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campaign_systems_kingdombuilding:busorgs:manufacturing

Manufacturing Properties

Overview

These developments are Bread and Butter of production - They take Raw Materials to produce something different. They make their money by increasing the value of the original items. Any manufacturing business will have masterwork tools in there workshops - if you own the business you can use the workshop and tools (giving a +2 to your craft roll). If you also have an entourage member with appropriate skills, they can make an 'Aid Another' roll to help you (potentially another +2 to your craft roll)

Note: All of these developments come with the staff to make the items listed.

Basics

A Normal Craft-Workshop is generally run by an Expert-3, whose main skill is in whatever craft (or profession) is designated as the main skill for the workshop. They have Craft:Main +7 and can produce items up to DC:15 comfortably. That expert will have secondary skills in Prof:Merchant, Appraise and other business like skills.

The Mill, Small Boatyard and Leatherworker are examples of Craft Workshops that are ‘described’ in the rules. However, any craft (and some professions) can be used as a ‘flavour’. Examples might include - Smith, Baker, Carpenter, mason, Brewer, Bowyer, Basketry, Weaver, Butcher, Herbalist, Foundry … The list is almost endless.

A Master Crafter’s workshop is still run by an Expert-3 – but one who has Skill Focus in their main skill and a set of masterwork tools. This makes their Craft:Main +12 – and they can make Masterwork items easily by Taking Ten on the MW roll. If you upgrade a Craft Workshop to a Master Craftsman, the extra expenditure pays for the Expert to retrain a feat, get in MW tools and add the extra space for new assistants and supporters.

Both the Brewery and Large Boat Yard are examples of MW Workshops with enhanced manufacturing ability. Many of the earlier examples could be upgraded to make MW versions of things - although you might have to justify upgrading some of them :}

An Exotic Crafter's Workshop is run by the same expert as before, but they have employed an Adept (L3) who has taken the feat Craft Wondrous Item. So now the Master Crafter can make a ‘special’ item and the Adepts enchants it OR a crafter might have progressed to L5 and retrained for the Master Crafter and a Create Wondrous Item or Craft Magical Weapon or Armour feats :)

Flavouring Craft Workshops

Buildings

Manufacturing Developments
ClassificationNameCostSpecEconLoyStabDefNotes
ManufacturingCraft Workshop101000
- Example- Boat Yard101000Can make water-borne vessels up to 30 feet in length.
- Example- Mill101000
- Example- Tannery101000
ManufacturingMaster Craftsman {M} (★★★)2.502000
- Example- Brewery{M} (★★★)2.502000See this page for details of brewing options (inc ales, wines spirits etc)
- Example- Large Boat Yard {M} (★★★)2.502000Can make water-borne vessels up to 60 feet long
ManufacturingExotic Artisan {M} (★★★)3.512000
- Example- Alchemist {M} (★★★)3.512000
- Example- Herbalist {M} (★★★)3.512000

Description

  • Craft Workshop - Craft Workshop is a catchall name for a place where raw materials are turned into finished products. It might be a Tailor, a Carpenter, a Smith, a Bakery, or any other craft that doesn’t have a specific building listed here. You must specify one craft for the Craft Workshop to specialize in, however, you may have more than one Craft Workshop per district, so long as they specialize in different crafts. A Craft Workshop can produce mundane items (of the appropriate type) on demand but cannot supply master-work items. However, a Craft Workshop may be upgraded to a Master Craftsman for 1 BP.
    • boatyard - can make water-borne vessels up to 30 feet in length. Note
    • Tannery – turns skins into leather or fur - but you still need a tailor, leather worker or armourer to use the material produced. Note
    • Mill – turns Corn into flour, cuts wood into planks – etc. But you still need a craft workshop to produce anything from the planks.
    • Glass Maker - Standard Workshops make can make poor quality glass that can only be used to make unsophisticated items. Examples include thick walled containers, such as chunky glasses, bowls or vases, or for simple figurines. When used for glazing, you get ‘bottle glass’- small panels of glass that have a thicker centre and can only be used in small panes held together with supporting strips of lead or wood. This type of glass is generally green tinged and is probably found in ★★★ buildings.
  • Master Craftsman – Master Crafter is a catch-all name for a place where raw materials are turned into high quality finished products. It might be a Tailor, a Carpenter, a Smith, a Bakery, or any other craft that doesn’t have a specific building listed here. You must specify one craft for the Master Crafter to specialize in, however, you may have more than one master Crafter per district, so long as they specialise in different areas. A Master Crafter’s workshop can produce master-work quality items (of the right type) on demand. It may be upgraded to an Exotic Artisan for 1BP.
    • Brewery – Brewery is a catch-all name for a building that makes named alcoholic beverages. You must choose between Beers, Wines, Mead, Cider or Spirits when you build the brewery and give the drink a name - such as Poacher's Pale Ale, Cheerful Delver Stout or Sarain Wine. You may have more than one brewery per district, so long as they specialize in different types of drink. This is, in effect, a MW workshop - unnamed ales and wines can be made in a Craft Workshop - see brewing.
    • Large boatyard - can make river and lake vessels up to 60 feet long. It can make all the smaller vessels a boatyard can make, but cannot make carvel or sea-going vessels.
    • MW Glassmakers can produce a better-quality glass, capable of making more sophisticated artwork and windows. Household items and artwork take on a finer form, the glass is clearer and may be ‘stained’ with a few different colours. Windowpanes are still small, and supported by strips, but the glass is clearer, and can be used for simple stained-glass effects. It is likely to be found in ★★★★ buildings.
  • Exotic Artisan - Shop, Workshop and Residence for some sort of exotic artisan. It could be a glassmaker, firework maker jeweller or tinker who can produce master-work and small magical items. Equally, it could be a Master Smith who can craft low level magical weapons - or the equivalent.
    • Alchemist - An Alchemist’s Shop, Workshop and Residence. An Alchemist can produce a large range of alchemical supplies on demand and can create small (relevant) magical items on request.
    • Herbalist - An herbalist’s Shop, Workshop and Residence. An Herbalist can produce a large range of herbal supplies on demand and can create small (relevant) magical items on request.
    • Exotic Glassmakers produce fine glass, that is used in the best quality tableware and art work, and can be produced in a much wider colour range. Individual windowpanes are still fairly small, and used in a lattice type framework, although the glass is both smooth and clear. The best quality stained glass windows are made from this type of glass. The glass is of a high enough quality that it can be use to make lenses for telescopes and even simple spectacle for close up work. It is likely to be found in ★ ★ ★ ★ ★ buildings.

Crafting levels

For descriptions of crafting level see www.d20pfsrd.com/skills/craft/

No Specialist Facilities - This is the standard of crafting available in most rural and urban settings. You can generally find people with Craft(Xxx) +1 or +2 around who can make and work with items that could be classed as Typical, Routine, Common, Simple or Average (up to DC12).

Craft Workshops – When you build a workshop you must designate which craft it is suited for - Blacksmith, Leather Worker, Carpenter, Basket Maker and such like. The workshop becomes a hub for craftsmen in that field and there will be at least one crafter with a skill of +7 and capable of making higher quality (DC17) items.

Once you have five different craft workshops (or their equivalent) in your town you find that other similar quality workshops starting up around town. Then “Average items available immediately, others on order” becomes the norm for all crafted items in your town.

Master Craftsman are designated with the {M} symbol and are capable of making master-work items to order. They can make just about anything.

Once you have five different Master-crafters (or their equivalent) in your town This becomes the baseline, and you find that other similar quality workshops spring up, and “Masterwork” items of all sorts become readily available in your town.

Notes

See Residential Classifications for a description of the ★ rating system.

{M} means the manufacturer is capable of creating master-work items - Which is often needed if you intend to enchant an item :)

campaign_systems_kingdombuilding/busorgs/manufacturing.txt · Last modified: 2023/07/04 11:57 by johnb