and 119gp, No Change to the Base DC
Weapon Value is between 120gp and 849gp, +2 to the Base DC
Weapon Value is between 850gp and 1619gp, +3 to Base DC
Weapon Value is between 1620gp and 2999gp, +4 to the Base DC
Weapon Value is between 3000gp and 5999gp, +5 to Base DC
Weapon Value is between 6000gp and 8999gp, +6 to the Base DC
Weapon Value is between 9000gp and 11,999 gp, +8 to the Base DC
Weapon Value is above 12,000 gp, +10 to Base DC

Now on to Materials!
Your Weapon Crafting Materials come in five different grades

Iron The easiest material to work with, it adds 0 to the Base DC
Silver produces +1 Weapons, but adds +1 to the Base DC
Dark Steel produces +2 Weapons, but adds +2 to the Base DC
Admantine produces +3 Weapons, but adds +4 to the Base DC
Mitheral produces +4 Weapons, but adds +6 to the Base DC

Obsidian can be added to Silver, Dark Steel, Admantine, & Mitherals to provide the Weapon the Keen Property, but it adds a +5 to the Base DC

Elemental Damage!

Weapon Crafters can also add Elemental Damage to their Crafts by adding additional materials to the Weapon Forge.

Warning: Elemental Damage can only be added to Melee Weapons, Gloves, and Ammo. It can NOT be added to Ranged Weapons such as Slings, Bows, and Crossbows.

FIRE
A potion of Fire breath will add +1 Fire Damage to the Weapon and raise the DC by 2.
A potion of Fire breath, and a Ruby will add +2 Fire Damage to the Weapon and raise the DC by 4
A potion of Fire Breath, a Ruby, and Fire Elemental Essence will add 1d4 Fire Damage to the Weapon, and raise the DC by 4

ACID
A potion of Acid breath will add +1 Acid Damage to the Weapon and raise the DC by 2.
A potion of Acid breath, and a Emerald will add +2 Acid Damage to the Weapon and raise the DC by 4
A potion of Acid Breath, an Emerald, and Acid Elemental Essence will add 1d4 Acid Damage to the Weapon, and raise the DC by 4

COLD
A potion of Cold breath will add +1 Cold Damage to the Weapon and raise the DC by 2.
A potion of Cold breath, and a Sapphire will add +2 Cold Damage to the Weapon and raise the DC by 4
A potion of Cold Breath, a Sapphire, and Cold Elemental Essence will add 1d4 Cold Damage to the Weapon, and raise the DC by 4

ELECTRICAL
A potion of Lighting breath will add +1 Electrical Damage to the Weapon and raise the DC by 2.
A potion of Lighting breath, and a Diamond will add +2 Electrical Damage to the Weapon and raise the DC by 4
A potion of Lighting Breath, a Diamond, and Air Elemental Essence will add 1d4 Electrical Damage to the Weapon, and raise the DC by 4


EXISTING PROPERTIES
If you decide to take a Weapon that has existing properties and use that as the base weapon it will effect the Difficult of the Craft.
A Weapon with Zero existing properties is -2 to the Base DC.
A weapon with 1 Property adds 1 to the DC
A weapon with 2 properties adds 4 to the DC
A weapon with 3 properties adds 9 to the DC
a weapon with 4 properties adds 16 to the DC
Last edited by jmecha on Thu Jul 09, 2020 3:02 pm, edited 6 times in total.
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Re: WEAPON CRAFTING

Post by jmecha »

EXAMPLE DAGGERS

IRON DAGGER
To make a simple dagger you need to put Iron on the Weapon Forge Anvil, and equip a Dagger.
Bash the Anvil with the Dagger and you will get the DC of the project and the EXP Cost.
Continue to Bash the Anvil to actually roll to craft the dagger.

iDC = 20 + iValueDC + iSizeDC + iPropertyDC + iModDC

The Starting DC is 20 + a Value of -5 + a Size of -4 + No Existing Properties -2 + Iron +0 = DC 9

To Craft a Dagger of Iron you need to roll an 9 or Higher on your 1d20 + Craft Weapon.

To Craft a Flawless Dagger of Iron you need to beat that DC 9 by 5, which requires you to get a 15 or higher

To Craft that Iron Dagger Masterwork you need to beat that DC 9 by 10, which requires you to roll a 19 or higher.
Last edited by jmecha on Sat Nov 24, 2018 10:17 pm, edited 1 time in total.
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Re: WEAPON CRAFTING

Post by jmecha »

MASTERWORK WEAPONS! and not so masterwork weapons

Whenever a Weapon is Crafted there is a chance the Weapon may have flaws or be Masterwork, depending upon the Craftweapon Roll in relation to the final DC.

If you beat the DC but by 5 or less, You get a flawed Weapon.
If you beat the DC by 6-9 you get a Weapon with the appropriate bonuses and enchantments for the materials used to make it.
If you beat the Dc by 10 or more, well you made a Masterwork with the potential for some sweet additional bonuses.

Flawed Iron Weapons will weigh 5 lbs extra
Flawed Silver Weapons will weigh 10 lbs extra
Flawed Dark Steel Weapons will weigh 15 lbs extra
Flawed Admantine Weapons will weigh 15 lbs extra
Flawed Mitheral Weapons will weigh 30 lbs extra

Masterworked Iron Weapons will weigh 80% of their normally weight ((Making Arrows weightless))
Masterworked Silver Weapons will weigh 60% of their normal weight
Masterworked Dark Steel Weapons will weigh 40% of their normal weight
Masterworked Admantine Weapons will weigh 20% of their normal weight
Masterworked Mitheral Weapons will weigh 10% of their normal weight

Masterwork Perks

The script will determine the Crafter's Highest Attribute at the time of crafting and roll a d100.
If that roll is above a 20 then it will at random select a skill associated with the highest attribute and provide a +1 Bonus.

If that Roll is above 50 but less then 90 it will also add a +1 to a save ((if Highest Attribute is Str or Con bonus to Fort, if Dex is highest bonus to Reflex, if Int or Wis is highest bonus to Will, if Charisma is highest bonus to universal saves))

If that roll is above 90 The Weapon will also provide a +1 Attribute Bonus to the highest Attribute of the Crafter at the time of Crafting

STRENGTH
Climb
Discipline
Jump
Swim

DEXTERITY
Hide
Move Silently
Open Lock
Parry
Pick Pocket
Set Trap
Tumble

CONSTITUTION

Discipline
Concentration
Jump
Swim

INTELLIGENCE
Appraise
Craft Armor
Craft Trap
Disable Trap
Lore
Search
Spell Craft

WISDOM
Heal
Listen
Spot
Sense motive

CHARISMA
Animal Empathy
Bluff
Intimidate
Perform
Persuade
Taunt
Use Magical Device

IN ADDITION
Another d100 is rolled with the Crafter's Skill Rnaks in Craft Weapon Added to the Roll.
If the Roll is higher then 50....
then a Coin is tossed.
If Head the Weapon gains an additional +1 to hit.
If Tails the Weapon gains an additional +1 to Damage that maybe Bludgeoning, Piercing, or Slashing.

ALIGNMENT MATTERS
Depending upon the Alignment of the Crafter, there is a chance some of their alignment will seep into the weapon during crafting. The more extreme the Crafter's alignment, the more likely this is to happen.

An Evil Crafter has a small chance of makeing a Weapon that might do +1 Negative Energy Damage
A Neutral Crafter has a small chance of making a weapon that does +1 Magical Damage
A Good Crafter has a small chance of either making a weapon that does +1 Positive Energy Dmage or +1 Divine Damage

It is also possible a Crafter has a small chance of creating a weapon that provides +1 AC against attackers of a different alignment, or a +1 to hit those of a different alignment, or a +1 Damage against those of a different alignment.

CLASSES

If the Crafter is a Ranger and they Masterwork their Crafting Roll, the Weapon will do +1 Positive Energy Damage against their Favored Enemy.

If the Crafter is a Bard and they Masterwork their Craft Roll they will then roll a behind the Scenes d100 + Perform Skill, and if they roll greater then 80 they will craft a Weapon that does +1 Sonic Damage.


SIZE MATTERS


If the Weapon being made is Size 4 or 5, then there is one more additional Masterwork roll made for such complex weapons.
The weapon will end up either having the Massive Critical Property, +1 to Wielder's AC, or a +1 to either Bludgeoning, Piercing or Slashing

FLAWED WEAPONS
The script will find the Crafter's Lowest Attribute at the time of crafting and it is possible that.....

"Some of your Weakness goes into the weapon"
"Some of your Clumsiness goes into the weapon"
"Some of your Frailty goes into the weapon"
"Some of your Stupidity goes into the weapon"
"Some of your Foolishness goes into the weapon"
"Some of your Ugliness goes into the weapon"


All of the same rolls that happen for Masterwork Weapon, now happen but with the possibility for a negative effect.
Last edited by jmecha on Sun Nov 25, 2018 2:06 am, edited 2 times in total.
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Re: WEAPON CRAFTING

Post by jmecha »

Failure, and Total Failure

If you fail to meet the minimal DC then you have failed and will lose the materials on the Anvil and gain EXP equal to your ranks in Craft Weapon.

If you roll a 1 on the D20 Craft Roll and miss the DC by 10 or more, then you have critically failed. You will lose the Materials on the Anvil, the weapon you were wielding, and for your trial and error learn a lesson worth your Craft Weapon Ranks x 10.
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Re: WEAPON CRAFTING

Post by jmecha »

Special Cases
Somethings are just, different.

For Example, Gloves can not have Enchantment Bonuses and so the script instead provides gloves an Attack Bonus depending on the Metal used. This is done because Gloves use their Attack Bonus if any to overcome Damage Reduction. If you want Gloves that have an Attack Bonus for overcoming Damage Reduction, and a Bonus to Damage you need to either get lucky with your Masterwork rolls or add some Alchemical additives to provide them some Elemental Damage.

Another example of corner cases is the extra weight added to flawed rolls......for whatever reason not all Weapons accept this extra weight, this maybe fixed in the future.

Another odd thing you may have noticed is the SIZE of weapons does not always match what you would think of as accurate. Why are Dire Maces and Rapiers both Size 5? Well SIZE is not just Size, but it is also a measure of the complexity of the weapon being made. Rapier's are one of the more difficult weapons to make and so they ended up in the Size 5 Category.
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Re: WEAPON CRAFTING

Post by Galadorn »

So fun. This changes everything.
Anything special happen if you roll a natural 20?
And shouldn't this be stickied?
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Re: WEAPON CRAFTING

Post by jmecha »

Natural 20 = Master Craft
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Stormbringer
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Re: WEAPON CRAFTING

Post by Stormbringer »

jmecha wrote:Natural 20 = Master Craft
Not always.. Have made several with Natural 20's and got a plain old short sword that bears the Mark of Kal.
Current PC:
Former PC's
Saman Barb/Sorcerer
Kal Rogue/Ranger of Selune
Aiden Ketter Priest of Kelemvor
Kree (ubber not smart Barb)
Past PC: Jena Steel | Hamar Marrion (Marcus)and many other dead PC's
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Re: WEAPON CRAFTING

Post by ayergo »

Stormbringer wrote:
jmecha wrote:Natural 20 = Master Craft
Not always.. Have made several with Natural 20's and got a plain old short sword that bears the Mark of Kal.
It should still give you master craft on a 20, and a fail on a 1.
There's a place I like to hide
A doorway that I run through in the night
Relax child, you were there
But only didn't realize and you were scared
It's a place where you will learn
To face your fears, retrace the years
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Re: WEAPON CRAFTING

Post by Stormbringer »

ayergo wrote:
Stormbringer wrote:
jmecha wrote:Natural 20 = Master Craft
Not always.. Have made several with Natural 20's and got a plain old short sword that bears the Mark of Kal.
It should still give you master craft on a 20, and a fail on a 1.
Kal has gotten better results on a 16-19 then he has on a Natural 20.
Current PC:
Former PC's
Saman Barb/Sorcerer
Kal Rogue/Ranger of Selune
Aiden Ketter Priest of Kelemvor
Kree (ubber not smart Barb)
Past PC: Jena Steel | Hamar Marrion (Marcus)and many other dead PC's
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Re: WEAPON CRAFTING

Post by ImStrokerAce »

RNGsus cares not for your 20's.
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Re: WEAPON CRAFTING

Post by Stormbringer »

ImStrokerAce wrote:RNGsus cares not for your 20's.

Exactly!
Current PC:
Former PC's
Saman Barb/Sorcerer
Kal Rogue/Ranger of Selune
Aiden Ketter Priest of Kelemvor
Kree (ubber not smart Barb)
Past PC: Jena Steel | Hamar Marrion (Marcus)and many other dead PC's
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Re: WEAPON CRAFTING

Post by Galadorn »

I care about your 20s!
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ayergo
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Re: WEAPON CRAFTING

Post by ayergo »

Stormbringer wrote:
ayergo wrote:
Stormbringer wrote:
jmecha wrote:Natural 20 = Master Craft
Not always.. Have made several with Natural 20's and got a plain old short sword that bears the Mark of Kal.
It should still give you master craft on a 20, and a fail on a 1.
Kal has gotten better results on a 16-19 then he has on a Natural 20.
Ah, well that is certainly possible! A natural 20 just guarantees you get the option of Mastercraft bonuses. You still have to roll well otherwise. :)
There's a place I like to hide
A doorway that I run through in the night
Relax child, you were there
But only didn't realize and you were scared
It's a place where you will learn
To face your fears, retrace the years
And ride the whims of your mind
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Re: WEAPON CRAFTING

Post by Stormbringer »

Bump
Current PC:
Former PC's
Saman Barb/Sorcerer
Kal Rogue/Ranger of Selune
Aiden Ketter Priest of Kelemvor
Kree (ubber not smart Barb)
Past PC: Jena Steel | Hamar Marrion (Marcus)and many other dead PC's
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