Prerequisite: farmers at least require a field to tend; they may also need some or all of the items below, depending on mode of farming.
Billhook | 5 gp |
Hoe, Iron Head | 3 gp |
Ox | 15 gp |
Plow Harness, One Horse/Ox | 5 gp |
Plow Harness, Two Horses/Oxen | 7 gp |
Plow, Small | 8 gp |
Plow, Large | 15 gp |
Pick | 9 gp |
Pitchfork | 2 gp |
Seed-Sower, Leather | 2 gp |
Shovel, Gardening | 3 gp |
Shovel, Hand Spade | 2 gp |
Sickle | 6 sp |
Sieve | 5 gp |
Sieve Screen | 2 gp |
Weeding Claw | 7 sp |
Wheelbarrow, 400 Pound | 15 gp |
Winnowing Flail | 6 gp |
Yoke, One Ox | 8 gp |
Yoke, Two Oxen | 11 gp |
Agriculture checks are made once per year; yields and profits for agriculture are also given in yearly rates. Modifiers are applied to Agriculture checks as shown below.
Proficiency Check (1d20) | Result | Farm Profitability |
---|---|---|
1-5 | Disastrous Year | 50% |
6-10 | Poor Yield | 80% |
11-16 | Average Harvest | 100% |
17+ | Bumper Crop | 120% |
Number of Workers:
Number of Workers | Check Modifier |
---|---|
120% | +1 |
90% | -1 |
80% | -2 |
70% | -3 |
60% | -4 |
50% | -5 |
40% | -6 |
30% | -7 |
20% | -8 |
10% | -9 |
Random Events:
1d20 | Event | Check Modifier | Possible Mitigation |
---|---|---|---|
1 | Ruinous Weather | -6 | Successful Weather Sense proficiency check (-3 penalty); Control Weather (no penalty) |
2-3 | Bad Weather | -4 | Successful Weather Sense proficiency check (-3 penalty); Control Weather (no penalty) |
4-6 | Animal Disease | -2 | Successful Healing proficiency check (-3 penalty); Cure Disease (no penalty) |
7-8 | Building Damaged | -2 | Repair costs: 10 gp/feeding capacity of farm (no penalty) |
9 | Predators | -1 | PCs drive off/destroy the menace (no penalty) |
10 | Poachers or Bandits | -1 | PCs drive off/destroy the menace (no penalty) |
11-14 | No Bad News | 0 | - |
15-17 | Used Good Seed | +1 | - |
18-19 | Good Weather | +2 | - |
20 | Special | DM | Wizard/dragon devastates farm (-10), avatar blesses crops (+5), etc. |
Armorer
Prerequisite: armorers creating metal armor require a smithy and shelter as for Blacksmithing below. Armorers creating leather armor require a leatherworker's shop and shelter as for Leatherworking below. Armorers creating both types of armor require a leatherworker's shop as for Leatherworking below, and a smithy and shelter as for Blacksmithing below (i.e. Blacksmithing prerequisite + 25 gp).
Apprentices cost 2gp/week (food, upkeep, training); once they reach young adulthood (age 16) and an Armorer check of 12 or better, they will demand Overseer status (15gp+/week).
The table below is for standard costs; overseers (and PCs with Armorer proficiency 12+) drafted to do apprentice-level work count as two apprentices
Armor | Retail Cost | Materials Cost (gp) | Time Taken | Apprentice & Piece Overseer | Armorer Check | Total Cost |
---|---|---|---|---|---|---|
Banded Mail | 200 | 100 | 12 wk | 48* | +1 | 148 |
Brigandine | 120 | 60 | 8 wk | 32* | +1 | 92 |
Bronze Plate | 400 | 200 | 12 wk | 114* | 0 | 314 |
Chain Mail | 75 | 38 | 10 wk | 20*** | +3 | 58 |
Field Plate | 2000 | 1000 | 16 wk | 304+ | -3 | 1304 |
Full Plate | 7000 | 3500 | 18 wk | 342+ | -3 | 3842 |
Helm, Great | 30 | 15 | 4 wk | 8*** | +3 | 23 |
Helm, Basinet | 8 | 4 | 1 wk | 2*** | +3 | 6 |
Hide Armor | 15 | 7 | 8 wk | 8++ | +3 | 15 |
Leather Armor | 5 | 1+++ | 4 wk | 4++ | +3 | 5 |
Padded Armor | 4 | 0+++ | 4 wk | 4++ | +3 | 4 |
Plate Mail | 600 | 300 | 14 wk | 133** | 0 | 433 |
Ring Mail | 100 | 50 | 6 wk | 24* | +1 | 74 |
Scale Mail | 120 | 60 | 8 wk | 32* | +1 | 92 |
Shield, Body | 10 | 5 | 2 wk | 4*** | +3 | 9 |
Shield, Buckler | 1 | 0+++ | 2 wk | 1++ | +3 | 1 |
Shield, Medium | 7 | 3 | 2 wk | 4*** | +3 | 7 |
Shield, Small | 3 | 1 | 2 wk | 2*** | +3 | 3 |
Splint Mail | 80 | 40 | 12 wk | 24*** | +3 | 64 |
Studded Leather | 20 | 10 | 6 wk | 6++ | +3 | 16 |
Barding, Chain | 500 | 250 | 10 wk | 190+ | 0 | 440 |
Barding, Full Plate | 2000 | 1000 | 16 wk | 304+ | -3 | 1304 |
Barding, Full Scale | 1000 | 500 | 8 wk | 152+ | 0 | 652 |
Barding, Half Brigandine | 500 | 250 | 6 wk | 114+ | 0 | 364 |
Barding, Half Padded | 100 | 50 | 2 wk | 38+ | 0 | 88 |
Barding, Half Scale | 500 | 250 | 8 wk | 152+ | 0 | 402 |
Barding, Leather/Padded | 150 | 75 | 4 wk | 75+ | 0 | 150 |
PC Armorer:
Armor | Retail Cost | Materials Cost (gp) | Time Taken | Time Taken (Dwarves) | Armorer Check |
---|---|---|---|---|---|
Banded Mail | 200 | 100 | 12 wk | 9 wk | +1 |
Brigandine | 120 | 60 | 8 wk | 6 wk | +1 |
Bronze Plate | 400 | 200 | 12 wk | 9 wk | 0 |
Chain Mail | 75 | 38 | 5 wk | 3.75 wk | +3 |
Field Plate | 2000 | 1000 | 32 wk | 24 wk | -3 |
Full Plate | 7000 | 3500 | 36 wk | 27 wk | -3 |
Helm, Great | 30 | 15 | 2 wk | 1.5 wk | +3 |
Helm, Basinet | 8 | 4 | .5 wk | .375 wk | +3 |
Hide Armor | 15 | 7 | 2 wk | 1.5 wk | +3 |
Leather Armor | 5 | 1+++ | 1 wk | .75 wk | +3 |
Padded Armor | 4 | 0+++ | 1 wk | .75 wk | +3 |
Plate Mail | 600 | 300 | 14 wk | 10.5 wk | 0 |
Ring Mail | 100 | 50 | 6 wk | 4.5 wk | +1 |
Scale Mail | 120 | 60 | 8 wk | 6 wk | +1 |
Shield, Body | 10 | 5 | 1 wk | .75 wk | +3 |
Shield, Buckler | 1 | 0+++ | .5 wk | .375 wk | +3 |
Shield, Medium | 7 | 3 | 1 wk | .75 wk | +3 |
Shield, Small | 3 | 1 | 1 wk | .75 wk | +3 |
Splint Mail | 80 | 40 | 6 wk | 4.5 wk | +3 |
Studded Leather | 20 | 10 | 1.5 wk | 1.125 wk | +3 |
Barding, Chain | 500 | 250 | 20 wk | 15 wk | 0 |
Barding, Full Plate | 2000 | 1000 | 32 wk | 24 wk | -3 |
Barding, Full Scale | 1000 | 500 | 16 wk | 12 wk | 0 |
Barding, Half Brigandine | 500 | 250 | 12 wk | 9 wk | 0 |
Barding, Half Padded | 100 | 50 | 4 wk | 3 wk | 0 |
Barding, Half Scale | 500 | 250 | 16 wk | 12 wk | 0 |
Barding, Leather/Padded | 150 | 75 | 8 wk | 6 wk | 0 |
Failure: a failed proficiency check within 4 of success results in flawed armor 1 AC worse than normal that breaks if struck with a natural attack roll of 19 or 20, worsening AC by 4 immediately (but not work than 10) and halving movement rate and penalizing attack by -4 (until taken off, which requires 1d4 rounds).
A failed proficiency check of 5 or more results in junk.
Artistic Ability
Artistic Ability is taken in a particular field of art, like painting or sculpture.
Painting:
Prerequisite:
Paints, set of 10 | 13 gp |
Brush, Small | 3 sp |
Brush, Medium | 4 sp |
Easel | 40 gp |
TOTAL | 53 gp, 7 sp |
Sculpture:
Prerequisite:
Hammer, Chisel | 4 gp |
Mallet, Stone-Setting | 10 gp |
Chisels, Mithral Stone (set of 12) | 120 gp |
TOTAL | 134 gp |
Proficiency checks may be made to determine the quality of the work; a roll of 1 results in a work of truly lasting value, while a failure results in something aesthetically unpleasing or just bad.
In addition, proficiency in Artistic Ability confers a +1 bonus to Musical Instrument, Singing, Dancing, and Appraising.
Blacksmithing
Prerequisite: smithy (materials as shown below), shelter (as below for up to 3 workers). For each extra 3 workers, +50% the base cost for both materials and shelter.
Anvil, Steel (70 lb.) OR Anvil, Steel (160 lb.) | 45 gp/95 gp |
Bellows, Small | 5 gp |
Bellows, Large | 10 gp |
Forge, Small (40 lb.) OR Forge, Full (120 lb.) | 50 gp/120 gp |
Grindstone | 20 gp |
Smithing Hammer | 7 gp |
Reservoir | 50 gp |
Tongs, Long-Handle | 5 gp |
Tongs, Short-Handle | 3 gp |
Pliers, Bending | 2 gp |
Pliers, Tooling | 4 gp |
Pavilion Tent OR Wooden Workshop | 100 gp/300 gp |
TOTAL | 301 gp-621 gp |
This proficiency may be used to craft crowbaws, grappling hooks, horseshoes, nails, hinges, plows, hammers, and so on; most weapons cannot be created using this proficiency (certain spikes, hammers, mallets, etc. may be used as weapons, although that is not their intended purpose). Proficiency checks are not necessary except for complicated or otherwise difficult tasks.
Bookbinding
Bookbinding can save wizards some money when preparing spellbooks; essentially, they can halve the initial costs of the book itself, but wizards must still continue to prepare and treat the spellbook as normal afterwards.
In addition, a successful Bookbinding proficiency check graints +2 to saving throws vs. acid, fireball, disintegration, and lightning (as leather). Special materials (metal sheets, dragon hide, etc.) requires a proficiency check for success.
Preparing Spellbooks Using Bookbinding:
Book Type | Materials Cost (gp) | Time Taken |
---|---|---|
Spellbook, Standard (16" x 12" x 6", 15 lbs., 100 pages) | 250 gp | 2 weeks + 20 days |
Spellbook, Travelling (12" x 6" x 1", 3 lbs., 50 pages) | 125 gp | 2 weeks + 10 days |
PCs with both the Bookbinding and Papermaking proficiencies can save even more money, although more time is required, as outlined below:
Preparing Spellbooks Using Both Bookbinding and Papermaking:
Book Type | Materials Cost (gp) | Time Taken |
---|---|---|
Spellbook, Standard (16" x 12" x 6", 15 lbs., 100 pages) | 125 gp | 2-3 weeks + 20 days |
Spellbook, Travelling (12" x 6" x 1", 3 lbs., 50 pages) | 62 gp | 2-3 weeks + 10 days |
After the book is ready, the wizard can begin to prepare the spellbook (adding aromatic compounds to deter bookworms and moths, applying preparations to protect against mold, mildew, and dry rot, and so on). This step must be done by all wizards themselves, whether or not they know the Bookbinding or Papermaking proficiencies or not.
Standard spellbooks can hold 24 spells of 1st-3rd level, 16 spells of 4th-6th level, or 8 spells of 7th-9th level; travelling spellbooks can hold ¼ this much. Note that adding a new spell to a spellbook requires 100 gp/spell level added (with or without the Bookbinding proficiency).
Spellbook Preparation:
Book Type | Materials Cost (gp) | Time Taken |
---|---|---|
Spellbook, Standard (16" x 12" x 6", 15 lbs., 100 pages) | 500 gp | 1d4+3 weeks |
Spellbook, Travelling (12" x 6" x 1", 3 lbs., 50 pages) | 250 gp | 1d4+3 weeks |
Bowyer/Fletcher
Prerequisite: Set of bowyer/fletcher's tools (10 gp)
Weapon | Retail Cost | Materials Cost (gp) | Time Taken |
---|---|---|---|
Long Bow | 75 | 0+++ | 1 wk |
Short Bow | 30 | 0+++ | 1 wk |
Composite Long Bow | 100 | 0+++ | 2 wk |
Composite Short Bow | 75 | 0+++ | 2 wk |
Flight Arrow | 3 sp/12 | 2 cp/each | 1d6/day |
Sheaf Arrow | 3 sp/6 | 2 cp/each | 1d6/day |
Failure: a failed proficiency check results in a weapon that breaks if the character using it rolls a 1 on his attack roll.
Weapons of fine quality can be created by spending double the time creating the weapon; a successful check allows characters to add Strength bonuses to attack and damage rolls; a natural roll of 1 allows +10 yards for all range classes as well.
Craft Instrument
Prerequisite: set of craftman tools (weighing 5 lbs.) (25 gp) is not absolutely necessary, but without them, all crafting time is doubled. A proficiency slot is required for each type of instrument; all four slots can be taken to gain the title of "master craftsman."
Rate of Work:
Instrument Type | Cost | Days of Work (10 Hours/Day) |
---|---|---|
Keyboard | ¼ sale value | 3d10 |
Percussion | ¼ sale value | 1d6 |
String | ¼ sale value | 2d8 |
Wind | ¼ sale value | 1d6 |
Simple Repair | - | 1d4 hours |
Severe Repair | - | 1d8 hours |
Craft Instrument Result:
Proficiency Check (1d20) | Result |
---|---|
1 | Masterpiece (double value) |
Success | Good Quality |
Failure | Poor Quality |
20 | Nonfunctional |
Gem Cutting
Prerequisite: set of gem cutting tools (special saws, laps (metal plates charged with loose abrasive), skeif (horizontally mounted grinding wheel), vertically mounted grinding wheel, dop sticks (sticks to cement gems to using hot wax), doping wax, metal clamps, abrasives) (100 gp)
Rate of Work:
Race | Finished Rough Gems/Day |
---|---|
Dwarf/Gnome | 2d8 |
Other Race | 1d10 |
Gem Cutting Result:
Proficiency Check (1d20) | Result | |
---|---|---|
Dwarf/Gnome | Other Race | |
1-2 | 1 | Gem value raised to next higher value |
Success | Success | Gem finished normally |
Failure | Failure | Gem value decreased to next lower value |
Glassblowing
Prerequisite: specialized glazier's workshop and furnace (75 gp).
10 small containers, 5 medium containers, or 2 large containers can be made in one day. Especially precise or symmetrical pieces require a proficiency check.
Leatherworking
Prerequisite: leatherworker's shop (materials as below), shelter (as below for up to 3 workers). For each extra 3 workers, +50% the base cost for both materials and shelter.
Vat, Large (8) | 8 gp |
Foldable Long-Razor | 7 gp |
Knife, Skinning 8" (2) | 10 gp |
Large Tent OR Wooden Workshop | 25 gp/75gp |
TOTAL | 50 gp/100 gp |
This proficiency allows characters to make leather armor, backpacks, saddlebags, saddles, harnesses, and so on. Characters will use materials like cedar oil, alum, tannin, lime, salt, and lots of water for leatherworking tasks.
Mining
First, PCs must conduct a survey to check if an area contains minerals suitable for mining.
1. Surveying:
Survey | Time | Survey Area | Proficiency Modifier | |
---|---|---|---|---|
Surface | Underground | |||
1st | 1 week | 4 sq. mi. | 2 sq. mi. | - |
2nd | 2 weeks | 4 sq. mi. | 2 sq. mi. | -1 penalty |
3rd | 3 weeks | 4 sq. mi. | 2 sq. mi. | -2 penalty |
4th | 4 weeks | 4 sq. mi. | 2 sq. mi. | -3 penalty |
5th | 5 weeks | 4 sq. mi. | 2 sq. mi. | -4 penalty |
If the miner finds something, he must then roll on the following tables to determine exactly what kind of mineral has been found.
Mining Products:
Roll d% | Product of Mine |
---|---|
01-30 | Copper |
31-40 | Tin |
41-66 | Lead |
67-84 | Iron |
85-92 | Silver |
93-97 | Gold |
98 | Platinum |
99 | Mithril (see table below) |
00 | Gemstones (see table below) |
Mithril:
Roll d10 | Metal Discovered |
---|---|
1-5 | Silver (highest quality) |
6-8 | Gold (highest quality) |
9 | Platinum (highest quality) |
10 | Mithril |
Gemstones:
Roll d% | Class of Stone |
---|---|
01-25 | Ornamental |
26-50 | Semi-precious |
51-65 | Fancy |
66-80 | Precious |
81-90 | Hardstone |
91-94 | Gems |
95-96 | Jewels |
97-99 | Roll twice |
00 | Roll thrice |
If he has found metal ore, he next rolls to see the quality of the ore that can be mined (ore quality is in number of coins that can be produced from each ingot; this is also the selling price (after smelting; before smelting the going price is only 5-25% of the figures below)).
Metal Ore Quality:
Ore Quality in Coins/Week/Miner (Roll d10) | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Metal | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10* |
Copper | 100 | 200 | 250 | 300 | 350 | 400 | 500 | 750 | 1000 | 2000 |
Iron | 200 | 300 | 500 | 700 | 900 | 1200 | 1600 | 2000 | 3000 | 4000 |
Silver | 25 | 50 | 100 | 200 | 300 | 400 | 500 | 750 | 1000 | 2000 |
Gold | 10 | 25 | 50 | 100 | 200 | 300 | 400 | 500 | 750 | 1000 |
Platinum | 5 | 10 | 20 | 40 | 75 | 100 | 250 | 400 | 800 | 1000 |
If he has found gemstones, he can use the following table to see the value of the gems that he has found.
Gemstone Mining:
Class of Stone | #/Dwarf/week | Average Uncut Value |
---|---|---|
Ornamental | 4d10 | 1 gp |
Semi-precious | 3d6 | 5 gp |
Fancy | 1d12-1 | 10 gp |
Precious | 1d10-1 | 50 gp |
Hardstone | 1d8-1 | Special |
Gems | 1d6-1 | 100 gp |
Jewels | 1d4-1 | 500 gp |
2. Mine Type: Next, the miner must decide to create a placer mine or an underground mine.
Placer mines are nearly free to create, but only yield 1d4 x 10% of the ore quality shown above. Placer mines only last for 1d100 hours (of dwarf-work). Placer mines can only be created for gold, silver, or platinum; other ores/minerals require underground mines.
Underground (tunnel) mines last for 1d100 weeks (of dwarf-work); each double (11, 22, 33) rolled allows a reroll of 1d100 for additional months, and then additional years, decades, centuries, and so on.
Underground mines must first be dug 1d10 x 10 feet deep to reach the ore/gemstones and begin mining. Tunnels are 10 feet wide and 10 feet high. Each 10' section of tunnel requires two side braces and one ceiling brace (requiring 30 feet of material each, either wood or stone). Each brace requires 4 hours to build (requires Mining, Carpentry, or Stonemasonry proficiencies).
Mining Rates:
Miner/8 hour day | Type of Rock | ||
---|---|---|---|
Very Soft | Soft | Hard | |
Gnoll, Halfling, Human | 75 cu. ft. | 50 cu. ft. | 25 cu. ft. |
Gnome, Kobold | 80 cu. ft. | 60 cu. ft. | 30 cu. ft. |
Goblin, Orc | 85 cu. ft. | 65 cu. ft. | 30 cu. ft. |
Dwarf, Hobgoblin | 90 cu. ft. | 70 cu. ft. | 35 cu. ft. |
Ogre | 150 cu. ft. | 100 cu. ft. | 50 cu. ft. |
Hill Giant | 250 cu. ft. | 150 cu. ft. | 75 cu. ft. |
Fire Giant, Frost Giant | 300 cu. ft. | 200 cu. ft. | 100 cu. ft. |
Stone Giant | 500 cu. ft. | 350 cu. ft. | 175 cu. ft. |
Mineral Vein Direction:
Roll d4 | Vein Runs (First 20') |
---|---|
1 | North-South |
2 | East-West |
3 | Northeast-Southwest |
4 | Northwest-Southeast |
Mineral Path Aleration:
Roll d10 | Vein Path Alteration (every 20') |
---|---|
1-2 | Steep descent |
3-4 | Shallow descent |
5 | Curves right (10-60 degrees) |
6 | Curves left (10-60 degrees) |
7 | Continues straight |
8 | Shallow ascent* |
9 | Steep ascent* |
10 | Vein ends |
3. Mining Operations: Mining overseers must make successful Mining checks each week or else production is reduced by ½ for that week (due to a cave in, pilfering, bad management, an umber hulk, etc.).
Papermaking
Prerequisite: 50 gp workshop (10 gp for parchment or vellum).
Papermaking allows characters to make paper (made of rag pulp, linen, hemp, or wood), parchment (made of animal skin), or vellum (made of young animal skin).
Papermaking can also save wizards some money when preparing spellbooks; essentially, they can halve the initial costs of the book itself, but wizards must still continue to prepare and treat the spellbook as normal afterwards.
Perparing Spellbooks Using Papermaking:
Book Type | Materials Cost (gp) | Time Taken |
---|---|---|
Spellbook, Standard (16" x 12" x 6", 15 lbs., 100 pages) | 250 gp | 1-2 weeks |
Spellbook, Travelling (12" x 6" x 1", 3 lbs., 50 pages) | 125 gp | 1-2 weeks |
PCs with both the Papermaking and Bookbinding proficiencies can save even more money, although more time is required, as outlined below:
Preparing Spellbooks Using Both Papermaking and Bookbinding:
Book Type | Materials Cost (gp) | Time Taken |
---|---|---|
Spellbook, Standard (16" x 12" x 6", 15 lbs., 100 pages) | 125 gp | 2-3 weeks + 20 days |
Spellbook, Travelling (12" x 6" x 1", 3 lbs., 50 pages) | 62 gp | 2-3 weeks + 10 days |
After the book is ready, the wizard can begin to prepare the spellbook as usual (adding aromatic compounds to deter bookworms and moths, applying preparations to protect against mold, mildew, and dry rot, and so on). This step must be done by all wizards themselves, whether or not they know the Bookbinding or Papermaking proficiencies or not.
Standard spellbooks can hold 24 spells of 1st-3rd level, 16 spells of 4th-6th level, or 8 spells of 7th-9th level; travelling spellbooks can hold ¼ this much. Note that adding a new spell to a spellbook requires 100 gp/spell level added (with or without the Bookbinding proficiency).
Spellbook Preparation:
Book Type | Materials Cost (gp) | Time Taken |
---|---|---|
Spellbook, Standard (16" x 12" x 6", 15 lbs., 100 pages) | 500 gp | 1d4+3 weeks |
Spellbook, Travelling (12" x 6" x 1", 3 lbs., 50 pages) | 250 gp | 1d4+3 weeks |
Seamstress/Tailor
Prerequisite:
Needles (set of 10) | 4 cp |
Sewing Thread (100') | 6 cp |
TOTAL | 1 sp |
Other materials may be necessary (embroidery thread (100') (8 cp), darning thread (100') (4 cp), scissors (2 sp), thimble (4 cp), pins (10) (3 cp), fabric (various, from 5 sp (homespun) to 7 gp (silk) per sq. yd.), depending on the type of work to be done.
No proficiency check is needed for normal work.
Smelting
Prerequisite: Smelter, with costs as outlined below (not including buildings, if any).
Smelter Size | Cost | Size | Operation Cost | Procesing Speed |
---|---|---|---|---|
Small | 1,000 gp | 30' x 30' | 5 gp/day | 4 miners' ore/day |
Medium | 2,000 gp | 50' x 50' | 12 gp/day | 20 miners' ore/day |
Large | 5,000 gp | 75' x 75' | 25 gp/day | 100 miners' ore/day |
Weaponsmithing
Prerequisite: smithy and shelter as for Blacksmithing above.
Weapon | Construction Time | Material Cost | |
---|---|---|---|
Dwarves | Non-dwarves | ||
Arrowhead | 7/day | 5/day | 1 cp |
Battle Axe | 7 days | 10 days | 10 sp |
Hand Axe | 3 days | 5 days | 5 sp |
Dagger | 3 days | 5 days | 2 sp |
Heavy Crossbow | 15 days | 20 days | 10 sp |
Light Crossbow | 12 days | 15 days | 5 sp |
Fork, Trident | 15 days | 20 days | 10 sp |
Spear, Lance | 3 days | 4 days | 4 sp |
Short Sword | 15 days | 20 days | 5 sp |
Long Sword | 23 days | 30 days | 10 sp |
Two-Handed Sword | 34 days | 45 days | 2 gp |
Failure: a failed proficiency check within 4 of success results in a weapon that breaks on an attack roll of 5 or less. A failure of 5 or more results in junk.
Weaving
Prerequisite:
Spinning Wheel | 12 gp |
Loom, 4' | 12 gp |
Wool Carder | 8 cp |
TOTAL | 24 gp, 8 cp |
Raw wool (2 cp/lb.) and flax (3 cp/lb.) can be woven into an equivalent weight of fabric (wool and linen).