Craft Making Rules

These craft making rules replace the craft making rules found the in the Pathfinder RPG core rule book. They are based on the Making Craft Work pdf written by Spes Magna Games and can be purchased here.

  1. Determine the complexity of the item, subject to GM approval
    1. Use Table 1: Item Complexity to determine the base time unit and DC modifier
    2. Use Table 2: Special Materials Modifiers to determine any additional DC modifiers
    3. Add the DC modifiers from Tables 1 and 2 to a base DC 10 to determine the craft check DC.
  2. Pay one-third of the item’s cost, including masterwork and unusual materials increases, in order to acquire the necessary raw materials.
  3. Make a d20 craft check adding any applicable skill and tool modifiers
    1. If the check is successful, the item is completed in the item’s time unit.
      1. For every 5 points greater than the item’s DC, halve the time unit (but no time can be halved this way more than twice.)
      2. Also, for every 5 ranks a crafter has in the relevant craft skill, halve the time unit (but no time can be halved this way more than twice.)
    2. If the check fails, 3 outcomes are possible
      1. If the check fails by 4 or less, the item is not completed. Work another time unit to try again.
      2. If the check fails by 5 or more, half of the raw materials are ruined. Replace the ruined material at half the original cost in step #2.
      3. If the check fails by 10 or more, and you are using Craft (alchemy) your laboratory explodes. Pay to replace the lab and the ruined materials. Also, make a DC 10 Reflex save to avoid 1d6 points of fire damage.

    Table 2: Special Materials Modifiers

    Material DC Modifier
    Adamantine +6
    Darkwood +2
    Dragonhide +4
    Iron, cold +2
    Mithral +4
    Silver, alchemical +2

    Table 1: Item Complexity

    Complexity Time Unit Modifier
    Very Simple 8 hours +0
    Simple 2 days +2
    Moderate 4 days +4
    Complex 1 week +8
    Very Complex 2 weeks +10

Craft Making Rules

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