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Seamanship: The character is familiar with boats and ships. He is qualified to work as a crewman, although he cannot actually navigate. Crews of trained seamen are necessary to manage any ship, and they improve the movement rates of inland boats by 50 percent. 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. Set Snares: The character can make simple snares and traps, primarily to catch small game. These can include rope snares and spring traps. A proficiency check must be rolled when the snare is first constructed and every time the snare is set. A failed proficiency check means the trap does not work for some reason. It may be that the workmanship was bad, the character left too much scent in the area, or he poorly concealed the finished work. The exact nature of the problem does not need to be known. The character can also attempt to set traps and snares for larger creatures: tiger pits and net snares, for example. A proficiency check must be rolled, this time with a -4 penalty to the ability score. In both cases, setting a successful snare does not ensure that it catches anything, only that the snare works if triggered. The DM must decide if the trap is triggered. Thief characters (and only thieves) with this proficiency can also attempt to rig man-traps. These can involve such things as crossbows, deadfalls, spiked springboards, etc. The procedure is the same as that for setting a large snare. The DM must determine the amount of damage caused by a man-trap. Setting a small snare or trap takes one hour of work. Setting a larger trap requires two to three people (only one need have the proficiency) and 2d4 hours of work. Setting a man-trap requires one or more people (depending on its nature) and 1d8 hours of work. To prepare any trap, the character must have appropriate materials on hand. Characters with animal lore proficiency gain a +2 bonus to their ability score when attempting to set a snare for the purposes of catching game. Their knowledge of animals and the woods serves them well for this purpose. They gain no benefit when attempting to trap monsters or intelligent beings. Singing: The character is an accomplished singer and can use this ability to entertain others and perhaps earn a small living (note that bards can do this automatically). No proficiency check is required to sing. The character can also create choral works on a successful proficiency check. Spellcraft: Although this proficiency does not grant the character any spellcasting powers, it does give him familiarity with the different forms and rites of spellcasting. If he observes and overhears someone who is casting a spell, or if he examines the material components used, he can attempt to identify the spell being cast. A proficiency check must be rolled to make a correct identification. Wizard specialists gain a +3 bonus to the check when attempting to identify magic of their own school. Note that since the spellcaster must be observed until the very instant of casting, the spellcraft proficiency does not grant an advantage against combat spells. The proficiency is quite useful, however, for identifying spells that would otherwise have no visible effect. Those talented in this proficiency also have a chance (equal to _ of their normal proficiency check) of recognizing magical or magically endowed constructs for what they are. 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. Dwarves are among the most accomplished stonemasons in the world; they receive a +2 bonus when using this skill. Survival: This proficiency must be applied to a specific environment--i.e., a specific type of terrain and weather factors. Typical environments include arctic, woodland, desert, steppe, mountain, or tropical. The character has basic survival knowledge for that terrain type. Additional proficiency slots can be used to add more types of terrain. A character skilled in survival has a basic knowledge of the hazards he might face in that land. He understands the effects of the weather and knows the proper steps to lessen the risk of exposure. He knows the methods to locate or gather drinkable water. He knows how to find basic, not necessarily appetizing, food where none is apparent, thus staving off starvation. Furthermore, a character with survival skill can instruct and aid others in the same situation. When using the proficiency to find food or water, the character must roll a proficiency check. If the check is failed, no more attempts can be made that day. The survival skill in no way releases the player characters from the hardships and horrors of being lost in the wilderness. At best it alleviates a small portion of the suffering. The food found is barely adequate, and water is discovered in minuscule amounts. It is still quite possible for a character with survival knowledge to die in the wilderness. Indeed, the little knowledge the character has may lead to overconfidence and doom! Swimming: A character with swimming proficiency knows how to swim and can move according to the rules given in the Swimming section (Chapter 14: Time and Movement). Those without this proficiency cannot swim. They can hold their breath and float, but they cannot move themselves about in the water.
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Tightrope Walking: The character can attempt to walk narrow ropes or beams with greater than normal chances of success. He can negotiate any narrow surface not angled up or down greater than 45 degrees. Each round the character can walk 60 feet. One proficiency check is made every 60 feet (or part thereof), with failure indicating a fall. The check is made with a -10 penalty to the ability score if the surface is one inch or less in width (a rope), a -5 penalty if two inches to six inches wide, and unmodified if seven inches to 12 inches wide. Wider than one foot requires no check for proficient characters under normal circumstances. Every additional proficiency spent on tightrope walking reduces these penalties by 1. Use of a balancing rod reduces the penalties by 2. Winds or vibrations in the line increases the penalties by 2 to 6. The character can attempt to fight while on a tightrope, but he suffers a -5 penalty to his attack roll and must roll a successful proficiency check at the beginning of each round to avoid falling off. Since the character cannot maneuver, he gains no adjustments to his Armor Class for Dexterity. If he is struck while on the rope, he must roll an immediate proficiency check to retain his balance. Tracking: Characters with tracking proficiency are able to follow the trail of creatures and characters across most types of terrain. Characters who are not rangers roll a proficiency check with a -6 penalty to their ability scores; rangers have no penalty to their ability scores. In addition, other modifiers are also applied to the attempt, according to Table 39.
Table 39: Tracking Modifiers
Terrain Modifier Soft or muddy ground +4 Thick brush, vines, or reeds +3 Occasional signs of passage, dust +2 Normal ground, wood floor 0 Rocky ground or shallow water -10 Every two creatures in the group +1 Every 12 hours since trail was made -1 Every hour of rain, snow, or sleet -5 Poor lighting (moon or starlight) -6 Tracked party attempts to hide trail -5
The modifiers in Table 39 are cumulative--total the modifiers for all conditions that apply and combine that with the tracker's Wisdom score to get the modified chance to track. For example, if Thule's Wisdom score is 16 and he is trying to track through mud (+4), at night (-6), during a sleet storm (-5), his chance to track is 9 (16+4-6-5). (Thule is a ranger so he does not suffer the -6 penalty for non-rangers tracking.) For tracking to succeed, the creature tracked must leave some type of trail. Thus, it is virtually impossible to track flying or noncorporeal creatures. The DM may allow this in rare instances, but he should also assign substantial penalties to the attempt. To track a creature, the character must first find the trail. Indoors, the tracker must have seen the creature in the last 30 minutes and must begin tracking from the place last seen. Outdoors, the tracker must either have seen the creature, have eyewitness reports of its recent movement ("Yup, we saw them orcs just high-tail it up that trail there not but yesterday."), or must have obvious evidence that the creature is in the area (such as a well-used game trail). If these conditions are met, a proficiency check is rolled. Success means a trail has been found. Failure means no trail has been found. Another attempt cannot be made until the above conditions are met again under different circumstances. Once the trail is found, additional proficiency checks are rolled for the following situations: • The chance to track decreases (terrain, rain, creatures leaving the group, darkness, etc.). • A second track crosses the first. • The party resumes tracking after a halt (to rest, eat, fight, etc.). Once the tracker fails a proficiency check, another check can be rolled after spending at least one hour searching the area for new signs. If this check is failed, no further attempts can be made. If several trackers are following a trail, a +1 bonus is added to the ability score of the most adept tracker. Once he loses the trail, it is lost to all. If the modifiers lower the chance to track below 0 (for example, the modifiers are -11 and the character's Wisdom is 10), the trail is totally lost to that character and further tracking is impossible (even if the chance later improves). Other characters may be able to continue tracking, but that character cannot. A tracking character can also attempt to identify the type of creatures being followed and the approximate number by rolling a proficiency check. All the normal tracking modifiers apply. One identifying check can be rolled each time a check is rolled to follow the trail. A successful check identifies the creatures (provided the character has some knowledge of that type of creature) and gives a rough estimate of their numbers. Just how accurate this estimate is depends on the DM. When following a trail, the character (and those with him) must slow down, the speed depending on the character's modified chance to track as found from Table 39.
Table 40: Movement While Tracking
Chance to Track Movement Rate 1-6 _ normal 7-14 _ normal 14 or greater 3/4 normal
In the earlier example, Thule has a modified tracking chance of 9, so he moves at _ his normal movement rate. Tumbling: The character is practiced in all manner of acrobatics--dives, rolls, somersaults, handstands, flips, etc. Tumbling can only be performed while burdened with light encumbrance or less. Aside from entertaining, the character with tumbling proficiency can improve his Armor Class by 4 against attacks directed solely at him in any round of combat, provided he has the initiative and foregoes all attacks that round. When in unarmed combat he can improve his attack roll by 2. On a successful proficiency check, he suffers only one-half the normal damage from falls of 60 feet or less and none from falls of 10 feet or less. Falls from greater heights result in normal damage.
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Ventriloquism: The character has learned the secrets of "throwing his voice." Although not actually making sound come from somewhere else (like the spell), the character can deceive others into believing this to be so. When using ventriloquism, the supposed source of the sound must be relatively close to the character. The nature of the speaking object and the intelligence of those watching can modify the character's chance of success. If the character makes an obviously inanimate object talk (a book, mug, etc.), a -5 penalty is applied to his ability score. If a believable source (a PC or NPC) is made to appear to speak, a +2 bonus is added to his ability score. The observer's intelligence modifies this as follows:
Intelligence Modifier less than 3 +6 3-5 +4 6-8 +2 9-14 0 15-16 -1 17-18 -2 19+ -4
A successful proficiency check means the character has successfully deceived his audience. One check must be made for every sentence or response. The character is limited to sounds he could normally make (thus, the roar of a lion is somewhat beyond him). Since ventriloquism relies on deception, people's knowledge of speech, and assumptions about what should and shouldn't talk, it is effective only on intelligent creatures. Thus, it has no effect on animals and the like. Furthermore, the audience must be watching the character since part of the deception is visual ("Hey, his lips don't move!"). Using ventriloquism to get someone to look behind him does not work, since the voice is not actually behind him (this requires the ventriloquism spell). All but those with the gullibility of children realize what is truly happening. They may be amused--or they may not be. 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 is necessary to use this proficiency. The time and cost to make various types of weapons are listed on Table 41.
Table 41: Weapon Construction
Construction Material Weapon Time Cost Arrowhead 10/day 1 cp Battle Axe 10 days 10 sp Hand Axe 5 days 5 sp Dagger 5 days 2 sp H. Crossbow 20 days 10 sp L. Crossbow 15 days 5 sp Fork, Trident 20 days 10 sp Spear, Lance 4 days 4 sp Short Sword 20 days 5 sp Long Sword 30 days 10 sp 2-hd Sword 45 days 2 gp
Weather Sense: This proficiency enables the character to make intelligent guesses about upcoming weather conditions. A successful proficiency check means the character has correctly guessed the general weather conditions in the next six hours. A failed check means the character read the signs wrong and forecast the weather incorrectly. The DM should roll the check secretly. A proficiency check can be made once every six hours. However, for every six hours of observation, the character gains a +1 bonus to his ability score (as he watches the weather change, the character gets a better sense of what is coming). This modifier is cumulative, although sleep or other activity that occupies the attention of the character for a long period negates any accumulated bonus. Sometimes impending weather conditions are so obvious that no proficiency check is required. It is difficult not to notice the tornado funnel tearing across the plain or the mass of dark clouds on the horizon obviously headed the character's way. In these cases, the player should be able to deduce what is about to happen to his character anyway. 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.
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Chapter 6: Money and Equipment
Although your character has some impressive abilities and skills, he really isn't going to be effective without the equipment necessary for adventuring. To get this equipment, he needs money. Not only does he need money to outfit himself, but your character also has to cover his living expenses. Although there are many different types of coins and currencies in the world, all prices and treasures in the AD&D rules are given in standard coinage. Your DM may have specific names for different coins and may have different rates of exchange, but this is material particular to his campaign. He will tell you if there are differences from the coins listed here. The standard rate of exchange for each coin is given in Table 42. The basic coins are the copper piece (cp) and the silver piece (sp). These form the backbone of the monetary system and are the coins most frequently found in the hands of the common folk. Above these two coins is the much rarer gold piece (gp). This coin is seldom found in common use and mainly exists on paper as the standard money of account. This means it is used to measure the value of property and goods. Land values, ship cargoes, gemstones, and penalty bonds (royal court fines) are normally calculated in gold pieces, although payment of such vast sums normally takes other forms. In addition to these coins, there are other unusual metals used in exchange. Most of these come from failed currencies. As such, they are viewed with skepticism by many honest folk. Principal among these coins are the electrum (ep) and platinum pieces (pp). These coins are rarely circulated, and most are hidden away in ancient treasure hoards. However, remember that not all wealth is measured by coins. Wealth can take many forms--land, livestock, the right to collect taxes or customs, and jewelry are all measures of wealth. Coins have no guaranteed value. A gold piece can buy a lot in a small village but won't go very far in a large city. This makes other forms of wealth, land for instance, all the more valuable. Indeed, many a piece of jewelry is actually a way of carrying one's wealth. Silver armbands can be traded for goods, a golden brooch can buy a cow, etc. In your adventures, wealth and riches may take many different forms. Furthermore, in your DM's campaign, there may be special situations or considerations to bear in mind. The Kingdom of Gonfli may be at war with the neighboring Principality of Boosk. Patriotic Gonflians might refuse Boosk coins (probably because they think the coins are worthless). Practical Booskites might accept the Gonfli florin at half normal value (so they can melt them down and mint new Boosk drachmas). Of course, both groups would send your character to the local money changer (if there is one), who would cheerfully convert your foreign coins to the local tender. He will, of course, charge a small commission (10-30%) for this service.
Table 42: Standard Exchange Rates
Exchange Value Coin CP SP EP GP PP Copper Piece (CP) = 1 1/10 1/50 1/100 1/500 Silver Piece (SP) = 10 1 1/5 1/10 1/50 Electrum Piece (EP) = 50 5 1 ½ 1/10 Gold Piece (GP) = 100 10 2 1 1/5 Platinum Piece (PP) = 500 50 10 5 1
Situations such as these can affect the value of any coin. If your characters start flashing about a lot of gold, pumping it into the local economy, merchants will quickly raise prices. As another example, the local lord may commandeer most of the region's horses for his knights, making those left all that much more expensive.
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Starting Money All player characters begin with some amount of cash. This nest egg may be your character's life savings. It may be a gift from his parents to start him out in the world. It may be his booty from an army campaign. Perhaps he stumbled across a small treasure chest, whetting his appetite for greater and more dangerous prizes. How he came by his money is not important (although it may be fun to know). You are free to create any explanation you want. To learn your character's starting funds, roll the dice indicated for his group in Table 43. This is the number of gold pieces your character has to obtain equipment. If you are creating a character starting out at a level above 1st level, check with the DM to see if you can increase your character's funds beyond the amounts given here. Multi-class characters use the most advantageous die range of their classes.
Table 43: Initial Character Funds
Character Group Die Range Warrior 5d4 x 10 gp Wizard (1d4+1) x 10 gp Rogue 2d6 x 10 gp Priest * 3d6 x 10 gp
*Priest characters can use their money only to purchase equipment and goods. Once all purchases are made, the priest character must return all but two or three of his remaining gold pieces to his superiors (since his equipment is supplied by his organization). Priests cannot lend any of their initial funds to other characters.
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Equipment Lists The following lists include much of the equipment your character needs for adventuring. The most basic of these are weapons, armor, clothing, and outfitting gear. The other lists provide goods and services your character may need during the course of his many adventures. While most items are always available, your DM may add to or delete from these lists. What you want may not be available or, if your DM has set his game in a specific time period, may not have been discovered or invented yet! While he should tell you which items are and aren't available, you should ask if you have any doubts, particularly on large purchases. Many of the uncommon items in these lists are explained in the following pages. The price given for each item in the lists is its average price, the amount you can expect the item to cost in a normal economy. However, large cities, barren wildernesses, and places with brave adventurers carrying bags full of gold are not normal economies. In these places you may find yourself paying more (very rarely less) than the amount listed. You can also haggle with merchants over prices, although to speed up the game it's recommended that you save this for your important purchases. If you wind up haggling over the cost of every tankard of ale, your character is going to spend more time being a pennypincher than an adventurer!
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Table 44: Equipment
Clothing Belt 3 sp Boots -- Riding 3 gp Soft 1 gp Breeches 2 gp Cap, hat 1 sp Cloak -- Good cloth 8 sp Fine fur 50 gp Girdle 3 gp Gloves 1 gp Gown, common 12 sp Hose 2 gp Knife sheath 3 cp Mittens 3 sp Pin 6 gp Plain brooch 10 gp Robe -- Common 9 sp Embroidered 20 gp Sandals 5 cp Sash 2 sp Shoes 1 gp Silk jacket 80 gp Surcoat 6 sp Sword scabbard, hanger, baldric 4 gp Tabard 6 sp Toga, coarse 8 cp Tunic 8 sp Vest 6 sp
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Daily Food and Lodging Ale (per gallon) 2 sp Banquet (per person) 10 gp Bread 5 cp Cheese 4 sp City rooms (per month) -- Common 20 gp Poor 6 sp Common wine (pitcher) 2 sp Egg or fresh vegetables 1 cp Grain and stabling for horse (daily) 5 sp Honey 5 sp Inn lodging (per day/week) -- Common 5 sp/3 gp Poor 5 cp/2 sp Meat for one meal 1 sp Meals (per day) -- Good 5 sp Common 3 sp Poor 1 sp Separate latrine for rooms (per month) 2 gp Small beer (per gallon) 5 cp Soup 5 cp
Household Provisioning Barrel of pickled fish 3 gp Butter (per lb.) 2 sp Coarse sugar (per lb.) 1 gp Dry rations (per week) 10 gp Eggs (per 100) 8 sp (per two dozen) 2 sp Figs (per lb.) 3 sp Firewood (per day) 1 cp Herbs (per lb.) 5 cp Nuts (per lb.) 1 gp Raisins (per lb.) 2 sp Rice (per lb.) 2 sp Salt (per lb.) 1 sp Salted herring (per 100) 1 gp Spice (per lb.) -- Exotic (for example, saffron, clove) 15 gp Rare (for example, pepper, ginger) 2 gp Uncommon (cinnamon) 1 gp Tun of cider (250 gal.) 8 gp Tun of good wine (250 gal.) 20 gp
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Services Bath 3 cp Clerk (per letter) 2 sp Doctor, leech, or bleeding 3 gp Guide, in city (per day) 2 sp Lantern or torchbearer (per night) 1 sp Laundry (by load) 1 cp Messenger, in city (per message) 1 sp Minstrel (per performance) 3 gp Mourner (per funeral) 2 sp Teamster w/wagon 1 sp/mile
[ 此贴被某瞎子在2006-07-30 04:30重新编辑 ]
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Transport * Barge 500 gp Canoe -- Small 30 gp War 50 gp Caravel 10,000 gp Carriage -- Common 150 gp Coach, ornamented 7,000 gp Chariot -- Riding 200 gp War 500 gp Coaster 5,000 gp Cog 10,000 gp Curragh 500 gp Drakkar 25,000 gp Dromond 15,000 gp Galleon 50,000 gp Great galley 30,000 gp Knarr 3,000 gp Longship 10,000 gp Oar -- Common 2 gp Galley 10 gp Raft or small keelboat 100 gp Sail 20 gp Sedan chair 100 gp Wagon or cart wheel 5 gp
* Movement rates for this equipment are given in the DMG.
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