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Craft Skills: Beekeeping to Butchery
Beekeeping (Mental 1, Wisdom/Intuition) — This skill includes proficiency in raising honey bees and knowledge of how to harvest wax and honey without destroying the hive. A successful skill check is only required if the character wishes to produce a special honey.
Blacksmithing (Physical 1 or Mental 1, Strength/Muscle, Intelligence/Knowledge) — A character with Blacksmithing skill is capable of making tools and implements from iron. Use of the skill requires a forge with a coal-fed fire and bellows, as well as a hammer and anvil. The character cannot make armor or most weapons, but can craft crowbars, grappling hooks, horseshoes, nails, hinges, plows, and most other iron objects.
Racial modifiers: Dwarves, gnomes, Arrakian humans and Stout halflings receive a +5% bonus to this skill.
Boatwright (Mental 1, Intelligence/Knowledge) — The Boatwright skill allows a character to construct all kinds of water craft up to a maximum length of 60 feet. Larger vessels cannot be built.
The time required to build a boat depends on size. As a general guide, a boat requires one week of construction time per foot of length. Two characters with the Boatwright skill cut this time by half; three reduce it to one-third. A maximum of one boatwright per five feet of length can work on the same vessel.
The basic boat includes hull, masts (if applicable), a deck and benches as required. Features, such as a cabin or a sealed hold, add about a week a piece to complete. Characters without the Boatwright skill can aid the boatwright in construction, but two such characters equal the time savings that one additional skilled boatwright could provide.
Prerequisites: At least a rudimentary knowledge of Carpentry is necessary to use the Boatwright skill, therefore, a skill score of 25% in Carpentry is the prerequisite for this skill.
Bookbinding (Mental 1, Intelligence/Knowledge) — A wizard with this skill is familiar with the process of assembling a book. Bookbinding is a demanding task; the pages must be glued or sewn to a common backing of some kind, protected by various kinds of varnishes or treatments and then fastened to a strong and durable cover. Additional chemicals or compounds to ward off mildew and deter moths and bookworms are a necessary precaution.
Bookbinding is especially helpful for a wizard assembling a spell book. Normally, a wizard must pay a bookbinder 50 gp per page for a standard spell book or 100 gp per page for a traveling spell book — see Chapter 7 of the DMG. A wizard who does this work himself reduces these costs by 50 percent, although the process takes at least two weeks, plus one day per five pages. If the character passes a skill check, his spell book gains a +2 bonus to item saving throws due to the quality and craftsmanship of the work. In addition, the wizard must succeed in a skill check if he is dealing with unusual or unsuitable materials, such as metal sheets for pages or dragon scales for a cover.
Bowyer/Fletcher (Physical 1, Dexterity/Aim -1) — A character with this skill can make bows and arrows as described below.
A weaponsmith is required to fashion arrowheads, but the bowyer/fletcher can perform all other necessary functions. The construction time for a long or short bow is one week (full-time), while composite bows require two weeks, and 1d6 arrows can be made in one day. When traveling all construction times are multiplied by four. Thus, a long or short bow takes four weeks to construct while traveling. The Weaponsmithing skill is required to create crossbows.
When the construction time for the weapon is completed, the player makes a skill check. If the check is successful, the weapon is of fine quality and will last for many years of normal use without breaking. If the check fails, the weapon is still usable, but has a limited life span: An arrow breaks on the first shot; a bow breaks if the character using it rolls an unmodified 1 on his 1d20 attack roll.
If a character wishes to create a weapon of truly fine quality, the player must use the following alternative procedure for determining the success of his attempt. When the skill check is made, any failure means that the weapon is useless. However, a successful check means that the weapon enables the character to add Strength bonuses to attack and damage rolls. Additionally, if the skill check is a critical success (01-05%), the range of the bow is increased 10 yards for all range classes or is of such fine work that it is suitable for enchantment. A bow built for Strength takes at minimum of six months to construct.
Bows built for Strength of 19 or more are constructed of metal and other special materials, not normal wood and require a minimum of six months to construct. A character who wishes to build this type of bow must have the Weaponsmithing skill (50%) also and successful skill checks must be made for both skills (Weaponsmithing and Bowyer/fletcher) in order for the bow to be created successfully.
Costs of materials for arrows and normal bows is negligible. If the character is trying to make a weapon of truly fine quality, he must either pay half of the weapon’s normal retail value for exceptionally fine woods or double the time it takes to craft the weapon. The extra time constitutes the time spent searching for the perfect wood and materials.

Table 5.3.06 Value Of Strength Bows
Strength Rating
Typical Value
16-17
1,000 gp
18
2,000 gp
18/01-75
3,000 gp
18/76-90
4,000 gp
18/91-99
5,000 gp
18/00-19
6,000 gp
20-21
7,000 gp
22-23
8,000 gp
24
9,000 gp
25
10,000 gp

Tools of the trade: A set of Bowyer/fletcher tools, which can be used at maximum efficiency by one character, costs 10 gp (15 gp for a set which can be used simultaneously by three workers and and additional 7.5 gp per three additional workers). The Bowyer/fletcher is not required to set up a workshop. He can work by himself in the field. If he chooses to set up a permanent shop, a large tent costs 25 gp and a hut workshop costs 75 gp.
Crude Bowyer/Fletcher: A character without access to the normal bowyer/fletcher tools or ideal construction materials can still make short bows and arrows as long as he has a knife or other cutting tool.
Because crude bows and arrows use natural materials — such as bone, wood, and stone — and fine craftsmanship isn't required, construction time is reduced (see Table 5.3.07). Arrowheads must be made by weaponsmiths, but the bowyer/fletcher fashions the bows, shafts, and drawstrings.

Table 5.3.07: Construction Time for Crude Bows and Arrows
Weapon
Construction time
Arrow, flight
7/day
Arrow, incendiary or poison
5/day
Bow, short
1 day

As with the standard Bowyer/Fletcher skill, weapons made with the crude Bowyer/Fletcher skill must be checked for quality. A failed skill check, made when the weapon is completed, means the arrow shatters on the first shot; a bow breaks if the character using it rolls an unmodified 1 on his d20 attack roll.
Crude Bowyer/Fletcher does not allow the option of creating fine quality weapons, including the long bow.
Racial modifiers: Dwarves rarely learn Bowyer/Fletcher skills and when they do their skill score is penalized by -15%. All elves, except for Drow and Oceanus elves receive a +15% bonus to their Bowyer Fletcher skill. Wild Halflings receive a +5% bonus to their Bowyer/Fletcher skill.
Brewing (Mental 1, Intelligence/Knowledge) — The character is trained in the art of brewing beers and other strong drink (not including wine). The character can prepare brewing formulas, select quality ingredients, set up and manage a brewery, control fermentation and age the finished product.
Racial modifiers: Dwarves, goblins, hobgoblins and orcs receive a +5% bonus to this skill.
Butchery (Mental 1, Intelligence/Knowledge +1) — A character with this skill has knowledge of the methods of properly sectioning and preserving meat. A skill check is only required if the character must rush the processing or if a special cut is required. A skill check must also be made to process any type of monster. Note, if this skill is used to process a carcass that has not been skinned or if it is used outside a normal butcher shop setting, the check is made at -40%.
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