Crafting has come up a few times, so I wanted to post the general guidelines.
Magic Items: Cost and time is dictated by rarity. Common:1 workweek; 50 gp Uncommon:2 workweeks; 200 gp Rare:10 workweeks; 2,000 gp Very Rare:25 workweeks; 20,000 gp Legendary: 50 workweeks; 100,000 gp Crafting time and cost halved for consumable items. Ammunition is a consumable crafted in batches of 5.
Exceptions: Potions of healing and spell scrolls are an exception to the above guidelines. Potion of Healing (2d4+2):1 day; 25 gp …Greater Healing (4d4+4):1 workweek; 100 gp …Superior Healing (8d8+8):3 workweeks; 1,000 gp …Supreme Healing (10d4+20): 4 workweeks; 10,000 gp Spell Scroll - Cantrip:1 day; 15 gp …1st:1 day; 25 gp …2nd:3 days; 250 gp …3rd:1 workweek; 500 gp …4th: 2 workweeks; 2,500 gp …5th: 4 workweeks; 5,000 gp …6th:8 workweeks; 15,000 gp …7th: 16 workweeks; 25,000 gp …8th:32 workweeks; 50,000 gp …9th:48 workweeks; 250,000 gp
Tools: Different tools are used to craft different items. Spellcasting is also a requirement for most items. Alchemist's supplies:Acid, flchemist's fire, dusts, oils, alchemy jug Calligrapher's supplies:Books, manuals, tomes Carpenter's tools:Weapons (wood), ammunition (arrows, bolts), shields (wood), musical instruments, staffs Cobbler's tools:Boots, shoes, slippers Glassblower's tools:Bottles, crystal balls, orbs, goggles Herbalism kit:Antitoxin, potions, elixirs, philters Jeweler's tools:Amulets, brooches, gems, rings Leatherworker's tools:Armor (leather, hide), bags, belts, bracers, gloves, quivers, saddles Painter's supplies:Cards, pigments Poisoner's kit:Poisons Smith's tools:Armor (metal), shield (metal), weapons (metal), helms, gauntlets, horseshoes, rods Tinker's tools:Ammunition (bullets, needles), braziers, figurines (metal), horns, lanterns Weaver's tools:Armor (padded), bags, cloaks, robes, ropes Woodcarver's tools:Beads, figurines (wood), pipes, wands
Before you guys invest heavily into this backwater hamlet, remember that building a small keep will cost 50,000 gp and require 400 days of downtime (every day one of you isn't spending downtime add 3 days to the total). So it's not an undertaking to be taken lightly.
Kayla will be spending 1 week to finish jeweler training, 3 weeks on crafting (ring of protection +1, and ioun stone of good luck), and 1 week on land/keep stuff.
Brad, I need a cloak of protection. Squishy wizard fighter wants higher AC.
A sword with the point extending North over a map?
Compass rose, with a sword acting as the norther point?
Crafting has come up a few times, so I wanted to post the general guidelines.
Magic Items: Cost and time is dictated by rarity.
Common: 1 workweek; 50 gp
Uncommon: 2 workweeks; 200 gp
Rare: 10 workweeks; 2,000 gp
Very Rare: 25 workweeks; 20,000 gp
Legendary: 50 workweeks; 100,000 gp
Crafting time and cost halved for consumable items. Ammunition is a consumable crafted in batches of 5.
Exceptions: Potions of healing and spell scrolls are an exception to the above guidelines.
Potion of Healing (2d4+2): 1 day; 25 gp
…Greater Healing (4d4+4): 1 workweek; 100 gp
…Superior Healing (8d8+8): 3 workweeks; 1,000 gp
…Supreme Healing (10d4+20): 4 workweeks; 10,000 gp
Spell Scroll - Cantrip: 1 day; 15 gp
…1st: 1 day; 25 gp
…2nd: 3 days; 250 gp
…3rd: 1 workweek; 500 gp
…4th: 2 workweeks; 2,500 gp
…5th: 4 workweeks; 5,000 gp
…6th: 8 workweeks; 15,000 gp
…7th: 16 workweeks; 25,000 gp
…8th: 32 workweeks; 50,000 gp
…9th: 48 workweeks; 250,000 gp
Tools: Different tools are used to craft different items. Spellcasting is also a requirement for most items.
Alchemist's supplies: Acid, flchemist's fire, dusts, oils, alchemy jug
Calligrapher's supplies: Books, manuals, tomes
Carpenter's tools: Weapons (wood), ammunition (arrows, bolts), shields (wood), musical instruments, staffs
Cobbler's tools: Boots, shoes, slippers
Glassblower's tools: Bottles, crystal balls, orbs, goggles
Herbalism kit: Antitoxin, potions, elixirs, philters
Jeweler's tools: Amulets, brooches, gems, rings
Leatherworker's tools: Armor (leather, hide), bags, belts, bracers, gloves, quivers, saddles
Painter's supplies: Cards, pigments
Poisoner's kit: Poisons
Smith's tools: Armor (metal), shield (metal), weapons (metal), helms, gauntlets, horseshoes, rods
Tinker's tools: Ammunition (bullets, needles), braziers, figurines (metal), horns, lanterns
Weaver's tools: Armor (padded), bags, cloaks, robes, ropes
Woodcarver's tools: Beads, figurines (wood), pipes, wands
Do we as a group want to spend the 2k in gold for the additional 2 acres of land to gain access to the sea?
Before you guys invest heavily into this backwater hamlet, remember that building a small keep will cost 50,000 gp and require 400 days of downtime (every day one of you isn't spending downtime add 3 days to the total). So it's not an undertaking to be taken lightly.
I say yes to the extra land/keep. Lets get started. I will spend all my downtime to that goal.
As much as I love living in a cheese attic, i think its time to move on.
Kayla will be spending 1 week to finish jeweler training, 3 weeks on crafting (ring of protection +1, and ioun stone of good luck), and 1 week on land/keep stuff.
Brad, I need a cloak of protection. Squishy wizard fighter wants higher AC.
Jeff referred to this town as a dead end town. I think we need to find somewhere closer... that downtime cost is huge.
If were abandoning said dead end town, I'll give my land week to Steve for his flail
The Crafting rules above are correct. My notes were wrong.
Total Group Coin
Weapons and Misc:
Each party member gets 217 gp
My character has the immovable rod.