Weaponsmith
(3, INT-3)
(Req: 1500 gp + 40' x 30')
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A weapon maker is a sort
of smith-armorer specializing in the manufacture of high-quality arms.
As DM you might desire to
divide weapon makers into the three following classes:
BOWYER-ARROWSMITH-FLETCHER:
The bowyer would fashion any sort of bow, including crossbows, and missiles
for same.
SWORDSMITH-DAGGERSMITH:
Swordsmith[s] work would be strictly with all forms of swords and daggers.
WEAPONER
GENERAL: The weaponer would fashion all weapons not made by the other two
classes of weapon makers.
As with other hirelings of
this sort, the weapon maker must have a forge and a workroom.
He or she will have various
apprentices which are subsumed in the monthly cost.
A weapon maker is necessary
to support troops, 1 being required to support each 80 men or fraction
thereof.
If the weapon maker has
free time,
he or
she can turn out weapons at the rate of 1 weapon per day after an initial
start-up period of 1 month.
Exceptions to this rate
are composite and long bows
which
require a start-up time of 1 year and are turned out at the rate of 2-5
per month thereafter,
heavy crossbows which are
turned out at a rate of 15 per month,
and swords which are made
as follows:
scimitar
10/month
sword, bastard
8/month
sword, broad
15/month
sword, long
12/month
sword, short
20/month
sword, two-handed
5/month
Scabbards for all swords
will have to be manufactured by a leather
worker of some sort.
Location of a weapon maker
willing to take service with any player character should be difficult.
COST: 100 gp / mo.
(Cost does not incl. all
renumeration or special fees.
Add 10% of the usu. cost
of items handled or made by these hirelings on a per
job basis, i.e. an armorer
makes a suit of plate mail which has a normal
cost of 400 gp, so 10% of
that suit (40 gp) is added to
the costs of maintaining
the armorer.)
Weaponsmith (3, 17):
A weaponsmith can fashion
any weapon (other than
bows and finished arrows)
found in OA. In +addition+, he
can construct weapons from
the other AD&D gamer books if given a
copy
to work from. The amount
of time required to fashion any weapon but the
katana is two days per weapon.
The fashioning of a katana requires one
month. At the end of the
time period, 1d20 is rolled to check the success. If
the modified die roll is
25 or greater, the character has fashioned a
weapon of quality as explained
in the Treasure section. In such a case,
an additional two weeks
must be spent finishing a normal weapon. In the
case of a katana, two additional
months must be spent. At the end of this time,
the finished katana must
be taken to a temple and named by the priests
there. When this is done,
the katana is finished.
If the
die roll is a failure, but within 4 of the # needed for success,
the weapon is flawed. Flawed
weapons have the same effect as flawed
bows
explained under Bowyer above.
<
Sword, Misc. Weapon: +1 to hit, price
= x2d6
>
Weaponsmith (3*,
Int, -3): This highly specialized proficiency allows a
character to perform the difficult and
highly exacting work
involved in the making of metal weapons,
particularly those with
blades. The character blends some of the
skill of the blacksmith
with an ability to work fine detail to
create blades of strength and
sharpness.
The times required to make various types
of weapons are listed
on Table 12: Weapon Making, along with
the approximate cost in
materials to make one of the weapons listed.
Table 12: WEAPON MAKING
Weapon Construction | Time | Material Cost |
Arrowhead | 1-2/day | 1 cp |
Battle Axe | 10 days | 10 sp |
Hand Axe | 5 days | 5 sp |
Dagger | 5 days | 2 sp |
Crossbow, Heavy | 20 days | 10 sp |
Crossbow, Light | 15 days | 5 sp |
Fork, Trident | 20 days | 10 sp |
Scimitar | 3 days * | <> |
Spear, Lance | 4 days | 4 sp |
Shortsword | 20 days | 5 sp |
Broad Sword | 2 days * | |
Longsword | 30 days | 10 sp |
Bastard Sword | 3 3/4 days * | <> |
Two-handed Sword | 45 days | 2 gp |
Other | 1 day * |
* < x 6?> - OSRIC, page 135
Players can gain estimates for the times
required to make weap
ons that are not listed here by comparing
them to listed weapons.
When the construction of a weapon is completed,
the player
must make a Proficiency Check. If the
check is successful, it
means that the weapon created is of very
fine quality and will last
through many combats. If the check fails,
the weapon is still usable,
but has a limited lifespan. The weapon
breaks and becomes
useless if the character wielding it rolls
an unmodified 1 on his
d20 attack roll.
Option: As with the bowyer proficiency,
the character can
attempt to create a weapon of truly fine
quality at some risk if the
DM is agreeable. An unsuccessful Proficiency
Check means that
the weapon is worthless, but a successful
check means that a
nonmagical weapon has been created that
inflicts + 1 damage on
all successful attacks. If the unmodified
Proficiency Check is a
20, the weapon also receives a + 1 bonus
to all attack rolls.
Equipment:
This character needs to maintain a
small blacksmith’s shop,
with an additional array of tools for finishing the fine detail work
required in putting edges and ornamentation on weapons.
Cost: 1,500 gp (Unless noted, the
cost of raw materials might be 11-20%(1d10 + 10)of the value of the finished
work.) <>
Space: 40' x 30'
DMPrata wrote:
Gary, here's (I hope) a
question that hasn't been asked before: In the Dungeon Masters Guide, you
set a precedent (later expanded upon by others) that
meteoric iron could be enchanted
up to +3,
mithral-alloyed
steel to +4,
and adamantite-alloyed
steel to +5.
Then, in Unearthed Arcana,
you introduced the Sword +6, Defender and Sword +6, Holy Avenger.
Did you have some other
mythical metal in mind for these +6 weapons? Pure (as opposed to alloyed)
adamantite, perhaps? Or maybe glassteel? My players appreciate this added
level of detail, as opposed to, "Ho hum, another magical sword. . . ."
:roll:
Actually, that's the sort
of detail I dislike giving, as it seemingly encourages players to have
their PCs attempt to create magic items that are meant to be won by adventuring
success.
If I must, pure adamantite
would be the metal of a +6 weapon.
Cheers,
Gary
DMPrata wrote:
Thanks, Gary. While I haven't
had a problem with anyone crafting magic items (yet), I can see your point.
I use this mostly for flavor. When the villain draws his "long sword of
dull
grey metal, which seems to exude a purplish,
black
light-like radiance," I get the players' attention.
Understood, and a good plan
while it lasts
Cheers,
Gary
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