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Beyond the Skill Basics

Earning an Income

Instead of adventuring for loot and wealth, some choose to make items and sell them for income. There are three general ways you can make money (at the GM’s discretion).

  • Making Items. You need the Crafting trait to make any money, but once an item is made you can sell it at market value. Since it costs half price for the starting materials when crafting, this often means you make half the value of the object when selling at market price. See the Crafting Rules below for more.
  • Performing. You need to be trained in the Perform skill. You generally make anywhere from 1 silver to 1 gold per 8 hours rolling between 10 and 20. The better your bonus the more chance of making more income on a single check. The GM might designate exceptions to this range, such as if you work for a single, powerful, and wealthy individual but the general rule is as follows.
  • Professions. You are specialized in some type of work. You can make between 1 silver to 1 gold per 8 hours rolling between 10 and 20 depending on what you do. The better your bonus the better chance of making more income on a single check. However, your results are often determined by the skill involved in the work, the location you are, and the supply and demand. Having Profession Sailor while inland will likely reduce the income while having a Profession Bounty Hunter in a border city might have a much higher income than average.
  • Other. At the GM’s discretion there might be skill checks that you can make to earn an income. Some more common cases would be to make a Society check for a noble person or a Diplomacy check for a merchant.

The following table provides a rough outline of income based on the DC passed. Note, as described under Professions, you might make more or less depending on location, supply and demand, and the skill used.

DC PassedIncome Earned
1010 copper (1 silver)
1535 copper (3 silver and 5 copper)
20125 copper (1 gold, 2 silver, and 5 copper)
25250 copper (2 gold and 5 silver)
30450 copper (4 gold and 5 silver)
35875 copper (8 gold, 7 silver, and 5 copper)
40150 silver (1 platinum and 5 gold)
45275 silver (2 platinum, 7 gold, and 5 silver)
50500 silver (5 platinum)

Crafting Rules

To craft an item, you must gather the materials, spend the time crafting, and then attempt a Crafting Skill check. Note, these steps can be altered by the Crafting Trait.

Gathering Materials: The easiest way is by purchasing the materials, which typically cost half the price of the item you are making. If, however, you are gathering the materials, such as mining ore or harvesting wood, the cost of materials might be reduced. Discuss with your GM the details if you gather your own materials.

Crafting Time: The time to craft an item varies based on what type of item it is, the quality, and the rarity. Items that take more than one hour can be crafted over time, where you spend at least one hour crafting in a sitting. Items that take less than an hour are usually crafted in one sitting. Some items, marked with *, require a time that includes waiting time. This means that you can leave the time for many hours or days as part of the crafting. These are marked with a minimum active crafting time. Refer to the tables below to find the crafting time by item type.

Skill Check: Making an item requires a Crafting Skill Check for which the DC is adjusted by quality and rarity of the item. See the tables below for specific DCs by item type. All item types have a maximum DC, such that no Crafting DC normally exceeds this value.

  • Success: The item is created while the materials (cost) and time are spent.
  • Failure: The item is not created, but the materials (cost) and time are still spent.

Depending on the item or the situation, a Critical Success might mean the item sells for more than its listed price while a Critical Failure might cause any tools, kits, or guides to become damaged or another negative outcome. Discuss use of these criticals with your GM.

Artifact Items: For crafting a unique item, which is typically considered an artifact no matter how powerful it is, discuss with your GM the material cost, time, and DC. Use the following tables as a guide and note that most Crafting DCs should not exceed the Maximum DC listed.

Alchemical Items
Max DC 60
CommonUncommonRareVery RareLegendary
QualityTimeDCTimeDCTimeDCTimeDCTimeDC
Minor5 min510 min1530 min201 hr256 hr30
Lesser10 min1520 min201 hr252 hr3024 hr* (6 hr)35
Basic15 min2030 min252 hr306 hr353 days* (9 hr)40
Greater25 min2545 min304 hr3524 hr* (6 hr)407 days* (10 hr)45
True40 min301 hr356 hr403 days* (9 hr)4521 days* (10 hr)50
Animal Related Gear
Max DC 35
Any
QualityTimeDC
Lesser30 min10
Basic1 hr15
Expert8 hr20
Master15 hr25
If an item does not have a quality listing, use the Basic entry.
Armor
Max DC 40
Basic MaterialsSpecial Materials
QualityTimeDCTimeDC
ArmorLight6 hr1212 hr22
Medium20 hr1540 hr25
Heavy50 hr20100 hr30
ShieldsLight3 hr106 hr20
Heavy10 hr1720 hr27
BardingLight10 hr1520 hr25
Heavy20 hr2040 hr30
Basic Items
Max DC 35
Any
QualityTimeDC
Lesser2 hr10
Basic2 hr15
Expert3 hr20
Master5 hr25
If an item does not have a quality listing, use the Basic entry.
Clothing
Max DC 40
Any
QualityTimeDC
Lesser1 hr10
Basic5 hr15
Expert10 hr20
Master20 hr30
If an item does not have a quality listing, use the Basic entry.

Extracts, as they are a meld of alchemical substances and spellcasting, have their own system for creation requiring the Extract Crafting trait.

Instructional Guides
Max DC 35
Any
QualityTimeDC
Lesser30 min10
Basic1 hr15
Expert3 hr20
Master5 hr25
If an item does not have a quality listing, use the Basic entry.
Magic Items: Runes
Max DC 60
CommonUncommonRareVery RareLegendary
QualityTimeDCTimeDCTimeDCTimeDCTimeDC
Minor10 min1020 min1530 min201 hr252 hr30
Lesser20 min1530 min201 hr252 hr303 hr35
Basic30 min201 hr252 hr303 hr355 hr40
Greater1 hr252 hr303 hr355 hr408 hr45
True2 hr303 hr355 hr4010 hr4512 hr50
If an item does not have a quality listing, use the Basic entry.
Magic Items: Scrolls
Max DC 60
Any
Quality by Spell LevelTimeDC
Cantrip2 min10
Level 15 min11
Level 210 min13
Level 320 min16
Level 430 min20
Level 545 min25
Level 61 hr30
Level 72 hr35
Level 83 hr40
Level 94 hr45
Level 105 hr50
Magic Items: Staffs
Max DC 60
2 Spells3 Spells4 Spells5 Spells6 Spells
Quality by Highest Spell LevelTimeDCTimeDCTimeDCTimeDCTimeDC
Level 110 min520 min740 min101 hr152 hr20
Level 220 min740 min101 hr152 hr203 hr25
Level 340 min101 hr152 hr203 hr254 hr30
Level 41 hr142 hr203 hr254 hr305 hr35
Level 52 hr193 hr254 hr305 hr356 hr40
Level 63 hr254 hr305 hr356 hr407 hr45
Level 74 hr305 hr356 hr407 hr458 hr50
Magic Items: Wands
Max DC 60
5 Charges7 Charges10 Charges
Quality by Spell LevelTimeDCTimeDCTimeDC
Cantrip5 min107 min1110 min13
Level 110 min1112 min1315 min15
Level 215 min1318 min1525 min20
Level 320 min1625 min2040 min25
Level 430 min2040 min251 hr30
Level 545 min251 hr302 hr35
Level 61 hr302 hr353 hr40
Level 72 hr353 hr404 hr45
Level 83 hr404 hr455 hr50
Magic Items: Wondrous Items
Max DC 60
CommonUncommonRareVery RareLegendary
QualityTimeDCTimeDCTimeDCTimeDCTimeDC
Minor15 min101 hr154 hr2014 hr2540 hr30
Lesser30 min152 hr208 hr2524 hr3060 hr35
Basic1 hr204 hr2514 hr3035 hr3580 hr40
Greater2 hr258 hr3024 hr3548 hr40100 hr45
True4 hr3016 hr3540 hr4060 hr45120 hr50
If an item does not have a quality listing, use the Basic entry.
Poisons
Max DC 50
CommonUncommonRareVery RareLegendary
QualityTimeDCTimeDCTimeDCTimeDCTimeDC
DC 20 or less30 min151 hr205 hr2510 hr3015 hr35
DC 21 to 2540 min202 hr2510 hr3015 hr3520 hr40
DC 26 or more1 hr253 hr3015 hr3520 hr401 day45
Tools and Kits
Max DC 30
Any
QualityTimeDC
Lesser1 hr10
Basic2 hr15
Expert5 hr20
Master10 hr25
Weapons
Max DC 40
Basic MaterialsSpecial Materials
QualityTimeDCTimeDC
MeleeSimple2 hr154 hr25
Martial5 hr2010 hr30
Exotic10 hr2520 hr35
RangedSimple2 hr154 hr25
Martial5 hr2010 hr30
Exotic15 hr2530 hr35
Natural3 hr206 hr30
Ammunition10 min1030 min20