Object Time Required Average Price
Nail 10 min 1/2 gp each
Horseshoe 2 hours 5 gp
Small Latch 4-5 days 10 gp
Medium sized Latch 1 Week 20 gp
Large Latch 7-10 days 30 gp
Hinge 2-4 days 15 gp
Large Hinge 3 Weeks 30-50 gp
Chain 1 Week 15 gp per foot
Axle 3 Weeks 60 gp
Harness 3 Weeks 55 gp
Arrowhead 30 minutes 1/2 gp
Spearhead 1 hour 10 gp
Dagger 6 hours See Book
Short Sword 2 weeks See Book
Long Sword 3 weeks See Book
Large Swords* 4 weeks See Book
(Claymore, Bastard, Broadsword) *
Pole arm 1 week See Book
Iron Ball 3-4 days 30 gp
(for maces, flails, cannonshot, and shotputs)
Miscellaneous Parts/Tools 10 min and up depending on complexity 1/2 to 50
gp Cast Iron Objects 1-4 weeks depending on size 50-200 gp (plows,anvils,
crappy swords) Unusual Designs (depending on how complex the design) x1.5
to x3 of above +40 to +1000 gp
(for maces, flails, cannonshot, and shotputs) Miscellaneous Parts/Tools
10 min and up depending on complexity 1/2 to 50 gp Cast Iron Objects 1-4
weeks depending on size 50-200 gp (plows,anvils, crappy swords) Unusual
Designs (depending on how complex the design) x1.5 to x3 of above +40 to
+1000 gp
Armor: See Book
Enhance Object:
Only about 5% of all blacksmiths exhibit this ability. Those that have
it are capable of ehancing a weapon or object they make by infusing it
with their own PPE. These objects are more resistant to damage, sharper,
last longer, and are just generally better than their normal counterparts.
Smiths with this ability can command at least twice as much as a normal
smith for their products, with exceptional items gaining as much as Dwarven
items. Each point of PPE infused into an object grants an additional 5% to
all positive stats; meaning SDC, damage, range, and life span; or -5% to
weight. Stats cannot be increased or decreased more than 50% of their
original values. Alternately, the smith can expend 10 PPE and decrease
the time it takes to forge an item by half, with no detriment to the
quality of the item (no increase/decrease are possible in this case).
Additional Bonuses: +10% to all skills of a mechanical or repair
nature +4D6 to PPE
O.C.C. Skills:
Language: Native + one of choice (98%)
Basic Math (+20%)
General Repair (+20%)
Cook (+10%)
Field Armorer (+10%)
Recognize Weapon Quality (+15%)
Sculpting/Whittling (+10%)
Hand to Hand: Basic
*Hand to Hand: Basic can be traded for Hand to Hand:Expert
at a cost of two OCC Related or Secondary skills or Martial Arts at a cost of three.
Assassin is not available. Specialized martial arts such as Ripclaw, Te,
Aikodo, etc are subject to the Games Master's approval, cost is four OCC
Related or Secondary Skills and the "time" investment. NOTE: If the
character is going to be learning a specialized martial art then it is
best for them to learn at level one, i.e. when the character is first
rolled up.
O.C.C. Related Skills: Select Seven other skills.Gets two more at levels
3, 6, 8, 11, 13 , and 15.
Communications: Language and Public Speaking only
Domestic: Any
Espionage: Detect Concealment/Traps and Pick Locks only (+10%)
Horsemanship: General only
Medical: Animal Husbandry, Brewing, and First Aid only
Military: Heraldy only
Physical: Any except; Acrobatics and Gymnastics (+10% where applicable)
Rogue/Thief: Streetwise, Locate Secret Compartments (+10%), and Prowl only
Science: Archaeology only
Technical: Any (+10% to Gemology and Masonry)
W.P.: (Weapon Proficiencies) Any
Wilderness: Any (+10% to Boat Building and Carpentry)
Secondary Skills: Select five from the previous list. No bonuses.
Standard Equipment: A selection of hammers, chisels, and tongs. Also has
a knife sharpening kit (whetstones, oil, rag, ect..), a handful of steel
wool, and personal items Presumabley, the character will also have a shop
somewhere that contains a number of anvils, furnace, a greater assortment
of tools, iron stock, and a number of premade sellable objects on hand.
Adventurers (or ex-adventurers) will also have two sets of travelling
clothes, a hatchet, survival knife, 100' of cord or rope, tent, bed roll,
backpack, 1D4 sacks, a water skin, emergency food rations (two weeks
worth), a and a tinder box.
Armor: Will start out with a suit of studded leather armor (AR: 13, SDC:
38).
Weapons: Starts with a short sword, a dagger, his hammers, and one other
weapon of choice. All are presumably made by the character or the
character's master, and are medium to high quality. Magic weapons and
other equipment must be made or otherwise aquired later.
Money: Has 4D6x100 gold in ready cash, plus will usually have a small
assortment of sellable items worth 6D6x10+40 gold.
Experience Table:
1 0 - 1,900
2 1,901 - 3,900
3 3,901 - 8,000
4 8,001 - 15,900
5 15,901 - 24,900
6 24,901 - 36,700
7 36,701 - 50,500
8 50,501 - 71,000
9 71,001 - 96,000
10 96,001 - 131,500
11 131,501 - 180,750
12 180,751 - 241,500
13 241,501 - 285,000
14 285,001 - 330,000
15 330,001 - 391,000
Jim's House Rules Modification:
The Blacksmith uses 1d12 for hit dice, gaining 3d12 at first level.