Difference between revisions of "Craft (Apath)"

From Action
Jump to navigation Jump to search
m (→‎Production Rates: chemistry 1)
Line 71: Line 71:
  
 
=== Alchemy ===
 
=== Alchemy ===
==== Poison Making ====
+
=== Salvaging Poison ===
Poisons are prohibitively expensive in Pathfinder, even if manufactured by the user. As an option, the GM might rule that this cost is due to poisons being illegal rather than to expensive ingredients, and that the actual cost of the ingredients are only 1/30 of the cost of the finished poison, rather than the normal 1/3 (see the Craft skill for details on raw material costs). In this case, the GM should discourage sales of poisons at market value by making it hard to find buyers and because of persecution by the law and other criminal organizations monopolizing the market. In other words this is meant to reduce overhead, not as a way to get rich quick.
 
  
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 be usable, in their natural state they dry out or become inert. Instead, 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 and fats that conserve it and allows it to be used.
+
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 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.
 +
 
 +
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.
  
 
=== Mechanic ===
 
=== Mechanic ===

Revision as of 15:56, 1 December 2014

ApathApath Logo
Unofficial rules compendium

General Skill Rules

These rules apply to all variants of the Craft skill.

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 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).

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.

Craftsmen generally come in three varieties: 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.

Title Craft Production rate
Alchemist, Apothecary, Herbalist, Talismonger Alchemy 10
Armorer, Blacksmith, Farrier, Weapon-smith Blacksmithing 6
Bookbinder, Parchment maker Bookbinding 3
Bowyer, Fletcher Bowmaking 3
Copyist, Draftsman, Illuminator, Illustrator, Mapmaker, Scribe Calligraphy 6
Carpenter, Cartwright, Cooper, Joiner, Shipbuilder, Wheelwright Carpentry 3
Horner, Scrimshaw-maker, Sigil-maker Carving 3
Chandler, Collier, Dyer, Powder-maker, Soap maker Chemistry 1
Brewer, Wintner Fermenting 1
Bell-founder, Cannon-founder, Foundry man Founding 3
Glassblower Glassblowing 6
Cook, Innkeeper, Provisioneer Cooking 1
Lens maker, Jeweler, Gem cutter Jewelery 6
Cordwainer, Shoemaker, Skinner, Tanner Leatherworking 3
Mason, Plasterer Masonry 3
Crossbow-maker, Locksmith, Gunsmith, Optician, Printer, Trap-maker, Watchmaker Mechanic 10
Decorator, Painter, Portrait-maker Painting 6
Potter Pottery 3
Sculptor Sculpting 6
Miner, Stonemason Stonemasonry 3
Draper, Hosier, Mercer Tailor 1
Basket weaver, Fuller, Rope maker, Weaver Weaving 1
Tinsmith, Whitesmith Whitesmithing 3

Critical Option

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.

Specific Craft Options

These options apply only to specific crafts.

Alchemy

Salvaging Poison

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 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.

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.

Mechanic

Trap-Making

The base cost of a mechanical trap is CR^2 x 10 gp.

OGL logo.png The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Action copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Action administrators. Please note that images used in article may have different copyright than the text.