|Item Craft||Skill||Craft DC|
|Alchemist's fire, smokestick, or tindertwig||Alchemy||
|Antitoxin, sunrod, tanglefoot bag, or thunderstone||Alchemy||
|Armor or shield||Armor||
10 + AC bonus
|Longbow, shortbow, or arrows||Bows||
|Composite longbow or composite shortbow||Bows||
|Composite longbow or composite shortbow |
with high strength rating
15 + (2 × rating)
|Crossbow, or bolts||Weapons||
|Simple melee or thrown weapon||Weapons||
|Martial melee or thrown weapon||Weapons||
|Exotic melee or thrown weapon||Weapons||
|Very simple item (wooden spoon)||Varies||
|Typical item (iron pot)||Varies||
|High-quality item (bell)||Varies||
|Complex or superior item (lock)||Varies||
|High-quality item (bell)||Varies||
|A weapon with the
fragile special quality
|Weapon or Bow||
Normal DC -5
|Siege firearm, heavy||Firearm||
|Siege firearm, medium||Firearm||
|Siege firearm, light||Firearm||
|Ranged siege engine, heavy||Siege Engine||
|Ranged siege engine, medium||Siege Engine||
|Ranged siege engine, light||Siege Engine||
|* Traps have their own rules for construction (see Traps).|
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.
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 the table to the right.
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.
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.
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 weapons or armor 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.
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.
Does not apply. Craft checks are made by the day or week (see above).
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.
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.
With the Signature Skill feat and sufficient ranks in Craft, you earn the following.
5 Ranks: When determining your weekly progress, double the result of your Craft check before multiplying the result by the item's DC.
10 Ranks: You do not ruin any of your raw materials unless you fail a check by 10 or more.
15 Ranks: When you determine your progress, the result of your check is how much work you complete each day in silver pieces.
20 Ranks: You can craft magic armor, magic weapons, magic rings, and wondrous items that fall under your category of Craft using the normal Craft rules.
An understanding of the properties and quality of an object comes part and parcel with the ability to craft it. Some of these checks could take extended periods of time, especially involved tasks like restoring a mural, as determined by the GM.
|Determine what culture (e.g., elves, |
frost giants, etc.) made an item
|By item type||15|
|Identify a famous maker's mark||By item type||10|
|Identify an obscure maker's mark1||By item type||20|
|Identify the creator of an item
with no mark1
|By item type||30|
|Determine the hardness and hit
points of an item1
|By item type||20|
|Determine the items an alchemist
makes with substances from
|Etch metal armor plates with
|Armor or paintings||15|
|Identify a suit of masterwork armor
|Determine what type of environment
a basket's material came from
|Determine the specific region a
basket's material came from
|Smelt ore and refine the metal||Blacksmithing||15|
|Create armor spikes or shield
spikes without Craft (armor)1
|Determine a book's approximate age||Books||10|
|Identify a composite bow on sight||Bows||10|
|Identify a masterwork bow on sight||Bows||15|
|Determine a writer's experience
level and handedness1
|Write an invitation that matches
appropriate social conventions
|Create a makeshift barrel or crate||Carpentry||10|
|Create a rudimentary raft from
|Carpentry or ships||15|
|Carve fine woodworking||Carpentry or sculptures||15|
|Create wooden armor or a
wooden shield without
|Correctly dye a garment or
bolt of cloth
|Mend a sail||Cloth, clothing, or ships||15|
|Tailor a garment to another size
or body shape
|Create temporary cold-weather |
gear (grants a +2 bonus)
|Create padded armor without |
|Locate or identify naturally
|Identify the work of famous
|Create a fake gemstone1||Jewelry||Opposed2|
|Identify the sort of creature from
which a piece of leather came1
|Skin an animal and tan the hide||Leather||15|
|Create a high-quality item from the |
hide of a nonstandard creature1
|Create leather, studded leather, or
hide armor without Craft (armor)
|Aid another on a Disable Device
check to open a lock1
|Tune a musical instrument||Musical instruments||10|
|Create paint or other pigments
|Re-create someone's likeness
|Re-create someone's likeness from
an eyewitness account
|Create a temporary or
|Make a mold of an object or |
part of a body
|Alter shoes to a different size
or foot shape1
|Recognize a famous ship and
where it likely came from
|Identify whether a stone wall is
entirely stone or a veneer
|Create a temporary stone
support or small rampart
with found supplies
|Determine the age of a
|Identify a masterwork weapon
|1 A character must be trained in the listed skill to attempt this task.|
|2 With a successful opposed Perception or Craft (jewelry) check, a
character identifies the work as a fake.
|3 This DC is for items made from the hides of common animals, such
as cattle, and increases by 5 for other types of creatures.
This entry also includes two useful Craft skills not specifically listed in the Core Rulebook: Craft (blacksmithing) and Craft (musical instruments).
The table below lists which craft skills to use for certain prominent items and adventuring tools. The list omits obvious items—outfits are made with Craft (clothing), keelboats with Craft (ships), and so on. More specific skills can also be used instead of the listed skill, such as using Craft (tattoos) instead of Craft (paintings) for a tattoo.
|Artisan's tools||Blacksmithing or carpentry|
|Backpack||Clothing or leather|
|Bedroll||Cloth or leather|
|Cart or carriage||Carpentry|
|Chain||Blacksmithing or traps|
|Chest||Carpentry or locks|
|Disguise kit||Alchemy or paintings|
|Flint and steel||Blacksmithing or stonemasonry|
|Grappling hook||Blacksmithing or weapons|
|Gunslinger's kit||Alchemy or blacksmithing|
|Healer's kit||Alchemy or cloth|
|Hemp rope||Baskets or cloth|
|Lamp||Blacksmithing or glass|
|Manacles||Blacksmithing or locks|
|Musical instrument||Musical instruments|
|Scroll case||Carpentry or leather|
|Silver holy symbol||Blacksmithing or sculpture|
|Spell component pouch||Leather|
|Tent||Cloth or leather|
|Thieves' tools||Blacksmithing or locks|
|Wood holy symbol||Carpentry or sculpture|
The following table indicates which Craft skills are typically used to create common worn items. While the normal system for creating magic items doesn't incorporate Craft skills, such skills could reasonably be used while creating a magic item to make it appear especially ornate.
|Worn Item||Craft Skill|
|Belt||Leather or clothing|
|Bracelet||Blacksmithing or jewelry|
|Bracer||Armor or leather|
|Cape or cloak||Cloth or clothing|
|Circlet||Blacksmithing or jewelry|
|Crown||Blacksmithing or jewelry|
|Girdle||Clothing or leather|
|Glasses or goggles||Glass|
|Glove||Clothing or leather|
|Hat||Clothing or leather|
|Headband||Cloth or clothing|
|Mask||Clothing or leather|
|Necklace||Blacksmithing or jewelry|
|Phylactery||Leather or carpentry|