Craft

This skill encompasses several categories, each of them treated as a separate skill: Craft (chemical), Craft (electronic), Craft (mechanical), Craft (pharmaceutical), Craft (structural), Craft (visual arts), and Craft (writing).

Craft skills are specifically focused on creating objects. To use a Craft skill effectively, you must have a kit or some other set of basic tools. The purchase DC of this equipment varies according to the particular Craft skill.

To use Craft, first decide what you are trying to make and consult the category descriptions below. Make a Wealth check against the given purchase DC for the object to see if you can get the raw materials. If you succeed at that check, make the Craft check against the given DC for the object in question. If you fail the check, you do not make the object, but you do consume the raw materials (if any).

Generally, you can Take 10 on Craft checks to construct objects, but you can’t Take 20 because doing so represents multiple attempts, and you use up the raw materials after the first attempt). The exception is Craft (writing); you can take 20 because you do not use up any raw materials, which is why you don’t need to make a Wealth check for that skill.

Synergy: All Craft skills grant a synergy bonus to Appraise and/or Repair items that fall into their subtype, for example appraising a proper cost of a particular machine (mechanical) or judging the quality of a photograph (visual art).

 

Craft (chemical)

(Int, Trained Only)

This skill allows you to mix chemicals to create acids, bases, explosives, and poisonous substances.

Acids and Bases: Acids are corrosives substances. Bases neutralize acids but do not deal damage. A base of a certain type counteracts an acid of the same type or a less potent type.

Craft DCs
Type of Acid Purchase DC Acid Base Time
Mild (1d6/1d10)1 8 15 10 1 min.
Potent (2d6/2d10) 12 20 15 30 min.
Concentrated (3d6/3d10) 16 30 20 1 hr.
1 Thedice rolls in parentheses are typical contact damage/immersion damage caused per round immersion

 

Explosives: Building an explosive from scratch is dangerous. If the check fails, you’ve wasted the raw materials. If the check fails by 5 or more, the explosive compound detonates as you’re building it, dealing half of its intended damage to you and anyone else in the burst radius.

If the check succeeds, the final product is a solid material, about the size of a brick. An explosive compound does not include a fuse or detonator. Connecting a fuse or detonator requires a demolitions check as described in Craft (structural). Scratch built explosives deal concussion damage.

Type of Scratch-Build Explosive Purchase DC Craft DC Reflex DC (save for half damage) Time
Improvised (1d6/5 feet)1 6 10 10 1 round
Simple (2d6/5 feet) 12 15 12 10 min.
Moderate (4d6/10 feet) 16 20 12 1 hr.
Complex (6d6/15 feet) 20 25 15 3 hr.
Powerful (8d6/20 feet) 25 30 15 12 hr.
Devastating (10d6/25 feet) 30 35 18 24 hr.
1 The figures in parentheses are typical damage/burst radius for each type of explosive.

 

Poisonous Substances (DC varies) Solid poisons are usually ingested. Liquid poisons are most effective when injected directly into the bloodstream. Gaseous poisons must be inhaled to be effective. The table below summarizes the characteristics of various poisons:

Save DC: The Difficulty Class of the Fortitude save to negate the effects of the poison.

Initial Damage: The damage a character takes immediately upon failing his or her Fortitude save.

Secondary Damage: The damage a character takes after 1 minute of exposure to the poison if the character fails a second saving throw. Ability score damage is temporary, unless marked with an asterisk, in which case the damage is permanent ability drain. Unconsciousness lasts for 1d3 hours, and paralysis lasts 2d6 minutes.

Purchase DC: The DC for the Wealth check necessary to obtain the raw materials to craft the poison, or to purchase one bottle of solid or liquid poison or one high-pressure cylinder of gaseous poison. A bottle holds four doses, while a cylinder holds enough gas to fill a 10-foot-radius area.

Restriction: The restriction rating for the poison, if any, and the appropriate black market purchase DC modifier. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the poison on the black market.

Craft DC: The DC of the Craft check to create a quantity of the poison.

Time: The amount of time required for the Craft check.

If the Craft check succeeds, the final product is a synthesized solid or liquid poison stored in a bottle (containing 4 doses) or a gas stored in a pressurized cylinder. When you release it, the gas is sufficient to fill a 10-foot-radius area and takes 1 round to fill the area.

Synergy: Craft (chemical) grants a synergy bonus to Craft (structural) checks you make to demolish a building using chemical explosives.

Special: Without a chemical kit, you take a -4 penalty on Craft (chemical) checks.

Table: Poisons

Poison Type Save DC Initial Damage Secondary Damage Purchase DC Restriction Craft DC Time
Arsenic Ingested 15 1d4 Str 2d4 Con 9 Res (+2) 24 4 hr.
Atropine Injury 13 1d6 Dex 1d6 Str 3 Res (+2) 14 1 hr.
Belladonna (plant) Injury 18 1d6 Str 2d6 Str 14 Lic (+1) n/a n/a
Blue vitriol Injury 12 1d2 Con 1d2 Con 3 Res (+2) 9 1 hr.
Blue-ringed octopus venom Injury 15 1d4 Con 1d4 Con 14 Lic (+1) n/a n/a
Chloral hydrate Ingested 18 1d6 Dex Unconsciousness 1d3 hours 12 Res (+2) 28 8 hr.
Chloroform1 Inhaled 17 Unconsciousness 1d3 hours 9 Res (+2) 24 4 hr.
Curare (plant) Injury 18 2d4 Dex 2d4 Wis 15 Res (+2) n/a n/a
Cyanide Injury 16 1d6 Con 2d6 Con 15 Mil (+3) 31 15 hr.
Cyanogen Inhaled 19 1d4 Dex 2d4 Con 12 Mil (+3) 14 1 hr.
DDT Inhaled 17 1d2 Str 2d4 Str 9 Lic (+1) 26 4 hr.
Knockout gas Inhaled 18 1d3 Dex Unconsciousness 1d3 hours 12 Res (+2) 26 8 hr.
Lead arsenate (gas) Inhaled 15 1d2 Str 1d4 Con 6 Res (+2) 17 2 hr.
Lead arsenate (solid) Ingested 12 1d2 Con 1d4 Con 6 Res (+2) 18 2 hr.
Mustard gas Inhaled 17 1d4 Con 2d4 Con 12 Mil (+3) 26 8 hr.
Paris green (gas) Inhaled 14 1d2 Con 1d4 Con 9 Res (+2) 20 4 hr.
Paris green (solid) Ingested 14 1d4 Con 1d4 Con 9 Res (+2) 24 4 hr.
Puffer poison (fish) Injury 13 1d6 Str Paralysis 2d6 minutes 13 Lic (+1) n/a n/a
Rattlesnake Venom Injury 12 1d6 Con 1d6 Con 12 Lic (+1) n/a n/a
Sarin nerve gas Inhaled 18 1d4 Con 2d4 Con 15 Illegal (+4) 30 15 hr.
Scorpion/tarantula venom Injury 11 1d2 Str 1d2 tr 12 Lic (+1) n/a n/a
Strychnine Injury 19 1d3 Dex 2d4 Con 9 Res (+2) 23 4 hr.
Tear gas Inhaled 15 Nauseated 1d6 rounds 9 Res (+2) 21 4 hr.
VX nerve gas Inhaled 22 1d6 Con 2d6 Con 21 Illegal (+4) 42 48 hr.
1 Choloroform givse off vapor that causes unconsciousness. Applying cholorform to an unwilling subject requrires a successful grapple check and pin.
n/a: Certain poisons can’t be made with the Craft skill. Instead, such a poison must be obtained by extracting it from the creature in question.

 

Craft (electronic)

(Int, Trained Only)

This skill allows you to build electronic equipment from scratch, such as audio and video equipment, timers and listening devices, or radios and communication devices.

When you build an electronic device from scratch, you describe the kind of device you want to construct. Then, the GM decides whether the device is simple, moderate, complex, or advanced compared to current technology.

Synergy: Craft (electronic) grants a synergy bonus to Computers.

Special: Without an electrical tool kit, you take a -4 penalty on Craft (electronic) checks.

Type of Scratch-Built Electronics (Examples) Purchase DC Craft DC Time
Simple (timer or detonator) 8 15 1 hr.
Moderate (radio direction finder, electronic lock) 12 20 12 hr.
Complex (cell phone) 16 25 24 hr.
Advanced (computer) 22 30 60 hr.

 

Craft (mechanical)

(Int, Trained Only)

This skill allows you to build mechanical devices from scratch, including engines and engine parts, weapons, armour, and other gadgets. When you build a mechanical device from scratch, you describe the kind of device you want to construct. Then, the GM decides if the device is simple, moderate, complex, or advanced compared to current technology.

Special: Without a mechanical tool kit, you take a -4 penalty on Craft (mechanical) checks.

Type of Scratch-Built Mechanical Device (Examples) Purchase DC Craft DC Time
Simple (tripwire trap) 5 15 1 hr.
Moderate (engine component, light armor) 12 20 12 hr.
Complex (automobile engine, 9mm autoloader handgun) 16 25 24 hr.
Advanced (jet engine) 20 30 60 hr.

 

Craft (pharmaceutical)

(Int, Trained Only)

This skill allows you to compound medicinal drugs to aid in recovery from treatable illnesses. A medicinal drug gives a +2 circumstance bonus on Fortitude saves to resist the effects of a disease.

The Craft (pharmaceutical) check is based on the severity of the disease you’re trying to counter as measured by the DC of the Fortitude save needed to resist it.

Synergy: Craft (pharma) grants a synergy bonus to Heal.

Special: Without a pharmacist kit, you take a -4 penalty on Craft (pharmaceutical) checks.

Disease Fortitude Save DC Purchase DC Craft DC Time
14 or lower 5 15 1 hr.
15-18 10 20 3 hr.
19-22 15 25 6 hr.
23 or higher 20 30 12 hr.

 

Craft (structural)

(Int, Use Untrained)

This skill allows you to build wooden, concrete, or metal structures from scratch, including bookcases, desks, walls, houses, and so forth, and includes such handy skills as plumbing, house painting, drywall, laying cement, and building cabinets. It also includes demolishing those structures, most commonly using explosives.

When you build a structure from scratch, you describe the kind of structure you want to construct; the GM decides if the structure is simple, moderate, complex, or advanced to determine the DC.

Synergy: Craft (structural) grants a synergy bonus to Perception to search for secret doors and compartments.

Special: A character without a mechanical tool kit takes a -4 penalty on Craft (structural) checks.

Type of Scratch-Built Structure (Examples) Purchase DC Craft DC Time
Simple (bookcase, false wall) 5 15 12 hr.
Moderate (catapult, shed, house deck) 10 20 24 hr.
Complex (bunker, domed ceiling) 15 25 60 hr.
Advanced (house) 20 30 600 hr.

 

Demolitions: Setting a simple explosive to blow up at a certain spot doesn’t require a check, but connecting and setting a detonator does. Also, placing an explosive for maximum effect against a structure calls for a check, as does disarming an explosive device.

Set Detonator (DC 10): Most explosives require a detonator to go off. Connecting a detonator to an explosive requires a check. Failure means that the explosive doesn’t go off as planned. Failure by 10 or more means the explosive goes off as you’re installing the detonator.

You can also make an explosive more difficult difficult to disarm. To do so, you choose the disarm DC before you make the check to set the detonator (it must be higher than 10). Your DC to set the detonator is equal to the disarm DC. If you fail, the detonator requires only a DC 10 to disarm.

Place Explosive Device: Carefully placing an explosive against a fixed structure (a stationary, unattended inanimate object) can maximize the damage dealt by exploiting vulnerabilities in the structure’s construction.

The GM makes the check (so that you don’t know exactly how well you have done). On a result of 15 or higher, the explosive deals double damage to the structure against which it is placed. On a result of 25 or higher, it deals triple damage to the structure. In all cases, it deals normal damage to all other targets within its burst radius.

Disarm Explosive Device: Disarming an explosive that has been set to go off requires a check. The DC is usually 10, unless the person who set the detonator chose a higher disarm DC. If the character fails the check, he or she does not disarm the explosive. If the character fails by more than 5, the explosive goes off.

Special: You can Take 10 with demolitions, but you can’t Take 20.

Without a demolitions kit, you take a -4 penalty for demolitions.

Making an explosive requires the Craft (chemical) skill. See above for details.

Action: Setting a detonator is usually a full-round action. Placing an explosive device takes 1 minute or more, depending on the scope of the job.

 

 

Craft (visual art)

(Wis, Use Untrained)

This skill allows you to create paintings or drawings, take photographs, use a video camera, or in some other way create a work of visual art. When you attempt to create a work of visual art, make a Craft (visual art) check. The result determines the quality of the work. Unless the effort is particularly elaborate or you must acquire an expensive piece of equipment, the basic components have a purchase DC of 5.

Action: It depends entirely on the project. If you have a still camera loaded and ready, taking a picture is a full-round action, but producing a feature-length film can take years.

Skill Check Result Effort Achieved
9 or lower Untalented amateur
10-19 Talented amateur
20-24 Professional
25-30 Expert
31 or higher Master

 

Craft (writing)

(Wis, Use Untrained)

This skill allows you to create short stories, novels, scripts and screenplays, newspaper articles and columns, and similar works of writing. When you create a work of writing, make a Craft (writing) check. The result determines the quality of the work.

Action: It depends entirely on the project. A tweet or text message can a full-round action, but anything complex, such as a poem or a newspaper article, takes at least hours, and some projects require months or years of research.

Synergy: Craft (writing) grants a synergy bonus to Linguistics to recognize or create forged documents.

Skill Check Result Effort Achieved
9 or lower Untalented amateur
10-19 Talented amateur
20-24 Professional
25-30 Expert
31 or higher Master

 

NB: The Craft (visual art) and Craft (writing) skills have been changed to wisdom instead of intelligence to maintain the motif in Phoenix that intelligence covers hard logic and memory while wisdom covers intuition and creativity.

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