Craftsman
Attuned with the wilds, a craftsman specializes in tanning hides and leathers, as well as shaping wood, utilizing them to make armor and weapons fitted for those lighter of foot or closer to nature, eventually advancing to become master architects and builders.
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Leatherworking & Weaving
You know how to turn animal hides into usable leather. As a novice craftsman, you are able to create leather. This requires 2 hides. You can also weave plants into cloth. This requires 2 plant fibers.
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Masonry
You know how to use the earth's materials into usable stone bricks. As a novice craftsman, you are able to create a stone brick. This requires 2 sand and 2 iron ore.
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Woodworking
You know how to turn logs into usable lumber. As a novice craftsman, you are able to create lumber. This requires 2 logs.
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Creations
You are a carpenter and tailor capable of bringing all kinds of crafts to completion. To successfully make a creation, you must pass its corresponding DC based off a 1d20 + DEX roll.
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Apparel Crafting
Requires Craftsman: Adept
You may now create basic attire and accessory items. These are the fundamental items required for most magical items and provide the wearer an increase to their base skill stats. You can also make magical arrows and bolts that bypass physical resistances.
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Architect
Requires Craftsman: Expert
You have learned how to draw blueprints and create large structures. This allows you to design and prepare additions to your clan's base. These come in the form of profession stations, mining facilities, and greenhouses.
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A clan size of 4 or less players may have single workstation installed.
A clan size of 5 - 9 may have one workstation, and one facility installed.
A clan size of 10 - 15 may have two workstations, and two facilities installed.
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*If a clan's size falls below the threshold while possessing an amount of workstations or facilities that exceed their new maximum a ticket must be made. You will then be given up to one week to recruit new members or choose which station you would like to lose. If an audit is performed and you do not have an active ticket all of your clans workstations and facilities will be deleted and will not be refunded.
Shield
DC 14 - One Handed
+2 AC
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4x Leather
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2x Lumber
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1x Treatment
Arrows (x40)
DC 11 - Ammo
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Shortbow & Longbow ammo.
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6x Lumber
Hand Crossbow
DC 12 - Ranged
1d6 Piercing damage.
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2x Lumber
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2x Leather
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1x Treatment
Shortbow
DC 12 - Two Handed
1d6 Piercing damage.
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2x Lumber
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2x Leather
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1x Treatment
Longbow
DC 14 - Ranged
1d8 Piercing damage.
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6x Lumber
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2x Leather
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1x Treatment
Weapon Handle
DC 10
Basic item required by Blacksmiths.
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1x Hide
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1x Log
Wooden Club
DC 11 - One Handed
1d4 Bludgeoning damage.
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2x Lumber
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1x Treatment
Net (4x)
DC 12 - Ammo
Grants the ability "Throw Net" to restrain the target on a success
(STR save).
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4x Leather
Staff
DC 12 - Two Handed
1d8 Bludgeoning damage.
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4x Lumber
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1x Treatment
Whip
DC 13 - One Handed
1d4 Bludgeoning damage. Reach. Finesse. Trip.
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4x Leather
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1x Treatment
Leather Armor
DC 11 - Light Armor
AC 11 + DEX
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10x Leather
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1x Treatment
Bola (4x)
DC 12 - Ammo
Grants the ability "Throw Bola" to restrain the target on a success
(DEX save).
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4x Leather
Bolts (x40)
DC 12 - Ammo
Crossbow ammo.
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6x Lumber
Crossbow
DC 13 - Ranged
1d8 Piercing damage.
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4x Lumber
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2x Leather
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1x Treatment
Heavy Crossbow
DC 14 - Ranged
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1d10 Piercing damage.
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4x Lumber
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4x Leather
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1x Treatment