You can use this skill to create, understand, and repair items. Even if you're untrained, you can Recall Knowledge about alchemical reactions, the value of items, engineering, unusual materials, and alchemical or mechanical creatures. The GM determines which creatures this applies to, but it usually includes constructs.
You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill. The GM determines the DCs for such checks and which skills apply.
The following skills can be used to Recall Knowledge, getting information about the listed topics. In some cases, you can get the GM's permission to use a different but related skill, usually against a higher DC than normal. Some topics might appear on multiple lists, but the skills could give different information. For example, Arcana might tell you about the magical defenses of a golem, whereas Crafting could tell you about its sturdy resistance to physical attacks.
- Arcana: Arcane theories, magical traditions, creatures of arcane significance, and arcane planes.
- Crafting: Alchemical reactions and creatures, item value, engineering, unusual materials, and constructs.
- Lore: The subject of the Lore skill's subcategory.
- Medicine: Diseases, poisons, wounds, and forensics.
- Nature: The environment, flora, geography, weather, creatures of natural origin, and natural planes.
- Occultism: Ancient mysteries, obscure philosophy, creatures of occult significance, and esoteric planes.
- Religion: Divine agents, divine planes, theology, obscure myths, and creatures of religious significance.
- Society: Local history, key personalities, legal institutions, societal structure, and humanoid culture.
The GM might allow checks to Recall Knowledge using other skills. For example, you might assess the skill of an acrobat using Acrobatics. If you're using a physical skill (like in this example), the GM will most likely have you use a mental ability score—typically Intelligence—instead of the skill's normal physical ability score.
Critical Success You recall the knowledge accurately and gain additional information or context.
Success You recall the knowledge accurately or gain a useful clue about your current situation.
Critical Failure You recall incorrect information or gain an erroneous or misleading clue.
Sample Recall Knowledge TasksThese examples use Society or Religion.
Untrained name of a ruler, key noble, or major deity
Trained line of succession for a major noble family, core doctrines of a major deity
Expert genealogy of a minor noble, teachings of an ancient priest
Master hierarchy of a genie noble court, major extraplanar temples of a deity
Legendary existence of a long-lost noble heir, secret doctrines of a religion
Source Core Rulebook pg. 239
CRAFTING GOODS FOR MARKETEarn Income by crafting goods for the market.
CONSUMABLE AND AMMUNITION
You can Craft items with the consumable trait in batches, making up to four of the same item at once with a single check. This requires you to include the raw materials for all the items in the batch at the start, and you must complete the batch all at once. You also Craft non-magical ammunition in batches, using the quantity listed in the Ranged Weapons table (typically 10).
You can gain access to the formulas for all common items in Chapter 6: Equipment by purchasing a basic crafter's book (page 287). See Forumlas for information on how to acquire other formulas.
CRAFTING UNTRAINED ACTIONS
Requirements You have a Repair kit.
You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the Repair kit with both hands. The GM sets the DC, but it's usually about the same DC to Repair a given item as it is to Craft it in the first place. You can't Repair a destroyed item.
Critical Success You restore 10 Hit Points to the item, plus an additional 10 Hit Points per proficiency rank you have in Crafting (a total of 20 HP if you're trained, 30 HP if you're an expert, 40 HP if you're a master, or 50 HP if you're legendary).
Success You restore 5 Hit Points to the item, plus an additional 5 per proficiency rank you have in Crafting (for a total of 10 HP if you are trained, 15 HP if you're an expert, 20 HP if you're a master, or 25 HP if you're legendary).
Critical Failure You deal 2d6 damage to the item. Apply the item's Hardness to this damage.
Source Core Rulebook pg. 243
CRAFTING TRAINED ACTIONS
You use one of your skills to make money during downtime. The GM assigns a task level representing the most lucrative job available. You can search for lower-level tasks, with the GM determining whether you find any. Sometimes you can attempt to find better work than the initial offerings, though this takes time and requires using the Diplomacy skill to Gather Information, doing some research, or socializing.
When you take on a job, the GM secretly sets the DC of your skill check. After your first day of work, you roll to determine your earnings. You gain an amount of income based on your result, the task’s level, and your proficiency rank (as listed on Table 4–2: Income Earned).
You can continue working at the task on subsequent days without needing to roll again. For each day you spend after the first, you earn the same amount as the first day, up until the task’s completion. The GM determines how long you can work at the task. Most tasks last a week or two, though some can take months or even years.
|0||14||1 cp||5 cp||5 cp||5 cp||5 cp|
|1||15||2 cp||2 sp||2 sp||2 sp||2 sp|
|2||16||4 cp||3 sp||3 sp||3 sp||3 sp|
|3||18||8 cp||5 sp||5 sp||5 sp||5 sp|
|4||19||1 sp||7 sp||8 sp||8 sp||8 sp|
|5||20||2 sp||9 sp||1 gp||1 gp||1 gp|
|6||22||3 sp||1 gp, 5 sp||2 gp||2 gp||2 gp|
|7||23||4 sp||2 gp||2 gp, 5 sp||2 gp, 5 sp||2 gp, 5 sp|
|8||24||5 sp||2 gp, 5 sp||3 gp||3 gp||3 gp|
|9||26||6 sp||3 gp||4 gp||4 gp||4 gp|
|10||27||7 sp||4 gp||5 gp||6 gp||6 gp|
|11||28||8 sp||5 gp||6 gp||8 gp||8 gp|
|12||30||9 sp||6 gp||8 gp||10 gp||10 gp|
|13||31||1 gp||7 gp||10 gp||15 gp||15 gp|
|14||32||1 gp, 5 sp||8 gp||15 gp||20 gp||20 gp|
|15||34||2 gp||10 gp||20 gp||28 gp||28 gp|
|16||35||2 gp, 5 sp||13 gp||25 gp||36 gp||40 gp|
|17||36||3 gp||15 gp||30 gp||45 gp||55 gp|
|18||38||4 gp||20 gp||45 gp||70 gp||90 gp|
|19||39||6 gp||30 gp||60 gp||100 gp||130 gp|
|20||40||8 gp||40 gp||75 gp||150 gp||200 gp|
|20 (critical success)||—||—||50 gp||90 gp||175 gp||300 gp|
Critical Success You do outstanding work. Gain the amount of currency listed for the task level + 1 and your proficiency rank.
Success You do competent work. Gain the amount of currency listed for the task level and your proficiency rank.
Failure You do shoddy work and get paid the bare minimum for your time. Gain the amount of currency listed in the failure column for the task level. The GM will likely reduce how long you can continue at the task.
Critical Failure You earn nothing for your work and are fired immediately. You can't continue at the task. Your reputation suffers, potentially making it difficult for you to find rewarding jobs in that community in the future.
Sample Earn Income TasksThese examples use Alcohol Lore to work in a bar or Legal Lore to perform legal work.
Trained bartend, do legal research
Expert curate drink selection, present minor court cases
Master run a large brewery, present important court cases
Legendary run an international brewing franchise, present a case in Hell's courts
Source Core Rulebook pg. 236
You can make an item from raw materials. You need the Alchemical Crafting skill feat to create alchemical items, the Magical Crafting skill feat to create magic items, and the Snare Crafting feat to create snares.
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 16th or higher, you must be legendary.
- You have the formula for the item; see Getting Formulas below for more information.
- 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.
- 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.
You must spend 4 days at work, at which point you attempt a Crafting check. The GM determines the DC to craft the item based on its level, rarity, and other circumstances.
If your attempt to create the item is successful, you expend the raw materials you supplied. You can pay the remaining portion of the item's Price in materials to complete the item immediately, or you can spend additional downtime days working on it. For each additional day you spend, reduce the value of the materials you need to expend to complete the item. This amount is determined using Table 4'2: Income Earned (page 236), based on your proficiency rank in Crafting and using your own level instead of a task level. After any of these downtime days, you can complete the item by spending the remaining portion of its Price in materials. If the downtime days you spend are interrupted, you can return to finish the item later, continuing where you left off. An example of Crafting appears in the sidebar.
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.
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.
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.
Source Core Rulebook pg. 244
Concentrate Exploration Secret
Requirements You have alchemist's tools.
You can identify the Nature of an alchemical item with 10 minutes of testing using alchemist's tools. If your attempt is interrupted in any way, you must start over.
Critical Success None
Success You identify the item and the means of activating it.
Failure You fail to identify the item but can try again.
Critical Failure You misidentify the item as another item of the GM's choice.
Source Core Rulebook pg. 245
Ezren is a 5th-level wizard and an expert in Crafting. He has a Crafting modifier of +13 and the Magical Crafting feat. With 2 weeks of downtime ahead of him, he decides to craft a striking rune, a 4th-level item. The GM secretly chooses a DC of 19.
The item has a Price of 65 gp, so Ezren prepares 32 gp, 5 sp worth of raw materials. He has another 32 gp, 5 sp worth of raw materials on hand. After spending 4 days building and incanting spells, he rolls a 12 on his Crafting check, for a result of 25. That’s a success! At this point, Ezren can spend the additional 32 gp, 5 sp worth of materials to complete the item immediately for 65 gp. However, Ezren has 10 more days on his hands, so he decides to spend additional time to complete the item. Because he’s a 5th-level character and an expert at Crafting, he reduces the amount he has to pay by 1 gp for each day spent. After spending 10 days working, he reduces the cost to complete the item from 65 gp to 55 gp. He spends the remaining portion of its Price in materials, completes the striking rune, and goes out on his next adventure. (He could have stayed home to keep working on the striking rune, eventually reducing the item’s total Price to just the half he paid up front, but adventuring is far more lucrative!)
If Ezren’s Crafting check result were a 29 or higher, he’d have gotten a critical success. In that case, he’d reduce the remaining amount by 2 gp per day, lowering the amount needed to complete the item after 10 additional days of work to 45 gp.