| Fuzzypaws |
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The Craft skill is pretty weird and unsatisfying as it stands. I thought I'd try rewriting it.
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Craft (Downtime, Manipulate, Trained Only)
You can make an item from raw materials. When you become Trained in Craft and each time you increase your proficiency rank thereafter, choose a broad category of items you are good at crafting, such as armor, art, soft goods (cloth and leather items such as clothing), structures, tools, traps (including locks and snares), vehicles, or weapons. You can still craft other types of items beyond what you picked, but the DC is increased by one step; e.g., from Low to High.
You need the Alchemical Crafting skill feat to create alchemical items, the Magical Crafting skill feat to create magic items, and the Snare Crafting feat to create snares on the fly in the field as opposed to using the time and rules below.
To Craft an item, you must meet the following requirements:
- You have the proficiency rank appropriate to the item's quality. Someone untrained in Craft can only make Poor quality improvised items that have a -2 penalty on any relevant rolls or traits. A trained character can make normal items. An expert, master, or legendary crafter can make the respective quality of items.
- You have an appropriate set of tools and, in many cases, a workshop. For example, you need access to a smithy to forge a metal shield. You do not need a workshop to merely repair an item as opposed to crafting one from scratch.
- You must supply raw materials worth at least half the item's Price. You always expend at least that amount of raw materials when you Craft successfully. If you're in a settlement, you can usually spend currency to get an equal amount of raw materials you need, except in the case of rarer special materials.
You can Craft items with the consumable trait in batches, making up to five of the same item simultaneously. This requires you to include the raw materials for all the items in the batch at the start, and you must complete the batch all at once.
You can Craft items above your level, but must have a Formula to be able to do so, and must make a skill check according to the item's quality as if you didn't have a Formula.
Base Time: The base amount of time to Craft a standard-quality item for which you have the formula is 1 day for a tiny handheld item like a scrollcase or healer's kit, 2 days for a small item like a shield or weapon, 4 days for a roughly person sized item like armor or a cart, 8 days for a large item like a wagon or shop stall, 16 days for a huge item like a house or siege engine, 32 days for a gargantuan item like a town square or guard keep, or 64 days for a colossal item like a galleon or manse. When making huge or larger items, you must have laborers to help with the basics of the task or you double the time again.
Increase the time required by 100% (2x) for an Expert item, 200% (3x) for a Master item or 300% (4x) for a Legendary item. If you do not have the Formula and are thus inventing or re-inventing the item, increase the time required by 100% (2x) if it is Common for you or by 200% (3x) if it is not.
Reduce the time from the previous step by 25% if you have an untrained assistant, by 50% if you have a trained assistant or have two or more untrained assistants, or by 75% if you have two or more trained assistants. You do not benefit from more than two assistants; in the case of huge objects like structures, your assistant for this purpose is the foreperson of the workcrew. For this purpose, a trained assistant is someone trained in any Craft for a standard quality item, trained in that specific category of Craft for an expert item, or expert in that specific category of Craft for a master or legendary item.
Example: You are trying to forge a legendary sword for which you have the Formula, and have two trained assistants. The time is 2 days for a small item, x4 for legendary = 8 days, x0.25 for two trained assistants = a final time of 2 days.
Check DC: Use the Trivial check DC of the desired item's level when making an item up to your Crafting rank in quality for which you have the Formula. Because you have the Formula, the item being Common or otherwise is not relevant for you. If you are trained in Craft and the DC remains at Trivial, you do not have to make a check and automatically Succeed unless you want a better degree of success, or are subject to time pressure or other circumstances as the GM deems appropriate.
If you do not have the item's Formula and so are inventing or re-inventing the item, use the Low DC for a standard quality item, High for an expert item, Severe for a master item, or Extreme for a legendary item. Increase the DC by one step if the item would not be Common for your culture. As noted above, increase the DC by one step if the item is not in one of your areas of specialty. Add +3 to the DC for each step it would increase over Extreme.
You can try to hurry the crafting process to make an item in half the time. In this case, use the DC for an item 5 levels higher. Alternately, you can be cautious and take your time to make the process easier. In this case, lower the DC by 2 but you take 50% longer.
Example: You are trying to invent / craft an uncommon item for which you do not have the formula, but which falls within your area of specialty. You use the High DC for a standard item, Severe for expert, Extreme for master, or Extreme +3 for legendary.
After you expend the required amount of raw materials and base downtime, attempt a Crafting check.
Critical Success: You complete the item in the base downtime at no further cost, meaning the net result is that you Craft the item at 50% the Price of buying it.
Success: Your attempt to create the item is successful. After the base downtime is spent, you can pay the remaining half of the item's Price to finish it immediately. You may instead choose to keep working on the item for a longer period of time to reduce the cost of completion. If you spend the base downtime again you can reduce the remaining Price by half, for a net result of Crafting the item in 2x the time at 75% the Price of buying it. If you spend twice the base downtime again you can negate the remaining Price, for a net result of Crafting the item in 3x the time at 50% the Price of buying it.
Failure: You can elect your choice of one of the following three options:
- You can receive a Success result for an item one quality tier lower than you were trying to make. For example, if you were trying to make an Expert item you can accept a standard item instead. If you were trying to make a standard item, you can accept a poor item instead that has -2 on traits.
- You can keep working on the item. You have to spend 50% of the downtime again, but you do not have to pay more money unless you are paying assistants for their time. Make another check.
- You can give up and salvage all of your materials, getting the cost you fronted back.
Critical Failure: You fail to complete the item. You salvage most of your materials, but 10% of the materials (cost prepaid) are ruined and cannot be recovered. If you want to try again, you have to start from scratch at the full downtime.
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Repair (Manipulate)
You spend an hour attempting to fix a dented or broken item, or a dented or broken section of an item or structure much larger than you. You can't Repair a destroyed item, but if you have the remains of the item and are trained in Crafting, you can use the Craft activity above to recreate the item by supplying the item's remnants in place of the required 50% of the market price.
The DC to repair an item is one step lower than the DC to Craft the same item; e.g., Low if making it from scratch would be High for you. Increase the DC to repair a magical item by one step if you do not have the Magical Crafting skill feat.
Critical Success: You completely restore the item.
Success: You remove 1 Dent from the item. A broken item becomes Dented, and an item with only 1 Dent is fully restored.
Failure: You don't make any progress.
Critical Failure: You dent the item. If the item is magical, this Dent can't destroy it.
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Efficient Batching - Skill Feat 2 (General, Skill)
Prerequisites: expert in Crafting
When you Craft a batch of consumable items, you can make up to 10 items simultaneously instead of 5. You must still supply the cost for all the items you choose to make.
You can alternately make two batches of different consumable items up to a total of 10 items, so long as they are of broadly similar type; e.g., two different kinds of scrolls, or two different kinds of specialty arrows. You make one check at the higher DC for the two different kinds of items.
If you are master in Crafting you can make a batch of 20 items, which can be of up to four separate types. If you are legendary in Crafting you can make a batch of 50 items, which can be of up to ten separate types.
Impeccable Craft - Skill Feat 15 (General, Skill)
Prerequisites: legendary in Crafting
Whenever you succeed at a Crafting check to make an item of one of the types you are good at making, including when you take the automatic success for an item for which you have the Formula, you gain the effect of a critical success instead.
Inventor - Skill Feat 7 (Downtime, General, Skill)
Prerequisites: master in Crafting
When you succeed at Crafting an item for which you do not have the Formula, you now know the Formula.
Moreover, you can use Craft to learn Formulas you do not have, as an activity unto itself separate from actually crafting an item. The DC is as per crafting an item of that type and quality, or one step lower if you have an item of that type for reference in your reverse engineering attempt. The downtime requirement is 1 day for a standard quality item, 2 days for an expert item, 4 days for a master item, or 8 days for a legendary item; as usual, you must have legendary rank in Crafting to invent a legendary formula. The price of this activity is determined the same as a normal Crafting check, supplying at least half the price of the Formula and potentially more if you only succeed instead of critically succeeding.
If you are legendary at Crafting, you ignore an item's rarity when crafting it or inventing a formula.
Jury-Rig - Skill Feat 1 (General, Skill)
Prerequisites: trained in Crafting
You can rapidly create an inferior version of an item when you just need something right away. You make a Poor quality version of a standard item (-2 on traits) at half cost, and at a time requirement of 1 hour for each day that it would normally require, at a check DC one step lower.
If you are expert, you reduce the time to 10 minutes per day it would normally require. If you are master this is 1 minute per day, and if you are legendary this is 1 round per day.
You cannot use Jury-Rig to produce items you require another feat to be able to make, like Magical Crafting.
Quick Repair - Skill Feat 1 (General, Skill)
Prerequisites: trained in Crafting
You take only 10 minutes to Repair an item, rather than 1 hour. If you're an expert, it takes 1 minute; if you're a master, it takes 1 round; and if you're legendary, it takes 1 action.
Rapid Crafting - Skill Feat 7 (General, Skill)
Prerequisites: master in Crafting
It takes you half the time to Craft items, or one-fourth the time if you are legendary in Crafting. If you increase the DC to that of an item 5 levels above the desired item, you can halve the time again.
Specialty Crafting - Skill Feat 1 (General, Skill)
Prerequisites: trained in Crafting
Choose two more categories of items that you are good at Crafting.