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Craft Skills: Hunting to Locksmithing
Hunting (Mental 1, Wisdom/Intuition -1) — When in wilderness settings, the character can attempt to stalk and bring down game. A skill check must be made with a -5% penalty for every unskilled hunter in the party. If the die roll is successful, the hunter (and those with him) have come within 101 to 200 yards (100+1d00) of an animal. The group can attempt to close the range, but a skill check must be made for each 20 yards closed. If the stalking is successful, the hunter automatically surprises the game. The type of animal stalked depends on the nature of the terrain and the whim of the DM. This skill can also be used to sneak up on monsters and sentient beings.
Table 5.3.11 indicates the number of rations provided by various sizes of game animals. These figures are approximations; the actual numbers depend on the consumers' size (a bulky fighter may need more food than a slim cleric), ages (adolescents may eat more than the elderly), health (a healthy character can do with less food than his ailing companion), and activities (a character who spent the day fighting may need more food than a friend who spent the day reading).

Table 5.3.11 Rations Per Animal
Size of game animal
Number of rations*
S
1-2/2-3
M
3-4/4-6
L
5-8/8-12
H
9-15/15-25
*A ration is the food necessary to feed an average adult for one day. The figures to the left of the slash indicated the number of rations obtained when a character of average skill handles the butchering. The figures to the right show the number of rations obtained by a character with the Animal Rending skill.

Barbarians: A barbarian receives a +10% bonus to his skill check when hunting in his homeland terrain or when hunting an animal native to his homeland terrain. For example, a barbarian from a jungle homeland doesn't qualify for a bonus when hunting in the plains. But if he stalks a jungle animal on the plains (such as a tiger that escaped from the king's private game preserve), he makes his skill checks at +10%.
Racial modifiers: Dwarves are penalized by -5% when using this skill.
Additional information: Additional detail on this skill, including tables to determine the type of game encountered, is found in Dragon #137, pg. 8-14, “What’s for Lunch? A detailed hunting system for the AD&D™ game.”
Jewelry Making (Physical 2, Dexterity/Aim -2) — A character with this skill is capable of producing works of jewelry, given the proper tools, workplace, and materials. Proper use of the skill requires a complete workshop. The building cost varies according to the character's needs, but the tools involved are expensive and difficult to get. A basic set of tools can cost anywhere from 2,000 to 6,000 gp, and more elaborate jewelry may require more exotic tools. The DM should determine what is needed and be careful to balance the cost with the potential profit.
The time required to make an item varies and should be determined by the player and his DM. After the allotted work time has expired, a skill check should be made. If a natural 96-00 is rolled, then the piece is ruined and the materials are wasted. Any other failed check means that the item is flawed in some way that anyone with the Appraising skill can detect and is worth only the cost of materials.
If the skill check is successful, multiply the cost of materials by 100 percent plus 2 percent for each point by which the check succeeded. For instance, Bargar the gnome wishes to make a ring out of a particularly nice topaz he has acquired. The topaz is worth 500 gp, and he uses 20 gp worth of platinum. The DM decides that, to do a fine job, Bargar must spend one week working on this item. At the end of this week, a skill check is made. Bargar has a skill score of 70%, so he rolls a 45%, succeeding with a margin of 25 points. This means that Bargar now has a nice ring that he can keep or sell for 780 gp, 150 percent of the cost of materials.
Racial modifiers: Dwarves, gnomes and uldra are exceptional jewelry makers. Characters of these races may take Jewelry Making as a one point physical skill and receive bonuses to their Jewelry Making ability as follows: Gnomes +30%, dwarves +20%, uldra +10%. Gnomes are also work very quickly when making jewelry and can complete a piece twice as quickly as a character of any other race.
Leatherworking (Mental 1, Intelligence/Knowledge) — This skill enables a character to tan and treat leather and to make clothing and other leather objects. The character can make leather armor, as well as backpacks, saddlebags, saddles, and all sorts of harnesses.
For rules on constructing leather armor with this skill see the Armorer skill description.
Locksmithing (Mental 1, Physical 1, Intelligence/Reason, Dexterity/Aim) — With the Locksmithing skill a character can make and repairing all kinds of mechanical locks. Thieves with this skill gain a +10% bonus to their Open Locks skill, because they are intimately familiar with the internal structure and working of locks.
Racial modifiers: Dwarves and gnomes receive a +5% bonus to their skill score.
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