Equipment, Money and Crafting

Money

Currency

Money in this game is captured in silver pieces represented with the $ equal to a silver piece.

Generic parts

Often a character will want to carry parts to make something, but they don't know what they are going to craft. What the character needs to do is get a collection of common odds and end parts some of which will be wasted when they decide what it will be. To represent this in the game a character can buy generics parts. Generic parts cost twice as much and sell for half as much. So $100 of Generic Parts cost $200 to buy. That $100 could be used to craft something with a base price of $400. It is less efficient than buying the specific parts you need, but more versatile than credits if stranded on your voyage. You can also get generic parts directly from Salvage.

It would cost half as much as the ship, but a ship with 1/4 it value in generic parts could be fully rebuilt from those parts or other things the crew needs could be built from those. A well stocked ship might have about 10% of its base cost in parts on hand. The perfectly correct part might not be on hand The DM may decide that something built from generic or salvage parts has a small penalty to use -1 to hit or skill check, 10% heavier, etc.

Other Trade Goods

Besides generic parts a character might have some other amount of a trade good that can be most easily measured in value ($2500 of apples), though the weight of that might be valuable to know as well (1 ton of apples).

Starting Funds

This is how much money your character starts with.

Starting Feats Normal Funds Tradesmen Game
Base $700 $240
Light Armor +$50 +$10
Medium Armor +$200(Light +$150) +$50
Heavy Armor +$1500(Medium +$1300) +$400
Shield +$100 +$25
All Simple Weapons +$100 +$25
Any 4 Weapons +$200(Simple +$100) +$50
All Martial Weapons +$300(Simple +$200) +$75
Each Rank in Nobility +$100 +$25
Each Rank in Appraise +$50 +$15
Each Rank in 1 Profession +20|+ 5

Making Money

Selling extra equipment

In general merchants will not pay more that 1/4 of list price for a good quality item and less for a damaged or heavily used one.

Practice your trade

This can be done with craft, perform, profession skills. - DC = Choose any DC (Note: you can take a 10) - Parts cost = Must have access to tools matching Skill Ranks - XP cost = 2 - Earn per day = (check * DC) - Earn per day(When taking 10) = (check)*(check) = (10 + Ranks + Int)2

Adventuring

Salvage

If you come upon a wrecked ship, carcass or ruins have the right skill and some time to strip it down, you may be able to salvage some valuable parts. This is represented in gather generic parts that can be used for crafting, making repairs or sold.

  1. Roll a salvage check
    • DM will determine correct skill (Craft:Shipwright or Knowledge:Nature)
  2. Salvage Generic Parts of a value equal to percent of base cost
    • Time: It takes 2 hours per $1000 salvaged. 1 week if you take a 20.
Roll Parts % base cost
10+ 5%
15+ 5%
20+ 10%
25+ 10%
30+ 15%
35+ 20%
40+ 25%
45+ 30%

Getting Stuff

Shopping

Bartering

Crafting

Crafting and Downtime

Crafting can be performed at the normal costs whenever the party has a significant amount of downtime approximately a week or more. While traveling and adventuring a character can craft, but the XP cost is 10 times higher. The assumption being that the work is done during quiet and rest periods. Scribing scrolls without expensive material components and crafting mundane ammunition do not have the increased XP cost. Other handicrafts such as whittling or knitting maybe performed while adventuring without increased XP cost, DM discretion.

Crafting Specific Item

Magic Items

Formulary

Formularies are tomes that work vary similarly to a wizard's spellbook, but instead of being used to prepare and cast spells. They are used to meet the spell knowledge requirements for crafting magic items. By successfully copying a level appropriate spell into their formulary a character can craft a magic requiring spells not on their spell list.

Masterwork and higher quality weapons

Anyone can try to make a base masterwork weapon which grants +1 to hit.

A smith with at least 7 Ranks (including Skill Focus) in the appropriate craft can get the Craft Magical (Masterwork) Arms and Armor Feat, using 1/2 their total skill bonus as their caster level. Limited to creating +1-+5 enhancement bonus weapons.

Bonus DC Base Cost Parts Cost XP Cost
Masterwork 20 3000 750 12
+1 20 20000 5000 80
+2 23 80000 20000 320
+3 26 180000 45000 720
+4 29 320000 80000 1280
+5 32 500000 125000 2000

Crafting Spell Scrolls

A scribe with at least 4 Ranks (including Skill Focus) in Profession: Scribe or Forgery can get the Scribe Scrolls Feat, using 1/2 their total skill bonus as their caster level. They can scribe scrolls from the spells in their formulary as a caster of that level.

DC = 20 + caster level

Crafting Potions

A chemist with at least 6 Ranks (including Skill Focus) in Craft:Alchemy or Craft:Herbalist can get the Brew Potions Feat, using 1/2 their total skill bonus as their caster level. They can brew potions from the spells in their formulary as a caster of that level.

DC = 20 + caster level

Crafting Wands

A character with at least 12 Ranks (including Skill Focus) in Use Magic Device can get the Craft Wands Feat, using 1/2 their total skill bonus as their caster level. They can craft wands from the spells in their formulary as a caster of that level.

DC = 20 + caster level