Agriculture

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.
Billhook5 gp
Hoe, Iron Head3 gp
Ox15 gp
Plow Harness, One Horse/Ox5 gp
Plow Harness, Two Horses/Oxen7 gp
Plow, Small8 gp
Plow, Large15 gp
Pick9 gp
Pitchfork2 gp
Seed-Sower, Leather2 gp
Shovel, Gardening3 gp
Shovel, Hand Spade2 gp
Sickle6 sp
Sieve5 gp
Sieve Screen2 gp
Weeding Claw7 sp
Wheelbarrow, 400 Pound15 gp
Winnowing Flail6 gp
Yoke, One Ox8 gp
Yoke, Two Oxen11 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)ResultFarm Profitability
1-5Disastrous Year50%
6-10Poor Yield80%
11-16Average Harvest100%
17+Bumper Crop120%

Number of Workers:
Number of WorkersCheck Modifier
120%+1
90%-1
80%-2
70%-3
60%-4
50%-5
40%-6
30%-7
20%-8
10%-9
100% means that there is 1 person to work a field that can feed 2 people. (Children (7-11) count as half a worker.) Cash value for each person a farm can feed is 36 gp. (Profits are what remains after the cost of living are subtraced from the total value.)

Random Events:
1d20EventCheck ModifierPossible Mitigation
1Ruinous Weather-6Successful Weather Sense proficiency check (-3 penalty); Control Weather (no penalty)
2-3Bad Weather-4Successful Weather Sense proficiency check (-3 penalty); Control Weather (no penalty)
4-6Animal Disease-2Successful Healing proficiency check (-3 penalty); Cure Disease (no penalty)
7-8Building Damaged-2Repair costs: 10 gp/feeding capacity of farm (no penalty)
9Predators-1PCs drive off/destroy the menace (no penalty)
10Poachers or Bandits-1PCs drive off/destroy the menace (no penalty)
11-14No Bad News0-
15-17Used Good Seed+1-
18-19Good Weather+2-
20SpecialDMWizard/dragon devastates farm (-10), avatar blesses crops (+5), etc.
Priestly Plant Growth spells can add 20%-50% to a farm's annual yield (with a successful saving throw by the casting priest).

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

ArmorRetail CostMaterials Cost (gp)Time TakenApprentice & Piece OverseerArmorer CheckTotal Cost
Banded Mail20010012 wk48*+1148
Brigandine120608 wk32*+192
Bronze Plate40020012 wk114*0314
Chain Mail753810 wk20***+358
Field Plate2000100016 wk304+-31304
Full Plate7000350018 wk342+-33842
Helm, Great30154 wk8***+323
Helm, Basinet841 wk2***+36
Hide Armor1578 wk8+++315
Leather Armor51+++4 wk4+++35
Padded Armor40+++4 wk4+++34
Plate Mail60030014 wk133**0433
Ring Mail100506 wk24*+174
Scale Mail120608 wk32*+192
Shield, Body1052 wk4***+39
Shield, Buckler10+++2 wk1+++31
Shield, Medium732 wk4***+37
Shield, Small312 wk2***+33
Splint Mail804012 wk24***+364
Studded Leather20106 wk6+++316
Barding, Chain50025010 wk190+0440
Barding, Full Plate2000100016 wk304+-31304
Barding, Full Scale10005008 wk152+0652
Barding, Half Brigandine5002506 wk114+0364
Barding, Half Padded100502 wk38+088
Barding, Half Scale5002508 wk152+0402
Barding, Leather/Padded150754 wk75+0150
* Two apprentices, no overseer
** One apprentices, ½ overseer
*** One apprentice, no overseer
+ Two apprentices, one overseer
++ ½ apprentice, no overseer
+++ Reduced or negligible cost

PC Armorer:
ArmorRetail CostMaterials Cost (gp)Time TakenTime Taken (Dwarves)Armorer Check
Banded Mail20010012 wk9 wk+1
Brigandine120608 wk6 wk+1
Bronze Plate40020012 wk9 wk0
Chain Mail75385 wk3.75 wk+3
Field Plate2000100032 wk24 wk-3
Full Plate7000350036 wk27 wk-3
Helm, Great30152 wk1.5 wk+3
Helm, Basinet84.5 wk.375 wk+3
Hide Armor1572 wk1.5 wk+3
Leather Armor51+++1 wk.75 wk+3
Padded Armor40+++1 wk.75 wk+3
Plate Mail60030014 wk10.5 wk0
Ring Mail100506 wk4.5 wk+1
Scale Mail120608 wk6 wk+1
Shield, Body1051 wk.75 wk+3
Shield, Buckler10+++.5 wk.375 wk+3
Shield, Medium731 wk.75 wk+3
Shield, Small311 wk.75 wk+3
Splint Mail80406 wk4.5 wk+3
Studded Leather20101.5 wk1.125 wk+3
Barding, Chain50025020 wk15 wk0
Barding, Full Plate2000100032 wk24 wk-3
Barding, Full Scale100050016 wk12 wk0
Barding, Half Brigandine50025012 wk9 wk0
Barding, Half Padded100504 wk3 wk0
Barding, Half Scale50025016 wk12 wk0
Barding, Leather/Padded150758 wk6 wk0

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 1013 gp
Brush, Small3 sp
Brush, Medium4 sp
Easel40 gp
TOTAL53 gp, 7 sp

Sculpture:

Prerequisite:
Hammer, Chisel4 gp
Mallet, Stone-Setting10 gp
Chisels, Mithral Stone (set of 12)120 gp
TOTAL134 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, Small5 gp
Bellows, Large10 gp
Forge, Small (40 lb.) OR Forge, Full (120 lb.)50 gp/120 gp
Grindstone20 gp
Smithing Hammer7 gp
Reservoir50 gp
Tongs, Long-Handle5 gp
Tongs, Short-Handle3 gp
Pliers, Bending2 gp
Pliers, Tooling4 gp
Pavilion Tent OR Wooden Workshop100 gp/300 gp
TOTAL301 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 TypeMaterials Cost (gp)Time Taken
Spellbook, Standard (16" x 12" x 6", 15 lbs., 100 pages)250 gp2 weeks + 20 days
Spellbook, Travelling (12" x 6" x 1", 3 lbs., 50 pages)125 gp2 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 TypeMaterials Cost (gp)Time Taken
Spellbook, Standard (16" x 12" x 6", 15 lbs., 100 pages)125 gp2-3 weeks + 20 days
Spellbook, Travelling (12" x 6" x 1", 3 lbs., 50 pages)62 gp2-3 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 TypeMaterials Cost (gp)Time Taken
Spellbook, Standard (16" x 12" x 6", 15 lbs., 100 pages)500 gp1d4+3 weeks
Spellbook, Travelling (12" x 6" x 1", 3 lbs., 50 pages)250 gp1d4+3 weeks

Bowyer/Fletcher

Prerequisite: Set of bowyer/fletcher's tools (10 gp)

WeaponRetail CostMaterials Cost (gp)Time Taken
Long Bow750+++1 wk
Short Bow300+++1 wk
Composite Long Bow1000+++2 wk
Composite Short Bow750+++2 wk
Flight Arrow3 sp/122 cp/each1d6/day
Sheaf Arrow3 sp/62 cp/each1d6/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 TypeCostDays of Work (10 Hours/Day)
Keyboard¼ sale value3d10
Percussion¼ sale value1d6
String¼ sale value2d8
Wind¼ sale value1d6
Simple Repair-1d4 hours
Severe Repair-1d8 hours

Craft Instrument Result:
Proficiency Check (1d20)Result
1Masterpiece (double value)
SuccessGood Quality
FailurePoor Quality
20Nonfunctional

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:
RaceFinished Rough Gems/Day
Dwarf/Gnome2d8
Other Race1d10

Gem Cutting Result:
Proficiency Check (1d20)Result
Dwarf/GnomeOther Race
1-21Gem value raised to next higher value
SuccessSuccessGem finished normally
FailureFailureGem 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-Razor7 gp
Knife, Skinning 8" (2)10 gp
Large Tent OR Wooden Workshop25 gp/75gp
TOTAL50 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:
SurveyTimeSurvey AreaProficiency Modifier
SurfaceUnderground
1st1 week4 sq. mi.2 sq. mi.-
2nd2 weeks4 sq. mi.2 sq. mi.-1 penalty
3rd3 weeks4 sq. mi.2 sq. mi.-2 penalty
4th4 weeks4 sq. mi.2 sq. mi.-3 penalty
5th5 weeks4 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
01-30Copper
31-40Tin
41-66Lead
67-84Iron
85-92Silver
93-97Gold
98Platinum
99Mithril (see table below)
00Gemstones (see table below)

Mithril:
Roll d10Metal Discovered
1-5Silver (highest quality)
6-8Gold (highest quality)
9Platinum (highest quality)
10Mithril

Gemstones:
Roll d%Class of Stone
01-25Ornamental
26-50Semi-precious
51-65Fancy
66-80Precious
81-90Hardstone
91-94Gems
95-96Jewels
97-99Roll twice
00Roll 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)
Metal12345678910*
Copper10020025030035040050075010002000
Iron20030050070090012001600200030004000
Silver255010020030040050075010002000
Gold1025501002003004005007501000
Platinum5102040751002504008001000
*If you roll a 10, roll 1d10 again. If another 10 results, the mine is a pure vein and requires no smelting.

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/weekAverage Uncut Value
Ornamental4d101 gp
Semi-precious3d65 gp
Fancy1d12-110 gp
Precious1d10-150 gp
Hardstone1d8-1Special
Gems1d6-1100 gp
Jewels1d4-1500 gp
There is a 1% chance/week that a mine will find an exceptional stone (value is the base x 1d100).

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 dayType of Rock
Very SoftSoftHard
Gnoll, Halfling, Human75 cu. ft.50 cu. ft.25 cu. ft.
Gnome, Kobold80 cu. ft.60 cu. ft.30 cu. ft.
Goblin, Orc85 cu. ft.65 cu. ft.30 cu. ft.
Dwarf, Hobgoblin90 cu. ft.70 cu. ft.35 cu. ft.
Ogre150 cu. ft.100 cu. ft.50 cu. ft.
Hill Giant250 cu. ft.150 cu. ft.75 cu. ft.
Fire Giant, Frost Giant300 cu. ft.200 cu. ft.100 cu. ft.
Stone Giant500 cu. ft.350 cu. ft.175 cu. ft.

Mineral Vein Direction:
Roll d4Vein Runs (First 20')
1North-South
2East-West
3Northeast-Southwest
4Northwest-Southeast

Mineral Path Aleration:
Roll d10Vein Path Alteration (every 20')
1-2Steep descent
3-4Shallow descent
5Curves right (10-60 degrees)
6Curves left (10-60 degrees)
7Continues straight
8Shallow ascent*
9Steep ascent*
10Vein ends
* If the mine starts on the surface, first time is a descent, not ascent.

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 TypeMaterials Cost (gp)Time Taken
Spellbook, Standard (16" x 12" x 6", 15 lbs., 100 pages)250 gp1-2 weeks
Spellbook, Travelling (12" x 6" x 1", 3 lbs., 50 pages)125 gp1-2 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 TypeMaterials Cost (gp)Time Taken
Spellbook, Standard (16" x 12" x 6", 15 lbs., 100 pages)125 gp2-3 weeks + 20 days
Spellbook, Travelling (12" x 6" x 1", 3 lbs., 50 pages)62 gp2-3 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 TypeMaterials Cost (gp)Time Taken
Spellbook, Standard (16" x 12" x 6", 15 lbs., 100 pages)500 gp1d4+3 weeks
Spellbook, Travelling (12" x 6" x 1", 3 lbs., 50 pages)250 gp1d4+3 weeks

Seamstress/Tailor

Prerequisite:
Needles (set of 10)4 cp
Sewing Thread (100')6 cp
TOTAL1 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 SizeCostSizeOperation CostProcesing Speed
Small1,000 gp30' x 30'5 gp/day4 miners' ore/day
Medium2,000 gp50' x 50'12 gp/day20 miners' ore/day
Large5,000 gp75' x 75'25 gp/day100 miners' ore/day

Weaponsmithing

Prerequisite: smithy and shelter as for Blacksmithing above.

WeaponConstruction TimeMaterial Cost
DwarvesNon-dwarves
Arrowhead7/day5/day1 cp
Battle Axe7 days10 days10 sp
Hand Axe3 days5 days5 sp
Dagger3 days5 days2 sp
Heavy Crossbow15 days20 days10 sp
Light Crossbow12 days15 days5 sp
Fork, Trident15 days20 days10 sp
Spear, Lance3 days4 days4 sp
Short Sword15 days20 days5 sp
Long Sword23 days30 days10 sp
Two-Handed Sword34 days45 days2 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 Wheel12 gp
Loom, 4'12 gp
Wool Carder8 cp
TOTAL24 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).