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The following rules are in effect for the Craft skill. These rules are based on the rules originally presented in Making Craft Work by Spes Magna Games and in Pathfinder Unchained.
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 could have several 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.
Check: You can practice your trade and make a decent living, earning your check result in silver pieces per day. 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 make an item of the appropriate type. Items created with a Craft skill fall into one of several broad categories of complexity.
After you have a suitable area to craft and you’ve gathered your tools, you must then acquire raw materials whose value is equal to 1/4 the cost of the item or items you wish to craft. Given the necessary tools, materials, and workspace, you can attempt a Craft check with a base DC of 10 plus the appropriate DC modifiers for the complexity of the item, any special materials. If you succeed, you have finished the item after the amount of time under the time unit column, with any additional modifiers for special materials applied, for the appropriate complexity entry in Table: Item Complexity, Time Units & DC Modifiers. If you exceed the check by 5 or more, you halve the time required. If you exceed the check by 10 or more, the time required to finish the item is halved again.
Failing the Check: If you fail the check, the item is not completed, and you must try again. If you fail the check by 5 or more, half the raw materials are ruined. To attempt another check, you must pay half the raw materials cost to replace the ruined materials. If the craft check fails by 10 or more, you have ruined all the raw materials, and must start over.
Tools: Before crafting an item, you must have tools and an appropriate workshop or area. If you don’t have access to artisan tools, you can still attempt a Craft check, but you take a –2 penalty when attempting a check without such tools or with improvised tools. If you have masterwork artisan tools, you gain a +2 circumstance bonus on the skill check.
Setting Aside Crafting Items: As long as you can store an item in a secure and safe place, you can set aside an item that you began crafting and return to it again with little to no effect. This allows you to break up the time required to complete an item into separate blocks of time for a single Craft check. Your GM may rule that this is not possible, especially in the case of volatile alchemical items or perishable goods.
Crafting Masterwork Items: When you’re crafting a masterwork item, its complexity increases by two steps, which increases the DC and base time unit required to craft it appropriately.
Special Materials: When crafting with special materials, the DC to craft the item is modified by the relevant modifier in Table: Special Material Modifiers. The base time unit required to craft the item is also modified. Items with multiple special materials incorporated in their construction only modify the DC by highest applicable special material modifier and time unit modifiers.
Table: Special Material Modifiers
|Material Workability||Special Materials||DC Modifier||Time Modifier|
|Easy||bone, bronze, stone||-2||50%|
|Normal||steel, wood, cloth, leather||+0||100%|
|Difficult||alchemical silver, darkwood||+2||125%|
|Hard||cold iron, mithral, dragonhide||+4||150%|
Repairing Items: You can use the appropriate Craft skill to repair items of that type. Repairing an item with the broken condition or that has taken damage (or both) requires tools and a work area, and you must pay 1/10 the item’s cost in raw materials. Repairing an item has the same DC as crafting the item, but has a reduced time unit to repair, as in Table: Item Complexity, Time Units & DC Modifiers. Failing a repair check by 10 or more destroys both the raw materials and the item being repaired.
Batch Crafting: Certain items can be crafted in batches of up to 20 units. Each item crafted as in a batch adds a +1 modifier to the Craft DC, including the first. Items that can be crafted in batches are arrows, bolts, firearm ammunition, and most alchemical items. Your GM may rule that certain alchemical items cannot be batch crafted. When batch crafting, the time to complete the batch is unmodified. Batch crafting follows the normal rules for Craft failures and successes.
Table: Item Complexity, Time Units & DC Modifiers
|Item Complexity||Crafting Time Unit||Repair Time Unit||DC Modifier|
|Basic||1 hour||1d10 minutes||-5|
|Simple||4 hours||3d10 minutes||+0|
|Normal||1 day||1d4 hours||+5|
|Complex||3 days||2d4 hours||+10|
|Intricate||1 week||1d2 days||+15|
|Impossible||1 month||3d6 days||+20|
The complexity categories listed in the table above require some defining. The examples given below are by no means exhaustive and require some subjectivity when assigning a category to an item. Ultimately, your GM has the final say as to which category an item falls into.
A basic item is composed of a single material, possesses no moving parts, and are usually a single piece, requiring minimal shaping.
- Alchemical Items: any item that costs 1 gp or less
- Mundane Items: crowbar, torch, simple wooden or metal tools like spoons, forks, etc
- Weapons: club, quarterstaff, sling
- Traps: uncovered pit
A simple item largely made of one material, but requires a more specialized shape.
- Alchemical Items: any item that costs 10 gp or less
- Armor: shields
- Mundane Items: most clothing, furniture, wooden or metal tools
- Weapons: dagger, mace, spear, most simple weapons, arrows and bolts
- Traps: covered pit
A normal item is characterized by a variety of materials, or a few moving parts.
- Alchemical Items: any item that costs 50 gp or less
- Armor: all shields, most light armors, hide armor
- Mundane Items: High class clothing, most adventuring gear.
- Weapons: martial weapons, bows
- Vehicles: raft
- Traps: bear trap, most CR 1 traps
A complex item has diverse materials, several moving parts, and/or decorative bits.
- Alchemical Items: any item that costs 100 gp or less
- Armor: chain shirts, most medium armors
- Mundane Items: Jewelry, kits, locks, complicated adventuring gear
- Weapons: crossbows, composite bows, early firearms, early firearm ammunition, exotic weapons, nonalchemical and nonfirearm siege weapons
- Vehicles: cart, chariots, rowboats, sleigh, wagon
- Traps: CR 2 – 5 traps
An intricate item has diverse materials, many interacting movable parts, and decorative bits.
- Alchemical Items: any item that costs 1,000 gp or less
- Armor: heavy armors, leaf armor, breastplate (agile)
- Mundane Items: clocks, other intricate items
- Weapons: advanced firearms, advanced firearm ammunition, alchemical or firearm siege weapons
- Vehicles: carriage, glider, river vessels, smaller ocean going vessels
- Traps: CR 6 – 10 traps
An impossible item is technological in nature, especially complicated, or normally requires a team of crafters to complete.
- Alchemical Items: any item that costs 1,001 gp or more
- Armor: technological armors
- Mundane Items: technological items
- Weapons: technological weapons
- Vehicles: large ocean going vessels, alchemical vehicles
- Traps: CR 11 – 20 traps