Crafting These crafting house rules replace the entire Crafting skill. Do not refer to core rules for crafting. Every Craft attempt is defined by two elements: the time required and the DC. The time required to craft an item is influenced not by an item’s price in silver pieces, but rather by its complexity. The DC is likewise influenced by item complexity. Very Simple – 8 hours – +0 Simple – 2 days – +2 Moderate – 4 days – +4 Complex – 1 week – +8 Very Complex – 2 weeks – +10 The time indicates how long must be spent working before a Craft check is permitted. The modifier is added to the base DC 10 of all Craft checks. Item Complexity Very Simple : These items are more or less all one piece or one material of simple shape with no moving parts. Examples: crowbar, quarterstaff. Alchemical Items: Casting plaster (Ultimate Equipment 103). Mundane Items: Very simple items such as wooden spoons, other carved one-piece items. Weapons: Manufactured clubs, quarterstaffs, slings. Simple:  A simple item is largely made of one material, but it requires a more specialized shape. Examples: many simple weapons, backpack, most common articles of clothing, simple traps such as pits. Alchemical Items: Light detector (Ultimate Equipment 104). Mundane Items: Typical household items such as iron pots. Vehicles: Cart (Ultimate Combat 181), raft. Weapons: Simple weapons (except crossbows). Moderate:  Moderate complexity items are characterized by diverse materials or different parts that must be integrated into a whole. Examples: Most martial and exotic weapons, bows, all shields, locks, simple traps using simple mechanical triggers, acid. Alchemical Items: Acid; alchemical cement (Ultimate Equipment 102); alchemical grease (Ultimate Equipment 100); armor ointment (Ultimate Equipment 102); bladeguard (Ultimate Equipment 100); buoyant balloon (Ultimate Equipment 102); chill cream (Ultimate Equipment 103); glowing ink (Ultimate Equipment 104); invisible ink, simple (Ultimate Equipment 104); keros oil (Ultimate Equipment 108); liquid blade (Ultimate Equipment 108); marker dye (Ultimate Equipment 104); soothe syrup (Ultimate Equipment 101); water purification sponge (Ultimate Equipment 105). Armor: Medium armor, steel shields. Mundane Items: Most adventuring gear. Vehicles: Chariot, light (Ultimate Combat 181); chariot, medium (Ultimate Combat 181); chariot, heavy (Ultimate Combat 182); rowboat (Ultimate Combat 185); sleigh (Ultimate Combat 182); wagon, light (Ultimate Combat 183); wagon, medium (Ultimate Combat 183); wagon, heavy (Ultimate Combat 184). Weapons: Martial weapons and crossbows. Complex:  Complex items have diverse materials, moving parts, different parts, and/or decorative bits. Examples: Most types of armor, strength bows, crossbows, most vehicles (excluding large ocean-going vessels), alchemist’s fire, smokesticks, tingertwigs. Alchemical Items: Alchemical glue (Ultimate Equipment 102); alchemical solvent (Ultimate Equipment 102); alchemist’s fire; alchemist’s kindness (Ultimate Equipment 100); alkali f lask (Ultimate Equipment 106); blackfire clay (Ultimate Equipment 102); candlerod (Ultimate Equipment 102); f lash powder (Ultimate Equipment 106); foaming powder (Ultimate Equipment 103); ghast retch f lask (Ultimate Equipment 107); impact foam (Ultimate Equipment 104); invisible ink, average (Ultimate Equipment 104); invisible ink, good (Ultimate Equipment 104); meditation tea (Ultimate Equipment 100); nushadir (Ultimate Equipment 104); paper candle firework (Ultimate Equipment 108); scent cloak (Ultimate Equipment 105); shard gel (Ultimate Equipment 108); smoke pellet (Ultimate Equipment 105); smokestick; star candle firework (Ultimate Equipment 109); tindertwig; vermin repellent (Ultimate Equipment 101); weapon blanch, cold iron (Ultimate Equipment 105); weapon blanch, silver (Ultimate Equipment 105); wismuth salix (Ultimate Equipment 101). Armor: Heavy armor. Mundane Items: Jewelry, kits, locks, complicated adventuring gear. Traps: All traps CR 1–5. Vehicles: Carriage (Ultimate Combat 181), glider (Ultimate Combat 187), keelboat (Ultimate Combat 184), longship (Ultimate Combat 185). Weapons: Early firearm ammunition, early one-handed firearms, early two-handed firearms, exotic weapons. Very Complex:  These are the most complicated items. They require diverse materials, moving parts, different parts, decorated bits, and/or multiple functions or uses. Examples: ocean-going vessels, unusual armors (such as barding), antitoxins, tanglefoot bags, sunrods, thunderstones. Alchemical Items: Alchemical glue accelerant (Ultimate Equipment 102); antiplague (Ultimate Equipment 100); antitoxin; bloodblock (Ultimate Equipment 102); bottled lightning (Ultimate Equipment 106); burst jar (Ultimate Equipment 106); defoliant (Ultimate Equipment 103); embalming f luid (Ultimate Equipment 103); fire ward gel (Ultimate Equipment 100); frost ward gel (Ultimate Equipment 100); fuse grenade (Ultimate Equipment 107); invisible ink, superior (Ultimate Equipment 104); itching powder (Ultimate Equipment 108); liquid ice (Ultimate Equipment 108); mending paste (Ultimate Equipment 104); padzahr (Ultimate Equipment 100); pellet grenade (Ultimate Equipment 108); skyrocket firework (Ultimate Equipment 109); smelling salts (Ultimate Equipment 101); sneezing powder (Ultimate Equipment 109); starfountain firework (Ultimate Equipment 109); sunrod; tanglefoot bag; thunderstone; twitch tonic (Ultimate Equipment 101); weapon blanch, adamantine (Ultimate Equipment 105). Banshee ballerina firework (Ultimate Equipment 106), f lame fountain firework (Ultimate Equipment 106), rusting powder (Ultimate Equipment 104), soul stimulant (Ultimate Equipment 101), tangleburn bag (Ultimate Equipment 109), troll oil (Ultimate Equipment 101). Mundane Items: Clocks, other intricate items. Traps: All traps CR 6–15. Vehicles: Galley (Ultimate Combat 184), sailing ship, Airship (Ultimate Combat 185), warship (Ultimate Combat 185). Weapons: Alchemical siege engines, siege firearms. Masterwork Items A masterwork item has a 50% increase in time unit (in addition to the normal increase in cost). For example, a longsword is a moderately complex item with a time unit of 4 days. Thus, a masterwork longsword has a time unit of 6 days. Furthermore, any masterwork item has its Craft DC increased by +4. Thus, the masterwork longsword faces a DC 18 Craft check. Special Materials A craftsman working with an unusual material (such as adamantine) faces a 50% increase in time unit, which stacks with the 50% increase in time unit associated with masterwork items when applicable. For example, an adamantine masterwork longsword has a time unit of 8 days. Also, unusual materials are harder to work with and increase the item’s DC as shown below: Adamantine +6 Darkwood +2 Dragonhide +4 Cold Iron +2 Mithral +4 Alchemical silver +2 Tools, or Lack Thereof 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 penalty. On the other hand, masterwork artisan’s tools provide a +2 circumstance bonus on the check. Failing a Craft Check What happens if the Craft check fails? Well, that depends on how badly it failed. When confronted with a failed Craft check, there are up to three possible bad effects: 1. If the Craft check fails, the item is not completed. Work for another time unit and try again. 2. If the Craft check fails by 5 or more, half of the raw materials are ruined. Pay half the raw materials cost to replace the ruined materials. 3. If the Craft check fails by 10 or more and you are using Craft (alchemy), your laboratory explodes. Pay to replace it as well as the ruined raw materials (as number 2 above). Also make a DC 10 Reflex save to avoid 1d6 points of fire damage. Exceptional Crafting What happens if you really ace the Craft check? Can a character get finished more quickly than the time unit? Certainly, but there are limits. For every 5 points greater than the item’s DC is the Craft check, halve the item’s time unit, but no time unit can be halved this way more than twice. In addition to an exceptional Craft check reducing the time unit, the crafter’s skill alone can shorten the task. For every 5 ranks a crafter has in the relevant Craft skill, halve the item’s time unit, but no time unit can be halved this way more than twice. For example, Erlic is going to craft a clockwork dancer to entertain the king. This is a very complex task, and faces a DC 20 with a 2 week time unit. Furthermore, Erlic wants to use darkwood for the mechanism, yielding DC 22 and a 3 week time unit. Fortunately, Erlic has 10 ranks in Craft (clockwork mechanism). His expertise reduces the time unit to 5 days. He scores a 27 on his Craft check, further reducing the time unit to 2 days.