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- 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 instruments
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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