Ruins of Adventure
|Knotwards, Major||2||Knowledge||-3||Knotwards. 5th level.|
Alchemy: A character with this skill is well-versed in the physical aspects of magical research and the properties of various chemicals, reagents, and substances. If the character has access to a decent laboratory1, he can use his knowledge to identify unknown elements or compounds, or create small doses of acids, incendiaries, or similar substances.
- Identifying substances or samples of unknown material requires 1 to 4 days and a successful proficiency check. Simple materials, such as powdered metals or ores, provide the alchemist with a +1 to +4 bonus on his check, at the DM’s discretion. Rare, complex, or damaged or incomplete samples might impose a –1 to –4 penalty.
- Creating alchemical substances such as acids, greek fire, or grenades2 takes 3d20 hours per dose and reagents costing one-third the retail price of the item (round to the nearest copper). The alchemist must pass a proficiency check in order to successfully manufacture the substance; failing the check with a natural roll of 20 results in an explosion or other mishap that exposes the character to the effects of his work and damages the laboratory for 10%–60% of its construction value.
In addition, a character with the alchemy proficiency can research and brew potions more easily than a standard wizard or priest. With this proficiency, the base chance for success is increased to 80%, and the fabrication time is cut by 30%. As per usual, only a Wizard or Priest of 9th level or higher can make magical potions, regardless of whether or not he possesses this proficiency.
1 The Alchemy proficiency is useless without a properly stocked lab. A lab typically includes several large pieces of Furniture, such as Athanors, Heat Baths, or Decensory Furnaces, along with large amounts of fragile glassware and thus is not portable. A rudimentary lab (imposing a -2 penalty on the users proficiency score) can be assembled for a minimum of 100gp, plus possible rent on a room large enough to set it up in. A basic lab (allowing normal use of the proficiency) can be assembled for 500gp. An extremely well-stocked lab grants a +1 bonus to the users proficiency score for every 2000gp invested in it (to a maximum proficiency score of 19).
2 The Alchemy proficiency can be used to manufacture any Alchemical Items with the following exceptions: Holy Water, Sanctified Ghi, Soma Juice (which are the results of priestly magic), Incenses (which are created using the Herbalism proficiency), and Smoke Powder (which is the sole provision of the priest of Gond).
Armorer: With the Armorer proficiency, a character knows how to build all varieties of armor. Armorer overlaps a couple of other proficiencies: The Armorer knows enough Blacksmithing to forge metal armor; though he cannot forge horseshoes, wrought iron gates, hardened metal tools, or other useful items. The Armorer knows enough Leatherworking to cut and shape boiled leather into leather armor and shield coverings; though he cannot make dress jerkins, saddles, elaborate pouches or rucksacks. The Armorer knows enough of the Tailor’s art to manufacture padded armor and armor padding; but not enough to cut and sew any sort of good-looking garment.
This character can make all types of armor, given the proper materials and facilities. Crafting metal armor requires a smithy, complete with tools, bellows, a furnace, an anvil, tongs, cauldrons, casting molds, and other materials, as well as tools and apparatus for working leather—a basic workshop costs a minimum of 250gp, plus the space to house it.
When making armor, the proficiency check is rolled at the end of the normal construction time. The time required to make armor is equal to two weeks per point of AC bonus. For example, a shield would require two weeks of work, whereas a suit of full plate armor would require 18 weeks of work. Crafting a suit of armor requires materials equal to half the standard retail cost of the armor in question.
If the proficiency check indicates failure but is within 4 of the amount needed for success, the armorer has created usable, but flawed, armor. Such armor functions as 1 AC worse than usual, although it looks like the armor it was intended to be. Only a character with armorer proficiency can detect the flaws, and this requires careful and detailed inspection. If the flawed armor is struck in melee combat with a natural die roll of 19 or 20, it breaks. The character’s AC immediately worsens by 4 (although never above 10), and the broken armor hampers the character’s movement. Until the character can remove the broken armor (a process requiring 1d4 rounds), the character moves at ½ of his normal rate and suffers a -4 penalty to all of his attack rolls.
If an armorer is creating a suit of field plate or full plate armor, the character who will use the armor must be present at least once a week during the creation of the armor, since such types of armor require very exact fitting.
A character with the Armorer proficiency can also repair damaged armor—hammering out dents, replacing straps, etc. A character without the Armorer proficiency is as likely to cause additional harm as not.
Blacksmithing: A character with blacksmithing proficiency is capable of making tools and implements from iron. Use of the proficiency requires a forge with a coal-fed fire and bellows, as well as a hammer and anvil. The character cannot make armor or most weapons, but can craft crowbars, grappling hooks, horseshoes, nails, hinges, plows, and most other iron objects.
Artistic Ability: Characters with artistic ability are naturally accomplished in various forms of the arts. They have an inherent understanding of color, form, space, flow, tone, pitch, and rhythm. Characters with artistic ability must select one art form (painting, sculpture, composition, etc.) to be proficient in. Thereafter they can attempt to create art works or musical compositions in their given field. Although it is not necessary to make a proficiency check, one can be made to determine the quality of the work. If a 1 is rolled on the check, the artist has created a work with some truly lasting value. If the check fails, the artist has created something aesthetically unpleasing or just plain bad.
Artistic ability also confers a +1 bonus to all proficiency checks related to the character’s art of choice, and to attempts to appraise objects of art.
Boatwright: The boatwright proficiency allows a character to construct all kinds of watercraft up to a maximum length of 60 feet. Larger vessels cannot be built.
The time required to build a boat depends on size. As a general guide, a boat requires one week of construction time per foot of length. Two characters with the boatwright proficiency cut this time by half; three reduce it to one-third. A maximum of one boatwright per 5 feet of length can work on the same vessel.
The basic boat includes hull, masts (if applicable), deck, and benches as required. Features such as a cabin or a sealed hold add about a week apiece to complete. Characters without the boatwright proficiency can aid the boatwright in construction, but two such characters equal the time savings that one additional skilled boatwright could provide.
Bookbinding: A character with this skill is familiar with the process of assembling a book. Bookbinding is a demanding task; the pages must be glued or sewn to a common backing of some kind, protected by various kinds of varnishes or treatments, and then fastened to a strong and durable cover. Additional chemicals or compounds to ward off mildew and deter moths and bookworms are a necessary precaution.
Bookbinding is especially helpful for a wizard assembling a spell book. Normally, a wizard must pay a bookbinder 50 gp per page for a standard spell book, or 100 gp per page for a traveling spell book. A wizard who does this work himself reduces these costs by 50%, although the process takes at least two weeks, plus one day per five pages. If the character passes a proficiency check, his spell book gains a +2 bonus to item saving throws due to the quality and craftsmanship of the work. In addition, the wizard must succeed in a proficiency check if he is dealing with unusual or unsuitable materials, such as metal sheets for pages or dragon scales for a cover.
Bowyer/Fletcher: A character with this proficiency can make bows and arrows of the any types described under Weapons.
A weaponsmith is required to fashion arrowheads, but the bowyer/fletcher can perform all other necessary functions. The construction time for a long or short bow is one week (plus a year to properly season the wood), while composite bows require two weeks. A number of arrows can be assembled in one day equal to 1d6 + the amount by which the Fletcher succeeds on his check.
When the construction time for the weapon is completed, the player makes a proficiency check. If the check is successful, the weapon is of fine quality and will last for many years of normal use without breaking. If the check fails, the weapon is still usable, but has a limited life span: An arrow breaks on the first shot; a bow breaks if the character using it rolls an unmodified 1 on his 1d20 attack roll.
Option: If a character wishes to create a weapon of truly fine quality and the DM allows it, the player can opt to use the following alternative procedure for determining the success of his attempt. When the proficiency check is made, any failure means that the weapon is useless. However, a successful check means that the weapon enables the character to add Muscle bonuses to attack and damage rolls. Additionally, if the proficiency check is a natural 1, the range of the bow is increased 10 yards for all range classes or is of such fine work that it is suitable for enchantment.
Brewing: The character is trained in the art of brewing beers and other strong drink. The character can prepare brewing formulas, select quality ingredients, set up and manage a brewery, control fermentation, and age the finished product.
Calligraphy: The handwriting of an individual with this proficiency is controlled and beautiful to the point of being considered art. A character could earn a tidy income copying documents, books, formal letters, etc. for the wealthy public. Skilled calligraphers are often sought by the courts of the aristocracy and religious institutions that wish to illuminate their holy writings.
The Literacy proficiency must have been taken before this skill can be selected. Possession of this skill grants a +1 bonus on all artistic ability skill checks involving the painting or lettering of signs, documents, etc.
Carpentry: The carpentry proficiency enables the character to do woodworking jobs: building houses, cabinetry, joinery, etc. Tools and materials must be available. The character can build basic items from experience, without the need for plans. Unusual and more complicated items (a catapult, for example) require plans prepared by an engineer. Truly unusual or highly complex items (wooden clockwork mechanisms, for example) require a proficiency check.
Cartography: This proficiency grants skill at map making. A character can draw maps to scale, complete with complex land formations, coastal outlines, and other geographic features. The character must be reasonably familiar with the area being mapped.
The DM makes a proficiency check in secret to determine the accuracy of the map. A successful proficiency check means that the map is correct in all significant details. If the roll fails, the map contains a few errors, possibly a significant one. A roll of exactly 20 means the map contains serious errors, making it useless.
Cartwright: A character with this proficiency is skilled in the construction of carts of all types. Chariots, wagons, and other transport vehicles of that nature 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.
Chandler: This proficiency grants the ability to make tallow & wax candles. Given a supply of wax or tallow, wicking, and molds, the character can make twice as many candles in a day as he has molds for. With a successful proficiency check, the character can make free-standing or rolled candles without the use of a mold, and make candles with specific colours or scents.
Cheesemaklng: This proficiency allows the character who has it to expertly create cheese from the curds of soured milk. A proficiency 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: This proficiency allows the individual to produce intricate mechanical devices, machines made up of tiny gears and clockwork mechanisms. A successful proficiency check allows the character to make clocks and similar mechanisms (either spring-wound, water-powered, or weights-and-pendulum driven). In addition to mundane chronometry, many intricate traps and magical constructs have a clockwork basis.
Cobbling: The character can fashion and repair shoes, boots, and sandals. Tools are necessary when making shoes, but everyday items may be used to repair a pair of shoes, with a proficiency check.
Cooking: Although all characters have rudimentary cooking skills, the character with this proficiency is an accomplished cook. A proficiency check is required only when attempting to prepare a truly magnificent meal worthy of a master chef.
Craft Instrument: Characters with this proficiency must state which type of instrument they are skilled at Grafting: wind, stringed, percussion, or keyboard. A slot must be used to gain each additional type of instrument the character wishes to be skilled at crafting. A total of four slots used in this proficiency grants a character the title of “master craftsman” who can craft instruments of all forms.
Characters must buy material equal to one quarter of the instrument’s sale value. Wind and percussion instruments require 1d6 days of crafting, stringed instruments 2d8 days, and keyboard instruments 3d10 days. Each day of work requires 10 full hours spent Grafting the instrument. If craftsman tools (cost 25 gp, weight 5 pounds) are not available, all times are doubled.
The crafted instrument’s quality is determined by a final proficiency check. A failed check creates an instrument of poor quality, while a success indicates good quality. A natural 20 indicates that the instrument does not work, while a natural 1 produces a masterpiece worth twice its normal value.
Simple repairs to instruments take only 1d4 hours and require no checks unless the proper tools are not available. Repairing severe damage requires 1d8 hours, and a successful proficiency check is necessary to complete the repairs.
Dramatist: The character has a knowledge of comedy and tragic drama and the ability to write plays. This confers the ability to critique other plays as well. If the character rolls a 1 on a proficiency check when creating a new drama or comedy, the work is a masterpiece with lasting value.
Engineering: The character is trained as a builder of both great and small things. Engineers can prepare plans for everything from simple machines (catapults, river locks, grist mills) to large buildings (fortresses, dams). A proficiency check is required only when designing something particularly complicated or unusual. An engineer must still find talented workmen to carry out his plan, but he is trained to supervise and manage their work.
An engineer is also familiar with the principles of siegecraft and can detect flaws in the defenses of a castle or similar construction. He knows how to construct and use siege weapons and machines, such as catapults, rams, and screws.
Excavation: The character with this proficiency has learned the techniques for the careful unearthing of a site or ruin. This process involves shoring up crumbling foundations, choosing the proper tools, and protecting exposed finds. Without the proper use of this proficiency, delicate finds may be destroyed by crude and reckless digging. Characters with the excavation proficiency can ensure that the structural details of a dig are left intact so that further visits to the excavation site can still yield useful knowledge.
The Excavation proficiency can also be used to construct subterranean tunnels and passages. The success of such an excavation depends on several factors. The table below shows the time required to dig a 10-ft. × 10-ft. × 10-ft. tunnel with adequate tools (i.e. the time to excavate 1000 cubic feet of material). Every 10 feet requires a separate proficiency check, failure means that the front of the tunnel collapses. It can be re-dug at the loose earth rate.
|Type of Earth||Modifier||Time|
|Sand/loose earth||-2||5 hours|
|Packed earth||—||10 hours|
Gem Cutting: A character with this proficiency can finish the rough gems that are discovered through mining at a rate of 1d10 stones per day. A gem cutter derives no benefit from the assistance of nonproficient characters. A gem cutter must work with a good light source and must have an assortment of chisels, small hammers, and specially hardened blades.
Uncut gems, while still of value, are not nearly as valuable as the finished product. If the cutting is successful (as determined by a proficiency check), the gem cutter increases the value of a given stone to the range appropriate for its type. If a 1 is rolled, the work is exceptionally brilliant and the value of the gem falls into the range for the next most valuable gem.
Any character who fails a gem cutting roll cuts the gem, but does so poorly and reduces its value to the next lower category. A character who rolls a 20 when cutting a gem splits it in half and ends up with two uncut gems with a combined value one class lower than that of the original gem.
Glassblowing: A character skilled at this trade can manufacture all kinds of glass containers, jars, or bottles. Creating symmetrical or precise pieces requires a proficiency check, but if a character is making items for usefulness instead of decoration, he can produce about 10 small containers, 5 medium containers, or 2 large ones in a day’s work. The character must have access to a specialized glazier’s workshop and furnace in order to make use of this skill.
Jewelry Making: A character with this proficiency is capable of producing works of jewelry, given the proper tools, workspace, and materials. Proper use of the proficiency requires a complete workshop. The building cost varies according to the character’s needs, but the tools involved are expensive and difficult to obtain. A basic set of tools costs from 2000 to 6000 gp, and more elaborate jewelry may require more exotic tools.
The time required to make an item varies and should be determined by the player and DM. After the allotted work time has expired, a proficiency check should be made. On a failed check, the item is flawed in some way that anyone with the appraising proficiency can detect and is worth only the cost of materials. If a natural 20 is rolled, then the piece is ruined and the materials wasted. If the proficiency check is successful, multiply the cost of materials by 150% plus 10% for each point by which the check succeeded.
Knotwards: Knotwards are specially crafted ropes with a protective dweomer. This ancient art requires that the practitioner first master the Rope Making proficiency, as the character must be skilled at tying intricate knots and hand-weaving hemp. The proficient user imbues the rope with a minor dweomer—roughly equivalent to a wizard’s cantrip.
A knotward begins as hemp handwoven into rope. Over days, the user chants and ties, binding protective enchantments along the length of the rope and adding additional material components to draw strength to the dweomer. It takes roughly a week to create a minor knotward, which can remain unactivated for up to a month. When finished, the user ties the rope around the trunk of the tree and makes a proficiency check. A successful proficiency check means the knotward’s dweomer is secure. This check is only made when the user attempts to activate the knotward by affixing it to a tree. Once wrapped around a tree trunk, the dweomer remains active for a number of weeks equal to the user’s level. Unless otherwise noted, a knotward that is cut or untied prior to the duration’s end loses all magic instantly.
Creating Major Knotwards is beyond most users. Any time after 5th level, the character may choose to learn Major Knotwards as a separate non-weapon proficiency (costing the same number of slots). Spending proficiency slots to learn Major knotwards does not improve the character’s proficiency score when knotwards. It takes two weeks to fashion a major knotward, and the proficiency check to activate it is made at a -2 penalty. Once a major knotward has been tied around a tree the protective dweomer lasts for one month per level of its maker.
Leatherworking: This proficiency 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.
Lens Crafting: Lens Crafting is a precise and demanding craft used to cut and shape glass into a lens, from mundane magnifying glasses and spyglasses, to exceptional lenses capable of focusing spell energy or psionic power. Using this proficiency, someone may cut, shape and polish different kinds of glass into useful lenses. Some lenses may be used to focus the sun’s rays to start fires. Others may make small marks larger to those viewing them through the lens. Both these uses require the glass to be transparent and relatively free of inclusions or bubbles.
It is also possible to use this proficiency to carve obsidian so that it becomes useful as a focus for spell energy or for psionic powers. Obsidian spheres may also be crafted using this proficiency. They must be perfectly spherical and free of inclusions to qualify as useful spell components or magical focusing devices. Wizards with the lens crafting skill could carve the small obsidian spheres used in the following spells: orb of power, energy conduit, energy storage, steal energy and obsidian death.
Metalworking: Characters with this proficiency can work artistically in silver, copper, gold, tin, brass, and other soft metals. They produce the beautiful and useful metal items common to any bazaar: oil lamps, coffee pots, vases, trays, and the like. A successful proficiency check results in a useful item of high quality. Failure may indicate that a craftsman has fashioned something ugly and unsuited for sale. More often, failure means that an item still looks pleasing, but is somehow flawed or fragile, and fails when put to the test. (For example, the pot leaks, a handle breaks, and so forth.)
Characters with an artistic ability proficiency that relates to metalworking gain a +1 bonus. While metalworking does allow characters to fashion iron or steel with some deftness, it does not grant them the ability to make effective weapons or armor. Metalworkers may attempt to repair nonmagical armor that’s made of metal, but a failed proficiency check results in the destruction of the armor. (Characters seeking armor repair should visit a metalworker only as a last resort; armorers are far better suited to the task.)
Mining: A character with mining proficiency is needed to site and supervise the operations of any mine. First, the character can attempt to determine what types of ores or gems can be found in a given area. To do this, he must spend at least a week searching a four-square-mile area. The DM may rule that more area must be searched to find anything of value and may thus increase the amount of time required. At the end of the search, the character can say what is likely to be found in this area. After this, the character can site the mine. On a successful proficiency check (made secretly by the DM), the character has found a good site to begin mining for any minerals that may be in the area. The check does not guarantee a successful mine, only that a particular site is the best choice in a given area. The DM must determine what minerals, if any, are to be found in the region of the mine. On a failed check, the character only thinks he has found a good site. Much effort is spent before the character is proved wrong, of course.
Once the mine is in operation, a character with mining proficiency must remain on site to supervise all work. Although this is a steady job, most player characters will find it better to hire an NPC for this purpose.
Organic Preservation: Organic materials come from plants and animals, and have a habit of decomposing once the life process has been interrupted. A character with this proficiency is experienced in using materials and processes that can prolong the usefulness of these organic substances. Whether it is properly wrapping and sealing food so that it won’t spoil, using a certain tree sap to preserve a spell component, or pickling a baby cockatrice in a specimen jar, this character knows how to keep things from rotting. The amount of time for which these things may be preserved varies and should be determined by the DM. The shelf-life of wrapped and preserved materials may be extended up to three times as long, whereas something preserved in chemicals may be kept indefinitely.
Papermaking: A character with this skill knows how to manufacture paper. This can be an invaluable skill for a wizard, since paper may be fairly rare in many campaign settings. Rag pulp, bark, linen, hemp, and wood were all used to make paper in medieval times. The material is pounded or pressed flat and treated with various chemical compounds to bind and strengthen it. The character is also familiar with the manufacture of parchment and vellum. Parchment is finely-scraped animal skin, treated with lime and other chemicals; vellum is unusually supple and smooth parchment taken from very young animals.
A wizard who makes his own paper can reduce the costs of manufacturing a spell book by 50%, although this requires one to two weeks of time and a suitable work area. Normally, a traveling spell book costs 100 gp per page, and a standard spell book costs 50 gp per page. If the wizard also knows the Bookbinding proficiency and binds the volume himself, the cost of the spell book is reduced by 75% altogether.
Pharmacy: This skill allows the character to preserve medicinal herbs and chemicals and prepare medicines from both natural and inorganic ingredients. On a successful pharmacy check, the pharmacist can create a medicine to cure a single specific disease (the DM should assign a + 3 to -10 modifier, depending on the severity and rarity of the disease) using herbs and chemicals. A failed check either does nothing or has nonlethal side effects (DM choice), but a check of 20 results in poisoning.
Pottery: A character with this proficiency can create any type of clay vessel or container commonly used in the campaign world. The character requires a wheel and a kiln, as well as a supply of clay and glaze. The character can generally create two small- or medium-sized items or one large-sized item per day. The pieces of pottery must then be fired in the kiln for an additional day.
The raw materials involved cost 3 cp to make a small item, 5 cp to make a medium-sized item, and 1 sp to make a large item.
Rope Making: This proficiency enables the character to create thread, yarn, string, twine, or rope from animal or plant materials. Given the proper materials and time, no proficiency check is required. If the character is attempting to create rope out of scavenged materials such as wild vines, then a secret check is made by the DM. Failure means that there is a weak point in the rope, and it has a 50% chance of breaking during use. Proper testing can reveal this weakness, given time.
Seamstress/Tailor: The character can sew and design clothing. He can also do all kinds of embroidery and ornamental work. Although no proficiency check is required, the character must have at least needle and thread to work.
Smelting: The smelting proficiency is closely tied to the Mining proficiency. With this proficiency 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, 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.
Stonemasonry: 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 the work of unskilled laborers to quarry stone; one stonemason is needed for every five laborers.
Tattooing: 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.
This proficiency is necessary to cast the Create Enchanted Tattoo and Tattoo of Power spells, though it isn’t necessary to make a successful proficiency check when using this proficiency to cast such spells. The magic is able to guide an experienced hand in the correct patterns and designs to make with the dye.
Waterproofing: This proficiency 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 a frequently exposed to water. Other items need upkeep once a month or so. The DM should make a proficiency check in secret and note whether the waterproofing was successful or not. This protects items that a fully submerged only if the waterproof container is completely sealed.
Weaponsmithing: This highly specialized proficiency 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. A fully equipped smithy (complete with tools, bellows, a furnace, an anvil, tongs, cauldrons, casting molds, and other materials) is necessary to use this proficiency. A smithy costs at minimum 200gp, plus the space to house it.
The time and cost to make various types of weapons are listed below. An overseer weaponsmith working with at least two proficient apprentices cuts this time in half.
A weaponsmith does not roll his proficiency check until the end of the crafting time. If he successfully makes his check, he’s created the weapon he wanted to create. If he fails by 4 or less, he’s created a weapon that looks like what he intended to make, but he knows it has a serious structural flaw. In a real combat, if the wielder rolls a natural 5 or less on his attack roll, the weapon breaks and is useless. If he fails by 5 or more, the weapon breaks and is ruined during the last stages of the creation process (for example, when it’s being cooled after heat-tempering).
A weaponsmith can attempt to make weapons of greater quality. Making a “Fine” quality weapon requires double the listed time, and imposes a -2 penalty on the proficiency check. An “Exceptional” quality weapons takes five times the normal time, and imposes a -4 penalty on the check. A “Master” quality weapon takes ten times the normal amount of time and a -6 on the check.
|Heavy Crossbow||20 days||10 sp|
|Light Crossbow||15 days||5 sp|
|Small Axe / Bludgeon||5 days||5 sp|
|Medium Axe / Bludgeon||10 days||10 sp|
|Polearm||20 days||10 sp|
|Spear or Lance||4 days||4 sp|
|Dagger or Knife||5 days||2 sp|
|Small Sword||20 days||5 sp|
|Medium Sword||30 days||10 sp|
|Large Sword||45 days||2 gp|
Weaving: A character with weaving proficiency 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.
Winemaking: This proficiency allows characters 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; proficiency checks are only required when attempting to prepare a truly magnificent wine as a special gift or for a special celebration.