Java Man wrote:
I cannot believe that the RAI for this racial ability is to do somwthing better than any other combination of feats, traits, and class abilities is capable of.
Which is indeed surprising as they rarely tend to print this kind of power. Even if its for just mundane crafting, its a very strong racial.
The Aphroite Commoner, assuming its even level 1 based off of even a 15-point buy, could easily have: STR 12, CON 10, DEX 8, INT 20, WIS 10, CHA 8
As they naturally have a +2 INT, +2 STR, -2 DEX for racial ability scores.
With their racial ability "Skilled" where they choose any craft skill and get a +2 on it, they can pick one of Eternal Smith's craft skills and get a bonus in that area. Lets assume the chosen skill is Craft (Weapons).
Since commoners get craft as a class skill, that is another +4 bonus (1 Rank + 3 Trained).
Throw in Skill Focus (Craft) as they have one feat for a +3 bonus.
Including Masterwork Artisan's Tools (55gp) as our commoner could easily rake that much in. Giving him a further +2 bonus on crafting specifically for Craft (Weapons).
Finally picking up the traits Patient Calm [faith] (treat taking 10 as take 12 for one craft skill), Artisan [social] (+2 to one craft skill your choice), and Unblemished Barrel (+1 on craft [weapons] and some irrelevant benefits) with the drawback of Insatiable as any drawback will do here.
The final result at level 1 would be, while taking 10, is: 30.
Which according to craft rules, if our Aphroite Commoner crafted an exotic melee weapon (DC 18), while rushing his work (+10 dc) would mean that 30x28= 840 worth of crafting work.
By level 3 the Aphroite Commoner picks up Prodigy (pick two skills of any combination of craft, perform, and/or profession. You get a +2 to each of them, this becomes a +4 at level 10). One of which obviously being Craft (Weapons).
By 5th level our Aphroite Commoner picks up their Master Craftsman feat and picks Craft (Weapons). Among its magical benefits, it also provides a +2 in that craft skill.
By the time we reached level 7 where magical crafting is finally unlocked for the commoner who has Craft Magic Arms & Armor and also Master Craftsman, this commoner's result on a craft check by taking 10 would be: 40
Requirements like spells and feats for magic items are basically hand-waived as you only have to increase the DC by 5 for each you don't meet the requirement of. The base DC for magic item crafting, based on which one you are looking at, is [5 + CL] or [10+CL].
Lets say the Aphroite Commoner who is level 7 decides to craft a Ten-Ring Sword (https://www.d20pfsrd.com/magic-items/magic-weapons/specific-magic-weapons/ ten-ring-sword)
They don't have the requirements Mage Hand and Versatile Weapon, so that is a +10 to the DC. They decide to rush their work which is a +5 DC. So their DC to beat is either (5+7+15=27) OR (10+7+15=32).
Our Aphroite Commoner easily passes with flying colors and forges their new magic sword in just the span of 8 hours.
This isn't even factoring in magic items like Amazing Tools of Manufacture. (https://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/too ls-amazing-tools-of-manufacture/)