Craft (Int)Trained OnlyCraft Item (requires tool kit): Pay three-quarters of the item's price for raw materials. Make an appropriate Craft check representing one day of work. An item requires one day of work per 1,000 credits (cp) of the price of the item. A new Craft check is required for each day of work.
If you fail a check by 4 or less, you make no progress on that day.
If you fail a check by 5 or more, you ruin some raw materials and have to pay one-quarter of the item's original price again.
Item Craft Skill DC
Very simple item Varies 5
Typical item Varies 10
High-quality item Varies 15
Superior item Varies 20
Complex item Varies 30
Mastercrafted item Varies 30
Weapon Weapons 15
Armor or Shield Armor 10 + Reflex bonus
Smokestick, Sunrod, Tindertwig Alchemy 15
Alchemist's Fire Alchemy 20
Healing Potion Alchemy 20
Tanglefoot Bag, Thunderstone Alchemy 25
Smokestick: A smokestick instantly fills a 2x2 square area with thick smoke, granting concealment to all inside the area.
Sunrod: When ignited, a sunrod glows brightly in a 6 square radius for 6 hours.
Tindertwig: A tindertwig makes fire. Lighting a fire with a tindertwig is a standard action (rather than a full-round action).
Alchemist's Fire: Alchemist's Fire is one type of dangerous alchemical cocktail. When thrown it explodes in a 2 square burst, and deals 4d6 energy damage. When you make an area attack with Alchemist's Fire, you make a single attack roll and compare the result to the Reflex Defense of every target in the burst's radius. Creature's you hit take full damage, and creatures you miss take half damage. A target with the Evasion talent takes half damage from a successful attack and no damage if the attack misses. Throwing alchemist fire is covered by Weapon Proficiency (simple weapons).
Tanglefoot Bag/Thunderstone: Tanglefoot bags and thunderstones are thrown, exploding over a 2 square area. Make a single attack roll vs every target in the area. If the roll equals or exceeds both a target's Reflex Defense and Fortitude Defense, the target moves -2 steps along the condition track.
Healing Potion: A healing potion can be consumed as a standard action. The creature consuming it regains a number of hit points equal to its character level plus 5. That creature can then not benefit from another healing potion for 24 hours.
Mastercrafted Item: A mastercrafted item is above and beyond any other. The cost for raw materials to craft a mastercrafted item is double what would be for a usual item of its type. A mastercrafted item gains one of the following traits. An item can only ever have one mastercrafted trait.
Armor Traits
Agile Armor Increases the armor's maximum Dexterity bonus 1.
Fortifying Armor Increases the armor's equipment bonus to Fortitude Defense by 1.
Protective Armor Increases the armor's armor bonus to Reflex Defense by 1.
Weapon Traits
Improved Accuracy The weapon gains a +1 equipment bonus on attack rolls.
Improved Damage The weapon deals +2 points of damage with a successful hit. This damaged is multiplied on a critical hit.
Device Traits
Enhanced Strength Increases the device's Strength score by 2.
Improved Durability The device's damage reduction increases by 1, and it gains extra hit points equal to one-quarter of its base hit points.
Mastercraft Device Skill checks made using the device gain a +1 equipment bonus, or the device's existing equipment bonus increases by 1.