|
Post by Chris on May 7, 2020 9:06:36 GMT -5
CRAFTING You can craft objects,including adventuring equipment, magical items and works of art.You must be proficient with tools related to the object you are trying to create (typically artisan's tools). Herbalism Kit for antitoxins and Potions of healing, Leatherworker's tools for leather armor and boots, smith's tools for armor and wepons, and weaver's tools for cloaks and robes. You might also need access to special materials or locations necessary to create it. You also need raw materials equal to half the item's selling cost. Magic items (except potions of healing and spell scrolls) have additional special requirements. Resources and Resolution. In addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item's selling cost. To determine how many workweeks it takes to create an item, divide its gold piece cost by 50. A character can complete multiple items in a workweek if the items' combined cost is 50 gp or lower. Items that cost more than 50 gp can be completed over longer periods of time, as long as the work in progress is stored in a safe location. While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost Potion of Healing Creation (requires proficiency with herbalism kit) Type | Time | Cost | Healing | 1 day | 25 gp | Greater Healing | 1 workweek | 100 gp | Superior Healing | 3 workweeks | 1,000 gp | Supreme Healing | 4 workweeks | 10,000 gp |
|
|
|
Post by Chris on May 7, 2020 9:09:04 GMT -5
PRACTICING A PROFESSION You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 1 gp per day If you are a member of an organization that can provide gainful employment, such as a temple or a thieves' guild, you earn enough to support a comfortable lifestyle instead. If you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead.
|
|
|
Post by Chris on May 7, 2020 9:12:23 GMT -5
RESEARCHING Typically, a character needs access to a library or a sage to conduct research. Assuming such access is available, conducting research requires one workweek of effort and at least 50 gp spent on materials,bribes, gifts, and other expenses.
The character declares the focus of the research-a specific person, place, or thing. After one work week, the character makes an Intelligence check with a +1 bonus per 100 gp s pent beyond the initial 100 gp, to a maximum of +6. In addition, a character who has access to a particularly well-stocked library or knowledgeable sages gains advantage on this check. Determine how much lore a character learns using the Research Outcomes table.
|
|
|
Post by Chris on May 7, 2020 9:13:26 GMT -5
TRAINING You can spend time between adventures learning a new language or training with a set of tools. The training lasts for 10 workweeks reduced by a number of workweeks equal to the character's Intelligence modifier and costs 25 gp per workweek. After you spend the requisite amount of time and money,you learn the new language or gain proficiency with the new tool.
|
|
|
Post by Chris on May 7, 2020 9:31:27 GMT -5
BUYING A MAGIC ITEM Finding magic items to purchase requires at least one workweek of effort and 100 gp in expenses**. Spending more time and money increases your chance of finding a high-quality item. A character seeking to buy a magic item makes a Charisma (Persuasion) check to determine the quality of the seller found. The character gains a +l bonus on the check for every workweek beyond the first that is spent seeking a seller and a +1 bonus for every additional 100 gp spent on the search, up to a maximum bonus of +10. The monetary cost includes a wealthy lifestyle, for a buyer must impress potential business partners. If the characters seek a specific magic item, first decide if it's an item you want to allow in your game. If so, include the desired item among the items for sale on a check total of 10 or higher if the item is common, 15 or higher if it is uncommon, 20 or higher if it is rare, 25 or higher if it is very rare, and 30 or higher if it is legendary. Rarity | Asking Price* | Common** | 20-70 gp*** | Uncommon | 100 - 600 gp | Rare | 2,000 - 20,000 gp | Very Rare | 20,000 - 50,000 gp | Legendary | 50,000 - 300,000 gp |
*asking price is halved for a consumable item **In Eberron finding a specific Common Magic item requires making an Investigation check, DC 10 in a city, 15 in a town, 20 in a village. If the check fails you can try again after 24 hours has passed. You need not spend 100gp searching for common magic items. ***In Eberron the price of a common magic item is 20 - 80gp, half as much for a consumable item Process: 1. Tell the DM how much time and gold you want to spend looking for magic items and if you want 1 in particular (each search is a separate event). As this typically happens off-scene, re-rolls are not allowed. 2. The DM will return to you a list of available items and their costs based on the modifiers chosen in step 1. 3. You may choose to purchase none, any, or all magic items offered, but any not selected will have to be searched for again.
|
|
|
Post by Chris on May 7, 2020 9:40:19 GMT -5
CAROUSING Carousing covers a workweek of fine food, strong drink, and socializing. A character can attempt to carouse among lower-, middle-, or upper-class folk. A character can carouse with the lower class for 10 gp to cover expenses, or 50 gp for the middle class Carousing with the upper class requires 250 gp for the workweek and access to the local nobility. After a workweek of carousing, a character stands to ma ke contacts within the selected social class. The character makes a Charisma (Persuasion) check using the Carousing table.
|
|
|
Post by Chris on May 7, 2020 9:53:41 GMT -5
CRIME A character must s pend one week and at least 25 gp gathering information on potential targets before committing the intended crime. The character must make a series of checks, with the DC for a ll the checks chosen by the character according to the amount of profit sought from the crime. The chosen DC can be 10, 15, 20, or 25. Successful completion of the crime yields a number of gold pieces,as shown on the Loot Value table. To attempt a crime , the character makes three checks:Dexterity (Stealth), Dexterity using thieves' tools, and the player's choice of Intelligence (Investigation), Wisdom (Perception), or Charisma (Deception). If none of the checks a re successful, the character is caught and jailed. The character must pay a fine equal to the profit the crime would have earned and must spend one week in jail for each 25 gp of the fine. If only one check is successful, the heist fails but the character escapes. If two checks are successful, the heist is a partial success, netting the character half the payout. If all three checks a re successful, the character earns the full value of the loot.
|
|
|
Post by Chris on May 7, 2020 9:57:28 GMT -5
GAMBLING This activity requires one workweek of effort plus a stake of at least 10 gp, to a maximum of 1,000 gp or more, as you see fit. The character must make a series of checks, with a DC determined at random based on the quality of the competition that the character runs into. Part of the risk of gambling is that one never knows who might end up sitting across the table. The character makes three checks: Wisdom (Insight), Charisma (Deception), and Charisma (Intimidation). If the character has proficiency with a n appropriate gaming set, that tool proficiency can re place the relevant skill in any of the checks. The DC for each of the checks is 5 + 2d10; gene rate a separate DC for each one. Cons ult the Gambling Results table to see how the character did.
|
|
|
Post by Chris on May 7, 2020 9:59:31 GMT -5
PIT FIGHTING Pit fighting includes boxing, wrestling, and other nonlethal forms of combat in an organized setting with predetermined matches. If you want to introduce competitive fighting in a battle-to-the-death situation, the standard combat rules apply to that sort of activity. Engaging in this activity requires one workweek of effort from a character. The character must make a series of checks, with a DC determined at random based on the quality of the opposition that the character runs into. A big part of the challenge in pit fighting lies in the unknown nature of a character's opponents.The character makes three checks: Strength (Athletics), Dexterity (Acrobatics), and a special Constitution check that has a bonus equal to a roll of the character's largest Hit Die (this roll doesn't spend that die). ff desired, the character can replace one of these skill checks with an attack roll using one of the character's weapons. The DC for each of the checks is 5 + 2d10; generate a separate DC for each one. Consult the Pit Fighting Results table to see how the character did.
|
|
|
Post by Chris on May 7, 2020 10:01:18 GMT -5
RELAXATION Relaxation requires one week. A character needs to maintain at least a modest lifestyle while relaxing to gain the benefit of the activity. Characters who maintain at least a modest lifestyle while relaxing gain several benefits. While relaxing, a character gains advantage on saving throws to recover from long-acting diseases and poisons. In addition, at the end of the week, a character can end one effect that keeps the character from regaining hit points, or can restore one ability score that has been reduced to less than its normal value. This benefit cannot be used if the harmful effect was caused by a spell or some other magical effect with an ongoing duration.
|
|
|
Post by Chris on May 7, 2020 10:03:06 GMT -5
RELIGIOUS SERVICE Performing religious service requires access to, and often attendance at, a temple whose beliefs and ethos align with the character's. If such a place is available, the activity takes one workweek of time but involves no gold piece expenditure. At the end of the required time, the character chooses to make either an Intelligence (Religion) check or a Charisma (Persuasion) check. The total of the check determines the benefits of service, as shownon the Religious Service table.
|
|
|
Post by Chris on May 7, 2020 10:08:05 GMT -5
SCRIBING A SPELL SCROLL Scribing a spell scroll takes an amount of time and money related to the level of the spell the character wants to scribe, as shown in the Spell Scroll Costs table. In addition, the character must have proficiency in the Arcana skill and must provide any material components required for the casting of the spell. Moreover,the character must have the spell prepared, or it must be among the character's known spells, in order to scribe a scroll of that spell. If the scribed spell is a cantrip, the version on the scroll works as if the caster were 1st level. Spell Level | Time | Cost | Cantrip | 1 day | 15 gp | 1st | 1 day | 25 gp | 2nd | 3 days | 250gp | 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 |
|
|
|
Post by Chris on May 7, 2020 11:00:51 GMT -5
SELLING A MAGIC ITEM You can find a buyer for a single magic item by spending one workweek of effort and 25 gp in expenses**. A character seeking to sell a magic item makes a Charisma (Persuasion) check to determine the quality of the offer. Rarity | Base Price* | Common** | 100 gp*** | Uncommon | 400 gp | Rare | 4,000 gp | Very Rare | 40,000 gp | Legendary | 200,000 gp |
*Selling price is halved for a consumable item **In Eberron finding a buyer for a Common Magic item requires making an Investigation check, DC 10 in a city, 15 in a town, 20 in a village. If the check fails you can try again after 24 hours has passed. ***In Eberron the base selling price of a common magic item is 50gp, half as much for a consumable item
|
|
|
Post by Chris on May 7, 2020 11:02:34 GMT -5
WORK Performing a job requires one workweek of effort. To determine how much money a character earns, the character makes an ability check: Strength (Athletics), Dexterity (Acrobatics), Intelligence using a set of tools, Charisma (Performance), or Charisma using a musical instrument. Consult the Wages table to see how much money is generated according to the total of the check.
|
|