Like Knowledge, Perform and Profession, Craft is actually a number of separate skills. You could have several Craft skills, each with its own ranks, each purchased as a separate skill. The Craft skills available in the ancient world are:

  • Blacksmith (makes armour, shields, tools, weapons and other metal items)
  • Brewer (makes beer)
  • Builder (makes buildings, monuments and carvings, typically of stone)
  • Carpenter (makes statues and carvings, typically of wood)
  • Embalmer (makes mummies from dead bodies)
  • Fletcher (makes arrows from wood or rushes)
  • Herbalist (brews herbal concoctions including poisons)
  • Jeweller (makes items from precious metal and gems)
  • Potter (makes items in clay)
  • Reed Presser (makes papyrus)
  • Shipwright (builds boats and ships)
  • Tanner (makes leather goods and parchment)
  • Vintner (makes wine)
  • Weaver (spins and weaves cloth and turns it into garments)
  • Wheelwright (makes wheeled vehicles such as chariots)
  • Woodworker (makes wooden items and weapons such as bows)

A Craft skill is specifically focused on creating something. If nothing is created by the endeavor, it probably falls under the heading of a Profession skill.

  • Check:
    You can practice your trade and make a decent living, keeping yourself alive and healthy. You know how to use the tools of your trade, perform the craft’s daily tasks, supervise untrained helpers and handle common problems relating to it. Those who depend on their craft for a living are seen as lower-class citizens in the ancient world, especially potters and reed pressers. Those with noble blood may learn a craft but are expected to make their way in the world by other means. Only artificers are seen as an exception to this rule, because of the ingenuity of their work. The basic function of the Craft skill, however, is to allow you to make an item of the appropriate type. The DC depends on the complexity of the item to be created. The DC, your check results and the base value of the item determine how long it takes to make a particular item. The item’s base value also determines the cost of raw materials required to manufacture such items. All crafts require artisan’s tools to give the best chance of success. If improvised tools are used, the check is at a –2 penalty. On the other hand, masterwork artisan’s tools provide a +2 equipment bonus on the check. To determine how much time and money it takes to make an item, follow these steps;
  • Find the item’s value in silver drachmas, whether coins are in use or not.
  • Find the DC from the table below.
  • Acquire raw materials worth one-third of the item’s base value.

Make an appropriate Craft check representing one week’s work. If the check succeeds, multiply your check result by the DC. If the result times the DC equals the value of the item in silver drachmas, then you have completed the item. If the result times the DC equals double or triple the price of the item in silver drachmas, then you have completed the task in one-half or one third of the time. Other multiples of the DC reduce the time in the same manner. If the result times the DC does not equal the price, then it represents the progress you’ve made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the value of the item in silver drachmas. If you fail a check by four or less, you make no progress this week. If you fail by five or more, you ruin half the raw materials and have to acquire half the original amount of raw materials again.

  • Progress by the Day:
    You can make checks by the day instead of by the week. In this case your progress (check result times DC) is in oboli instead of silver drachmas.

  • Creating Masterwork Items:
    You can make a masterwork item – a weapon, suit of armour, shield or tool that conveys a bonus on its use due to its exceptional craftsmanship. To create a masterwork item, you create the masterwork component as if it were a separate item in addition to the standard item. The masterwork component has a value of 50% of the item’s base value and a Craft DC of 20. Once both the standard component and the masterwork component are completed, the masterwork item is finished.

  • Sabotaging Items:
    If you know how to build something, you know how to dismantle or cripple it so that it will not function properly. Use this function of the Craft skill to sabotage any item that you have the skill to make. You can also sabotage any item with a simple Intelligence ability score check against the same DC. For example, if you had ranks in the Craft (blacksmith) skill, you could make a skill check to tamper with a person’s armour so that it would fall off after being worn for a few rounds. Without ranks in that skill, you could make an Intelligence ability score check to achieve the same thing. The Craft check to sabotage an item is made secretly, so that you will not necessarily know whether you have succeeded. The DC depends on how complicated the item is. Disabling, rigging or jamming a fairly simple device has a DC of 10; more intricate and complex devices have higher DCs. If the check succeeds, you sabotage the device, so that it must be repaired before it can be used again. If it fails by four or less, you have failed but can try again. If you fail by five or more, something goes wrong. If the device is a trap of some kind, you spring it. If you’re attempting some sort of sabotage, you think the device is disabled, but it still works normally. You also can rig simple devices such as saddles or wagon wheels to work normally for a while and then fail or fall off some time later, usually after 1d4 rounds or minutes of use. The amount of time needed to make a Craft check to disable a device depends on the task, as noted above. Disabling a simple device takes one round and is a full-round action. An intricate or complex device requires 1d4 or 2d4 rounds.

  • Repairing Items:
    Generally, you can repair an item by making checks against the same DC that it took to make the item in the first place. To do this, you craft a repair component as if it were a separate item. The repair component has a value of 1% of the item’s base value, so you will need that amount of raw materials of the same kind used to make the item. If you cannot gain the raw materials, you cannot repair the item. Repairing items is dangerous, as the item is already broken and may possibly be damaged yet further. If you fail a Craft check by more than 10 when repairing an item, you ruin it so that it cannot be repaired in future. The item can still be broken down to recover some of the raw material (see the Wealth section in the Equipment chapter). When you use the Craft skill to make a particular sort of item, the DC for checks involving the creation of that item are typically as given on the table below.

  • Herbalism:
    Craft (herbalism) checks are not made in the same way as ordinary Craft checks. Herbalism is the art of extracting the essence of herbs and making them into useful treatments or concoctions. You make a Craft (herbalism) check to turn a unit of herbs of a given type into a herbal item of a given type. For example, you could turn a unit of soporific herbs into a sleeping draught. The DC of the check is usually 15 and the process takes ten minutes. Failure to make the check destroys the unit of herbs. You may also attempt a Craft (herbalism) check to identify a given herb or herbal product.

  • Embalming:
    Craft (embalmer) checks are also not made in the same way as usual. Embalming a body and turning it into a mummy is a straightforward process. The DC is 10 and the cost is five silver drachmas’ worth of spices, unguents and preservatives, which will usually be paid for by the family of the deceased. Embalming one person takes eight hours of work. If you fail the Craft check, the body is not properly embalmed and decays, meaning that the ka of the dead person cannot return to the world. You cannot try again if you fail such a check. Your skill as an embalmer determines how many hit points the ka of the deceased may have; the better a job of mummification you do, the stronger the resultant spirit will be. Assembling more complicated creations, such as composite mummies, is more difficult. Such creations have their own DC to manufacture.

  • Action:
    Does not apply. Craft checks are made by the day
    or week, as noted above.

  • Try Again:
    Yes, but each time you fail the check by five or more, you ruin half the raw materials and must find some more to the same value. You may voluntarily add +10 to the indicated DC to craft an item. This allows you to create the item more quickly since you will be multiplying this higher DC by your Craft check result to determine progress. You must decide whether to increase the DC before you make each weekly or daily check.

  • Synergy:
    If you have five or more ranks in a Craft skill, you gain a +2 bonus on Appraise checks related to items made with that Craft skill.


Age of Heroes WolfLord