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- 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 weapons 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
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Typical Value
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16-17
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1,000 gp
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18
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2,000 gp
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18/01-75
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3,000 gp
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18/76-90
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4,000 gp
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18/91-99
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5,000 gp
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18/00-19
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6,000 gp
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20-21
|
7,000 gp
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22-23
|
8,000 gp
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24
|
9,000 gp
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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
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Construction time
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Arrow, flight
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7/day
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Arrow, incendiary or poison
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5/day
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Bow, short
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1 day
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- 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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