Unless otherwise marked as "House Rules," the following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.
A Craft skill is specifically focused on creating something. 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. If nothing is created by the endeavor, it probably falls under the heading of a Profession skill.This skill encompasses several categories, each of them treated as a separate skill: Craft (chemical), Craft (electronic), Craft (mechanical), Craft (pharmaceutical), Craft (structural), Craft (visual arts), and Craft (writing).
Craft skills are specifically focused on creating objects. To use a Craft skill effectively, a character must have a kit or some other set of basic tools. The purchase DC of this equipment varies according to the particular Craft skill.
To use Craft, first decide what the character is trying to make and consult the category descriptions. Make a Wealth check against the given purchase DC for the object to see if the character succeeds in acquiring the raw materials. If the character succeeds at that check, make the Craft check against the given DC for the object in question. If the character fails the check, he or she does not make the object, and the raw materials are wasted (unless otherwise noted).
Generally, a character can take 10 when using a Craft skill to construct an object, but can’t take 20 (since doing so represents multiple attempts, and the character uses up the raw materials after the first attempt). The exception is Craft (writing); a character can take 20 because the character does not use up any raw materials (and thus no Wealth check is required to use the skill).
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.
- 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.
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 Chemical (INT): Requires Training. The skill of mixing chemicals to create acids, bases, explosives, and poisonous substances.
- Craft Electronic (INT): Requires Training. The skill of building electronic equipment from scratch, such as leyden jars, lighting equipment, audio equipment, recording devices and telegraphs.
- Craft Mechanical (INT): Requires Training. The skill of building mechanical devices from scratch, including engines and engine parts, weapons, armor, and other gadgets.
- Craft Pharmaceutical (INT): Requires Training. The skill of creating compound medicinal drugs to aid in recovery from treatable illnesses.
- Craft Structural (INT): The skill of building wooden, concrete, or metal structures from scratch.
- Craft Visual Art (INT): The skill of creating paintings, drawings, photographs, or some other work of visual art.
- Craft Writing (INT): The skill of creating short stories, novels, plays, newspaper articles and similar works of writing.
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