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- 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.
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- 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 hes 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 its 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 dont 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
hes 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. Theyre 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.
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- 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.
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