Craft Skill

Craft (Int)
You are trained in a craft, trade, or art such as electronics, sculpture, mechanics, weapon making, starship construction, carpentry, computer technology, droid construction, or some other endeavor that actually creates a finished product. A Craft skill is specifically focused on creating something; if a skill is not of this sort, it is a Profession skill.

Craft is actually a number of separate skills. You can have several Craft skills, each with its own ranks, each purchased as a separate skill. For instance, you could have the skill Craft (Electronic Devices). Your ranks in that skill don’t affect any checks you happen to make for different Craft skills, such as Craft (Blaster Pistols and Rifles) or Craft (Droids), for example.

Examples of Craft skills include the following. Your GM may allow other Craft skills, depending on the campaign.

airspeeders, armor, blaster pistols and rifles, capital ships, computers, costumes, droids, electronic devices, exotic weapon (pick one)*, heavy weapons, holoart, hyperdrives, landspeeders, medpacs, repulsorlift engines, sculpture, simple and primitive weapons, slugthrowers, space transports, starfighers, starship weapons, sublight drives, tools, Vibro weapons, walker vehicles, wheeled and tracked vehicles
*This category of the Craft skill applies to only one kind of exotic weapon; to create two different kinds of exotic weapons, you must purchase this Craft skill separately for each weapon. Craft (Lightsaber) is a skill only available to Force-Users

Before you can use a Craft skill, you must purchase a set of basic tools. The cost of these tools varies according to the complexity of the item you want to build (see the table below). The tools to make an item of a certain complexity can also be used to make any item of lower complexity. To upgrade your basic tools and thus be able to make items of higher complexity, you only need to spend the difference in cost between the tools you have and the tools you are acquiring. For example, if you spend 150 credits on basic tools to make items of high complexity, you can also make items of medium or low complexity using those same tools. If you later decide you want to make items of extreme complexity, you must spend another 850 credits (1,000 minus 150) to acquire the necessary tools.

Having the ideal tools for the job creates a condition of favorable circumstances, giving you a +2 circumstance bonus on all your Craft checks. The cost to acquire ideal tools for items of a certain complexity is 10 times the cost of the basic tools. For example, the cost of ideal tools to make items of high complexity is 1,500 credits.

Items Complexity Cost of Basic Tools DC Examples
Low 5 5 Common tools/utensils, simple and primitive weapons, light armor, common clothing, glow rod, non-powered vehicles
Medium 50 10 Advanced tools/utensils, Vibro weapons, medium armor, all-temperature cloak, breath mask, comlink, datapad, macrobinocluars, medpacs, speeder bikes, 5th degree droids
High 150 15 Blaster pistols and rifles, heavy armor, code cylinders, sensor pack, encrypted comlinks and datapads, 3rd and 4th degree droids, speeders, starfighter-class starships
Extreme 1,000 20 Most exotic weapons, powered armor, security kits, walkers, 2nd degree droids, space transport-class starships
Astronomical 3,000 30+ Unusual exotic weapons (includes lightsabers for tool cost), data holocrons, 1st degree droids, hazardous-environment vehicles, capital ship-class starships, space stations

Check: The basic function of the Craft skill is to allow you to make an item of the appropriate type. The price of the item and your check results determining how long it takes to make the item. The item’s price also determines the cost of raw materials (the parts and components necessary to build the item).

To determine how much time and money it takes to make an item:

1. Find the item’s price, or have the GM set the price for an item not listed.
2. Pay 1/3 the item’s price in raw materials.
3. Make a skill check that represents one day’s work.

Multiply the check result by your skill modifier (you skill ranks + your Intelligence modifier + miscellaneous modifiers). If that number equals or exceeds the item’s price, then you have completed the item.

If your check result x your skill modifier is less than the item’s price, then that number represents progress you’ve made this day towards completing the item. Subtract the amount of progress from the item’s price and record the new reduced value. At the end of the next day of work, make another check. Each day, you make more progress until the day when your check result x your skill modifier equals or exceeds the item’s remaining value. At that point you have completed the item.

You can hand an unfinished item over to someone else to complete, or, if the item is sufficiently large, multiple craftsmen can work on the item simultaneously. In either case, use the total results of all the Craft checks applied to the item to determine when the item is finished.

Upon the item’s completion, make another Craft check to determine whether the item actually functions as intended. If you fail the check, subtract 10% of item’s full price from the Craft results that have been applied. If the resulting number is still high enough for the item to be finished, then the item functions normally. If not, the item merely looks finished, but is not. The craftsman can elect either to spend more time to finish the project (by making more day-by-day Craft checks) or to pass the item off as fully functional. The user of an unfinished or defective item take a -2 penalty on skill checks, attack rolls, or saving throws made when the performance of the item is tested – when a weapon is wielded in combat, when a vehicle is piloted or driven, when armor is subjected to an attack, and so forth.

If you fail this final check by 5 or more, you ruin half the raw materials and have to pay half the original raw-material cost again.

The DC for this check is based on the complexity of the item, as given on tool table above.

Retry: For the final check in constructing an item, yes, but each time you miss by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again. You may not retry a roll on the daily progress check.

Special: You can take 10 on a Craft skill check, but you can’t take 20.

Time: Craft checks are made by the day, as described above.

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