Craft

Crafting allows characters to understand the construction and function of various items, as well as build certain items. As a Special skill, the added ability score is dependent on what type of item being crafted, and therefore is left to GM discretion.

For a player to create an item using Craft, they first must locate or purchase materials. The material cost is usually equal to one-quarter of the crafted item’s usual cost. Next, a Craft check must be rolled, with a DC of 10 + the cost of the item in gp. Crafting a normal item usually takes four hours. The player may add a +4 bonus to their Craft roll for every additional four hours they spend.

Crafting allows the creation of mundane items, the creation of magical items using this skill will be explored in a later section. To create a given item, materials must first be purchased, with a cost of one-quarter of the usual cost of the item. Next, a Craft check must be rolled, with a DC of 10 + the cost of the item in gp. Crafting a normal item takes four hours. Add 4 to the roll for every additional four hours spent working on the item. Multiple creatures are allowed to work on one item, in this instance, their Craft rolls are added together to determine the total, but they each only gain an additional +3 to the roll for each additional four hours they spend working on the item (So two creatures spending 24 additional hours on an item would get a +144, while one creature spending an additional 24 hours would get a +96).

Many craft skills may be paired with professions, and a creature receives a bonus to the craft roll equal to half their profession bonus if it is a relevant profession. So a creature with the Profession: carpenter would have a bonus on Craft: woodworking checks.

Here is a list of common craft skills, along with relevant notes:

Calligraphy

Clockwork: May be used to make metalworking checks at a -4 penalty

Cloth

Food

Forgery: Usually only used for paper documents

Jewelry

Leatherworking

Masonry: May be used to make stone carving checks at a -4 penalty

Metalworking: May be used to make clockwork checks at a -4 penalty

Painting

Pottery

Stone carving: May be used to make masonry checks at a -4 penalty

Trapmaking

Woodworking

The creation of alchemical items and poisons follows similar rules, but instead of Craft checks, Alchemy checks are made instead.

It is possible for a creature to have points in multiple different craft skills, and may attempt to substitute one for another with permission from the GM. That said, attempting to use skill at cooking to create naphtha will be highly difficult, but attempting to use it to give a roomful of people food poisoning would be simpler.

In order to craft a magic item, various prerequisites are required. First, gold equivalent to half the cost of the magic item must be spent to acquire the various needed materials, reagents, and material components for the crafting of the magic item. Second, whoever is performing the crafting must have the requisite feats or class abilities to allow them to craft a magic item. Third, one spell level must be expended for every 100 gp in price of the base magic item (so the Drums of Fear would require 60 expended spell levels, i.e. 6 level 10 spells, 30 level 2 spells, or some other combination). A work space and tools are also required for the crafting of a magic item, and not having these doubles the Craft DC.

The Craft DC for creating a magic item is equivalent to the number of spell levels used in the crafting. The crafter may add 1 to their roll for each additional hour they spend crafting. They may add a further +1 to their roll for every two spell levels expended past what was required to create the item.

The base time to create a magic item is four hours. Once all the necessary materials have been gathered, the crafter may make the Craft check, and spends four hours creating the item. If they miss the Craft DC, they fail to create the item. If they miss by more than 5, they also ruin the purchased materials necessary for construction. If the creator does not have access to sufficient spell level to craft the item in one sitting, a long rest may be taken. Time spent resting does not count towards the number of hours spent crafting, and no more than 9 hours may be spent away from the project, or the magic flows out, and the attempt is ruined.

Some items require further effort; items which specifically duplicate spell effects require the crafter to be able to cast the required spell in order to craft the item. Not being able to cast the spell increases the craft DC by 4 plus twice the spell’s level for each spell the crafter is unable to cast.

When crafting magic items using special materials, as described under the section on special materials, the proper amount of these must be purchased separate from the other costs associated with crafting a magic item.

**Masterwork Items:**

Masterwork items are items of surpassing craftsmanship, which have inherent bonuses due to how well constructed they are. Masterwork items are 1.5 times more expensive than base items, or cost 100 additional gp, whichever is greater.

Masterwork weapons have a +1 bonus to hit, and grant a +4 bonus to TED to resist sundering checks.

Masterwork armor grants a +1 bonus to AC and DD.

Masterwork tools grant a +2 bonus to checks made using the tools, including Craft, Tinker, Technology, and Medicine checks. A character with Skill Focus gains an additional +2 to this skill when using masterwork tools to attempt the skill with which they have Skill Focus

**Mechanical Enhancements:**

It is possible to enhance items mechanically, in order to give them bonuses or combat abilities. Weapons and armor may be enhanced in this way, and firearms may only be enhanced in this way, as magical enhancements will not work on firearms.

The following magical enhancements may be mechanically added to weapons. The cost to adding mechanical enhancements is the same as adding magical enhancements, but does not require any spell casting ability to achieve.

*Distance, Flaming, Keen*, *Shielding,* *Voltaic*, *Heavy,* *Poisoning*, *Vorpal*

The following magical enhancements may be mechanically added to armor. The cost to adding mechanical enhancements is the same as adding magical enhancements, but does not require any spell casting ability to achieve.

*Agile*, *Deflecting*, *Energy Absorbing*, *Warding*, *Graceful*, *Immunizing*, *Avenging*

Flat bonuses may also be applied mechanically. Any given weapon or suit of armor may be enhanced mechanically or magically, but not both.