Difference between revisions of "Craft (Apath)"

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== General Skill Rules ==
+
{| class="wikitable" align=right
These rules apply to all variants of the Craft skill.
+
| valign=bottom | '''Craft'''  || align=right | '''Production <br>Rate''' || align=right | '''Business <br>Modifier'''
 
+
|-
===Unskilled Use===
+
| valign=top | Alchemy  || align=right | 3 || align=right | ±0
Craft skills cannot be used unskilled.
+
|-
 
+
| valign=top | Armor || align=right | 3 || align=right | ±0
===Production Rates===
+
|-
The production rate of craft skills depends on the pay rate of their profession. Crafts that produce more valuable goods tend to have a higher pay rate, which makes the production rate for items more even on an item per day basis. Alchemists might produce more net worth of items per day, but alchemical items are expensive, and they still produce fewer items per day. The production rate i based on the pay scale and represent a typical daily wage for a worker in the craft (skill around +5).
+
| valign=top | Basket  || align=right | 1  || align=right | -10
 
+
|-
Multiply the production rate by the base pay of the artisan, as indicated on this table. This assumes an adequate workshop, which is generally much more extensive for high-class crafts; assume such a workshop has a cost of (production rate cubed) gp. This list can also serve as a guidelines as to which professions share a common craft skill, though this distinction is somewhat arbitrary.
+
| valign=top | Beer || align=right | 1  || align=right | -10
 
+
|-
Craftsmen generally come in three varieties:
+
| valign=top | Bone  || align=right | 1  || align=right | -10
''Apprentice'', expert level 1, Craft skill +5 (+1 ranks, +3 class, +1 Intelligence). ''Journeyman'', expert level 3, Craft skill +10 (+3 ranks, +3 class, +1 Intelligence, +3 Skill Focus), ''Master'', expert level 5, Craft skill +15 (+5 ranks, +3 class, +2 Intelligence, +3 Skill Focus, +2 masterwork tools). Apprentices work for the normal rate (production rate in silver pieces per day). Journeymen work for three times as much. If available, masters work for the base rate in gold per day and might charge the base rate in silver merely for a short appointment.
+
|-
 
+
| valign=top | Books || align=right | 2  || align=right | -5
{| class="wikitable"
+
|-
||'''Title''' |||'''Craft''' ||| '''Production rate'''
+
| valign=top | Bows || align=right | 3 || align=right | -5  
 +
|-
 +
| valign=top | Calligraphy  || align=right | || align=right | -5
 
|-
 
|-
||Alchemist, Apothecary, Herbalist, Talismonger ||| Alchemy ||| 10
+
| valign=top | Carpentry || align=right | || align=right | -10  
 
|-
 
|-
||Armorer, Blacksmith, Farrier, Weapon-smith |||Blacksmithing ||| 6
+
| valign=top | Clockwork || align=right | 3 || align=right | -5
 
|-
 
|-
||Bookbinder, Parchment maker |||Bookbinding ||| 3
+
| valign=top | Wool  || align=right | || align=right | -10
 
|-
 
|-
||Bowyer, Fletcher ||| Bowmaking||| 3
+
| valign=top | Cloth  || align=right | || align=right | -10
 
|-
 
|-
||Copyist, Draftsman, Illuminator, Illustrator, Mapmaker, Scribe |||Calligraphy ||| 6
+
| valign=top | Clothing || align=right | 1 || align=right | -10
 
|-
 
|-
||Carpenter, Cartwright, Cooper, Joiner, Shipbuilder, Wheelwright |||Carpentry ||| 3
+
| valign=top | Food  || align=right | || align=right | -10
 
|-
 
|-
||Horner, Scrimshaw-maker, Sigil-maker ||| Carving ||| 3
+
| valign=top | Glass || align=right | || align=right | -5
 
|-
 
|-
||Chandler, Collier, Dyer, Powder-maker, Soap maker ||| Chemistry ||| 1
+
| valign=top | Guns || align=right | 3 || align=right | ±0
 
|-
 
|-
||Brewer, Wintner ||| Fermenting||| 1
+
| valign=top | Jewelry || align=right | 2 || align=right | -5 
 
|-
 
|-
||Bell-founder, Cannon-founder, Foundry man ||| Founding ||| 3
+
| valign=top | Leather || align=right | || align=right | -10
 
|-
 
|-
||Glassblower |||Glassblowing||| 6
+
| valign=top | Locks || align=right | 3 || align=right | ±0
 
|-
 
|-
||Cook, Innkeeper, Provisioneer ||| Cooking ||| 1
+
| valign=top | Masonry  || align=right | || align=right | -10
 
|-
 
|-
||Lens maker, Jeweler, Gem cutter |||Jewelery||| 6
+
| valign=top | Optics  || align=right | 3 || align=right | ±0
 
|-
 
|-
||Cordwainer, Shoemaker, Skinner, Tanner ||| Leatherworking ||| 3
+
| valign=top | Paintings || align=right | 2 || align=right | -5
 
|-
 
|-
||Mason, Plasterer ||| Masonry ||| 3
+
| valign=top | Pottery  || align=right | || align=right | -10
 
|-
 
|-
||Crossbow-maker, Locksmith, Gunsmith, Optician, Printer, Trap-maker, Watchmaker|||Mechanic ||| 10
+
| valign=top | Sculptures || align=right | 2 || align=right | -5
 
|-
 
|-
||Decorator, Painter, Portrait-maker  ||| Painting ||| 6
+
| valign=top | Ships || align=right | 2 || align=right | -5
 
|-
 
|-
||Potter |||Pottery ||| 3
+
| valign=top | Shoes || align=right | 1 || align=right | -10
 
|-
 
|-
||Sculptor ||| Sculpting||| 6
+
| valign=top | Stonemasonry  || align=right | 1 || align=right | -10
 
|-
 
|-
||Miner, Stonemason ||| Stonemasonry ||| 3
+
| valign=top | Tinware || align=right | 2 || align=right | -5
 
|-
 
|-
||Draper, Hosier, Mercer||| Tailor ||| 1
+
| valign=top | Traps || align=right | 2 || align=right | -5
 
|-
 
|-
||Basket weaver, Fuller, Rope maker, Weaver ||| Weaving ||| 1
+
| valign=top | Weapons || align=right | 3 || align=right | ±0
 
|-
 
|-
||Tinsmith, Whitesmith ||| Whitesmithing ||| 3
+
| valign=top | Wine || align=right | || align=right | -10
 
|}
 
|}
 +
'''Publisher:''' Trailseeker.
  
=== Critical Option ===
+
==Unskilled Use==
If using the critical success option, a critical manufacturing roll results in one masterwork item. If you create more than one item in a week, only one of them is masterwork. On a crafting project taking several weeks, only the first roll counts.
+
Craft skills cannot be used unskilled.
 +
 
 +
==Production Rates==
 +
 
 +
The production rate of craft skills depends on the pay rate of their profession. Crafts that produce more valuable goods tend to have a higher pay rate, which makes the amount of items crafted more even on an item per day basis. Alchemists might produce more net worth of items per day, but alchemical items are expensive, they still produce only a few items per day.
 +
 
 +
The production rate i based on the pay scale and is also the daily wage (in sp) for an apprentice in the craft (skill bonus +5). Multiply the amount crafted by the production rate, as indicated on this table. This list can also serve as a guidelines as to which professions share a common craft skill, though this distinction is somewhat arbitrary.
 +
 
 +
The business modifier is used with the Appraise rules for running a business using that craft skill.
 +
 
 +
== Simplified Craft Production ==
 +
Rather than engaging in the calculations and skill checks of crafting, a craftsman simply has a daily production rate; this is the value of items created per day. This rate is equal to the skill bonus in gold pieces per day. As in the normal rules, cost of materials is 1/3 the cost of the finished item.
 +
 
 +
By working in a workshop and employing apprentices and helpers, this rate can be increased to the skill bonus, squared, in gold pieces per day. This has production costs equal to 95% of the value of the output. This includes taxes, salaries, raw materials, and interest on the workshop. ''A workshop creates many jobs and is obviously beneficial to the local economy, and nets more money for a master craftsman (skill bonus +15 or more).
 +
 
 +
Multiply output and cost by the production rate of the Craft in question.
 +
 
 +
If producing an item with a DC so high that you cannot take 10 to create it, a Craft check is required. If this check fails, the item is not produced. There is no cost, the time is simply wasted.
 +
 
 +
== Typical NPC Craftsmen ==
 +
Craftsmen generally come in three varieties, apprentice, journeyman, and master. Apprentices work for the normal rate (production rate in silver pieces per day). Journeymen work for three times as much. If available, masters work for the base rate in gold per day and might charge the base rate in silver merely for a short appointment.
 +
 
 +
''Apprentice'', expert level 1, Craft skill +5 (+1 ranks, +3 class, +1 Intelligence).
 +
 
 +
''Journeyman'', expert level 3, Craft skill +10 (+3 ranks, +3 class, +1 Intelligence, +3 Skill Focus),
 +
 
 +
''Master'', expert level 5, Craft skill +15 (+5 ranks, +3 class, +2 Intelligence, +3 Skill Focus, +2 masterwork tools).
 +
 
 +
== Critical Option ==
 +
If using the critical success option for skills, a critical manufacturing roll results in one masterwork item. If you create more than one item in a week, only one of them is masterwork. On a crafting project taking several weeks, only the first roll counts.
  
 
== Specific Craft Options ==
 
== Specific Craft Options ==
 
These options apply only to specific crafts.
 
These options apply only to specific crafts.
  
=== Alchemy ===
+
=== Alchemy: Salvage Poison ===
these expands on the rules for poison making from appendix 1 of the Pathfinder Core Rulebook. Poisons are made using Craft (Alchemy).
+
These rules expand on the rules for poison making from the Craft skill and appendix 1 of the Pathfinder Core Rulebook.  
 +
 
 +
The poison glands of creatures can be milked for poison, poisonous spores can be gathered, and other natural sources of poison can be found. But such poisons must be processed to remain potent, in their natural state they dry out or become inert very quickly. Instead of using them directly, they can be used as raw materials for a manufactured poison that duplicates the effects of the natural poison. The alchemists binds the toxic substance with oils that conserves it for later use.  
  
==== Salvaging Poison ====
+
Salvaging poison from a creature takes one minute and requires a Craft (Alchemy) check with a DC of 10 + the creature's challenge rating, +10 for a contact or inhaled poison. A success gives ingredients enough for one dose of poison, and every 5 points of margin on the roll gives ingredients for an additional dose. A salvager who lacks the poison use ability and rolls a 1 on the die roll to salvage poison accidentally injects himself. Only one attempt can be made to salvage poison from a creature each day. Poison from a cadaver must be salvaged within 15 minutes of the creature's death or destruction.
  
The poison glands of creatures can be milked for poison, poisonous spores can be gathered, and other natural sources of poison can be found. But such poisons must be processed to remain potent, in their natural state they dry out or become inert very quickly. Instead of using them directly, they can be used as raw materials for a manufactured poison that duplicates the effects of the natural poison. The alchemists binds the toxic substance with oils that conserves it for later use.
+
The Alchemy DC to prepare the poison is the save DC of the poison. The base cost of a salvaged poison depends on the creature's challenge rating and the type of poison the creature originally had: Ingested or injected: 100 gp times challenge rating. Contact or inhaled: 300 gp times challenge rating. The effect of a finished does of salvaged poison is the same as that of the poison used by the original creature. The value of salvaged ingredients is 1/3 of the value of a finished dose. Usually all trade in poison and components of poisons is illegal or restricted, both the law and rival outlaws might react badly to an attempt to trade in poison.
  
Salvaging a poison takes one minute and requires a Craft (Alchemy) check with a DC of 10 + the creature's challenge rating, +10 for a contact or inhaled poison. A success gives ingredients enough for one dose of poison, and every 5 points of margin on the roll gives ingredients for an additional dose. A creature that lacks the poison use ability and rolls a 1 on the die roll to salvage poison accidentally injects itself. Only one attempt can be made to salvage poison from a creature each day. Poison from a cadaver must be salvaged within 15 minutes of the creature's death or destruction.  
+
=== Clockwork ===
 +
Besides making clocks and toys, Craft (clockwork) can build clockwork and [[Automatons_(Apath) | automatons]] of all kinds.
  
The effect of a salvaged poison is the same as that of the poison of the original creature. The Alchemy DC to prepare the poison is the save DC of the poison. The base cost of a salvaged poison is generally 100 gp times the challenge rating of the creature from which the poison comes, five times as much for a contact or inhaled poison. The value of salvaged ingredients is 1/3 of the value of a finished dose.
+
=== Glassmaking: Craft Glass Weapons  ===
 +
A glassworker can make one-use melee weapons out of glass at 1/10 of the normal cost of the weapon and one-use ammunition at normal cost. Such glass weapons have Hardness 0, half normal hit points, the fragile quality, and always break after they score a hit. Glass weapons are immune to damage from acid and electricity.
  
=== Mechanic ===
+
=== Traps: Deploy Trap ===
==== Trap-Making ====
+
A trap that has been crafted and is ready to be set up can be deployed using Craft (traps). It takes an hour to set up a trap, and requires a Craft (traps) check with a of DC 15 + CR of the trap. Failing by 10 or more means the trapper is caught in the trap. Traps dependent on terrain features, such as a pit trap, can only be deployed if such a terrain feature is available. A trap cannot be moved once it has been set up; all a disabled trap is good for is scrap. Traps can also be deployed in just one minute, but such makeshift deployment is much less effective; halve the Perception and Disable Device DCs of the trap and it will stop working after 24 hours.
The base cost of a [http://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps mechanical trap] is CR^2 x 10 gp.
 
  
 +
[[Disable_Device_(Apath)#Deploy_Trap | Disable Device]] can also be used for this task, at a -5 penalty.
  
[[Category:D&D]]
 
 
{{OGL}}
 
{{OGL}}

Latest revision as of 10:36, 18 March 2017

ApathApath Logo
Unofficial rules compendium
Craft Production
Rate
Business
Modifier
Alchemy 3 ±0
Armor 3 ±0
Basket 1 -10
Beer 1 -10
Bone 1 -10
Books 2 -5
Bows 3 -5
Calligraphy 2 -5
Carpentry 1 -10
Clockwork 3 -5
Wool 1 -10
Cloth 2 -10
Clothing 1 -10
Food 1 -10
Glass 2 -5
Guns 3 ±0
Jewelry 2 -5
Leather 1 -10
Locks 3 ±0
Masonry 1 -10
Optics 3 ±0
Paintings 2 -5
Pottery 1 -10
Sculptures 2 -5
Ships 2 -5
Shoes 1 -10
Stonemasonry 1 -10
Tinware 2 -5
Traps 2 -5
Weapons 3 ±0
Wine 1 -10

Publisher: Trailseeker.

Unskilled Use

Craft skills cannot be used unskilled.

Production Rates

The production rate of craft skills depends on the pay rate of their profession. Crafts that produce more valuable goods tend to have a higher pay rate, which makes the amount of items crafted more even on an item per day basis. Alchemists might produce more net worth of items per day, but alchemical items are expensive, they still produce only a few items per day.

The production rate i based on the pay scale and is also the daily wage (in sp) for an apprentice in the craft (skill bonus +5). Multiply the amount crafted by the production rate, as indicated on this table. This list can also serve as a guidelines as to which professions share a common craft skill, though this distinction is somewhat arbitrary.

The business modifier is used with the Appraise rules for running a business using that craft skill.

Simplified Craft Production

Rather than engaging in the calculations and skill checks of crafting, a craftsman simply has a daily production rate; this is the value of items created per day. This rate is equal to the skill bonus in gold pieces per day. As in the normal rules, cost of materials is 1/3 the cost of the finished item.

By working in a workshop and employing apprentices and helpers, this rate can be increased to the skill bonus, squared, in gold pieces per day. This has production costs equal to 95% of the value of the output. This includes taxes, salaries, raw materials, and interest on the workshop. A workshop creates many jobs and is obviously beneficial to the local economy, and nets more money for a master craftsman (skill bonus +15 or more).

Multiply output and cost by the production rate of the Craft in question.

If producing an item with a DC so high that you cannot take 10 to create it, a Craft check is required. If this check fails, the item is not produced. There is no cost, the time is simply wasted.

Typical NPC Craftsmen

Craftsmen generally come in three varieties, apprentice, journeyman, and master. Apprentices work for the normal rate (production rate in silver pieces per day). Journeymen work for three times as much. If available, masters work for the base rate in gold per day and might charge the base rate in silver merely for a short appointment.

Apprentice, expert level 1, Craft skill +5 (+1 ranks, +3 class, +1 Intelligence).

Journeyman, expert level 3, Craft skill +10 (+3 ranks, +3 class, +1 Intelligence, +3 Skill Focus),

Master, expert level 5, Craft skill +15 (+5 ranks, +3 class, +2 Intelligence, +3 Skill Focus, +2 masterwork tools).

Critical Option

If using the critical success option for skills, a critical manufacturing roll results in one masterwork item. If you create more than one item in a week, only one of them is masterwork. On a crafting project taking several weeks, only the first roll counts.

Specific Craft Options

These options apply only to specific crafts.

Alchemy: Salvage Poison

These rules expand on the rules for poison making from the Craft skill and appendix 1 of the Pathfinder Core Rulebook.

The poison glands of creatures can be milked for poison, poisonous spores can be gathered, and other natural sources of poison can be found. But such poisons must be processed to remain potent, in their natural state they dry out or become inert very quickly. Instead of using them directly, they can be used as raw materials for a manufactured poison that duplicates the effects of the natural poison. The alchemists binds the toxic substance with oils that conserves it for later use.

Salvaging poison from a creature takes one minute and requires a Craft (Alchemy) check with a DC of 10 + the creature's challenge rating, +10 for a contact or inhaled poison. A success gives ingredients enough for one dose of poison, and every 5 points of margin on the roll gives ingredients for an additional dose. A salvager who lacks the poison use ability and rolls a 1 on the die roll to salvage poison accidentally injects himself. Only one attempt can be made to salvage poison from a creature each day. Poison from a cadaver must be salvaged within 15 minutes of the creature's death or destruction.

The Alchemy DC to prepare the poison is the save DC of the poison. The base cost of a salvaged poison depends on the creature's challenge rating and the type of poison the creature originally had: Ingested or injected: 100 gp times challenge rating. Contact or inhaled: 300 gp times challenge rating. The effect of a finished does of salvaged poison is the same as that of the poison used by the original creature. The value of salvaged ingredients is 1/3 of the value of a finished dose. Usually all trade in poison and components of poisons is illegal or restricted, both the law and rival outlaws might react badly to an attempt to trade in poison.

Clockwork

Besides making clocks and toys, Craft (clockwork) can build clockwork and automatons of all kinds.

Glassmaking: Craft Glass Weapons

A glassworker can make one-use melee weapons out of glass at 1/10 of the normal cost of the weapon and one-use ammunition at normal cost. Such glass weapons have Hardness 0, half normal hit points, the fragile quality, and always break after they score a hit. Glass weapons are immune to damage from acid and electricity.

Traps: Deploy Trap

A trap that has been crafted and is ready to be set up can be deployed using Craft (traps). It takes an hour to set up a trap, and requires a Craft (traps) check with a of DC 15 + CR of the trap. Failing by 10 or more means the trapper is caught in the trap. Traps dependent on terrain features, such as a pit trap, can only be deployed if such a terrain feature is available. A trap cannot be moved once it has been set up; all a disabled trap is good for is scrap. Traps can also be deployed in just one minute, but such makeshift deployment is much less effective; halve the Perception and Disable Device DCs of the trap and it will stop working after 24 hours.

Disable Device can also be used for this task, at a -5 penalty.

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