Diego Rossi
|
I'd just use typical craft skill DC's and costs.
A kit probably falls under moderate complexity, maybe complex depending on the kit.
The problem is the herbs, as you need to choose and prepare something that disinfects wounds and aid against blood loss, plus purgative for venoms and other herbs with healing effects.
An untrained person taking 10 can easily roll a bandage without any problem, but selecting the right herbs is a bit more complicated.
If making the kit is only "buy the listed herbs, pack them in the specified dosages, roll the bandages and get all of that in a neat package" it will be a DC 10 item. But then spending 5 weeks to make it (with a roll of 10 you produce 10 GP/week of the kit) and gaining 33.33 gp seems a bit excessive.
Note: I suppose that with moderate you mean a Typical quality item, DC 10.
Complex instead is DC 20.
Further note: during WWII plenty of low or non trained people, mostly women, found their first job rolling bandages for the first aid kits of the soldiers. They didn't need several weeks to roll a single bandage.
| Azothath |
going back to Crafting Rules and Healer Kit is [10]+2 crcm Heal 50GP. Veterinarian's Kit is [10]+3 Anml, +1 other crcm Heal 25GP.
Price=500SP
Craft DC=? {we can assume 10 to 15}
Raw Mat'l = 16.67GP {thus 333.3SP is the "to craft" goal}
Weekly check (assume DC = 12) avg PC check with 1 Skl Point in Class skill with +2 ability bonus is (+6) and avg check of 16.5 -> 4.5*12=54SP/wk->6.2 weeks to make!
at 1 Skl Point (+6) versus DC10 --> 5.2 weeks.
at 1 Skl Point (+6) versus DC12 --> 6.2 weeks.
at 1 Skl Point (+6) versus DC15 --> 14.9 weeks.
at 5 Skl Points (+10) versus DC10 --> 3.2 weeks.
at 5 Skl Points (+10) versus DC12 --> 3.3 weeks.
at 5 Skl Points (+10) versus DC15 --> 4.1 weeks.
my point is, not much change due to how the math works. Welcome to NPC crafting!
Personally I think DC 12 is about right given it's 10 charges at +2 circumstance bonus to a specific skill.