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pathfinder:campaign_systems:business:manufacturing

Manufacturing Properties

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)

Buildings

Manufacturing Developments
ClassificationNameCostEconomyLoyaltyStabilityMinorMediumMajorDefence
ManufacturingCraft Workshop11000000
ManufacturingBoat Yard11000000
ManufacturingMill11000000
ManufacturingTannery11000000
ManufacturingBrewery22000000
ManufacturingLarge Boat Yard {M}22000000
ManufacturingMaster Craftsman {M} (★★★)22000000
ManufacturingAlchemist {M} (★★★) (★★★)32001000
ManufacturingExotic Artisan {M} (★★★)32001000
ManufacturingHerbalist {M} (★★★)32001000
ManufacturingCasters Tower (★★★★)63001100

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.
  • Boat Yard - 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.
  • Brewery – Brewery is a catch-all name for a building that makes alcoholic beverages. You must choose between Beers, Wines, Mead, Cider or Spirits when you build the brewery. You may have more than one brewery per district, so long as they specialize in different types of drink.
  • Large Boat Yard - can make river and lake vessels up to 60 feet long. It can make all the smaller vessels a boat yard can make, but cannot make carvel or sea-going vessels.
  • 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.
  • 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.
  • 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.
  • Herbalist - An herbalist’s Shop, Workshop and Residence. An Alchemist can produce a large range of herbal supplies on demand and can create small (relevant) magical items on request..
  • Caster’s Tower - Home to a Spell Caster who creates magical items for sale.

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)4 around who can make and work with items that could be classed as Typical, Routine, Common, Simple or Average (up to DC14).

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 8 and capable of making higher quality (DC18) 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 base line, 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 :)

pathfinder/campaign_systems/business/manufacturing.txt · Last modified: 2022/05/07 10:43 by johnb