Raw Materials

This wiki article is still in draft mode meaning it may change drastically without notice. The rules at this point will also be long winded and in need of being cleaned up, revised and condensed both for brevity and ease of play, this last step is reserved mostly for the final draft, but will also be taken care of as time permits. Please leave a comment and let me know what you think of the idea!

Mundane Materials

Most common objects being produced in Terruizeng kingdom utilize mundane materials such as steel and wood. When crafting raw materials are readily available and time spent gathering it is taken into account as part of the Craft skill check. For spell casters, they are assumed to be collecting their regular spell components in between and during adventuring, such components are also mundane. Not all raw material and spell components is mundane.

Special Materials

There are three types of special materials used for crafting items: Otherworldly, Harvested, and Synthesized.

These special materials can each be found in one of three states: Raw, Salvaged, or Damaged.

Otherworldly materials: These special materials are mostly found in fragments of ancient magical technology, scattered throughout the old world. These otherworldly materials are mysterious to many, the people of Terruizeng kingdom often have conflicting views of the origins, uses, and appearances of the items below. Some view these materials as being sacred, mystical. Others as dangerous, or alien, a potentially corrupting force. Scholars and seekers of ancient knowledge claims that with the arrival of magic and the now exiled gods were brought these various otherworldly substances.

Found in ancient relics known as Wondrous Items which contains various Otherworldly materials that can be broken down into a salvaged state. Shards and fragments of Wondrous Items always contains otherworldly materials in a damaged state, such finds can still prove valuable when crafting and can also be easily sold.

Wondrous Items may be either functioning, or broken. Functioning Wondrous Items are highly rare and usually worth much more than as broken down components. The Spellcraft skill is used both to repair a Wondrous Item, and to break it down into salvaged Otherworldly material.

To break down Wondrous Items into salvaged Otherworldly material, the DC equals the complexity of the item ranging from DC 15 through DC 35. The potential amount of Otherworldly material salvaged is equal to half the Wondrous Item’s base cost. The time taken to break down Wondrous Items into Otherworldly material is 1d4+2 hours for every 1,000gp worth of material salvaged.

Salvaged Otherworldly material can be used to Craft Wondrous Items using the Spellcraft skill as though the crafter possessed the craft wondrous item feat. Damaged Wondrous material is worth only 20% of the salvaged cost. Finding Raw Wondrous material is rare, and it can be worth at minumum twice the clue of salvaged Wondrous material.

Harvested Materials: These special materials may or may not be of this planet, either way, it has become a part of it. These materials are usually rare or difficult to obtain, it’s properties far from mundane. Spell components that have listed costs are usually harvested materials.

There are three categories of sources that special materials can be harvested from: creature, minerals, and plants. The methods for harvesting a material varies by source which determines the DC needed to harvest, how much sp worth of material is yielded from a single Harvest check, and how long it takes to make a single Harvest check. A combination of both a Knowledge and Profession skill are needed to properly harvest a special material in it’s raw state.

The Knowledge skills are Arcana, Dungeoneering, Nature, Planes, and Religion.

The Profession skills are Butcher, Herbalist, Miner, Tanner, and Woodcutter.

The Harvester uses the relevant skill of their choice. To determine which Knowledge and Profession skill can be used to harvest a material, look at the origin of the material being harvested along with the method needed to obtain the final material. Attempts can be made without the proper skill combinations, but possessing only one skill means the material will be in a salvaged state at best, and possessing neither skill means that the material will always be damaged.

Harvest materials in a raw state is worth it’s base value, in a salvaged state it is only worth 20% it’s base value, and in damaged state it is worthless. The condition of a harvested material cannot be improved.

Below is a list of commonly known special materials that can be harvested throughout the ruins of Entioc. There are others to be sure, but such items are discovered

Adamantine: Said to have been originally mined from ‘rocks that fell from the heavens’.
  • Harvest skills: Knowledge(Dungeoneering) and Profession(Miner).
  • Craft skills: Craft(armor) produces masterwork suits of armor, and Craft(weapon) produces masterwork ammunition and weapons.
  • Base value: Cost/lb.
  • Sources: – Adamantine Vein, DC 20. Check up to 1/hr. Requires a miners pick. If successful, gain the result times ? gp worth of Adamantine. – Adamantine Deposit. DC 18. Check up to 1/?. Requires a miners pick. If successful gain the result times ? sp worth of Adamantine.
Cold Iron: A supernatural material said to be particularly effective against creatures from the first world, and the demons of the abyss. Wards, prisons, and gates are often built using this material.
  • Harvest skills: Knowledge(Arcana or Dungeoneering) and Profession(Miner).
  • Craft skills: Craft(weapon) produces masterwork ammunition and weapons.
  • Base value: ?.
Darkwood: As hard as wood but much lighter. Prized as a material for constructing buildings, but also known to be used for crafting weapons, armor, and other tools. Forests of such material are rumored, but always with warnings of mysterious guardians that protect it from exploitation.
  • Harvest: Knowledge(Nature, or the Planes) and Profession(Woodcutter).
  • Craft skills: Craft(any) is used to produce any wooden item.
  • Base value: 100sp/lb.
Dragonhide The scales of spawn and beasts of the old gods.
  • Harvest skills: Knoweldge(Arcana) and Profession(Tanner).
  • Craft skills: Craft(armor) produces masterwork suits of armor and shields.
  • Base value: Varies based on size of creature and armor crafted.
Mithral A silvery material that is like steel but lighter. Usually found as a material for ancient works of art and expression. The ancient craft of mithral shaping is a lost art, evidenced only by the remnants of their works.
  • Harvest skills: Knowledge(Dungeoneering) and Profession(Miner).
  • Craft skills: Craft(armor) produces masterwork suits of armor and shields, Craft(weapon) produces light, one-handed, and two-handed weapons primarily made of metal.
  • Base value: ?.

Harvesting Tools and Containers

There is no way around it, harvesting is a time consuming process and one that is usually best left to npcs. Why invest in it? Simply put, it is the cheapest way to get the raw materials needed to craft special items. Then again there are always followers willing to lend a hand.

? check result(Harvesting skill + Tool bonus) => DC(=materials bonus + conditional modifiers)

different types of materials means different gains for success.

creatures: success or fail. When harvesting materials from a creature a failure will result in salvaged or damaged materials.

minerals: the most time consuming process. a niche most likely to be filled by npcs and followers.

plants: treat resource like terrain. The size of terrain, hardness of material, and conditional modifiers affect “production rate” of the resource.

if successful: gain (check result – DC) times X sp worth of harvested material.

Synthesized Materials: Combining certain items through specialized processes creates new and unique materials.

Craft(alchemy) is the only skill needed to synthesize materials. In order to create a synthesized material, the crafter needs two different raw materials in which to combine. Raw material can be mundane, otherworldly, harvested, and even previously synthesized.

The DC to synthesize materials are usually incredibly high. Formulas can be found through ancient tomes, manuals, and codices detailing esoteric processes and methods of refinement that grants bonuses when synthesizing a specific material. Failing a synthesize check often has disastrous results, changing the raw material into either salvaged or damaged states, and sometimes causing damage to the crafter and his surroundings.

Alchemical silver: A process is used to bond silver to weapons made of steel.

Residuum: A very rare magical substance that varies in appearance; from gold dust to green and brown spores, a silvery slime to a blue iridescent gas. Using the proper processing techniques it is possible to refine the substance into chromatic liquids, powders, or solid masses by using a mundane element to supplement the base material.

Rulings and values forthcoming as time permits

Raw Materials

Ancient Irthos: Upon the Ruins of Entioc kaeosdad