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. The item’s finished price also determines the cost of raw materials.
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.
When casting the spell minor creation, you must succeed on an appropriate Craft check to make a complex item.
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.
Some crafty individuals may attempt to create magic items that mimic the effect of a spell, known as Spell Device. Spell Device can be preset on the battlefield, just like magic trap, and activates if a creature of at least small size end their movement in the square. The caster level of the spell is equal to the minimum wizard caster level of the spell unless the creator is also a spellcaster and has the spell in his/her classlist, in which case he/she may use her own caster level as the caster level of the spell.
Spells that have area of effect start their effects on the square where Spell Device is located. If the spell has burst shaped effect, creator of Spell Device may set the direction of burst. If Spell Device is made into Grenade-Shaped, the direction of burst is the same as its projectile movement.
Similar to magic traps, Spell Device is subject to elements/restrictions:
Trigger: Spell Device activates if a creature of at least small size end their movement in the square, unless it is modified by Activation Enhancement. See sections below.
Spell Device permit a saving throw in order to avoid the effect (DC 10 + spell level+Int Bonus of the creator).
Spell Device may be disarmed by a rogue (and only a rogue) with a successful Disable Device check (DC 25 + spell level).
Stationary Spell Device
The schools/subschool of spells that you can make into Spell Device are limited to the following:
Conjuration [Creation]
Evocation (Unguided only)
Illusion[Figment]
Illusion[Pattern]
To determine how much time and money it takes to make a Spell Device, follow these steps.
Find the scroll of the desired spell's price. Put the price in silver pieces (1 gp = 10 sp).
Find the DC from the table below.
Pay one-third of the item’s price for the cost of raw materials.
Make an appropriate Craft check representing one day’s work. If the check succeeds, multiply your check result by the DC. If the result × the DC equals the cost of the materials in sp, then you have completed the item. (If the result × the DC equals double or triple the cost of the materials of the item in silver pieces, then you’ve completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result × the DC doesn’t equal the cost of the material, then it represents the progress you’ve made this week. Record the result and make a new Craft check for the next week. Each day, you can make
one craft check to see your progress of the day.
If you fail a check by 4 or less, you make no progress this day.
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—a 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 create the masterwork component as if it were a separate item in addition to the standard item. 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. Once both the standard component and the masterwork component are completed, 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.
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 | Spell Device:Lv1 Spell | Trapmaking&Alchemy(see description) | 18 | Spell Device:Lv2 Spell above | Trapmaking & Alchemy(see description) | 18+2 per spell level above 1 |
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You can apply the following feature to your Spell Device to enhance its performance in battle by adding DC to your craft check as listed in the following table. Multiple enhancement features can combine and Spell Device's final DC accumulates for each feature. You may need to utilize different kinds of Craft skill to deploy different kinds of enhancement features. You must make at least one successful Craft check from an enhancement's required craft skill type for every enhancement you add onto your Spell Device. A Spell Device without any enhancements requires Craft(Trapmaking) to make. The price of the Enhanced Spell Device (ESD) increase by 5% for each DC you are adding onto the original Spell Device.
Grenade-shaped | +2 |
Spear-shaped | +2 |
Arrow-shaped | +3 |
Delayed | +1 |
Proximity | +2-+3 |
Magnetized | +1 |
Empowered | +3 |
Energy Substitution | +1 |
Extended | +1 |
Explosive | +2 |
Trigger Enhancement Delayed [Trapmaking]: You can delay the activation of your Spell Device to a number of rounds up to 1 minute (10 Rounds).
Proximity [Trapmaking]: Spell Device activates if part of a creature's movement crosses the location of the Spell Device or any of its 8 adjacent squares. On the other hand, if Spell Device is made into Grenade-shaped, it activates as soon as it detects a creature in its target square or any of its 8 adjacent squares. You can increase that range to any squares within 10ft of the original square by adding 1 more DC.
Magnetized [Trapmaking]: Spell Device sticks onto any creature wearing or carrying metal objects and activates. Spell Device sticks onto (guided) any creatures that enter its square or that enters any of its 8 adjacent squares (or vice versa for Grenade-shaped Spell Device). Magnetized Spell Device activates automatically.
Shape EnhancementGrenade-shaped [Trapmaking][Consumeable]: You make your Spell Device into a grenade-shaped object, effectively turning it into a throw weapon with range increment of 30ft. You must make a touch attack against the creature you wish to attack in order to activate the Spell Device. If the touch attack fails, then Creature under attack bounces off Spell Device to an adjacent square he/she chooses unless it has no Dexterous bonus to AC. The Spell Device activates in the square it lands.
You can also target a specific grid. Treat this as a ranged attack against AC 5. Creature in the grid is then allowed a Reflex save to half the damage received, if any.
Spear-shaped [Trapmaking][Consumeable]: You attach your spell device to the tip of a spear, effectively turning it into a double threat weapon. Spear-shaped SD has range increment of 20 and deal the damage that would be normally dealt by a short spear (1d6+Str Mod for Medium creature). Otherwise, it functions exactly like Grenade-shaped SD.
Arrow-shaped [Trapmaking][Consumeable]: You attach your spell device to the tip of an arrow or a bolt, effectively turning it into a double threat weapon. Arrow-shaped SD has range increment of a normal arrow and deal the damage that would be normally dealt by arrows/bolts. Otherwise, it functions exactly like Grenade-shaped SD.
Spider-shaped [Trapmaking]: Spell Device is made into shape that is capable of moving across land terrain. It has size of Tiny, AC of 12 (due to size) and land speed of 20ft/round.
Snake-shaped [Trapmaking]: Spell Device is made into shape that is capable of moving across aqua terrain. It has size of Tiny, AC of 12 (due to size), land speed of 10ft/round and swim speed of 20ft/round.
Hourai [Trapmaking]: Spell Device is made into humanoid shape that is capable of picking up object, attacking, wearing armors and performing various other duties only humanoids are capable of. Hourai can be made with size of Tiny, Small, Medium, Large, and Huge, each with increasing difficulty. Houari can also have different land speed depend on its size, the base land speed for Hourai is 15ft for Tiny, 20ft for Small, 30ft for Medium, 40ft for Large and 50ft for Huge.
The physical attribute of Hourai is randomly determined when Hourai is created. For each of Strength, Dexterity, and Constitute, roll 2d6 for Tiny, 3d6 for Small, 4d6k3 for Medium, 4d6 for Large, and 5d6k4 for Huge. BAB of Hourai is equal to ½ of your ECL, unless otherwise enhanced.
Spell Enhancement [Spellcasters Only] In order to add the following enhancement to your Spell Device, you must be able to cast the spell inscribed in the Spell Device or find a spellcaster for service.
Empowered [Alchemy]: All variable, numeric effects of an empowered spell are increased by one-half. Saving throws and opposed rolls are not affected, nor are spells without random variables.
Energy Substitution [Alchemy]: Choose one type of energy: acid, cold, electricity, fire, or sonic. You can modify any spell with an energy designator to use the chosen type of energy instead. A substituted Spell Device works normally in all respects, except that the type of damage dealt changes.
Explosive:
Extended [Alchemy]: An extended Spell Device lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected
Explosive [Alchemy]: An explosive spell ejects any creature caught in its area to the nearest edge of its effect and knocks the creature prone if it fails its saving throw against the spell.
Reset Enhancement Repairable [Trapmaking]: By making your Spell Device repairable, you can retract used Spell Device and repair it by paying half the cost of materials, making a successful Craft(Trapmaking) check and additional Craft(Alchemy) check for each Spell Enhancement the Spell Device has.
This enhancement cannot be applied at the same time as any enhancements with [Consumeable] tag.Rechargeable [Alchemy][Spellcasters Only] : You can apply this feature to spell device to make it rechargeable after each use. You must have a spell caster that is capable of casting that spell and make a successful Craft (Alchemy) check against SD's DC.
This enhancement cannot be applied at the same time as any enhancements with [Consumeable] tag.Circuit Enhancement [Spellcasters Only]
Programmed Spell Device
Programmed Spell Device is capable of performing a series of commands before activation. The mechanical core of Programmed Spell Device is empowered with spell power, meaning a spellcaster must spend one of his/her daily memorized spell to fuel a Programmed Spell Device of a particular level.
Command: Detection (Varies, See description)
Vibration (+1 DC): Your PSD can detect vibrations on the ground and can automatically pinpoint the location of anything that is in contact with the ground. Your PSD gains Tremorsense up to 60 ft.
Heat (+1 DC): Your Spell Device can sense the heat emitting/absorbed because of living creatures, including cold blood creature like snakes or lizards. Your PSD can locate creature up to 80ft radius. The creature must have line of effect in relation to you. Undead and Construct are undetectable by heat sensor.
Sonic (+1 DC): Your PSD can pinpoint creature location based on their sounds, including supersonic and infrasonic sounds. Your PSD can locate creature up 100ft radius. You can manually set the level of volume (measured by listen DC) PSD can detect and level of volume that triggers an action before using PSD. Sonic detection can be negated by Silence Spell or misguided by other sounds or spells.
Vision (+0 DC for normal sight, +1 for Low-light vision and dark vision): Your PSD can locate creature using sight. You can choose between normal vision, low-light vision and dark vision, with the latter two increasing craft difficulty.
Normal: PSD that does not have Command: Detection is considered blinded and take penalty accordingly.
Command: Move
Your PSD can travel a preset route, provided that it has movement speed in the environment which it is placed in. Each round PSD can travel up to twice its land speed. It can charge. However, it cannot run.
Normal: PSD that does not have Command: Move is immobile. You might as well call it a statue.
Command: Attack:
Command: Protect
Your PSD gain Dexterity bonus to AC.
Normal: PSD that does not have Command: Protect cannot dodge and must rely on its raw material strength to fend the attacks.
Command: Shockwave
Command: Ready
Ready command allows PSD to release its spell or attack only under certain condition.
Normal: PSD that does not have Command: Ready release its spell or attack at first sight of satisfying trigger condition.
Living Spell Device:
WIP
Action: Does not apply. Craft checks are made by the day or week (see above).
Try Again: Yes, but each time you miss by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.
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.
You may voluntarily add +10 to the indicated DC to craft an item. This allows you to create the item more quickly (since you’ll be multiplying this higher DC by your Craft check result to determine progress). You must decide whether to increase the DC before you make each weekly or daily check.
To make an item using Craft (alchemy), you must have alchemical equipment and be a spellcaster. If you are working in a city, you can buy what you need as part of the raw materials cost to make the item, but alchemical equipment is difficult or impossible to come by in some places. Purchasing and maintaining an alchemist’s lab grants a +2 circumstance bonus on Craft (alchemy) checks because you have the perfect tools for the job, but it does not affect the cost of any items made using the skill.
Synergy: If you have 5 ranks in a Craft skill, you get a +2 bonus on Appraise checks related to items made with that Craft skill.