Craft (Int)

You are trained in a craft, trade, or art, such as alchemy, armorsmithing, basketweaving, bookbinding, bowmaking, blacksmithing, calligraphy, carpentry, cobbling, gemcutting, leatherworking, locksmithing, painting, poisonmaking, pottery, sculpting, shipmaking, stonemasonry, trapmaking, weaponsmithing, or weaving.

Like Knowledge, Perform, and Profession, Craft is actually a number of separate skills. For instance, you could have the skill Craft (carpentry). Your ranks in that skill don't affect any Craft (pottery) or Craft (leatherworking) checks you might make. You could have several Craft skills, each with its own ranks, each purchased as a separate skill.

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.

Check

You can practice your trade and make a decent living, earning about 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. You can appraise common or well-known objects with a DC 12 Appraise check. Failure means that you estimate the value at 50% of its actual value. Appraising a rare or exotic item requires a successful check against DC 15, 20, or higher. If the check is successful, you estimate the value correctly; failure means you cannot estimate the item’s value.

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 results, and the price of the item determine how long it takes to make a particular item. (In the game world, is it the skill level required, the time required, and the raw materials required that determine an item's price.)

In some cases, the fabricate spell can be used to achieve the results of a Craft check with no actual check involved. However, you must make an appropriate Craft check when using the spell to make articles requiring a high degree of craftsmanship (jewelry, swords, glass, crystal, and so forth).

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. For instance, a successful Craft (bowmaking) check might be required to make straight arrow shafts.

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 circumstance 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 the Equipment section, or have the DM set the price for an item not otherwise described. Put the price in silver pieces (1 gp = 10 sp).
  2. Find the DC from the table below, or have the DM set one.
  3. Pay one-third of the item's price for the cost of raw materials.
  4. Make an appropriate Craft check representing one day's work. If the check succeeds, then you have completed the item. If the result doesn't equal the price, then you've failed. If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.

 

Creating Masterwork Items: You can make a masterwork item's weapon, suit of armor, shield, or tool that conveys a bonus on its use through its exceptional craftsmanship, not through being magical.

To create a masterwork item, you must succeed on an additional Craft check when you make the Craft check. The masterwork component has its own price (300 gp for a weapon or 150 gp for a suit of armor or a shield) and a Craft DC of 20. Failing either check means you've failed. If you succeed both of the checks, then the masterwork item is finished. Note: 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.

Repairing Items: Generally, 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.

When you use the Craft skill to make a particular sort of item, the DC for checks involving the creation of that item are typically as given on the following table.

Item Craft Skill Craft DC
Acid Alchemy 15
Alchemist's fire, smokestick, or tindertwig Alchemy 20
Antitoxin, sunrod, tanglefoot bag, or thunderstone Alchemy 25
Firearm, firearm enhancements Alchemy & Weaponsmithing1 20
Armor or shield Armorsmithing 10 + AC bonus
Longbow or shortbow Bowmaking 12
Composite longbow or composite shortbow Bowmaking 15
Composite longbow or composite shortbow with high strength rating Bowmaking 15 + (2 ' rating)
Crossbow Weaponsmithing 15
Simple melee or thrown weapon Weaponsmithing 12
Martial melee or thrown weapon Weaponsmithing 15
Exotic melee or thrown weapon Weaponsmithing 18
Mechanical trap Trapmaking Varies 
Very simple item (wooden spoon) Varies 5
Typical item (iron pot) Varies 10
High-quality item (bell) Varies 15
Complex or superior item (lock) Varies 20
  1. You must succeed on both Alchemy and Weaponsmithing check to craft an firearm.

 

Making Poisons: The cost of raw materials varies widely depending on whether the character has access to the active ingredient -- that is, the venom or plant that actually provides the toxin. If a supply is readily available, the raw materials cost one-sixth of the market price, not one-third. 

Poison Craft DC Price Type Resist DC Damage
Basic poison 10 30 gp Injury 10 1d4

 

Action

Does not apply. Craft checks are made by the day or week (see above).

Try Again?

Yes, though a success doesn't cancel the effect of a previous failure, such as the loss of a spell you were casting or the disruption of a spell you were concentrating on.

Special

A dwarf has a +2 racial bonus on Craft checks that are related to stone or metal, because dwarves are especially capable with stonework and metalwork.

A gnome has a +2 racial bonus on Craft (alchemy) checks because gnomes have sensitive noses.

The master of a raven familiar gains a +3 bonus on Craft checks made to appraise an item.

Untrained

If you are untrained, then you can only use Craft checks to appraise a common item for DC 12. You cannot use it to appraise rarer items or craft items.