Crafting System

Crafting in Asarea has two major systems, Gathering and Crafting. The two come hand in hand and those who train in Crafting, must also become proficient in Gathering as well.

## Types of Crafting and Gathering Professions

In order for a crafter to create things such as weapons, armor, epic inventions; they must first search the world for materials. When somebody starts a crafting profession, then they also begin to learn how to gather materials as shown on the table below.

 Blacksmithing
 Leatherworking
 Tinkering

You can also buy the materials for a certain price as shown in the cost for regents table further down below.

## Gathering Systems

No matter the gatherer, Monster Harvesting is a profession that all adventurers are proficient at. Crafting and Monster Harvesting come hand in hand, and as such, every Crafting profession requires monster components to craft items with magical effects. An adventurer may also just be interested in harvesting monsters for gold, in which case they can attempt to sell their materials to townsfolk (see the Selling Monster Materials below).

### Monster Harvesting

Before a player begins hacking and butchering their hunt, they may instead choose to take a moment first and appraise the creature to be harvested. To do this, they must spend 1 minute examining the creature to be harvested and then roll an Intelligence check, adding their proficiency bonus if they are proficient in the skill corresponding to that creature (see table below).

The DC of the check is equal to 8 + the Harvested Creature’s CR (treating any CR less than 1 as 0). Success on this check grants the player full knowledge of any useful harvesting materials on the creature, the DC requirement to harvest those materials, any special requirements to harvest them, and any potential risks in doing so. A party may only attempt one appraisal check per creature.

In order to harvest a creature, a character must make a Dexterity ability check using the same skill proficiency as listed in the above appraising table. For example, a character attempting a harvest check on an Aberrant would receive a bonus equal to their Dexterity modifier and their proficiency in Arcana (if they have any).

This check reflects a character’s ability to not only properly remove the intended item without damaging it, but it also involves any ancillary requirements of the harvest such as proper preservation and storage techniques.

Only one harvesting attempt may be made on a creature. Failure to meet a certain item’s DC threshold assumes that the item was made unsalvageable due to the harvester’s incompetence.

For most creatures, the time it takes to harvest a material is counted in minutes and is equal to the DC of that material divided by 5. For huge creatures however, it is equal in DC of that material, while for gargantuan creatures, it is equal to the DC of that material multiplied by 2.

#### Selling Monster Materials

Monster materials are valuable to many craftsmen, witches, and others. Some adventurers collect from monsters solely for the riches they may get. The amount of gold is dependent on the kind of monster and the power of it.

If you ever want to buy monster materials then the GP to buy is double the sell price.

### Other Gathering Systems

#### Herbalism

Herbalists search the world for herbs and other regents for alchemy. In order to find the right herbs for a potion, you must be in the right terrain as shown on the table below.

Every herb/flower has a unique medicinal property that allows you to create potions that require specific properties. Many herbs are interchangeable as long as they have a common medicinal property. There are four medicinal properties: Magical, Elemental, Resilience, and Healing.

#### **Potion Ingredients**

Note: The GP cost to buy is double the sell price.

You must spend a minimum of 1 hour searching for herbs. You must make a check with your Alchemist's supplies (Intelligence + Crafting Prof) and make the DC of your intended herb in order to collect 1 (QTY). You gain an additional herb for every +2 you got on your roll to beat the DC, rounded down. (For example, I rolled 16 to collect Stinkywound Wart and harvested 2.)

#### **Poisons**

Poisons can be difficult to find, and even harder to properly harvest and store safely. It takes days of searching and harvesting to procure a poison, and because of this, the DC is hidden and requires multiple Herbalism checks.

## **Crafting Proficiency**

Not all crafters are created equal. While a village blacksmith may be good at fixing scythes and making nails, if you hand them a dragon scale, the best you will get back is a ruined dragon scale and an apologetic look. If you have high quality materials, you're going to need a high quality crafter.

Your Crafting Skill corresponds with your Gathering skill. So if you are a Journeyman Alchemist, then you are a Journeyman Herbalist as well, for example.

Crafters are differentiated based on their proficiency bonus. A crafter may craft any item whose rarity is equal to or below their proficiency bonus as outlined in the Crafting Skill Proficiency table.

Crafting Skill Proficiency
 3
 4
 5
 6

As time goes on, your crafting level will increase. The amount of time this takes is determined by your DM.

## How to Craft Items

Once you have gathered materials to begin crafting, then you can now create items (hurray!)

While crafting an item, you will need a mixture of ingredients collected from harvesting and materials that you have gathered. You can create items by mixing certain magical properties together. For example, if you are an alchemist who mixes Tangleweed (Resilience property) and a Drowner heart (Undead) then you can create a potion of necrotic resistance. The amount of material needed to craft an item depends on the rarity of the item, as shown on the table below.

 Uncommon
 Rare
 Very Rare
 Legendary

You must spend the exact amount of time necessary and cannot do other activities while crafting.

The item you are crafting will usually require more than one type of material. For example, an Alchemist wants to craft a Potion of Healing. That would require 2 different types of herbs, healing & magical. If the material you are using to craft has both the required components, then you can just use 1.

In order to successfully craft an item, you must spend the required time crafting, and then roll to see if you beat the DC. Check the associated stat that your profession uses to determine your roll, and add the crafting proficiency bonus which is determined by your skill level.