Crafter template

Topics related to Second Age
Post Reply
randale
Posts: 852
Joined: Sun Jul 13, 2008 2:42 pm

Crafter template

Post by randale »

Blacksmithing-GM
Tinkering-GM
Carpentry-GM
Tailoring-GM
Alchemy-GM

The next 2 I'm wondering what I should take, only thing left to make anything that's craftable is musicianship for instruments, but I don't mind buying them. Was thinking this

Item ID-GM
Arms Lore-GM

or

Cooking-GM
Item ID-GM

User avatar
Apocalypse
Posts: 1579
Joined: Mon Aug 08, 2011 8:04 pm

Re: Crafter template

Post by Apocalypse »

I use Item ID and Arms Lore on mine. Arms lore is handy to be able to tell players that a weapon you found at, say, an IDOC, "looks unused" per your Arms Lore skill.

User avatar
Rik Smits
Posts: 222
Joined: Thu Apr 11, 2013 3:03 pm

Re: Crafter template

Post by Rik Smits »

I would consider magery to craft pentagrams and abattoirs
Image

randale
Posts: 852
Joined: Sun Jul 13, 2008 2:42 pm

Re: Crafter template

Post by randale »

Rik Smits wrote:I would consider magery to craft pentagrams and abattoirs
I thought of that, I personally don't care for them due to the fact they are nothing but decorations, but if someone else wants to buy them from me, perhaps I could take it. If I take margery, and musicianship, than I can make anything in the game that's craftable, as far as I know.

I may not need arms lore, it's really item ID that tells you about item's magical properties, arms lore, it looks like just tells you how much wear and tear the piece or armor/weapon has had.

randale
Posts: 852
Joined: Sun Jul 13, 2008 2:42 pm

Re: Crafter template

Post by randale »

Think now I'll go with poisoning since I found out it's the person who crafts the poison, not who puts it on the blade that is the poisoning chance that is used.

Post Reply