Crafting Times Revisited

All manufacturing times presume that necessary equipment, raw materials and manpower are available.

Hurrying prduction: Adds +10 to DC, minimizes time variables to produce item. In the case of Alchemical or Herbal preparations, the time to manufacture the item is halved. Massive projects such as buildings and ships cannot be hurried in this fashion, though spending extra money may speed up construction at the GM’s discretion.

Herbalism: The rules for gathering and preparing raw ingredients remain unchanged. The time to prepare one dose of a herbal substance depends on the DC of the preparation: DC to prepare herbal substance and time spent per dose

Trivial (DC 15 or less): 1d3 days

Complex (DC 20): 1 week

Very Complex (DC 25+): 2 weeks

More than one dose of a herbal preparation may be manufactured, provided the requisite amount of raw materials are acquired and prepared, and the herbalist has access to sufficient working space. The DC of the recipe determines the quantity of preparations that may be manufactured simultaneously:

DC to prepare herbal substance and maximum number of doses manufactured simultaneously

Trivial (DC 15 or less): 8

Complex (DC 20): 4

Very Complex (DC 25+): 2

Alchemy: The cost of raw materials remains the same. The time to prepare one dose of an alchemical substance depends on the DC of the preparation:

DC to prepare alchemical substance and time spent per dose

Trivial (DC 15 or less): 1d3 days

Complex (DC 20): 1 week

Very Complex (DC 25+): 2 weeks

More than one dose may be manufactured, provided the requisite amount of raw materials are acquired. The quality of an alchemist’s laboratory and the DC of the recipe determines the quantity of preparations that may be manufactured simultaneously:

DC/laboratory (portable, adequate and master’s)

Trivial (15 or less): 4, 8, 16

Complex (20): 2, 4, 8

Very Complex (25+): 1, 2, 4

Any assistants do not modify this figure, though they may increase the craft roll by taking the Aid Another action. For every five points that the skill check DC is exceeded, the crafter may assign either a +1 to any save DCs against the effects of the substance, or add one die of damage (if applicable) to the result. Master Alchemist (or “How to Make Plutonium Out of Ordinary Household Items”) cuts raw materials cost by half.

SIMPLE WEAPONS

Item and its manufacturing Time

Gauntlet: 8 days

Dagger: 1 day

Hatchet: 1 day

Knife: 1 day

Yuetshi Knife: 1 day

Stiletto: 1 day

Club: 1d3+2 hours

Heavy Mace: 2 days

Light Mace: 2 days

Hunting Spear: 1 day

War Spear: 1 day

Staff: 1d3 days

Hunting Bow: 3 days

Arrows (20): 1 day

Javelin: 1 day

Sling: 6 hours

Bullets (10): 1 hour

Arbalest: 3d6 days

Bolts (10): 6 hours

Crossbow: 2d6 days

Bolts (10): 6 hours

MARTIAL WEAPONS

Axe: 1 day

Ghanata Knife: 1 day

Short Sword: 2 days

Battleaxe: 2 days

Broadsword: 1d2+2 days

Cutlass: 2 days

Zhaibar Knife: 2 days

Heavy Lance: 1 day

Light Lance: 1 day

Scimitar: 1d2+1 days

Arming Sword: 4 days

Warhammer: 2 days

Bardiche: 2 days

Bill: 2 days

War Club: 1 day

Pike: 1d2+1 days

Poleaxe: 2 days

War Sword: 1d2+3 days

EXOTIC WEAPONS

Sabre: 1d2+1 days

Whip: 1 day

Greatsword: 1d3+4 days

Tulwar: 1d4+5 days

Hyrkanian Bow: 14 days

Arrows (20): 1 day

Shemite Bow: 14 days

Arrows (20): 1 day

Stygian Bow: 3 days

Arrows (20): 1day

Bossonian Longbow: 1d4+8 days

Arrows (20): 1 day

PRIMITIVE WEAPONS

Hatchet: 1 day

Knife: 1 day

Club: 1d4+2 hours

Hunting Spear: 1 day

War Spear: 1 day

Hunting Bow: 3 days

Arrows (20): 1 day

Javelin: 1 day

AKBITANAN WEAPONS:To make a masterwork weapon, add one day to the time needed to manufacture the item

ARMOUR & SHIELDS

Leather Jerkin: 1 day

Mail Shirt: 4 months

Quilted Jerkin: 1 day

Brigandine Coat: 4 days

Scale Corselet: 14 days

Mail Hauberk: 6 months

Breastplate: 2 weeks

Plate Armour: 2 months

Scale Hauberk: 21 days

Steel Cap: 1 day

Great Helm: 3 days

Visored Helm: 1d5+5 days

Buckler: 2 days

Large Shield: 6 days

Targe: 3 days

CLOTHING

Belt: 1 day

Knight or Lady’s Belt: 1d5+2 days

Riding Boots: 1d5+2 days

Work Boots: 1d2+1 days

Silk Breeks: 1 day

Cloak: 1 day

Doublet: 2 days

Feathered Head-Dress: 1d2+1 days

Hat, Hood or Bonnet: 1 day

Hose or Stockings: 1 day

Jacket or Coat: 2 days

Kirtle or Dress: 2 days

Loincloth: 1 hour

Merchant’s Clothing: +1d3 days

Noble’s Clothing: +1d6 days

Pattens: 2 days

Robe: 1 day

Sandals: 1 day

Shirt and Braes or Shift: 2 days

Shoes: 1 day

Tunic: 1 day

Winter Clothing: +1 day

CLASS TOOLS AND SKILL KITS

Crafter’s tools: 1 week

Masterwork crafter’s tools: 2d2 weeks

Healer’s kit: 1d2+1 weeks

Herbalist’s kit: 1 week

Musical instrument, any brass: 2d2 weeks

Musical instrument, any percussion: 1 week

Musical instrument, any pipes or woodwind: 2d4 days

Musical instrument, any stringed: 1d10+20 days

Musical instrument, horn: 5 days

Musical instrument, masterwork: Time x2

Merchant’s scale: 1

Thieve’s tools: 1 day

Masterwork thieve’s tools: 2d2 days

Masterwork tools: 2 weeks

Portable Laboratory: 1 week

Standard Laboratory: 1d2+1 weeks

Master’s Laboratory: 1 month

ADVENTURING GEAR

Bedroll: 1 day

Candles (10): 1 day

Parchment case: 1 day

Chain (10 ft.): 10 days

Chalk (10 pcs.): 1 day

Crowbar: 1 day

Firewood (per week): 1 day

Fishhook and line: 1 day

Fishing net (25 sq.ft. ): 3 days

Flint and steel: 1 day

Grappling hook: 3 days

Hammer: 2 days

Ink (1 oz. vial): 2 days

Ink quill: 5 minutes

10-ft. ladder: 1 day

Candle lantern: 1 day

Very simple lock: 2 days

Average lock: 1d2+1 days

Good lock: 1d3+2 days

Amazing lock: 1d2 weeks

Manacles: 1 day

Masterwork manacles: 2d2 days

Small steel mirror: 2 weeks

1 sheet of parchment: 21 days

Hemp rope (50 ft.): 3 days

Silk rope (50 ft.): 3 days

Sewing needles (5): 1 day

Slave collar: 1 day

1 lb. soap: 1 day

Spade or shovel: 1 day

Tent: 1 week

Torch: 5 minutes

Whetstone: 1 day

CONTAINERS AND CARRIERS

Barrel: 2 days

Basket: 1 day

Canvas bucket: 1 day

Chest: 1d3+2 days

Flask: 12 hours

Canvas kit bag: 1 day

Belt pouch: 1 day

Sack: 1 day

Spell component pouch: 1 day

Wooden bowl: 1 day

Leather costrel: 1 day

Leather drinking-jack: 1 day

Clay jug: 1 day

Clay mug/tankard: 1 day

Pewter mug/tankard: 2 days

Iron pot: 1 week

Vial: 12 hours

Waterskin: 2 days

MOUNT GEAR AND VEHICLES

Bit and bridle: 2 days

Pack saddle: 4 days

Riding saddle: 7 days

Cart: 14 days

Wagon: 16 days

PROPERTY

Hovel: 2d6 days

Small House: 1d3+1 weeks

Great House: 2d4 months

Manor House: 1d4 years

Lord’s Castle: 2d5 years

King’s Castle: 2d3 decades

Crafting Times Revisited

Conan Acheronian Edition Warma