Crafting
Crafting is not a simple skill with basic functionality, there are many different types of crafts out there that have wide-ranging affects and implications. Several types of crafting are available by default, but this is by no means an exhaustive list. Specific rules are created for the basic examples, though any DM should be willing to design and work on a crafting skill for their players.
Craft Alchemy
See Craft(Alchemy) for details.
Imbuements, Accessories
Tinker
There are always people who like to fiddle and mess with things to do exactly what they want them to do. Often times this results in the invention of a small gadget that might make a mundane task simpler. Sometimes it allows the diving and simple modification of a more complex device. A lot of what can be done with craft-tinker is difficult to pin down and should be DCs set by the DM. Below will be a table with some examples how how this skill should be used. Most actions that repair or build something will require materials of some sort. You will also need a set of tinkering tools, or you will not be able to perform any tinkering.
| Result Desired | DC |
|---|---|
| Turn scraps into basic catapult | 25 |
| Disassemble simple mechanical device | 15 |
| Repair mechanical device | 10 + 4 per 1d6 Repair |
| Minor change to function of a device | 20 |
| Major change to function of a device | 35 |
This is by no means an exhaustive list and should be approached creatively by both the player and the DM.