Core Skills

The following are revisions and exceptions to the core rules as pertains to this persistent world campaign.

Craft [Any] Skill

Earn a Living: Characters receive 1/2 their check result in gold pieces per week. This use of the skill consumes no downtime hours. This change applies to the use of the Profession skill as well.

Create Item: A character can create an item with the associated craft skill. To create an item, the character must expend materials worth 1/2 the item's market value (so producing a 100 gp item costs the character 50 gp in materials). The character then makes a Craft check based on the complexity of the item (see complexity chart below). If the check succeeds they make progress towards creating the item (see crafting progress below). If the check fails, they ruin half the raw materials and must pay for them again.

General Craft DCs by Complexity
Complexity Example Item Skill DC
Easy Items made of a single material with simple shape (wooden spoon or staff) 5
Simple An item mostly of one material but of complex shape (iron pot or backpack) 10
Difficult A complex item in material or design (wagon or lock) 15
Hard A particularly complex device (spyglass or hourglass) 20
Very Hard An extraordinarily complex device (clock or engine) 25
Impossible An item thought impossible to create (airplane or automobile) 30
Craft Modifiers DC Modifier
Masterwork Item +5
Rushed Crafting +5

Crafting Progress: When using the Craft skill, the character has a creation limit of 100 gp x ranks in the associated Craft skill (or 5 gp untrained). This is total market value of items that a character can create per day using their skill. If the character wishes to craft items beyond this limit they must spend additional time crafting until they can finish the item.

For example, an armorsmith with 1 rank in Craft could create up to 100 gp in items per day, which means they could create two scale mail outfits (50 gp each) or 1 chain shirt (100 gp), or could spend 15 days to create a suit of full plate mail (1,500 gp). An armorsmith with 3 ranks in Craft could create six suits of mail, three chain shirts, or finish the full plate in only 5 days.

Masterwork: A masterwork item is far above a normal item in terms of quality. This grants armor, weapons, and tools their masterwork benefits (see equipment chapter of the core rulebook). For other types of items, double the value of the base item after its construction. If the item normally provides a mechanical benefit (such as damage reduction, a bonus to a skill, a reduction to a skill, etc.) improve the effects of the item by 1 (so an item that would grant DR 2/nonlethal now grants DR 3/nonlethal, an item that lets you hold your breath for 4 minutes now lets you hold your breath for 5 minutes, a candle that burns for 2 hours now burns for 3 hours, an item that granted a +1 bonus to Diplomacy now grants +2, and so on).

Rushed Crafting: A character may increase the DC of the item to be created to halve its market value for the purposes of how quickly they can create the item. For example, a chain shirt costs 100 gp so normally a blacksmith with 1 rank could only create one per day. By increasing the DC by +5, they could treat it as a 50 gp item and produce two per day (effectively doubling their craft limit).

Create Magic Item: Characters can use their Craft skills to create magic items associated with their skill without having the associated item creation feat, using their ranks in their skill as their effective caster level when creating the items. The DC to create a magic item is 5 + the caster level of the magic item. The DC increases by +5 for each requirement the character doesn't meet (such as spell or caster level requirements).

Associated Craft Skill Magic Item
Alchemy Elixirs, Glues, Oils, Potions, Solvents
Armor Armor, Bracers, Gauntlets, Greaves, Helms, Shields
Calligraphy Scrolls, Psionic Tattoos, Runes, Magic Tattoos
Jewelry Circlets, Gems, Necklaces, Periapts, Phylacteries, Psicrowns, Rings, Torcs
Sculpting Constructs, Figurines, Psychoactive Skins, Tokens
Tailoring Bags, Belts, Boots, Capes, Cloaks, Headbands, Mantles, Robes, Vests
Weapons Ammunition, Dorjes, Rods, Staffs, Wands, Weapons

Profession Synergies

The profession skill gains the following function.

Synergy: Each profession skill grants a passive benefit based on the number of ranks you have invested into the skill. When applicable, material cost reductions from multiple synergies stack but cannot exceed -40%. For example, if you have 2 skills that reduces the cost to create a particular item by -2% per rank, having 4 ranks in each skill would reduce the cost by -16%. However, having 12 in each would still only provide a -40% reduction.

Profession (Brewer)

  • Savor the Flavor When you drink a potion, elixir, mutagen, extract, or other drink, you have a 5% chance per rank in Profession (Brewer) (roll a d20 vs DC 21 minus ranks in the skill) to gain the benefits of the beverage without consuming the item in question. This ability only functions once per drink.
  • Liquid Courage When you drink a potion, elixir, mutagen, extract, or other drink, you have a 5% chance per rank in Profession (Brewer) (roll a d20 vs DC 21 minus ranks in the skill) to gain the benefits of a heroism spell for a number of rounds equal to your ranks in Profession (Brewer). This ability only functions once per drink.

Profession (Cook)

  • Gourmet Cook When creating consumable items as food or beverages (such as potions and oils) with the Craft skill or item creation feats, reduce their creation cost by -2% per rank in Profession (Cook).
  • Secret Ingredients When creating consumable items as food or beverages (such as potions and oils) with the Craft skill or item creation feats, you have a 5% chance per rank in Profession (Cook) (roll a d20 vs DC 21 minus ranks in the skill) to add a second effect of equal or lesser value to the item without increasing its crafting cost, time, or DC. For example, if you are creating a gingerbread cookie of cure light wounds (worth 50 gp) and you trigger a secret ingredient, you could put a second cure light wounds effect on the cookie, or another effect worth 50 gp or less (such as a mage armor or resistance spell).

Profession (Herbalist)

  • Medicinal Expert Your knowledge of the medicinal effects of certain herbs makes you more efficient at extracting their benefits with the least waste. When using Craft (Alchemy) to create Antitoxins, Antiplagues, drugs, poisons, or consumable magic items that heal hit points, ability damage, or negative levels, reduce their creation cost by -2% per rank in Profession (Herbalist).
  • Toxicologist When applying a dose of poison to a weapon or food, you have a 5% chance per rank in Profession (Herbalist) (roll a d20 vs DC 21 minus ranks in the skill) to apply the poison without consuming it. This ability only functions once per poison.

Profession (Mining)

  • Minecraft Your knowledge of tunneling and breaking up hard rock has prepared you for breaking through anything as safely as possible. Add your ranks in Profession (Miner) to damage rolls with Picks (including pick-type weapons) to sunder unattended objects. You may also use a pick when making a Strength check to break an object, allowing you to adding your ranks in Profession (Mining) as a circumstance bonus to the check. You also gain a bonus on Knowledge (Engineering) checks equal to 1/2 your ranks in Profession (Mining) (minimum +1) to Identify Dangerous Structures and Determine a Structure's Weakness.
  • Tireless Worker Carrying ore and tools through long tunnels by hand has made carrying heavy loads and fatigue easier to bear. When calculating your encumbrance, add your ranks in Profession (Mining) as a negative value. If you are fatigued or exhausted, once per round on your turn you have a 5% chance per rank in Profession (Mining) (roll a d20 vs DC 21 minus ranks in the skill) to become immune to fatigue and exhaustion effects until the end of your next turn. When you reach 20 ranks in Profession (Mining) you are immune to Fatigue and Exhaustion.

Profession (Smith)

  • Metallurgy Your knowledge of efficiently using metals and minerals allows you to craft with less waste. When using a Craft skill to create items (including magic items) predominately made from metals, minerals, or wood (such as iron, crystal, stone, wood, etc) you reduce their creation cost by 2% per rank in Profession (Mining).
  • Tempering Your knowledge of improving the strength of metals is extraordinary. When creating items primarily made of metals, minerals, or wood (such as iron, crystal, stone, wood, etc) you can increase their hardness by 1 for every 2 ranks in Profession (Smith) you have (to a maximum of +10 hardness). Doing so increases the market value of the item by 200 gp per +1 bonus to hardness (and the creation cost by half as much).

Profession (Tailor)

  • Perfect Cut Your experience with tailoring means you can stretch your materials even further. When using a Craft skill to create items (including magic items) predominately made from cloth and leather (such as robes, boots, belts, gloves, capes, etc) you reduce the creation cost by 2% per rank in Profession (Tailor).
  • Rugged Stitch The durability of your tailored crafts is extraordinary. When creating items primarily made out of cloth or leather (such as robes, boots, belts, gloves, capes, etc) you can increase their hardness by 1 for every 2 ranks in Profession (Tailor) you have (to a maximum of +10 hardness). Doing so increases the market value of the item by 200 gp per +1 bonus to hardness (and the creation cost by half as much).
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License