|
|
- Scribe (Physical 1, Dexterity/Aim +1) Before printing came into common
use, professional scribes created books by copying manuscripts.
Even after printing presses were in widespread use, scribes were
in demand for their calligraphy and the quality of their illuminated
(or illustrated) pages. A character with this skill is familiar
with a scribe's techniques for preparing pages and working both
swiftly and accurately. This is an invaluable skill for a wizard;
with a successful skill check, the character gains a +5% bonus
to any rolls he must make in order to copy or transcribe a spell
into his spell book or onto a scroll.
- Seamstress/Tailor (Mental 1 or Physical 1, Intelligence/Knowledge -1, Dexterity/Aim
-1) The character can sew and design clothing. He can also do
all kinds of embroidery and ornamental work. Although no skill
check is required unless the character wishes to create a truly
masterful work, the character must have at least needle and thread
to work.
- A character with this skill can use it to make padded armor on
a successful skill check.
- Racial modifiers: A dwarf is penalized by -5% when using this skill. Halflings
receive a +5% bonus when using this skill.
- Shipwright (Mental 1, Intelligence/Knowledge -2) The character with this
skill is knowledgeable regarding techniques for ship construction
and repair. He can design and build ships of all types, with a
skill check only being required for an unusual feature. The character
can perform routine maintenance on sailing vessels or galleys,
including repairing sails and caulking the hull, without a skill
check. A shipwright need not have other workmen to finish small
vessels, but vessels of greater size require large crews of shipwrights
and other laborers to build or repair.
- Shipwright, Spelljamming: Only a character who has experience in Wildspace can learn this
skill, which shares basic techniques with the earth-based Shipwright
skill, but is nevertheless considered a separate skill. However,
a character who is trained in building Spelljamming vessels has
little understanding of seaworthiness and a character trained
in conventional shipwrighting has little understanding of the
design techniques used in Spelljamming vessels. An attempt by
a normal shipwright to conduct Spelljamming carpentry or shipwrighting
is done so with a -40% penalty to the skill check and vice versa.
- A character familiar with building and repairing Spelljamming
vessels can oversee normal carpenters working on Spelljamming
vessels. The tools, machinery and materials necessary must be
available. Jury rigging to restore hull points, masts or spelljamming
rigging requires a successful skill check. If this check fails,
the character either fails to repair the damage or the repair
must save as thin wood vs. crushing blow each time it is stressed,
at the DM's option.
- A character with the earth-based Shipwright skill gains a +10%
bonus to his Spelljamming Shipwright skill and vice versa.
- Silkmaking (Physical 1, Dexterity/Aim -2) A character with this skill
can spin silk thread from silk worm cocoons, spider silk and other
raw materials without making a skill check. By making a skill
check, a character with this skill can also appraise silk products.
- Smelting (Mental 1, Intelligence/Knowledge) The Smelting skill is closely
tied to the Mining skill. Between them they provide all of the metal to the worlds
strongholds. With this skill a smelter can be operated.
- A smelter is a very hot furnace used to separate metal from ore-bearing
rock. The furnace is super-heated by forcing air from a bellows
often operated by two or more people through burning coal.
Ore is fed into the smelter in iron buckets moving along a chain,
which tows the buckets along a rail and dumps their contents into
the furnace.
- The ore is heated to the metal's melting temperature (which is
below the rock's). Water or acid are occasionally added to enhance
the process. The molten metal runs out from the base of the smelter
and into molds or troughs known as pigs hence the term pig iron.
The pigs are sold to blacksmiths, weaponsmiths, and armorers to
produce metal goods, weapons and armor. Smelters can also make
alloys, such as steel or bronze.
- The amount of ore that can be processed is more a function of
the size of the smelter than of any character's work rate. A small
smelter can process ore as fast as four miners can dig it. A medium
smelter can process the ore produced by up to 20 miners. A large
smelter can process ore excavated by up to 100 miners.
- In addition to the cost of smelting equipment, a smelter is expensive
to maintain because of the materials required to operate it. A
small smelting operation costs 5 gp per day to operate, the cost
of a medium operation is 12 gp per day, and a large one costs
25 gp per day to run. Smelter costs only apply when the smelter
is in operation. To keep it operating at maximum efficiency, it
is common practice to collect a stockpile of ore before firing
the furnace. Once all the ore is smelted, the equipment is allowed
to cool and is then cleaned.
- Given its bulk, even a small smelter is not very portable.
Table 5.3.27: Smelter Cost
Smelter type
|
Cost
|
Size
|
Small
|
1,000 gp
|
30' x 30'
|
Medium
|
2,000 gp
|
50' x 50'
|
Large
|
5,000 gp
|
75' x 75'
|
- Stonemasonry (Physical 1, Strength/Stamina -2) A stonemason is able to build
structures from stone so that they last many years. He can do
simple stone carvings such as lettering, columns, and flourishes.
The stone can be mortared, carefully fitted without mortar or
loosely fitted and chinked with rocks and earth. A stonemason
equipped with his tools (hammers, chisels, wedges, block and tackle)
can build a plain section of wall one foot thick, ten feet long,
and five feet high in one day, provided the stone has already
been cut. A stonemason can also supervise unskilled laborers who
are working to quarry stone; one stonemason is needed for every
five laborers.
- Racial modifiers: Dwarves are among the most skilled stonemasons in the world and
receive a +10% bonus when using this skill. Gnomes are also quite
skilled and receive a +5% bonus.
- Tattooing (Physical 1, Dexterity/Aim) This is the art of injecting dyes
beneath the surface of the skin in order to create lasting art
upon the human body. The process is painful for the subject and
difficult for the tattoo artist because skin isn't the best medium
with which to work.
- Note, merely having the Tattooing skill doesn't not grant the
character Artistic Ability. The skill only covers the ability to produce a tattoo of crude
design.
- This skill is necessary to cast the tattoo of power spell, though
it isn't necessary to make a successful skill check when using
this skill to cast that spell. The magic is able to guide an experienced
hand in the correct patterns and designs to make with the dye.
- Racial modifiers: Fälgornians humans default to this skill at 20%.
|