Craft Skill
General Skills Rules:
- Taking 10: If you are not threatened or distracted you can take 10 on a roll.
- Taking 20: when you have plenty of time, 2 minutes or more and faced with no threats or distractions, you can take 20. This does not count as a ‘natural 20’ and indicate automatic success. Generally this takes 20 times longer than normal. You can’t take 20 on any check that has consequences for failure.
- “1” Rolls: When you roll a natural 1 on a skill check, roll D20 again. SUBTRACT this number from your check.
- “20” Rolls: When you roll a natural 20 on a skill check, roll D20 again. Add this number plus the 20 to your check.
- Fire Beetle Lamp DC:10
- Acid, bitterleaf oil, weak dither bomb, sundark googles DC:15
- Alchemist fire, smokestick, tindertwig, strong dither bomb, DC:20
- Antitoxin, sunrod, tanglefoot bag, thunderstone, wyrm dither bomb, flash pellet, DC:25
- Armor or shield DC:10 + AC bonus of item
- Bow 12 Composite bow DC:15 +2x (STR bonus)
- Crossbow DC:15
- Simple melee or thrown weapon DC:12
- Martial weapon DC:15
- Exotic weapon DC:18
- Simple Trap DC:15+
- Complex Trap DC:20+
- Simple Item-wooden spoon DC:5
- Typical Item- iron pot DC:10
- High Quality Item- bell DC:15
- Complex Item- lock DC:20
- if ingredients are available costs 1/6th market cost, otherwise 1/3rd .
- Crude raft DC:5
- Dugout Canoe DC:8
- Coracle, well made raft DC:10
- Skiff DC:12
- Launch DC:15
- War Canoe DC:18
- Pinnace DC:20
- Quick Crafting: Add +10 to the DC.
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