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| priority:skills:craft [2025/08/16 00:58] – [Craft DC] elfinlocks | priority:skills:craft [2026/04/17 04:44] (current) – [Crafting Groups] gilliam | ||
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| ====== Craft (INT) ====== | ====== Craft (INT) ====== | ||
| - | You are skilled in the creation of a specific group of items, | + | You are skilled in the creation of a specific group of items. Like [[.: |
| A Craft skill is specifically focused on creating something. If nothing is created by the endeavor, it probably falls under the heading of a [[.: | A Craft skill is specifically focused on creating something. If nothing is created by the endeavor, it probably falls under the heading of a [[.: | ||
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| ====Crafting Groups==== | ====Crafting Groups==== | ||
| - | The craft skill is broken into 5 groups which allow a player to craft any item within the group. Some examples are listed below. Sometimes an item may fall into multiple categories which is fine. These categories are directly related to the available craft components. | + | The craft skill is broken into 6 groups which allow a player to craft any item within the group. Some examples are listed below. Sometimes an item may fall into multiple categories which is fine. These categories are directly related to the available craft components. |
| * Alchemic | * Alchemic | ||
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| * Technology | * Technology | ||
| - | Material Specializations: | + | Material Specializations: |
| * Metal | * Metal | ||
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| * Sophisticated - 25 (Factories, Fabricators and Magical Rings) | * Sophisticated - 25 (Factories, Fabricators and Magical Rings) | ||
| * Advanced - 30 (Some Esoteric Items, Unique and complex machines) | * Advanced - 30 (Some Esoteric Items, Unique and complex machines) | ||
| + | |||
| + | === Wondrous Items === | ||
| + | |||
| + | Wondrous Items generally take a DC 20 to create, and the DC increases by an additional 5 for every 250TU increment in its price. For example, a 300TU item would take a DC 25, a 650TU item would take a DC 30: | ||
| + | |||
| + | <WRAP tablewidth 40%> | ||
| + | {{tablelayout? | ||
| + | ^ Craft Value ^ Typical DC ^ | ||
| + | | 0-250 | 20 | | ||
| + | | 251-500 | ||
| + | | 501-750 | ||
| + | | 751-1000 | ||
| + | </ | ||
| === Masterworking === | === Masterworking === | ||
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| ==== Facility Rules ==== | ==== Facility Rules ==== | ||
| - | **Facilities** are required to build most items over 10 TU, and any kind of magic item. Facilities are divided into four categories: Toolkits, Workshops, Factories, and Fabricators. Each class is progressively larger and more expensive, but can handle larger projects. Each facility is designed to handle a specific craft skill, but can be retooled given enough time (and permission from the DM). Retooling a Facility requires the Facility to be recrafted at no cost (some DMs may require up to a 10% cost if its a dramatic change of purpose). A Facility' | + | **Facilities** are required to build most items over 10 TU, and any kind of magic item. Facilities are divided into four categories: Toolkits, Workshops, Factories, and Fabricators. Each class is progressively larger and more expensive, but can handle larger projects. Each facility is designed to handle a specific craft skill, but can be retooled given enough time (and permission from the DM). Retooling a Facility requires the Facility to be recrafted at no cost (some DMs may require up to a 10% cost if its a dramatic change of purpose). A Facility' |
| + | |||
| + | **The cost to create a Toolkit or Facility from scratch is 1/4 of its maximum output. For example, a Tier II Factory costs 200 TU to create.** | ||
| When upgrading an item, use the item's total cost, rather than the upgrade cost, to determine what Tier of Facility you need to perform the work. | When upgrading an item, use the item's total cost, rather than the upgrade cost, to determine what Tier of Facility you need to perform the work. | ||
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| Building Factories require 10% of the parts used to build it to be Structural. Fabricators must be composed of at least 50% Structural parts. | Building Factories require 10% of the parts used to build it to be Structural. Fabricators must be composed of at least 50% Structural parts. | ||
| - | When crafting Facilities, you must have a Toolkit of the same Tier (or of one toolkit | + | When crafting Facilities, you must have a Toolkit of the same Tier (or of one Tier less when building |
| + | === Table: Crafting Toolkit & Facility Maximum Outputs === | ||
| ^ TIER ^ TOOLKIT | ^ TIER ^ TOOLKIT | ||
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| | V | 1600 | 3200 | 6400 | 12800 | | | V | 1600 | 3200 | 6400 | 12800 | | ||
| - | Toolkits: (20 lbs) Toolkits take around 30 minutes to pack or unpack (can be reduced as if it was a craft check equal to its initial craft check). Some crafting Talents allow you to ignore packing/unpacking (Such as Swift alchemy). Toolkits can easily be carried in a backpack | + | The maximum output of a Toolkit |
| - | Workshop: (One Room or 500 lbs) Workshops don't normally require packing and unpacking, but if they are moved they require 4 hours of work (can be reduced as if it was a craft check equal to its initial craft check). Workshops require a lot of space, equivalent to a full room. Workshops are well suited for cooperation in crafting and can support up to 3 assistants or even separate crafters. | + | ---- |
| + | |||
| + | **Toolkits: | ||
| + | |||
| + | **Workshop:** (One Room or 500 lbs) Workshops don't normally require packing and unpacking, but if they are moved they require 4 hours of work (can be reduced as if it was a craft check equal to its initial craft check). Workshops require a lot of space, equivalent to a full room. Workshops are well suited for cooperation in crafting and can support up to 3 assistants or even separate crafters. | ||
| - | Factory: (Three Rooms or 10000 Lbs) Factories are normally in permanent structures and moving them requires a massive amount of time and effort. In order to move a Factory you must spend a number of hours equal to half its original craft time (can be reduced as if it was a craft check equal to its initial craft check). They require three rooms of adjacent space and are powered in some way. For each 12 hours of use they require 1 TU of mundane or magical fuel. Factories are designed to have a large number of assistants or crafters up to 10 crafters or assistants may aid in crafting or use the Facility. | + | **Factory:** (Three Rooms or 10000 Lbs) Factories are normally in permanent structures and moving them requires a massive amount of time and effort. In order to move a Factory you must spend a number of hours equal to half its original craft time (can be reduced as if it was a craft check equal to its initial craft check). They require three rooms of adjacent space and are powered in some way. For each 12 hours of use they require 1 TU of mundane or magical fuel. Factories are designed to have a large number of assistants or crafters up to 10 crafters or assistants may aid in crafting or use the Facility. |
| - | Fabricators: | + | **Fabricators: |
| ====Crafting Materials==== | ====Crafting Materials==== | ||
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| Crafting Parts may be converted to Alchemic, Magical or Technologic. | Crafting Parts may be converted to Alchemic, Magical or Technologic. | ||
| However once converted they can not be returned to Crafting parts. | However once converted they can not be returned to Crafting parts. | ||
| + | |||
| + | ^ Conversion Time ^ Craft DC ^ | ||
| + | | 30 Minutes | ||
| + | | 15 Minutes | ||
| + | | 7.5 Minutes | ||
| + | | 3.75 Minutes | ||
| Advanced Parts: | Advanced Parts: | ||
