Smithing a weapon.
Ability Score(s): Power + Precision
Usage: The creation, maintenance, and repairing of most weapons - especially those which require smithing metal.
Weapons can be forged from scratch materials, created from the ground up through your craft. For simplicity, weapons can be crafted so long as you purchase materials equal to half the silver piece cost of the weapon.
Base DC for crafting a weapon from scratch assuming all materials are present is 25. In addition to crafting a weapon an improvised 'scrap weapon' can be made using makeshift materials (for example a piece of metal with rope around it as a hilt) is DC 10 however the improvised weapon possesses 2 Integrity, and upon breaking it cannot be prepared using its current materials.
Creating a weapon takes 2 hours per point of Integrity the weapon has. These hours need not be consecutive.
Failing a check to create a weapon wastes the time however the resources aren't spent unless you fail the roll by 10 or more.
Weapons which have been damaged can be repaired; allowing one to bang out dents, sharpen dulled blades, or even fully repair broken and rusted weapons. Weapon repairs usually take 1 hour and restore a number of Integrity equal to 2d6 + Weaponsmithing result.
Repairs also cost 1/10 of the base price of the weapon (not including increases or reductions in price).
In order to repair a weapon the DC is equal to 20 plus the weapon's total Integrity minus current Integrity.
If corners are cut in order to pump out a weapon faster, the character can choose to increase the DC of the check by 10 in order to reduce the total craft time by 10%. This can be done multiple times, with its effects stacking. When this is done however, a failed roll means the weapon comes out busted and the resources being used are instead spent.
You can increase the value of the weapon you've crafted; this can be done by sacrificing usability for ornateness. Not doing so is possible, however it's much more difficult.
If you choose to sacrifice its durability you don't increase the DC but instead increase the material cost (materials must be worth x0.75 of the weapon's price and the value is increased by an additional x1.5.) and the weapon only has 3/4 of its normal Integrity (rounded down).
Choosing to keep its durability in tact increases the DC by 15.
In order to replace a weapon's materials you modify the DC based upon the materials being used. Normal DCs are counted as using the original materials and not modifying them.
Bone: DC -2
Wood: DC +0
Obsidian: DC +2
Copper or Bronze: DC +4
Iron: DC +5
Cold Iron or Meteoric Iron: DC +6
Steel or Primal Steel: DC +8
Gold or Orichalcum: DC +10
Silver or Mithral: DC +12
Platinum: DC +15
Adamantine: DC +20