Every Craft attempt is defined by two elements: the time required and the TN. The time required to craft an item is influenced not by an item's price in silver pieces, but rather by its complexity. The TN is likewise influenced by item complexity.

Item Complexity

The complexity categories listed on the table above require some defining. Keep in mind that there is a certain amount of subjectivity at work here. The key to item complexity isn't to rely an exhaustive list of what items belong to which categories. Instead, these rules provide basic category descriptions and a few examples of sorts of items one might expect to fit each respective category.

  • Very Simple: These items are more or less all one piece or one material of simple shape with no moving parts. Examples: crowbar, quarterstaff.
  • Simple: A simple item is largely made of one material, but it requires a more specialized shape. Examples: many simple weapons (club, staves,…), backpack, most common articles of clothing, simple traps such as pits.
  • Moderate: Moderate complexity items are characterized by diverse materials or different parts that must be integrated into a whole. Examples: Most weapons, bows, all shields, leather armors, locks, simple traps using simple mechanical triggers, acid.
  • Complex: Complex items have diverse materials, moving parts, different parts, and/or decorative bits. Examples: Most types of metal armors, crossbows, most vehicles (excluding large ocean-going vessels), grenade, etc…
  • Very Complex: These are the most complicated items. They require diverse materials, moving parts, different parts, decorated bits, and/or multiple functions or uses. Examples: ocean-going vessels, unusual armors (such as barding),…

Time Unit: This columns tells you how long must be spent working before a Craft check is permitted.
TN Modifier: This modifier is added to base TN 7 of all Craft checks.


All crafts require artisan’s tools to give the best chance of success. If improvised tools are used, the check is made with a -2 penalty. On the other hand, masterwork artisan’s tools and/or apprentice to help provide a +1 to +2 circumstance bonus on the check.

Failing a Craft Check

What happens if the Craft check fails? Well, that depends on how badly it failed. When confronted with a failed Craft check, there are up to three possible bad effects :

  1. If the Craft check fails, the item is not completed. Work for another time unit and try again.
  2. If the Craft check fails by 4 or more, half of the raw materials are ruined. Pay half the raw materials cost to replace the ruined materials.
  3. If the Craft check fails by 8 or more and you are using Craft (alchemy), your laboratory explodes. Pay to replace it as well as the ruined raw materials (as number 2 above). Also make a TN 11 Dexterity (Acrobatics) check to avoid 1d6 points of fire damage.

Repairing Items

You can repair an item by making checks against the same TN that it took to make the item in the first place. The cost of repairing an item is 20% of the item's price.


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