Craft

You are skilled in the creation of a specific group of items, such as armor or weapons. Like Knowledge, Perform, and Profession, Craft is actually a number of separate skills. You can only have two Craft skills, each with its own ranks. The most common Craft skills are alchemy, armor, baskets, books, bows, calligraphy, carpentry, cloth, clothing, glass, jewelry, leather, locks, paintings, pottery, sculptures, ships, shoes, stonemasonry, traps, and weapons.

A Craft skill is specifically focused on creating something. If nothing is created by the endeavor, it probably falls under the heading of a Profession skill.

You can practice your trade and make a decent living, earning half your check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the craft's daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1 silver piece per day.)

The basic function of the Craft skill, however, is to allow you to make an item of the appropriate type. The DC depends on the complexity of the item to be created. The DC, your check result, and the price of the item determine how long it takes to make a particular item. The item's finished price also determines the cost of raw materials.

Check

You can practice your trade and make a decent living, earning your check result in dollars per week of dedicated work. You know how to use the tools of your trade, how to perform the craft's daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1 dollar per day.)

The basic function of the Craft skill, however, is to allow you to make an item of the appropriate type. The DC depends on the complexity of the item to be created. The DC, your check result, and the price of the item determine how long it takes to make a particular item. The item's finished price also determines the cost of raw materials.

Item Craft Skill Craft DC
Acid Alchemy 15
Alchemist's fire, or tindertwig Alchemy 20
Antitoxin,Thunderstone Alchemy 25
Armor or shield Armor 10+ac bonus + special material
Longbow, shortbow, or arrows Bows 12
Composite longbow or composite shortbow Bows 14 + special material
Composite longbow or composite shortbow with high strength rating Bows 14 + (2 x rating) + special material
Crossbow, or bolts Weapons 14
Simple melee or thrown weapon Weapons 12+ special material
Martial melee or thrown weapon Weapons 14 + special material
Exotic melee or thrown weapon Weapons 18 + special material
Mechanical trap Traps Varies1
Very simple item (wooden spoon) Varies 5
Typical item (iron pot) Varies 10
High-quality item (bell) Varies 15
Complex or superior item (lock) Varies 20

All crafts require artisan's tools to give the best chance of success. If improvised tools are used, the check is made with a –2 penalty. On the other hand, masterwork artisan's tools provide a +2 circumstance bonus on the check.

We use a difrent crafting formula you still pay 33% of what the item would cost in raw materials however see Crafting

FAQ

The dcs here kinda contradict the ones from the crafting page or the math seems off by 1 or 2 whats up with that?

The dcs on the crafting pages are also a guideline with the exception of special materials and is there incase some weird profession is selected, or a player tries to do something where we can't figure out where to put it.

otherwise you use the dcs listed on this table when in doubt ask a GM

Non magical only

you may only make non magical items or masterwork items

Note read:

The skill here is explained how it works however to not over complicate checks are only allowed during situational plots in a quest.a player recieves wages weekly if they roleplay see character-experience

also a Craft roll is allowed every sunday for each character in the shoptalk room talk to the staff so they can monitor it

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