Crafting skill info


Second Edition


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The people over at r/pathfinder2e got their hands on a screenshot and did their best working out what it said. It related to the crafting skill.

"The GM sets the DC, but it's usually about the same DC to Repair a given item as it is to Craft it in the first place. You can't Repair a destroyed item.

**Critical Success** You restore 10 Hit Points to the item, plus an additional 10 Hit Points per proficiency rank you have in Crafting (a total of 20 HP if you're trained, 30 HP if you're an expert, 40 HP if you're a master, or 50 HP if you're legendary)

**Success** You restore 5 Hit Points to the item, plus an additional 5 per proficiency rank you have in Crafting (\[etc...\])

**Critical Failure** You deal 2d6 damage to the item. Apply the item's Hardness top this damage.

**CRAFTING TRAINED ACTIONS**

You must be trained in Crafting to use it to Earn Income (page 236).

**Earn Income** by crafting goods for the marked

**CRAFT**

You can make an item from raw materials. You need the Alchemical Crafting skill feat to create alchemical items, the Magic Crafting skill feat to create magic items, and the Snare Crafting feat to create snares.

To Craft an item, you must meet the following requirements
The item is your level or lower. An item that doesn't list a level is level 0. If the item is 9th level or higher, you must be a master in Crafting, and if it's 16th or higher, you must be legendary. You have the formula for the item, (see Getting
Formulas) below for more information. 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 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 the amount of raw materials you need, except in the case of rare/precious materials.

You must spend 4 days at work, at which point you attempt a Crafting check. The GM determines the DC to Craft the item
based on its level, rarity, and other circumstances. If your attempt to create the item is successful, you expend the raw materials you supplied. You can pay the remaining portion of the item's Price in materials to complete the item immediately, or you can spend additional downtime days
working on it. For each additional day you spend, reduce the value of the materials you need to expend to complete the item. This amount is determined using Table 4.2 Income
Earned (page 236), based on your proficiency rank in Crafting and using your own level instead of the task level. After any of
these downtime days, you can complete the item by spending the remaining portfolio of its Price in materials."


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And there is the link in case anyone wants to see the original post or the page it's taken from. There is more info on that page if anyone is up for trying to decipher the blurry image.

https://www.reddit.com/r/Pathfinder2e/comments/c1xulz/crafting_2e/?utm_medi um=android_app&utm_source=share


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FedoraFerret did a good transcription of that page in the Banquet thread, here


So it's the same as the Playtest Crafting? Spend Half to start then may either pay the rest or spend more time crafting, reducing time based on Craft check.

Only thing missing is how you could get multiples of a small item from each 4-day batch.


ChibiNyan wrote:

So it's the same as the Playtest Crafting? Spend Half to start then may either pay the rest or spend more time crafting, reducing time based on Craft check.

Only thing missing is how you could get multiples of a small item from each 4-day batch.

It also seems to be missing the rule saying you can craft items below your level in less than 4 days.

And I don't think we've seen the table showing the cost reduction for additional days spent crafting. Those numbers were a bit too low for my liking in the playtest, so I hope they've been adjusted.

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
Blave wrote:
ChibiNyan wrote:

So it's the same as the Playtest Crafting? Spend Half to start then may either pay the rest or spend more time crafting, reducing time based on Craft check.

Only thing missing is how you could get multiples of a small item from each 4-day batch.

It also seems to be missing the rule saying you can craft items below your level in less than 4 days.

I am hoping that option returns at least in the form of a Skill Feat.


There is a batch section where consumables can be crafted in batches of 4 of the same item (I take this as level type personally) and other items like arrows are crafted in there inits, such as 10 arrows.


Blave wrote:
ChibiNyan wrote:

So it's the same as the Playtest Crafting? Spend Half to start then may either pay the rest or spend more time crafting, reducing time based on Craft check.

Only thing missing is how you could get multiples of a small item from each 4-day batch.

It also seems to be missing the rule saying you can craft items below your level in less than 4 days.

And I don't think we've seen the table showing the cost reduction for additional days spent crafting. Those numbers were a bit too low for my liking in the playtest, so I hope they've been adjusted.

While we do not have the table in full, we have an example with numbers.

They coincide with playtest numbers.
It's either one simple coincidence or the table is the same. Or maybe it starts samey and diverges later. Hard to tell. Still, I hope I'm wrong...


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Interesting. So the other big change is the ability to craft higher level items are going to be prof gated. I can get behind this (of course dependant on if lower level items are not completely power creeped out on higher levels, so those that did a modest investment can still get something small from it. Though I guess if worse came to worse those characters can always retrain the skill.). Overall I like it both from gameplay mechanics, as I can see these restrictions adding balance to what could be an extremely powerful skill (see crafting magic items in PF1), and from a RP/world building as only knowing the basics should only allow the person to craft the basic stuff, while the more advance requires more time effort knowledge and experience in the craft.

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