The material below if Open Game Content that uses the site-wide license
Craft (Int)
You are skilled in the creation of a specific group of items, such as armor or weapons. Like Knowledge, Perform, and Profession, Craft is actually a number of separate skills. You could have several Craft skills, each with its own ranks. The most common Craft skills are alchemy, armor, baskets, books, bows, calligraphy, carpentry, cloth, clothing, glass, jewelry, leather, locks, paintings, pottery, sculptures, ships, shoes, stonemasonry, traps, and weapons.
A Craft skill is specifically focused on creating something. If nothing is created by the endeavor, it probably falls under the heading of a Profession skill.
Check: You can practice your trade and make a decent living, earning half your check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the craft's daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1 silver piece per day.)
The basic function of the Craft skill, however, is to allow you to make an item of the appropriate type. The DC depends on the complexity of the item to be created. The DC, your check result, and the price of the item determine how long it takes to make a particular item. The item's finished price also determines the cost of raw materials.
In some cases, the fabricate spell can be used to achieve the results of a Craft check with no actual check involved. You must still make an appropriate Craft check when using the spell to make articles requiring a high degree of craftsmanship.
A successful Craft check related to woodworking in conjunction with the casting of the ironwood spell enables you to make wooden items that have the strength of steel.
When casting the spell minor creation, you must succeed on an appropriate Craft check to make a complex item.
All crafts require artisan's tools to give the best chance of success. If improvised tools are used, the check is made with a –2 penalty. On the other hand, masterwork artisan's tools provide a +2 circumstance bonus on the check.
To determine how much time and money it takes to make an item, follow these steps.
1. Find the item's price in silver pieces (1 gp = 10 sp).
2. Find the item's DC from Table: Craft Skills.
3. Pay 1/3 of the item's price for the raw material cost.
4. Make an appropriate Craft check representing one week's worth of work. If the check succeeds, multiply your check result by the DC. If the result × the DC equals the price of the item in sp, then you have completed the item. (If the result × the DC equals double or triple the price of the item in silver pieces, then you've completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result × the DC doesn't equal the price, then it represents the progress you've made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item in silver pieces.
If you fail a check by 4 or less, you make no progress this week. If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.
Progress by the Day: You can make checks by the day instead of by the week. In this case your progress (check result × DC) should be divided by the number of days in a week.
Create Masterwork Items: You can make a masterwork item: a weapon, suit of armor, shield, or tool that conveys a bonus on its use through its exceptional craftsmanship. To create a masterwork item, you create the masterwork component as if it were a separate item in addition to the standard item. The masterwork component has its own price (300 gp for a weapon or 150 gp for a suit of armor or a shield, see Equipment for the price of other masterwork tools) and a Craft DC of 20. Once both the standard component and the masterwork component are completed, the masterwork item is finished. The cost you pay for the masterwork component is one-third of the given amount, just as it is for the cost in raw materials.
Repair Items: You can repair an item by making checks against the same DC that it took to make the item in the first place. The cost of repairing an item is one-fifth of the item's price.
Table: Craft Skills
| Item | Craft Skill | Craft DC |
|---|---|---|
| Acid | Alchemy | 15 |
| Alchemist's fire, smokestick, or tindertwig | Alchemy | 20 |
| Antitoxin, sunrod, tanglefoot bag, or thunderstone | Alchemy | 25 |
| Armor or shield | Armor | 10 + AC bonus |
| Longbow, shortbow, or arrows | Bows | 12 |
| Composite longbow or composite shortbow | Bows | 15 |
| Composite longbow or composite shortbow with high strength rating | Bows | 15 + (2 × rating) |
| Mechanical trap | Traps | Varies* |
| Crossbow, or bolts | Weapons | 15 |
| Simple melee or thrown weapon | Weapons | 12 |
| Martial melee or thrown weapon | Weapons | 15 |
| Exotic melee or thrown weapon | Weapons | 18 |
| Very simple item (wooden spoon) | Varies | 5 |
| Typical item (iron pot) | Varies | 10 |
| High-quality item (bell) | Varies | 15 |
| Complex or superior item (lock) | Varies | 20 |
* Traps have their own rules for construction (see Traps).
There are additional crafts in the Field Repair entry.
Craft (canoe): A character with the Craft (canoe) skill is proficient in building canoes of various types. See Table 2-1: Craft Skills for the DCs of various types of canoes.
Craft (meditative garden): The Craft (meditative garden) skill allows a character to construct a peaceful garden in which to meditate. Samurai, monks and some clerics are the typical types that would construct a meditative garden, though sometimes an expert may craft such gardens for others.
Craft (paddle making): With the Craft (paddle making) skill, a character is able to construct fine paddles for use in canoes or other small watercraft.
Craft (spiritual tool): A witch uses the Craft (spiritual tool) skill to construct her athame, boline and grimoire. A black magic witch may also use the skill to construct idols for some of her rites (the Craft (doll) skill may also be used to make an idol).
Table 2-1: Craft Skills
| Item | Skill | DC |
|---|---|---|
| Birchbark canoe | Canoe | 15 |
| Dugout canoe | Canoe | 10 |
| Elven canoe | Canoe | 20 |
| Voyageur canoe | Canoe | 15 |
| Meditative garden | Meditative garden | 15 |
| Canoe paddle | Paddle making | 10 |
| Athame | Spiritual tool | 15 |
| Boline | Spiritual tool | 15 |
| Grimoire | Spiritual tool | 20 |
| Idol | Spiritual tool | 10 |
Action: Does not apply. Craft checks are made by the day or week (see above).
Try Again: Yes, but each time you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.
Special: You may voluntarily add +10 to the indicated DC to craft an item. This allows you to create the item more quickly (since you'll be multiplying this higher DC by your Craft check result to determine progress). You must decide whether to increase the DC before you make each weekly or daily check.
To make an item using Craft (alchemy), you must have alchemical equipment. If you are working in a city, you can buy what you need as part of the raw materials cost to make the item, but alchemical equipment is difficult or impossible to come by in some places. Purchasing and maintaining an alchemist's lab grants a +2 circumstance bonus on Craft (alchemy) checks because you have the perfect tools for the job, but it does not affect the cost of any items made using the skill.
A gnome receives a +2 bonus on a Craft or Profession skill of her choice.
If you have the Industrious feat, you get a bonus on Craft checks (see Feats).
System Reference Document related content
CRAFT (INT)
Like Knowledge, Perform, and Profession, Craft is actually a number of separate skills. You could have several Craft skills, each with its own ranks, each purchased as a separate skill.
A Craft skill is specifically focused on creating something. If nothing is created by the endeavor, it probably falls under the heading of a Profession skill.
Check: You can practice your trade and make a decent living, earning about half your check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the craft’s daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1 silver piece per day.)
The basic function of the Craft skill, however, is to allow you to make an item of the appropriate type. The DC depends on the complexity of the item to be created. The DC, your check results, and the price of the item determine how long it takes to make a particular item. The item’s finished price also determines the cost of raw materials.
In some cases, the fabricate spell can be used to achieve the results of a Craft check with no actual check involved. However, you must make an appropriate Craft check when using the spell to make articles requiring a high degree of craftsmanship.
A successful Craft check related to woodworking in conjunction with the casting of the ironwood spell enables you to make wooden items that have the strength of steel.
When casting the spell minor creation, you must succeed on an appropriate Craft check to make a complex item.
All crafts require artisan’s tools to give the best chance of success. If improvised tools are used, the check is made with a –2 circumstance penalty. On the other hand, masterwork artisan’s tools provide a +2 circumstance bonus on the check.
To determine how much time and money it takes to make an item, follow these steps.
1. Find the item’s price. Put the price in silver pieces (1 gp = 10 sp).
2. Find the DC from the table below.
3. Pay one-third of the item’s price for the cost of raw materials.
4. Make an appropriate Craft check representing one week’s work. If the check succeeds, multiply your check result by the DC. If the result × the DC equals the price of the item in sp, then you have completed the item. (If the result × the DC equals double or triple the price of the item in silver pieces, then you’ve completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result × the DC doesn’t equal the price, then it represents the progress you’ve made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item in silver pieces.
If you fail a check by 4 or less, you make no progress this week.
If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.
Progress by the Day: You can make checks by the day instead of by the week. In this case your progress (check result × DC) is in copper pieces instead of silver pieces.
Creating Masterwork Items: You can make a masterwork item—a weapon, suit of armor, shield, or tool that conveys a bonus on its use through its exceptional craftsmanship, not through being magical. To create a masterwork item, you create the masterwork component as if it were a separate item in addition to the standard item. The masterwork component has its own price (300 gp for a weapon or 150 gp for a suit of armor or a shield) and a Craft DC of 20. Once both the standard component and the masterwork component are completed, the masterwork item is finished. Note: The cost you pay for the masterwork component is one-third of the given amount, just as it is for the cost in raw materials.
Repairing Items: Generally, you can repair an item by making checks against the same DC that it took to make the item in the first place. The cost of repairing an item is one-fifth of the item’s price.
When you use the Craft skill to make a particular sort of item, the DC for checks involving the creation of that item are typically as given on the following table.
| Item | Craft Skill | Craft DC |
|---|---|---|
| Acid | Alchemy1 | 15 |
| Alchemist’s fire, smokestick, or tindertwig | Alchemy1 | 20 |
| Antitoxin, sunrod, tanglefoot bag, or thunderstone | Alchemy1 | 25 |
| Armor or shield | Armorsmithing | 10 + AC bonus |
| Longbow or shortbow | Bowmaking | 12 |
| Composite longbow or composite shortbow | Bowmaking | 15 |
| Composite longbow or composite shortbow with high strength rating | Bowmaking | 15 + (2 × rating) |
| Crossbow | Weaponsmithing | 15 |
| Simple melee or thrown weapon | Weaponsmithing | 12 |
| Martial melee or thrown weapon | Weaponsmithing | 15 |
| Exotic melee or thrown weapon | Weaponsmithing | 18 |
| Mechanical trap | Trapmaking | Varies2 |
| Very simple item (wooden spoon) | Varies | 5 |
| Typical item (iron pot) | Varies | 10 |
| High-quality item (bell) | Varies | 15 |
| Complex or superior item (lock) | Varies | 20 |
1 You must be a spellcaster to craft any of these items.
2 Traps have their own rules for construction.
Action: Does not apply. Craft checks are made by the day or week (see above).
Try Again: Yes, but each time you miss by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.
Special: A dwarf has a +2 racial bonus on Craft checks that are related to stone or metal, because dwarves are especially capable with stonework and metalwork.
A gnome has a +2 racial bonus on Craft (alchemy) checks because gnomes have sensitive noses.
You may voluntarily add +10 to the indicated DC to craft an item. This allows you to create the item more quickly (since you’ll be multiplying this higher DC by your Craft check result to determine progress). You must decide whether to increase the DC before you make each weekly or daily check.
To make an item using Craft (alchemy), you must have alchemical equipment and be a spellcaster. If you are working in a city, you can buy what you need as part of the raw materials cost to make the item, but alchemical equipment is difficult or impossible to come by in some places. Purchasing and maintaining an alchemist’s lab grants a +2 circumstance bonus on Craft (alchemy) checks because you have the perfect tools for the job, but it does not affect the cost of any items made using the skill.
Synergy: If you have 5 ranks in a Craft skill, you get a +2 bonus on Appraise checks related to items made with that Craft skill.
Craft (As it relates to half-orcs)
The character can craft weapons, armor, and equipment from natural resources— bone, hide, stone, vines, etc.
If the character does not have a set of tools on hand, apply a -2 circumstance penalty to all checks. Note that characters with Wilderness Lore can actually craft workable savage tools (see below). These tools are not considered improvised tools and do not carry any penalty, as they might to more “civilized” characters.
Craft Rope (Weaving, DC 5)
Using vines or hemp, the character can weave together a serviceable rope. The GM has the final say as to how much material is available in a given location and what length of rope can be created. As a general rule, with a successful check the character can craft 20 feet of rope in a single day, and an additional 10 feet for every 5 points by which the check succeeds. A character with 5 or more ranks in Use Rope gains a +2 synergy bonus to his Craft check.
Craft Savage Weapons (Weaponsmithing, DC variable)
Weapons made of stone have Hardness: 8 and 15 HP/inch of thickness (one-half the HP of a similar iron weapon). They have a market value of one-third the price of a similar iron weapon.
Bone weapons are Hardness: 7 and have 10 HP/inch of thickness (one-third the HP of a normal iron weapon). Their market value is one-fourth that of a similar iron weapon.
The Craft DC is the same as for normal Weaponsmithing, but creation times will be reduced due to the reduced market value.
The Craft procedure is followed as normal, but the character does not need to pay any raw material cost. If the check is failed, all raw materials are lost, his work for the week is ruined, and he must start anew. At the GM’s discretion, he may need to move on to a new location to find new raw materials.
Bows can be crafted of wood or bone and use the normal Craft: Bowmaking rules.
At the GM’s discretion, it may not be possible to craft savage versions of crossbows or other ‘advanced’ weaponry.
Savage weapons can be made masterwork, either by adding the usual +1 bonus to hit or some other masterwork component. In this case all raw material costs for the masterwork components must still be paid as normal, and for the purposes of creation times this increase in market value is calculated as normal. On the open market (should the character wish to sell the efforts of his craft) the actual market value, even for a masterwork savage weapon, remains reduced as noted above: one-third the usual price.
Craft Savage Armor (Armorsmithing, DC variable)
Using hides, bones, shells, and other materials found in the wild, the character can craft leather, studded leather, and hide armor as normal.
They can also create “savage” versions of the breastplate, banded, splint, half-plate, and full plate armors. Made from bone or shells on a backing of hide, thick cord, or leather, savage armor offers an AC one point worse than its metal counterpart, with an armor check penalty one worse due to its bulkiness. For example, a savage breastplate would offer +4 AC and a -5 armor check penalty.
The Craft DC is the same as for normal Armorsmithing, but creation times are reduced due to the reduced market value. Savage armor has a market value of one-fourth its normal iron counterpart.
The character does not need to pay any raw material cost, but if the check is failed, all raw materials are lost, his work for the week is ruined, and he must start anew.
Savage armor should be considered bone for purposes of breaking or damaging it (Hardness: 7, 10 HP/inch thickness).
Like savage weapons, savage armor can be masterwork, subject to the above restrictions.
Masterwork Components
Generally speaking, masterwork armor improves the armor check penalty by 1, and requires a second Craft check at DC20 with a market value of 150.
However, the hides of some creatures have extraordinary properties that can be preserved and passed on to the armor by the canny craftsman.
The DCs and market values listed below are for light armor and shields. Medium armor adds +5 to the DC and doubles the cost. Heavy armor adds +10 to the DC and quadruples the cost.
These options are designed to reward barbarian characters who slay powerful creatures and have invested in the skills necessary to make full use of their prey. Such characters deserve the prestige of their own hand-crafted arms and armor, grim testaments to their battle prowess. The GM is strongly discouraged from allowing these materials or masterwork components to show up on the open market!
Savage craftsmen can add the following masterwork components to armor and/or shields:
Resistance (DC variable)
Market value = variable; armor or shield
This component requires the hide of a creature with an energy sub-type, such as fire, cold, etc.
The DC is 20 +1/point of resistance. You may add up to one-half of the creature’s natural armor as resistance. The market value is 300/point of resistance.
For example, a young adult red dragon (sub-type: Fire) has +18 natural armor. Using its hide, you could add up to Fire Resistance: 9 to a suit of armor or shield. The Craft check would be DC29.
Resistance is a supernatural ability and does not function in areas of anti-magic.
Naturally Tough Armor(DC variable)
Market value = variable; armor or shield
The naturally tough hides of certain creatures can be fashioned into armors to provide greater protection than similar armors crafted from lesser materials. The DC is equal to the normal DC for armor of its type, +5 for every point of additional protection; a given hide may include a +1 bonus for every 5 full points of natural armor of the original creature. The market value is +1000 per point of bonus AC squared.
For example, the young adult red dragon mentioned above has natural armor +18, and thus could provide up to a +3 bonus. A suit of leather armor crafted from this red dragon would thus provide a +5 bonus instead of the normal +2. The DC to craft this armor is 12 (normal DC for leather armor) + 15 (+5/point of additional AC), or DC27; the market value of this armor is 9010 (normal value of leather armor + 1000/point of bonus AC squared).
This masterwork component may be added to shields (generally a hide stretched over a wooden frame) but the maximum bonus is limited to +1.
Shoddy Craftsmanship
Half-orcs, orcs, and other savage races are accustomed to cranking out large quantities of shoddy weapons to arm their tribes in a short amount of time and with limited resources.
Make the Craft check using the normal rules for costs, creation time, and DC, then apply the following shoddy craftsmanship modifiers:
Less Cost
The final raw material cost for these items is reduced by 50%.
Less Time
The final creation time for this item is reduced by 50%— alternately, you can create twice as many items in the normal amount of time.
Less Skill
The craftsman receives a +5 bonus to his Craft check. (The DC is unchanged.)
For each shoddy craftsmanship modifier you apply, the weapon or item in question gains a critical failure point.
For weapons, a low attack roll means that the item shatters and is destroyed. A single failure point means the item is destroyed on a roll of 1; two points: 1 or 2; three points: 1, 2, or 3.
For armors, a natural 20 on the opponent’s attack roll may destroy the armor. For shoddy armor with a single failure point, a bludgeoning weapon that scores a natural 20 destroys the armor. Armors with two failure points are destroyed by bludgeoning or slashing weapons that roll a natural 20. Armor with three failure points are shattered by bludgeoning, slashing, or piercing weapons on a natural 20.
In any case the shoddy workmanship is apparent, even to the untrained eye. Reduce the market value of shoddy items to 1/2 value for one failure point, 1/4 value for two failure points, and 1/8 value for three failure points.
Craft Skill Example
Shubba has summoned a horde of like-minded barbarians, and while he waits for them to arrive, he decides to craft weapons for them to use in their upcoming raping and pillaging.
Shubba has the proper savage tools on hand and decides that he will craft long spears.
The long spear is a martial melee weapon with a market value of 5 and a Craft DC15. However, he is crafting savage spears tipped with stone. The DC remains at 15, but the value is 1/3 that of a metal-tipped spear. Because he is making savage weapons from readily available materials, there is no raw material cost.
Shubba has a Craft: Weaponsmithing skill of +10. Because he is not particularly rushed or harried, he takes 10 on his Craft check, representing one week of work. His check result is 20.
According to the rules of the Craft skill, Shubba now compares his check against the value of the item (see PHB). If the check result times the DC exceeds the item’s price x10, the item is complete. The check result times the DC is (15 x 20), or 300. The value of the item x10 is (5 x 1/3 x 10), or 16.67.
At this rate Shubba can create 18 longspears in a week, not nearly enough for the size of horde he’s hoping for. Using shoddy craftsmanship, he decides to use less time and less skill.
Now his check result is 25: 10 (take 10) + 10 (Craft skill) + 5 (“Less Skill” bonus). His check result times the DC is now 375. At a normal rate at this level of skill, he could craft 22.5 longspears in a week. However, because he’s using shoddy workmanship to use less time, he also works twice as fast. He can make 45 long spears in a week!
Of course, these shoddy, savage weapons are made of brittle stone and will snap on a roll of 1 or 2, but Shubba’s eye is set on slaughter, and he’s never been one to worry about the little details…
This material originated in a 3rd Party Source (License).
Craft (mechanomancy)
(Int; Trained Only; Artificer Only)
A complex skill involving elements of spellcraft, blacksmithing, armoursmithing, weaponsmithing, etching and mechanical engineering, mechanomancy is the key skill for an artificer’s abilities. Because of the complicated nature of this skill, checks attempted without the proper artisan’s tools on hand suffer a –4 circumstance penalty instead of the usual –2 imposed for improvised tools. If there are no tools available at all, this skill cannot be attempted.
In addition to being used with the various class features of the artificer, this skill can be used to construct much simpler mechanical devices that will earn the artificer an income, as per the Craft skill description in the SRD. This skill can also be used in the construction of complex weaponry, such as the repeating crossbow, with the Craft (mechanomancy) skill check DC being the same as that of the regular skill check.
The material below originates in a 3PP source (License).