Difference between revisions of "Craft (Apath)"

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Revision as of 16:42, 30 November 2014

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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
Collier Collier 1
Copyist, Draftsman, Illuminator, Illustrator, Mapmaker, Scribe Calligraphy 6
Carpenter, Cartwright, Cooper, Joiner, Shipbuilder, Wheelwright Carpentry 3
Horner, Scrimshaw-maker, Sigil-maker Carving 3
Chandler, Dyer, Powder-maker, Soap maker Chemistry 3
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

Poison Making

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.

Mechanic

Trap-Making

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

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