Crafting
Crafting is a Downtime activity that any character can do using the Crafting skill (with some exceptions). The official rules for Crafting can be found in the Craft page on Archives of Nethys.
Crafting from a Formula
For every item in the game there exists a formula that can be used to craft that item.
The DC for Crafting an item is equal to the Earn Income DC for the task level equal to the item's level. The Earn Income table can be found here. Please note that this table adds level to proficiency, so subtract the level from the DC to get the PWL DC.
- Note: In Kelek, we do not adjust the DC based on rarity. For example, all level 1 items, be they Common, Uncommon, or Rare, will be DC 14.
Item Level | DC |
---|---|
0-2 | 14 |
3-5 | 15 |
6-8 | 16 |
9-11 | 17 |
12-14 | 18 |
15-17 | 19 |
18-20 | 20 |
What you can Craft
From the Player Core 1 Rulebook:
"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 (such as by having a formula).
- 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.
While any character can Craft most basic items, some require specific feats.
- Items with the "Alchemical" tag, such as ammunition, elixirs, mutagens, or bombs require the Alchemical Crafting skill feat.
- Items with the "Magical" tag, such as potions, runes, or spell scrolls require the Magical Crafting skill feat.
- Items with the "Snare" tag require the Snare Crafting skill feat.
- Items with the "Tattoo" tag require either the Tattoo Artist skill feat or both the Magical Crafting and Specialty Crafting skill feats, choosing artistry as your specialty.
- Items with the "Graft" tag require the Graft Technician skill feat.
Preparing to Craft
Before you start, make sure you have the formula on your character sheet, and should have an idea of the following:
Quantity: Permanent items are crafted one at a time, consumables can be crafted in batches of up to 4, and non-magical ammunition can be crafted in batches of up to 10.
- Note: Material costs are per-item, not per batch. Keep this in mind when crafting multiple items at once.
Days of Setup:
If you do not have the formula for an item, the Days of Setup is 2.
If you have the formula for an item, the Days of Setup is 1.
Materials Required: For most items, this will just be a gold cost equal to half the value of the item. Some items, however, may require specific components, such as the casting of a spell.
Your Modifier: The modifier used to craft an item is equal to your Crafting skill modifier plus any applicable bonuses. Bonuses can come from feats, such as Specialty Crafting or Seasoned, and/or items such as Sterling Artisan Tools or a Crafter's Eyepiece. These modifiers follow the same rules as all modifiers in Pathfinder.
The Assurance feat can be used for Crafting, which results in a roll of 10 + your proficiency modifier.
- Note: This does not add any other bonuses, penalties, or modifiers, including your ability modifier or any item bonuses.
Reducing Cost: Once the Days of Setup have passed, you can spend as many days as you wish reducing the cost. The gold per day you can reduce the cost is equal to the amount of gold you would earn with the Earn Income activity using Crafting (or the skill used to Craft the item) at your level on a success, or at your level + 1 on a critical success. The Earn Income table can be found here. It is highly recommended that you only reduce cost if you critically succeed, as you could get the same amount of gold from a normal success much more simply by Earning Income.
Process
1. To craft an item, open a Ticket in the Discord.
2. Once opened, fill out the following template for each unique item you're looking to craft:
Character:
Item:
Item level:
DC:
Assurance?: (Y/N)
Crafting modifier (If Assurance, just put Proficiency modifier):
Quantity:
Cost per item:
Formula?: (Y/N)
Days of Setup:
Days Reducing Cost:
3. If you aren't using Assurance, a Storyteller will need to log in to Foundry to witness your rolls. To roll, go to the Crafting tab of your character sheet, double check the quantity (if rolling for a batch), and click the hammer icon next to the formula of the item you want to Craft. Foundry will automatically roll to craft the item and determine the degree of success. Clicking 'Pay Full Costs and Craft' will automatically deduct the gold value from your character sheet and add the item(s) to your inventory. If you would like to spend days to reduce the cost, click 'Pay Material Costs and Craft'. Foundry will tell you how many days you will need to spend for the additional cost to be zero, as well as how much is reduced per day. It is recommended that you only reduce cost on a critical success, if at all. Either way, let the Storyteller know if you intend to do so. Note: If you choose to reduce cost for less than the maximum amount of days, you will need to manually remove the remaining gold from your sheet.
If you are using Assurance, a Storyteller will approve the ticket and you may add the items on your own.
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 on the Earn Income table.
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 in Crafting on the Earn Income table.
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.
Obtaining a Formula
The official rules for Formulas can be found on the Formulas page of Archives of Nethys. Formulas can be obtained in the following ways:
- Purchased from Shops, such as the Caravansary or Apothecary
- As loot from a mission
- Copying a formula from another character
- Disassembling an item
- Inventing a formula (Inventor feat only)
Note: All Level 0 Common formulas are included in the Basic Crafter's Book, which is sold at The Well Worn Spine (& General Store.
Sharing and Copying Formulas
Formulas may be copied from another player character at no material cost. The opportunity to do so may be freely given, as part of a trade, or sold.
Disassembling an Item
Disassembling an Item is taking apart an item for the sake of learning the formula.
Disassembling an item uses the same modifier, DC, and days of setup as though you were crafting that item, but the material cost is that of a formula of that level, rather than the item itself. On a failure, however, the item is lost, per the degrees of success below. The material cost of the formula is not paid unless the formula is successfully crafted.
Critical Success (REVERSE ENGINEER FEAT): Your attempt is successful. You Craft the formula and pay the material cost. At the same time, you reassemble the item. Each additional day spent Crafting reduces the materials needed to complete the formula by an amount based on your level + 1 and your proficiency rank in Crafting on the Earn Income table.
Critical Success (STANDARD): Your attempt is successful. You Craft the formula and pay the material cost. You are left with disassembled raw materials equal to half the item's price. You can use the value of these materials to Craft the formula, as the material cost for reassembling the item, or simply as gold. Each additional day spent Crafting reduces the materials needed to complete the formula by an amount based on your level + 1 and your proficiency rank in Crafting on the Earn Income table.
Success: You Craft the formula and pay the material cost. You are left with the disassembled raw materials equal to half the item's price. You can use the value of these materials to Craft the formula, as the material cost for reassembling the item, or simply as gold. Each additional day spent Crafting reduces the materials needed to complete the formula by an amount based on your level and your proficiency rank in Crafting on the Earn Income table.
Failure: You fail to Craft the formula, and are left with the raw materials equal to half the item's price. You cannot try to disassemble the item again unless you have another item of the same type, and the raw materials cannot be used to reassemble the item unless you otherwise acquire the formula.
Critical Failure: As a failure, but you waste 10% of the raw materials you'd normally be able to salvage.
Crafting a Formula
Characters with the Inventor feat can invent a formula for any common item their level or lower. Uncommon and Rare formulas may only be invented if the character has possession of or has Means of Access to the item in question, as detailed in the sections below. Inventing a formula for an item uses the same modifier, DC*, and days of setup as though you were crafting that item without a formula, but the material cost is that of a formula of that level, rather than the item itself. The material cost is not paid unless the formula is successfully crafted. Open a Ticket if attempting to Invent an Uncommon or Rare item.
Critical Success: Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the formula by an amount based on your level + 1 and your proficiency rank in Crafting on the Earn Income table.
Success: Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the formula by an amount based on your level and your proficiency rank in Crafting on the Earn Income table.
Failure: You fail to complete the formula. 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 formula. 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.
Item Level | Formula Price |
---|---|
0* | 5sp |
1 | 1gp |
2 | 2gp |
3 | 3gp |
4 | 5gp |
5 | 8gp |
6 | 13gp |
7 | 18gp |
8 | 25gp |
9 | 35gp |
10 | 50gp |
11 | 70gp |
12 | 100gp |
13 | 150gp |
14 | 225gp |
15 | 325gp |
16 | 500gp |
17 | 750gp |
18 | 1200gp |
19 | 2000gp |
20 | 3500gp |
*Note: All common level 0 items can be purchased as a unit in the Basic Crafter's Book for 1sp.
Crafting Uncommon and Rare Formulas
- Uncommon and Rare formulas may only be Invented by a character if one of two conditions are met:
- They have the item in their possession.
- They have a Means of Access to the item.
- *The DCs for inventing Uncommon and Rare formulas follow the DC difficulty adjustments listed here (normally not used for crafting in Kelek).
- Inventing a formula for an item in the character's possession will not require the disassembly of the item nor consume the item, so the character may try again as long as they maintain possession of the item. See Crafting a Formula for more information on crafting formulas.
- Inventing a formula through Means of Access requires opening a Ticket for Firekeeper verification, even if using Assurance.
- Characters are not permitted to Invent the formulas for Unique or homebrewed items, even if they have them in their possession.
Access
- Monks have Access to uncommon weapons with the Monk trait
- Inventors have Access to uncommon items with the Gadget trait
- Gunslingers have Access to uncommon firearms, ammunition, and attachments up to level 1
- Characters can gain Access to uncommon ancestry weapons through Weapon Familiarity feats
- Characters can gain Access to organization-specific uncommon items through that organization's dedication feat.
- Examples of means of Access are: Gnome Weapon Familiarity for the gnome flickmace, the Hellknight Dedication for Hellknight Half-Plate, or the Inventor class for items with the Gadget trait.
- Per AoN: "Feats that grant access to weapons with ancestry traits (such as Dwarven Weapon Familiarity), do not grant access to firearms with the listed trait unless the character separately has access to firearms. The reverse is also true, that general access to firearms does not grant access to ancestry-specific weapons. If you have access to firearms, you can gain access to firearms with an ancestry trait (dwarf, elf, goblin, etc.) by selecting an ancestry feat or other option that specifically grants it (for example, to gain access to a clan pistol, take the Clan Pistol feat or Dwarven Weapon Familiarity feat)."
Deconstructing an Item
Deconstructing an Item is used to gain raw materials out of an item, rather than a formula. The official rules for deconstructing an item can be found on the Deconstruct page of Archives of Nethys.