Difference between revisions of "Craft Xeno- (3.5e Skill)"

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==== Craft(Xeno-) ([[Int]]) ====
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==== Craft (Xeno-) ([[Int]]) ====
  
 
This skill allows a creature to use substances, and technology not of this world. This skill is like other craft skills, in that it is a conglamerate of a few different skills. Each purchased seporatly.
 
This skill allows a creature to use substances, and technology not of this world. This skill is like other craft skills, in that it is a conglamerate of a few different skills. Each purchased seporatly.
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Revision as of 01:26, 30 January 2011

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Author: Franken Kesey (talk)
Date Created: 2010/12/05
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Editing: Clarity edits only please
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Craft (Xeno-) (Int)

This skill allows a creature to use substances, and technology not of this world. This skill is like other craft skills, in that it is a conglamerate of a few different skills. Each purchased seporatly.

Check

You can practice your trade and make a decent living, earning about half your check result in platnum pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the craft’s daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1 gold piece per day.)

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 price of the item determine how long it takes to make a particular item. The item’s finished price also determines the cost of raw materials.

In some cases, the fabricate spell can be used to achieve the results of a Craft check with no actual check involved. However, you must make an appropriate Craft check when using the spell to make articles requiring a high degree of craftsmanship.

A successful Craft check related to woodworking in conjunction with the casting of the ironwood spell enables you to make wooden items that have the strength of steel.

When casting the spell minor creation, you must succeed on an appropriate Craft check to make a complex item.

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 circumstance penalty. On the other hand, masterwork artisan’s tools provide a +2 circumstance bonus on the check.

To determine how much time and money it takes to make an item, follow these steps.

  1. Find the item’s price. Put the price in silver pieces (1 gp=10 sp).
  2. Find the DC from the table below.
  3. Pay one-half of the item’s price for the cost of raw materials.
  4. Make an appropriate Craft check representing one week’s work. If the check succeeds, multiply your check result by the DC. If the result × the DC equals the price of the item in sp, then you have completed the item. (If the result × the DC equals double or triple the price of the item in silver pieces, then you’ve 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 × the DC doesn’t 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 price of the item in silver pieces.
If you fail a check by 4 or less, you make no progress this week.
If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.
Progress by the Day

You can make checks by the day instead of by the week. In this case your progress (check result × DC) is in silver pieces instead of gold pieces.

Creating Masterwork Items

You can make a masterwork item—a weapon, suit of armor, shield, or tool that conveys a bonus on its use through its exceptional craftsmanship, not through being magical. 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 its own price (300 gp for a weapon or 150 gp for a suit of armor or a shield) and a Craft DC of 20. Once both the standard component and the masterwork component are completed, the masterwork item is finished. Note: The cost you pay for the masterwork component is one-third of the given amount, just as it is for the cost in raw materials.

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. The cost of repairing an item is one-fifth of the item’s price.

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 following table.

Item Craft Skill Craft DC
Xeno-alchemy1 15
Xeno-alchemy1 20
Power Cell, Unstable Z-Cell Xeno-alchemy1 25
Xeno-armorsmithing 10 + AC bonus
ZK-23 Energy Shield Xeno-armorsmithing 20 + AC bonus
Energy Leech Xeno-technology 15
Non-Siege Starships Xeno-technology 20 + (1 per 5 CR)
SM-20 Hisser Mecha, Siege Star Ships Xeno-technology 30 + (1 per 10 CR)
Nyota Mji Xeno-technology 35 + (1 per 10 CR)
Coldspike, EM-Spiker Xeno-weaponsmithing 15
Psychokinetic Flashgun, Psychokinetic Thunderlash, Psychokinetic Fireblade, Xeno-weaponsmithing 20
Alchemical Shaped Charge Iolite Injector, Spurge Stinger, Electron Gun Xeno-weaponsmithing 25
Biplanar Force Gun, Titanic Gun Xeno-weaponsmithing 30
Mechanical trap Xeno-trapmaking Varies2
  1. You do not need to be a spellcaster to craft any of these items.
  2. Traps have their own rules for construction.

Action: Varies. Mounting or dismounting normally is a move action. Other checks are a move action, a free action, or no action at all, as noted above.



Template:3.5e Skills Breadcrumb

AuthorFranken Kesey +
Identifier3.5e Skill +
RatingUnrated +
TitleCraft Xeno- +