borderborderborderborder

Skills

Character Creation main

Character creation intro

Skill system rules

Skill index

Credits

 
Craft Skills: Waterproofing to Winemaking
Waterproofing (Mental 1, Intelligence/Knowledge -1) — This skill enables a character to use special ingredients (tree sap, bee's wax, oils, etc.) to waterproof such materials as leather, cloth or wood. This can be used to ensure that a cloak sheds rain or that a protective cover keeps a spellbook dry. Such protection needs to be reapplied every week to items that are frequently exposed to water. Other items need upkeep once a month or so. The DM should make a skill check in secret and note whether the waterproofing was successful or not. This protects items that are fully submerged only if the waterproofed container is completely sealed.
Weapon Sharpening (Mental 1, Intelligence/Knowledge -1) — A character with this skill is adept at honing a blade to its finest possible edge. This works on any type S or P weapon. The character must spend half an hour sharpening the edged weapon with a fine quality whetstone (1 sp). At the end of this time, the character must make a skill check. Failure means that the character hasn't done it quite right and must devote another half-hour followed by another check. Success means that the blade is at its sharpest and functions with a +1 bonus to hit and damage for the next three attacks, after which time it loses its fine edge and needs resharpening. A character with the Weaponsmithing skill may also sharpen weapons and is capable of achieving this same effect without having to make a skill check.
Special note: If a character with the Weapon Sharpening skill later decides to learn the Weaponsmithing skill, he may convert the skill points allocated to Weapon Sharpening to Weapon Smithing skill points. Every two Weapon Sharpening points may be converted to one Weaponsmithing point.
Weaponsmithing (Mental 1, Physical 1, Intelligence/Knowledge -3, Dexterity/Aim -3) — This highly specialized skill enables a character to perform the difficult and highly exacting work involved in making metal weapons, particularly those with blades. The character blends some of the skill of the blacksmith with an ability to create blades of strength and sharpness thus, Blacksmithing (50%) is a prerequisite for this skill. A character with the Blacksmithing skill may attempt Weaponsmithing at a -40% penalty to his skill score, but is never able to create an exceptional weapon.
The workshop: A fully equipped smithy is necessary to use this skill. Such a workshop costs at least 200 gp, plus the cost of the shelter where it is set up: An additional 100 gp for a pavilion tent, 300 gp for a well-crafted hut/workshop or more as part of a larger dwelling, such as a mansion, villa or castle.
Included in the price of the smithy is the cost of the tools necessary to make leather hilt wrappings, wooden handles and other small non-metal items used in weapon construction. (The smithy may also be used by an armorer to create all-metal armor.)
This workshop is large enough to accommodate the character and up to two full time apprentices.
Creating a weapon: The time and cost to make various types of weapons are listed on Table 5.3.28. Typically a weapon costs 10 percent of its retail price to make from raw materials. The time for construction listed on the table assumes a single weaponsmith is working on the weapon in question. A weaponsmith who works with two apprentices can produce a weapon in half the normal time.

Table 5.3.28: Weapon Construction
Construction Time
Material
Cost
Weapon
Poor
Average
Fine
Exceptional
Arrowhead
20/day
10/day
2/week
1/week
1 cp
Battle Axe
2/day
1/day
25 days
50 days
5 sp
Hand Axe
4/day
2/day
12 days
25 days
1 sp
Dagger
2/day
1/day
25 days
50 days
2 sp
H. Crossbow
15/month
10/month
50 days
100 days
5 gp
L. Crossbow
1/day
15/month
35 days
70 days
35 sp
Fork, Trident
1/day
15/month
35 days
70 days
5 sp/15 sp
Scimitar
14/month
7/month
70 days
140 days
15 sp
Spear, Lance
2/day
1/day
25 days
50 days
variable
Bastard Sword
10/month
5/month
100 days
200 days
25 sp
Broad Sword
20/month
10/month
50 days
100 days
1 gp
Short Sword
1/day
15/month
35 days
70 days
1 gp
Long Sword
15/month
8/month
60 days
125 days
15 sp
2-hd Sword
5/month
3/month
165 days
330 days
5 gp
Note: Weapons not listed on Table 5.3.28 should be compared to similar weapons on the table to determine construction time. A weaponsmith can typically create one average non-sword weapon a day. Swords typically take longer to create.

Weaponsmithing failure: When constructing a weapon, at the end of the weapon making process, the weaponsmith makes his Weaponsmithing skill check using the skill modifier for the weapon quality he’s trying to achieve (see Table 5.3.29). If successful, the weapon is created.
If the check fails by up to 20%, the weapon created looks normal but has a serious structural flaw. In combat, the weapon breaks and is useless on a roll of five or less on a d20.
If the weaponsmith fails the skill check by more than 20%, the weapon breaks and is ruined during the final stages of the creation process (for example, when it’s being cooled after heat-tempering).
Weapon quality: It is possible to construct weapons of varying quality.
  • Poor quality weapons are shabbily made. They look bad and like the flawed weapons described above, they break on a natural attack roll of one to five. They don’t hit as well or do as much damage (-1 to hit and damage) as their average quality equivalents.
  • Average quality weapons are not especially notable. They get the job done, are reliable and inexpensive. Most weapons available for sale are of average quality.
  • Fine quality weapons are very well made. Each will have one specific bonus: either +1 bonus to hit or +1 bonus to damage. This bonus is not magical: it comes from improved balance, sharpness, etc. (The weaponsmith determines when he is making the weapon whether he’s trying to make it more accurate or cause more damage.) Fine weapons also cost a lot more than average weapons (typically 25 times more). Fine weapons are suitable for magical enchantment.
  • Exceptional quality weapons are like fine weapons but give the wielder a +1 bonus to hit and damage. They’re also very expensive (usually 50 times the normal price). Like fine weapons, exceptional weapons are suitable for enchantment.

Table 5.3.29: Effects Of Weapon Quality on Combat
Effects on Performance
Weapon Quality
Attack Bonus
Damage Bonus
Breaks
Skill Mod.
Poor
-1
-1
1-5 on d 20
+10%
Average
0
0
0
Fine
+1*
+1*
**
-10%
Exceptional
+1
+1
**
-20%
*Fine weapon are either +1 to hit or +1 to damage, not both.
**Fine and exceptional weapons save as +1 magic weapons.

Castle weaponsmith: A weaponsmith is required for the support of troops, one being required to support 80 men or fraction thereof. If the weaponsmith has spare time he may use it to construct weapons.
Crude Weaponsmithing: A character with a skill score of less than 30% in Weaponsmithing can only make simple nonmetallic weapons using stone, wood, bone, and other natural substances. The character can only fashion weapons for which he has weapon proficiencies. For example, a character with a proficiency in spears can fashion crude spears but not crude axes. Table 5.3.30 summarizes the construction times for various weapons.
After completing a weapon, the character must make a skill check. If he has the Hunting skill, he modifies his checks by +15%. If the check fails, the weapon is so badly flawed that it can't be used. On a roll of 96-00, it breaks on the first use. On a roll of 01-05, the weapon won't break unless struck against a harder material.

Table 5.3.30: Construction Time For Crude Weapons
Weapon Type
Construction Time
Atlatl
1 day
Axe, battle
4 days
Axe, two-handed
8 days
Axe, hand
1 day
Axe, throwing
6 days
Bolos
1 day
Boomerang
8 days
Blowgun
2 days
Club
1 day
Club, maga
3 days
Club, great
1 day
Dagger
2 days
Dart
3/day
Javelin
1 day
Knife
2 days
Net
3 days
Nunchaku
2 days
Quarterstaff
1 day
Sling
2 days
Staff sling
3 days
Spear
2 days
Throwing stone
3 days
War hammer
5 days

Barbarians: A barbarian may only fashion weapons commonly used in his homeland.
Racial modifiers: Dwarves may learn Weaponsmithing as a Mental 1 or Physical 1 skill and receive a +10% to their initial skill score. Gnomes, uldra and elves receive a +20% bonus to their initial skill score but must pay the normal cost to learn the skill. Dwarven weaponsmiths are three times as efficient and cost 10 times as much to hire. Gnome and uldra smiths are twice as efficient and cost four times as much to hire. Elfin weaponsmiths are two-and-a-half times as efficient and cost eight times as much to hire.
Dwarven treatments: Dwarven weaponsmiths with a Weaponsmith skill score of 75% or higher may attempt to apply dwarven metal treatments to the weapons they create, as detailed in the description under the Armorer skill.
Weaving (Mental 1 or Physical 1, Intelligence/Knowledge -1, Dexterity/Aim -1) — A character with Weaving skill is able to create garments, tapestries, and draperies from wool or cotton. The character requires a spinning apparatus and a loom. A weaver can create two square yards of material per day.
Racial modifiers: Dwarves are penalized by -5% when using this skill.
Winemaking (Mental 1, Intelligence/Knowledge) — This skill allows a character to create wine from the fermented juice of grapes or other plants and fruits well enough to make a living at it. The character will always succeed to some extent; a skill check is only required when attempting to prepare a truly magnificent wine as a special gift or for a special celebration, for example.
previousnext
Links | Search Site | Guestbook | Webrings | Vote for this Site | Subscribe to Archives | Contact Webmaster | Home | Entry Page

Advanced Dungeons and Dragons (AD&D) 2nd Edition Site