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Skills

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Craft Skills: Candler to Dyer
Candler (Mental 1, Intelligence/Knowledge) — A character with this skill has the ability to make tallow and wax candles or all sorts. A skill check is only required if the character is attempting to create a candle suitable for ritual or religious use, for use as a material component of a spell or for enchantment purposes. A skill check must also be made to produce a candle which includes special ingredients in its wax or tallow (at the DMs option).
Caravanner (Mental 1, Wisdom/Intuition) — A character with this skill has the ability to manage caravans. He can estimate the amount of food and water needed for a caravan on a journey by making a successful skill check. His extensive knowledge of trade routes and road conditions also allows the character with this skill to cut the time to complete a journey by 10 percent on a successful skill check. On a roll of 96-00, the caravanner picks a poor route and adds 10 percent to the time needed to complete a journey.
Racial modifiers: Eradan humans and Oldanquasti elves receive a +10% bonus to their skill score.
Carpentry (Mental 1 or Physical 1, Strength/Stamina, Intelligence/Reason) — The Carpentry skill enables the character to do woodworking jobs: building houses, cabinet making, joinery, etc. Tools and materials must be available. The character can build basic items by drawing on his experience, without the need for plans. Unusual and more complicated items (a catapult, for example) require plans prepared by an engineer and a skill check is required. Truly unusual or highly complex items (wooden clockwork mechanisms, for example) require a skill check, possibly at a penalty.
Cartwright (Mental 1, Intelligence/Knowledge) — A character with this skill is proficient in the construction of carts of all types. Chariots, wagons and other transport vehicles may also be created. The metal parts must be fashioned by a blacksmith, but the remaining parts can be put together by the cartwright.
Typical construction time of a single-horse drawn cart is two days, if all the parts are available. Chariots take about three days to construct, if made of wood, while large covered wagons take up to a week to build.
A skill check is required for each attempt to build a vehicle. A failed check indicates the vehicle is flawed in some way.
Cheesemaking (Mental 1, Intelligence/Knowledge) — This skill allows the character to expertly create cheese from the curds of soured milk. A skill check is required only when attempting to prepare a truly magnificent wheel of cheese as a special gift or for a special celebration.
Clockwork Creation (Mental 1, Physical 1, Intelligence/Knowledge, Dexterity/Aim) — This skill is known to the clockwork mages of the Ishmaq lands, dwarves, gnomes and very few others. This skill allows a character to produce intricate mechanical devices, machines made up of tiny gears and clockwork mechanisms. This skill is required for a clockwork mage to produce a magical clockwork device. Merely having the skill does not grant a non-clockwork mage the ability to create one. This skill is also used for checks involving the construction or repair of mechanical devices.
Racial modifiers: Gnomes receive a +15% bonus to their Clockwork Creation skill score. Dwarves receive a +5% bonus to their skill score.
Clothesmaking, Crude (Mental 1, Intelligence/Knowledge -1) — This skill enables a character to create simple garments from furs, skins, leaves, and other natural materials. Although crude clothing isn't attractive or stylish, it's generally comfortable and functional. Fur cloaks, grass skirts, and hide loincloths are typical examples.
Cobbling (Physical 1, Dexterity/Aim) — The character can fashion and repair shoes, boots, and sandals. A skill check is required to make footwear sutible for enchantment.
Cooking (Mental 1, Intelligence/Reason) — Although all characters have rudimentary cooking skills, the character with the Cooking skill is an accomplished cook. A skill check is required only when attempting to prepare a truly magnificent meal worthy of a master chef.
Craft Instrument (Mental 1, Physical 1, Intelligence/Knowledge -2, Dexterity/Aim -2) — Those who take this skill must specify whether they are skilled at crafting wind, stringed, percussion or keyboard instruments. A character with at least a 50% skill score in one of these forms of instrument crafting may learn to craft instruments of another type at half the normal cost. A character with skill in all forms of instrument crafting is a master craftsman, able to craft instruments of all sorts with a +10% bonus to his skill score.
A craftsman must buy materials equal to a quarter of the instrument’s sale value. It then takes 1d6 days to craft a wind or percussion instrument, 2d8 days to build a string instrument and 3d10 days to create a keyboard instrument. These times assume that the craftsman is spending 10 hours a day working on the instrument. If craftsman tools (cost 25 gp, weight 5 lbs.) are not available, all times are doubled.
The quality of an instrument is determined by a final skill check. Failure results in an instrument of poor quality, while success indicates good quality. A natural 96-00 indicates that the instrument in nonfunctional, while a natural 01-05 results in a masterpiece worth twice the normal value.
Simple repairs take only 1d4 hours and require no skill check unless the proper tools are not available. However, repairing severe damage requires 1d8 hours and a skill check is mandatory for success.
Dyer (Mental 1, Intelligence/Knowledge -1) — A character with this skill has the ability to create dyes from plants, minerals and other substances and apply them to a variety of materials. A skill check is only required to create an exceptional dye or dyed material.
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