This section is intended to provide a simple reference to a few common questions about Crafting and Venues in the Northern Reaches. The answers below will point to other rules but can serve as a quick reference for getting started. For more details, please see Town & Roleplay Guide, In Town Actions, and Venues.
To craft an item you must meet the following requirements:
Be equal to or higher level than the item
Have the formula for the item
Have enough gold, resources, or other required materials to create the item (resources are specific to certain Speciality Crafting types but can be used to cover the cost of materials at 1.5x the rate of gold)
Have all required non-material components such as spells or classes (or the ‘Philosopher’s Stone’ venue passive which makes them not required)
Have all prerequisite feats such as Magical Crafting or Alchemical Crafting
Have master proficiency in Crafting to craft items over level 9+
After you meet these requirements you may take the Craft action In Town to create the item with a check based on the item’s level and rarity.
If you are crafting the item on behalf of another player, they can use the Trade action to provide the materials along with your payment, and you can take the Made to Order reaction to craft the item instead.
There are several ways to obtain formulas during the campaign. Please see the list below of some commonly available options which may not be all inclusive:
You can use the Inventor skill feat to Craft common formulas for items following the normal Craft requirements.
You can visit a Venue with the Tinkering Bench action to invent formulas. This gains a bonus if you have the Inventor skill feat or allows you to create formulas without it.
You can reverse engineer items that you possess, regardless of rarity. This is a special Craft action that uses the same DC as Crafting the item normally.
You can gain formulas as treasure within sessions.
Players can Trade formulas to you (even as part of the Trade to provide resources for Made to Order), PERMANENTLY handing over a formula they possess.
Players can take the Transfer Knowledge action or Provide Guidance reaction to share a formula that they possess with you, allowing them to keep the formula.
Venues provide several unique passive benefits and actions to yourself and the town. If you plan to be an active participant in the In Town gameplay between sessions such as by crafting, the passive bonuses can make that easier, cheaper, and more rewarding while providing a space for your own flavor and roleplay.
An example of some passives and their benefits:
‘Philosopher’s Stone’ allows you to ignore any common spell or class based requirements for creating items
‘Plentiful Resources’ reduces the cost of any Craft action you take by 20%
‘Relaxing Atmosphere’ gives you 30 RP XP for each unique visitor to your venue in a given week up to a maximum of 450 RP XP per week.
'Inventive Tools' can allow you to rarely craft special items with additional effects
There are many unique passive and action combinations that you can mix together to best fit your venue flavor and goals, requiring only an initial investment of 2K RP XP or Player XP for the 'Setting up Shop' perk.