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