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There is a Legacy version here.

Crafting (Int)

Source Player Core pg. 236
You can use this skill to create and repair items.
  • Recall Knowledge about alchemical reactions, the value of items, engineering, unusual materials, and alchemical or mechanical creatures. The GM determines which creatures this applies to, but it usually includes constructs.

Crafting Trained Actions

Consumables and Ammunition

You can Craft items with the consumable trait in batches, making up to four of the same item at once with a single check. This requires you to include the raw materials for all the items in the batch at the start, and you must complete the batch all at once. You also Craft non-magical ammunition in batches, using the quantity listed in the Ranged Weapons table (typically 10).

Getting Formulas

You can gain access to the formulas for all common items in Chapter 6: Equipment by purchasing a basic crafter's book (page 287). See Formulas for information on how to acquire other formulas.
Item Bonuses for Crafting - Common Items

Item Bonuses for Common items

Ability/SkillItemBonusLevelCategoryConsumable?Note
CraftingArtisan's Tools (Sterling)+13Adventuring GearNoCrafting checks to Craft items from raw materials
CraftingRepair Kit (Superb)+13Adventuring GearNoCrafting checks to Repair
CraftingSnare Kit (Specialist)+13Adventuring GearNoCrafting checks to Craft snares
CraftingAlchemist's Lab (Expanded)+13Adventuring GearNoCrafting checks to create alchemical items
CraftingCrafter's Eyepiece+13Worn ItemsNo
CraftingAlchemist Goggles+14Other Worn ItemsNoCrafting checks to Craft alchemical items
CraftingCognitive Mutagen (Lesser)+11Alchemical ElixirsYes
CraftingGrit+11DrugsYes
CraftingTheatrical Mutagen (Lesser)+11Alchemical ElixirsYes
CraftingMender's Soup+12Alchemical FoodYesCrafting checks to Repair
CraftingTradecraft Tattoo+29TattoosNo
CraftingAlchemist Goggles (Greater)+211Other Worn ItemsNoCrafting checks to Craft alchemical items
CraftingRing of Maniacal Devices+211Other Worn ItemsNoCrafting checks to Craft and Repair snares and traps
CraftingAlchemist's Haversack+211Other Worn ItemsNoCrafting checks to create alchemical items
CraftingCarver-Cutter+211Specific Magic WeaponsNoItem activation, Crafting checks for woodworking
CraftingCrafter's Eyepiece (Greater)+211Worn ItemsNo
CraftingCarver-Cutter (Greater)+213Specific Magic WeaponsNoItem activation, Crafting checks for woodworking
CraftingCarver-Cutter (Major)+215Specific Magic WeaponsNoItem activation, Crafting checks for woodworking
CraftingCognitive Mutagen (Moderate)+23Alchemical ElixirsYes
CraftingTheatrical Mutagen (Moderate)+23Alchemical ElixirsYes
CraftingAlchemist Goggles (Major)+317Other Worn ItemsNoCrafting checks to Craft alchemical items
CraftingArtificer Spectacles+317Other Worn ItemsNo
CraftingTradecraft Tattoo (Greater)+317TattoosNo
CraftingRing of Maniacal Devices (Greater)+318Other Worn ItemsNoCrafting checks to Craft and Repair snares and traps
CraftingCarver-Cutter (True)+318Specific Magic WeaponsNoItem activation, Crafting checks for woodworking
CraftingPossibility Tome+318Held ItemsNochecks to Recall Knowledge
CraftingInexplicable Apparatus+318Worn ItemsNoCrafting checks to Craft, Earn Income, and Repair
CraftingCognitive Mutagen (Greater)+311Alchemical ElixirsYes
CraftingTheatrical Mutagen (Greater)+311Alchemical ElixirsYes
CraftingCognitive Mutagen (Major)+417Alchemical ElixirsYes
CraftingTheatrical Mutagen (Major)+417Alchemical ElixirsYes

Item Bonuses for Uncommon/Rare/Unique items

Ability/SkillItemBonusLevelCategoryConsumable?Note
CraftingKnight's Maintenance Kit+15Adventuring GearNoCrafting checks to Repair weapons, shields, and armor
CraftingBountiful Cauldron+29OtherNoCrafting checks to Craft alchemical items, potions, or oils
CraftingPalette of Masterstrokes+212Held ItemsNoCrafting checks made to create paintings
CraftingGlaive of the Artist+214Specific Magic WeaponsNo
CraftingGuiding Chisel+316Held ItemsNoCrafting checks related to stonemasonry
CraftingTorag's Silver Anvil+318Specific Magic WeaponsNoCrafting checks involving metalworking
CraftingAxe of the Dwarven Lords+426ArtifactsNoCrafting armor, jewelry, metalworking, stonemasonry, snares, traps, and weapons
CraftingPhilosopher's Extractor+428ArtifactsNoCrafting checks related to alchemy

Related Feats

To see a list of Feats related to Crafting, click here.

Crafting Untrained Actions

Repair

Exploration Manipulate 
Source Player Core pg. 236
Requirements You are holding or wearing a repair toolkit.
You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the repair toolkit with both hands. Roll a Crafting check. The GM sets the DC, but it's usually about the same DC to Repair a given item as it is to Craft it in the first place. You can't Repair a destroyed item.

Critical Success You restore 10 Hit Points to the item, plus an additional 10 Hit Points per proficiency rank you have in Crafting (a total of 20 HP if you're trained, 30 HP if you're an expert, 40 HP if you're a master, or 50 HP if you're legendary).
Success You restore 5 Hit Points to the item, plus an additional 5 per proficiency rank you have in Crafting (for a total of 10 HP if you are trained, 15 HP if you're an expert, 20 HP if you're a master, or 25 HP if you're legendary).
Critical Failure You deal 2d6 damage to the item. Apply the item's Hardness to this damage.

Crafting Trained Actions

Craft

Downtime Manipulate 
Source Player Core pg. 237
You can make an item from raw materials. You need the Alchemical Crafting skill feat to create alchemical items and the Magical Crafting skill feat to create magic items.

To Craft an item, you must meet the following requirements:
  • The item is your level or lower. An item that doesn't list a level is level 0. If the item is 9th level or higher, you must be a master in Crafting, and if it's 17th or higher, you must be legendary.
  • The item must be common, or you must otherwise have access to it.
  • You have an appropriate set of tools and, in many cases, a workshop. For example, you need access to a smithy to forge a metal shield, or an alchemist's lab to produce alchemical items.
  • You must supply raw materials worth at least half the item's Price. You always expend at least that amount of raw materials when you Craft successfully. If you're in a settlement, you can usually spend currency to get the amount of raw materials you need, except in the case of rarer precious materials.
You attempt a Crafting check after you spend 2 days of work setting up, or 1 day if you have the item's formula. The GM determines the DC to Craft the item based on its level, rarity, and other circumstances.

If your attempt to create the item is successful, you expend the raw materials you supplied. You can pay the remaining portion of the item's Price in materials to complete the item immediately, or you can spend additional downtime days working on it. For each additional day you spend, reduce the value of the materials you need to expend to complete the item. This amount is determined using the Income Earned table, based on your proficiency rank in Crafting and using your own level instead of a task level.

After any of these downtime days, you can complete the item by spending the remaining portion of its Price in materials. If the downtime days you spend are interrupted, you can return to finish the item later, continuing where you left off. An example of Crafting appears in the sidebar below.

Critical Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting.
Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level and your proficiency rank.
Failure You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over.
Critical Failure You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest. If you want to try again, you must start over.

Income Earned

Task LevelDCFailedTrainedExpertMasterLegendary
0141 cp5 cp5 cp5 cp5 cp
1152 cp2 sp2 sp2 sp2 sp
2164 cp3 sp3 sp3 sp3 sp
3188 cp5 sp5 sp5 sp5 sp
4191 sp7 sp8 sp8 sp8 sp
5202 sp9 sp1 gp1 gp1 gp
6223 sp1 gp, 5 sp2 gp2 gp2 gp
7234 sp2 gp2 gp, 5 sp2 gp, 5 sp2 gp, 5 sp
8245 sp2 gp, 5 sp3 gp3 gp3 gp
9266 sp3 gp4 gp4 gp4 gp
10277 sp4 gp5 gp6 gp6 gp
11288 sp5 gp6 gp8 gp8 gp
12309 sp6 gp8 gp10 gp10 gp
13311 gp7 gp10 gp15 gp15 gp
14321 gp, 5 sp8 gp15 gp20 gp20 gp
15342 gp10 gp20 gp28 gp28 gp
16352 gp, 5 sp13 gp25 gp36 gp40 gp
17363 gp15 gp30 gp45 gp55 gp
18384 gp20 gp45 gp70 gp90 gp
19396 gp30 gp60 gp100 gp130 gp
20408 gp40 gp75 gp150 gp200 gp
20 (critical success)50 gp90 gp175 gp300 gp

Alchemical and Magical Items

If you want to Craft alchemical items or magic items, you need to select the skill feat for Alchemical Crafting or Magical Crafting in addition to being trained. Stat blocks and details of these items appear in GM Core, so consult with your GM.

Consumables and Ammunition

You can Craft items with the consumable trait in batches, making up to four of the same item at once with a single check. This requires you to include the raw materials for all the items in the batch at the start, and you must complete the batch all at once. You also Craft non-magical ammunition in batches, using the quantity listed in the Ranged Weapons Table (typically 10).

Crafting Example

Ezren is a 5th-level wizard and an expert in Crafting. He has a Crafting modifier of +13 and the Magical Crafting feat. With 2 weeks of downtime ahead of him, he decides to craft a striking rune, a 4th-level item. The GM secretly chooses a DC of 19.

The item has a Price of 65 gp, so Ezren prepares 32 gp, 5 sp worth of raw materials. He has another 32 gp, 5 sp worth of raw materials on hand. After spending 1 day building and incanting spells, he rolls a 12 on his Crafting check, for a result of 25. That's a success! At this point, Ezren can spend the additional 32 gp, 5 sp worth of materials to complete the item immediately for 65 gp.

However, Ezren has 13 more days on his hands, so he decides to spend additional time to complete the item. Because he's a 5th-level character and an expert at Crafting, he reduces the amount he has to pay by 1 gp for each day spent. After spending 13 days working, he reduces the total cost to complete the item from 65 gp to 52 gp. He spends the remaining portion of its Price in materials, completes the striking rune, and goes out on his next adventure. (He could have stayed home to keep working on the striking rune, eventually reducing the item's total Price to just the half he paid up front, but adventuring is far more lucrative!)

If Ezren's Crafting check result were a 29 or higher, he'd have gotten a critical success. In that case, he'd reduce the remaining amount by 2 gp per day (the amount for a 6th-level expert), lowering the amount needed to complete the item after 13 additional days of work to 39 gp.

Formulas

A written formula for an item helps you create it with less difficulty. This has two functions. First, it reduces the time needed to start Crafting from 2 days to 1, as you have less preparation to do. Second, you can Craft uncommon and rarer items if you're able to acquire their formulas. See Formulas for information on formulas.

Identify Alchemy

Concentrate Exploration Secret 
Source Player Core pg. 237
Requirements You are holding or wearing an alchemist's toolkit.
You can identify the nature of an alchemical item with 10 minutes of testing using your alchemist's toolkit. If your attempt is interrupted in any way, you must start over.

Success You identify the item and the means of activating it.
Failure You fail to identify the item but can try again.
Critical Failure You misidentify the item as another item of the GM's choice.