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Like Knowledge, Perform, and Profession, Craft is actually a number of separate skills. You could have several Craft skills, each with its own ranks, each purchased as a separate skill.
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.
Here below, typical craft activities are listed.
| Skill | TD | Task | Template Classes |
|---|---|---|---|
| Alchemy | 0÷6 | Production of alchemic substances | Adept, Archmage, Bard, Blackguard, Cleric, Commoner, Druid, Expert, Hierophant, Loremaster, Mystic Theurge, Pyrokineticist, Sorcerer, Thaumaturgist, Wizard |
| Armorsmithing | 0÷11 | Make, repair, replace and modify all parts of armors, shields and exoskeletons | Barbarian, Cleric, Commoner, Druid, Dwarven Defender, Eldritch Knight, Expert, Fighter, Paladin |
| Bowmaking | 0÷11 | Make, repair, replace and modify all parts of a bow or crossbow | Arcane Archer, Barbarian, Commoner, Eldritch Knight, Expert, Fighter, Ranger |
| Herbalism | 0÷11 | Collect herbs and plants during good times, make medicinal substances | Archmage, Assassin, Blackguard, Cleric, Commoner, Druid, Expert, Hierophant, Loremaster, Monk, Mystic Theurge, Ranger, Sorcerer, Thaumaturgist, Wizard |
| Trapmaking | 0÷11 | Arcane Trickster, Assassin, Bard, Blackguard, Commoner, Druid, Expert, Fighter, Psion (Shaper), Ranger, Rogue | |
| Weaponsmithing | 0÷11 | Make, repair, replace and modify all parts of ranged and melee weapons, firearms and energy weapons | Barbarian, Cleric, Commoner, Druid, Eldritch Knight, Expert, Fighter, Paladin, Soulknife |
Check: You can practice your trade and make a decent living, earning about half your check result in Credits 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 3 Credits per month.)
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 results, 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.
In some cases, the fabricate spell can be used to achieve the results of a Craft check with no actual check involved. However, you must make an appropriate Craft check when using the spell to make articles requiring a high degree of craftsmanship.
A successful Craft check related to woodworking in conjunction with the casting of the ironwood spell enables you to make wooden items that have the strength of steel.
When casting the spell minor creation, you must succeed on an appropriate Craft check to make a complex item.
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 circumstance penalty.
On the other hand, masterwork artisan’s tools provide a +2 circumstance bonus on the check.
To determine how much time and money it takes to make an item, follow these steps.
If the check succeeds, multiply your check result by the DC. If the result × the DC equals the price of the item by 10, then you have completed the item.
(If the result × the DC equals the price of the item by 20 or 30, then you’ve completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.)
If the result × the DC doesn’t equal the price by 10, then it represents the progress you’ve made this week. Record the result and make a new Craft check for the next week.
Each week, you make more progress until your total reaches the price of the item by 10.
If you fail a check by 4 or less, you make no progress this week.
If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.
When you use the Craft skill to make a particular sort of item, the DC for checks involving the creation of that item are typically as given on the following table.
| Item | Craft DC |
|---|---|
| Acid | 15 |
| Alchemist’s fire§, Smokestick§ or Tindertwig§ | 20 |
| Antitoxin, Sunrod§, Tanglefoot bag§ or Thunderstone§ | 25 |
| Armor, Shield, or Exoskeleton | 10 + AC bonus |
| Longbow or Shortbow | 12 |
| Composite longbow or Composite shortbow | 15 |
| Composite longbow or Composite shortbow with high Strength rating | 15 + (2 x STR rating) |
| Crossbow | 15 |
| Simple melee or thrown weapon | 12 |
| Martial melee or thrown weapon | 15 |
| Exotic melee or thrown weapon | 18 |
| Trap | Varies† |
| Very simple item | 5 |
| Typical item | 10 |
| High-quality item | 15 |
| Complex or superior item | 20 |
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§ You must be a spellcaster to craft any of these items.
† Traps have their own rules for construction.
Action: Does not apply. Craft checks are made by the day or week (see above).
Try Again: Yes, but each time you miss by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.
Special:
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A dwarf has a +2 racial bonus on Craft checks that are related to stone or metal, because dwarves are especially capable with stonework and metalwork.
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A gnome has a +2 racial bonus on Craft (Alchemy) checks because gnomes have sensitive noses.
You may voluntarily add +10 to the indicated DC to craft an item. This allows you to create the item more quickly (since you’ll be multiplying this higher DC by your Craft check result to determine progress).
You must decide whether to increase the DC before you make each weekly or daily check.
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To make an item using Craft (Alchemy), you must have alchemical equipment and be a spellcaster. If you are working in a city, you can buy what you need as part of the raw materials cost to make the item, but alchemical equipment is difficult or impossible to come by in some places. Purchasing and maintaining an alchemist’s lab grants a +2 circumstance bonus on Craft (Alchemy) checks because you have the perfect tools for the job, but it does not affect the cost of any items made using the skill.
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Synergy: If you have 5 ranks in a Craft skill, you get a +2 bonus on Appraise checks related to items made with that Craft skill.