Craft (Outfitting)
Craft (Outfitting) covers the creation, alteration, fitting, and repair of worn or carried mundane goods that are neither weapons nor armor. It also covers standard ammunition and common consumable field supplies.
Basic Shared Ingredients
Material units are abstract recipe quantities rather than exact pounds. An item's finished weight remains the weight given in its equipment entry. Material units measure how much usable stock the recipe consumes.
Basic Ingredients
- Cordage (C)
- Leather (L)
- Metal (M)
- Textile (T)
- Mineral (K)
- Sundries (S)
- Wood (W)
A Sundries unit represents minor ingredients that are not worth tracking independently. Sundries cannot be an item's primary material and normally do not receive special-material properties.
These seven ingredients are shared by Craft (Outfitting), Craft (Arms), and Craft (Armor).
Crafting DC Scale
| DC | Complexity |
|---|---|
| 5 | Extremely simple assembly or repetitive work |
| 10 | Ordinary work |
| 15 | Complex fitting, numerous components, or precise construction |
| 20 | Intricate mundane construction |
| 25+ | Masterwork or unusual experimental construction; rules to be established later |
Clothing and Personal Wear
| Item | Ingredients | Craft DC |
|---|---|---|
| Casual outfit | 4 T, 1 C, 1 S | 10 |
| Traveller's outfit | 8 T, 2 L, 2 C, 1 M, 2 S | 15 |
| Simple cloak | 3 T, 1 C, 1 S | 10 |
| Heavy cloak | 5 T, 1 L, 2 C, 2 S | 10 |
| Boots, pair | 2 L, 1 C, 1 S | 10 |
| Gloves, pair | 1 T or L, 1 C, 1 S | 10 |
| Belt | 1 L, 1 C, 1 M | 10 |
| Apron or work smock | 2 T, 1 C | 5 |
| Hat or hood | 1 T or L, 1 C, 1 S | 10 |
| Gaiters, pair | 1 T or L, 1 C, 1 S | 10 |
The traveller's outfit has the higher DC because it is an integrated set containing boots, gloves, gaiters, layered clothing, pockets, and warm- and hot-weather protection.
Containers and Weapon Support
| Item | Ingredients | Craft DC |
|---|---|---|
| Small pouch | 1 T or L, 1 C | 5 |
| Large pouch | 2 T or L, 1 C, 1 S | 10 |
| Storage belt | 2 L, 1 C, 2 M, 1 S | 15 |
| Potion belt | 2 L, 1 C, 2 M, 2 S | 15 |
| Haversack | 4 L, 2 T, 2 C, 2 M, 2 S | 15 |
| Document case | 2 L, 1 C, 1 M, 1 S | 10 |
| Quiver | 2 L, 1 C, 1 M, 1 S | 10 |
| Bolt case | 2 L, 1 C, 1 M, 1 S | 10 |
| Sling-bullet pouch | 1 L, 1 C, 1 S | 10 |
| Weapon sheath | 1 L, 1 W, 1 C, 1 M, 1 S | 10 |
| Full scabbard | 2 L, 2 W, 1 C, 2 M, 1 S | 15 |
| Weapon sling | 1 L, 1 C, 1 M | 10 |
| General harness | 2 L, 2 C, 2 M, 1 S | 15 |
A potion belt remains DC 15 because it provides a significant mechanical benefit: accessing up to six potions as free actions. It is substantially more exacting than an ordinary belt.
Camping and Travelling Goods
| Item | Ingredients | Craft DC |
|---|---|---|
| Blanket | 4 T, 1 C | 5 |
| Common bedroll | 4 T, 2 C, 2 S | 10 |
| Fine bedroll | 4 T, 2 L, 2 C, 2 S | 15 |
| Tarpaulin | 6 T, 2 C, 2 S | 10 |
| Small tent, two occupants | 10 T, 4 C, 2 W, 2 M, 2 S | 15 |
| Large tent, six occupants | 24 T, 8 C, 6 W, 4 M, 4 S | 15 |
| Simple rope, 50 feet | 10 C, 1 S | 10 |
| Hand basket | 3 W, 1 C | 5 |
| Storage basket | 8 W, 2 C | 10 |
| General carrying sack | 3 T, 1 C | 5 |
| Animal saddle | 6 L, 3 T, 3 C, 4 M, 2 W, 2 S | 15 |
| Saddlebags, pair | 4 L, 2 C, 2 M, 1 S | 10 |
| Bridle and reins | 2 L, 2 C, 2 M | 10 |
The fine bedroll uses ordinary materials. It is fine because of its additional leather, better padding, and more involved construction rather than because it requires an exotic material.
Ammunition and Consumables
| Item or Batch | Ingredients | Craft DC |
|---|---|---|
| Arrows, 20 | 4 W, 2 M, 1 C, 2 S | 10 |
| Crossbow bolts, 20 | 3 W, 3 M, 1 C, 1 S | 10 |
| Sling bullets, 20, clay or stone | 4 K, 1 S | 5 |
| Sling bullets, 20, metal | 4 M, 1 S | 10 |
| Replacement bowstring | 2 C, 1 S | 10 |
| Bandages, 5 uses | 2 T, 1 S | 5 |
| Torches, 5 | 2 W, 1 T, 2 S | 5 |
| Candle wicks, 20 | 1 C, 1 S | 5 |
| Pitons, 10 | 3 M | 10 |
| Fishing line and hooks | 2 C, 1 M, 1 S | 10 |
Standard arrows, bolts, and sling bullets are made in batches of twenty. Special ammunition uses a batch of standard ammunition as an ingredient. For example, a batch of twenty barbed arrows could require twenty standard arrows and 2 additional Metal units at Craft (Outfitting) DC 15. Alchemical, magical, explosive, or mechanically elaborate ammunition may also require another Craft specialty.
Experimental Outfitting
Experimental Outfitting combines otherwise mundane construction with unusual designs, treatments, or materials. These items do not require magical item creation, but some use elementally aligned or semi-magical materials.
Grenade-Delivery Arrows and Bolts
Grenade-delivery ammunition has a small metal cradle built around its head. One alchemical grenade can be secured inside the cradle before the projectile is fired.
| Item or Batch | Ingredients | Craft DC |
|---|---|---|
| Grenade-delivery arrows, 20 | 20 standard arrows, 1 M | 25 |
| Grenade-delivery bolts, 20 | 20 standard bolts, 1 M | 25 |
The ammunition does not include the grenades. Each projectile must be loaded with one separately crafted alchemical grenade before it is fired. On a successful attack, the projectile deals its normal damage and the grenade releases its effect centered on the creature or square struck. A creature directly struck is treated as the direct target of the grenade. If the attack misses, determine the grenade's landing square as normal for a missed grenade attack. The grenade and delivery projectile are both consumed when fired. Grenade-delivery ammunition uses ordinary materials. Its increased DC comes from constructing a cradle that holds the ampule securely during handling and acceleration but releases or breaks it reliably on impact.
Oiled Leather
Leather gear can be carefully worked and treated with oil to prevent its surfaces, joints, and fittings from scraping or creaking against one another.
| Modification | Additional Ingredients | DC Modifier | Effect |
|---|---|---|---|
| Oiled leather | 1 S | +0 | +2 circumstance bonus to Move Silently |
Oiled leather can be applied while crafting boots, gloves, belts, harnesses, haversacks, pouches, leather clothing, or similar worn leather gear. The bonus applies while the treated item is worn or carried in the manner for which it was designed. Bonuses from multiple pieces of oiled leather gear do not stack with one another. The treatment is part of the item's original construction rather than an oil that must be regularly reapplied during ordinary play.
Airweight Bags
An airweight bag incorporates elementally aligned Air material into its seams and lining. The finished bag exerts a constant upward force on its contents, reducing the amount of weight carried without increasing the bag's internal capacity.
Recipe: 3 T or L, 1 C, 1 S, and 2 Air portions of the selected quality.
| Air Quality | Craft (Outfitting) DC | Carried Weight Reduction |
|---|---|---|
| Poor | 10 | 5 lbs. |
| Average | 15 | 10 lbs. |
| Good | 22 | 20 lbs. |
| Excellent | 32 | 35 lbs. |
| Flawless | 45 | 50 lbs. |
Both Air portions must possess at least the selected quality. If portions of different qualities are used, the finished bag uses the quality of the lowest-quality Air portion.
The reduction applies only to the weight of objects stored inside the bag and cannot reduce their combined effective weight below 0 lbs. The bag's own weight is unaffected. The effect changes encumbrance and the effort required to carry the bag, but it does not increase its volume or allow an object to fit through its opening. Placing one airweight bag inside another does not apply both reductions to the same contents; only the innermost bag containing the objects reduces their weight.
Shadeweave
Shadeweave is a semi-magical textile whose fibers absorb and scatter light unevenly. When properly cut and arranged, its shifting surface breaks up the wearer's outline and makes their movements more difficult to follow.
Shadeweave has the same Poor, Average, Good, Excellent, and Flawless quality categories used for elemental ingredients. Every Textile unit in a Shadeweave garment must be replaced with a Shadeweave unit of the selected quality. If units of different qualities are combined, the finished garment uses the quality of the lowest-quality unit.
| Shadeweave Quality | Base Craft DC | Circumstance Bonus to Conceal |
|---|---|---|
| Poor | 10 | +1 |
| Average | 15 | +2 |
| Good | 22 | +4 |
| Excellent | 32 | +5 |
| Flawless | 45 | +7 |
Apply the following modifier to the Base Craft DC according to the garment being constructed.
| Garment | Required Shadeweave | DC Modifier |
|---|---|---|
| Simple cloak | 3 units | +0 |
| Casual outfit | 4 units | +2 |
| Traveller's outfit | 8 units | +5 |
The circumstance bonus applies while the Shadeweave garment is worn. Shadeweave does not remove the normal need for concealment, cover, shadows, or another suitable hiding place. Bonuses from a Shadeweave cloak and Shadeweave clothing do not stack with one another; use the highest applicable bonus.
Boundaries and Combined Recipes
Craft (Outfitting) can make a bandage, pouch, or empty medical roll, but it cannot independently produce the medicines in a healing kit. Likewise, it can make the carrying case for a tool kit without manufacturing every specialized tool
- Healing kit: Outfitting components plus Alchemy supplies.
- Climbing kit: Outfitting components plus crafted metal hardware.
- Cooking kit: Outfitting components plus metal or ceramic cookware.
- Alchemy kit: Outfitting case plus specialized glassware and ingredients.