Craft (Apath)

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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
Copyist, Draftsman, Illuminator, Illustrator, Mapmaker, Scribe Calligraphy 6
Carpenter, Cartwright, Cooper, Joiner, Shipbuilder, Wheelwright Carpentry 1
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 3
Cook, Innkeeper, Provisioneer Cooking 1
Lens maker, Jeweler, Gem cutter Jewelery 6
Cordwainer, Shoemaker, Skinner, Tanner Leatherworking 1
Mason, Plasterer Masonry 1
Crossbow-maker, Locksmith, Gunsmith, Optician, Printer, Trap-maker, Watchmaker Mechanic 6
Decorator, Painter, Portrait-maker Painting 6
Potter Pottery 1
Sculptor Sculpting 6
Miner, Sapper, 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

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.

Mechanic

Trap-Making

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

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