3e SRD:Craft Skill
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Craft (Int)
Craft is actually a number of separate skills. For instance, the character could have the skill Craft (trapmaking). The character's ranks in that skill don't affect any checks the character happens to make for pottery or leatherworking, for example. The character 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 it is not, it is a Profession.
Check
The character can practice a trade and make a decent living, earning about half the check result in gold pieces per week of dedicated work. The character knows how to use the tools of the 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.)
However, the basic function of the Craft skill is to allow the character to make an item of the appropriate type. The DC depends on the difficulty of the item created. The DC, the character's check results, and the price of the item determine how long it takes to make the item. The item's finished price also determines the cost of raw materials. (In the game world, it is the skill level required, the time required, and the raw materials required that determine an item's price. That's why the item's price and DC determine how long it takes to make the item and the cost of the raw materials.)
All crafts require artisan's tools to give the best chance of success; if improvised tools are used instead, the check is made with a –2 circumstance penalty. On the other hand, masterwork artisan's tools provide a +2 circumstance bonus.
To determine how much time and money it takes to make an item:
- Find the DC listed here or have the DM set one.
- Pay one-third the item's price in raw materials.
- Make a skill check representing one week's work.
If the check succeeds, multiply the check result by the DC. If the result times the DC equals the price of the item multiplied by 10, then the character has completed the item. (If the result times the DC equals double or triple the price of the item (multiplied by 10), then the character has completed the task in one-half or one-third the time, and so on.) If the result times the DC doesn't equal the price multiplied by 10, then it represents progress the character has made this week. Record the result and make a check for the next week. Each week the character makes more progress until the character's total reaches the price of the item multiplied by 10.
If the character fails the check, the character makes no progress this week. If the character fails by 5 or more, the character ruins half the raw materials and have to pay half the original raw material cost again.
Progress by the Day
The character can make checks by the day instead of by the week, in which case the character's progress (result times DC) is at one tenth the weekly rate.
Creating Masterwork Items
The character can make a masterwork item (an item that conveys a bonus to its use through its exceptional craftsmanship, not through being magical).
To create a masterwork version of an item on the table below, the character creates the masterwork component as if it were a separate item in addition to the standard item.
The masterwork component has its own price and DC. Once both the standard component and the masterwork component are completed, the masterwork item is finished. (Note: The price the character pays for the masterwork component is one-third of the given amount, just as it is for the price in raw materials.)
Repairing Items
Generally, the character can repair an item at the same DC that it takes to make it in the first place. The cost of repairing an item is one-fifth the item's price.
Item | Craft | DC |
---|---|---|
Armor, shield | Armorsmith | 10 + AC bonus |
Longbow, shortbow | Bowmaking | 12 |
Composite longbow, Composite shortbow | Bowmaking | 15 |
Mighty bow | Bowmaking | 15 +2/Str bonus |
Crossbow | Weaponsmith | 15 |
Simple melee or thrown weapon | Weaponsmith | 12 |
Martial melee or thrown weapon | Weaponsmith | 15 |
Exotic melee or thrown weapon | Weaponsmith | 18 |
Very simple item | Varies | 5 |
Typical item | Varies | 10 |
High-quality item | Varies | 15 |
Complex or superior item | Varies | 20 |
In some cases, the "fabricate" spell can be used to achieve the results of a Craft check without the character's needing to make the check. However, the character must make an appropriate Craft check when using the spell to make articles requiring a high degree of craftsmanship (jewelry, swords, glass, crystal, etc.).
A Craft check related to woodworking in conjunction with the casting of the "ironwood" spell enables the character to make wooden items that have the strength of steel.
When casting the spell "minor creation", the character must succeed at an appropriate Craft check to make a complex item, such as a Craft (bowmaking) check to make straight arrow shafts.
Retry
Yes, but each time the character misses by 5 or more, the character ruins half the raw materials and have to pay half the original raw material cost again.
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