Many people of the underworld settle for learning how to make one thing. A blacksmith works with metal, leatherworkers deal with the skins of lizards and the occasional more exotic source, but others aren’t happy with such limitations and seek to learn how to shape any material to create anything. To learn every way to create and craft they can find.

Hit Points: 1d6

Crafter skills are handled with the d6 roll under system. At 1st level they start with 4 points to distribute among the starting skills. Every level the Crafter gains 2 skill points to put into skills to improve them.

Full skill system.

If a Crafter gets the raw materials themselves (skin the giant lizard, smelt ore into metal, make their own glass) they get a bonus equal to their Intelligence modifier to the actual crafting roll. The harvesting takes a skill check against the material in question.

Starting skills:

  • Iron
  • Steel
  • Stone
  • Leather
  • Chitin
  • Bone
  • Ceramic

Potential skills to learn:

  • Wood
  • Silver
  • Jewelry
  • Mithril
  • Glass
  • Ivory
  • Dragonscale

Once a Crafter gets to 6-in-6 with a skill he can specialize. This allows him to accomplish things that no normal craftsman can manage. Such as giving leather armor made from a giant fire lizard fire resistance, keeping the innate energy of the source intact. This is measured in the same in-6 way, as a sub-skill of the core skill.

  • Leather (6-in-6)
    • Fire Lizard (2-in-6)

Crafter skills are used primarily to harvest raw materials and create items (which takes a good deal of time), but can also be used for knowledge/manipulation of the material in question. Like a Crafter with Iron (4-in-6) could use that to see how strong a iron chain will be.