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Prior to this point the Underdark had been seen in the famous D "Descent into the Depths of the Earth" , and D3: "Vault of the Drow" adventures, but there it had simply been the locale for a single adventure. Niles now offered it up as a general adventuring place and also for the first time ever named it "the Underdark.

A couple of Dragon writers used "Deepearth" and "Underdark" interchangeably in later years, but Underdark won out as the term of choice. Introducing Skills. In the previous year, Zeb Cook had introduced "non-weapon proficiencies" in Oriental Adventures Before then, there had been some classic-specific skills for thieves, assassins, and rangers, but nothing generalized. This is generally marked as an important element of the "1. That's a somewhat odd statement given that Oriental Adventures appeared under his watch and in fact is marked with his copyright.

Perhaps he'd felt like it was more appropriate in the Asia-influenced world of Oriental Adventures. Isometric Mapping. The DSG contains instructions on how to create isometric maps, featuring perspective and easily showing differences in depth. These maps were popular at the time, featuring attractively in a few adventure by architectural dungeon designer Tracy Hickman, such as I6: "Ravenloft" and DL1: "Dragons of Despair" Now the average GM could mimic the style. The Guide Repackaged.

The DSG was either overprinted, undersold, or both. Future History. Wizards of the Coast liked the name of the DSG enough that they've reused it. Their first Dungeon Survival Guide was released without any mechanics and read more like a catalog of unavailable supplements. Into the Unknown: The Dungeon Survival Handbook for 4e was probably more what people expected for a thematic successor, as it includes some info on the Underdark and lots of crunch too.

About the Creators. Niles was one of TSR's busiest designers in the 80s. One of his recent projects before the DSG was the Battlesystem mass combat system, so it's no surprise that the DSG includes new Battlesystem rules. Please feel free to mail corrections, comments, and additions to shannon. These PDF files are digitally watermarked to signify that you are the owner.

A small message is added to the bottom of each page of the PDF containing your name and the order number of your purchase. Warning : If any files bearing your information are found being distributed illegally, then your account will be suspended and legal action may be taken against you. Log In. New Account or Log In. Hide my password. Get the newsletter. Subscribe to get the free product of the week!

One-click unsubscribe later if you don't enjoy the newsletter. Log In with Facebook. Log In I am new here. Remember me. Error: No match for email address or password. Password forgotten? Click here. Advanced Search. Dungeoneer's Survival Guide 1e. From Wizards of the Coast. Watermarked PDF. Average Rating 20 ratings.

Thus, it is more advantageous to have either the first or the last character fall, especially if the character next to the first or the last one is a skilled climber. Impromptu Bridges Courageous characters can create and cross the following types of bridges, with varying degrees of risk.

Note, however, that modifiers for armor and race affect this roll normally. Rope bridges can be quickly sabotaged by chopping through one of the ropes. A character on the bridge when this occurs must make an unmodified Climbing Check or fall. Armor and racial modifiers also apply to log bridge crossings. Because of the greater weight of a log bridge, it is much harder to sabotage than a rope bridge.

Assuming a log 1 feet in diameter, a normal human can move a log of 10 feet or shorter length. A human with 17 or 18 Strength or a creature like an ogre can move a foot log.

A hill giant, or a fairly young dragon, can move a log of foot length. A large giant or dragon is able to move a or foot log. BRIDGES In networks of subterranean passages that have been in use for centuries or millennia, it is not uncommon to discover a bridge over a crossing. Regardless of the type, if a bridge has been maintained periodically, and has not been sabotaged, characters can cross without making any checks. If the bridge has fallen into disrepair, or someone has taken steps to weaken or destroy it, the crossing becomes a risky proposition.

The following types of bridges are commonly found in the underearth, each with its own characteristics and risks. Permanent Bridges Suspension bridges are among the easiest to build. They are generally anchored in at least two locations on each side, and often in three or four. The problems with suspension bridges generally relate to the rotting of the wood and rope elements of the bridge, although occasional loosening of the anchors can also present problems. If this occurs, the character must make a successful Climbing Check or fall.

If the character fails the first Climbing Check, this means that he has fallen through the bridge or off to one side. He is entitled to one more Climbing Check to determine if he can catch a piece of the bridge and arrest his fall.

The character can drop whatever he is holding in order to free both hands. Sawing through a rope support of a suspension bridge can be done in one round, but such damage is readily visible to any character who examines the bridge. Wooden bridges are relatively uncommon in dungeons, since the constant humidity makes them very susceptible to rot. A foot fall, for example, inflicts a total of 6d6 points of damage to a character. The maximum damage that any fall can inflict is 20d6, regardless of the height from which the character falls.

The maximum damage that a character can sustain by falling over a waterfall is 1Od6. Sliding Down Slopes A character sliding down a sloping surface does not receive as much damage as someone falling through open space. On the sloping surface, however, the character suffers abrasions all the way down, unless the slope is very slippery, such as smooth wet rock or ice.

A character sliding down a sloping surface suffers no damage in the first 20 feet, but suffers l d 6 points of damage for each 10 feet of the slide thereafter. In addition, the damage caused by landing is l d 6 for each 40 feet of the slide.

If the slope is smooth and relatively slippery, the character sustains no damage while sliding, but takes double the normal damage upon landing.

Stopping a Fall If a character falls for any reason and is next to a wall or other climbing surface, he can attempt to slow his fall by catching onto the surface. A slippery climbing surface cannot be used to stop a fall.

Many aspects of spelunking are subsumed under other movement rules, particularly climbing, swimming, and jumping. Mapmaking is another dungeoneering skill that has obvious benefits for cave exploration.

Often a cave presents extremely constricted areas of movement to a character, and this section details the effects of such tight passageways.

Also, many cave sections are choked with rubble or require excavation, so information on clearing these passages is presented as well. Landing The normal damage caused by falling is based on the premise that the character lands on a smooth, but hard, surface.

Obviously, different surfaces cause differing amounts of damage. Rough landings deposit the unfortunate character on a surface of broken rocks or other debris, or a slanted surface that sends the character ricocheting off to the side. Landings on a rough surface inflict double the normal damage from the fall. Spikes or other weapon-like features of a landing area inflict damage beyond that caused by the fall. Such damage is determined by how closely packed the deadly obstacles are: usually each spike causes an extra d6 of damage.

When spikes or other obstacles are placed in an area, the DM should choose a number of dice to reflect how closely the spikes are packed. A l d 6 group of spikes means that a character will impale himself on of the spikes when he falls, while a 3d6 grouping indicates spikes that are much more densely packed. A character striking them will suffer from d6 of damage in addition to that inflicted by the fall. Soft landings include yielding surfaces such as sand, mud, soft loam, pine branches, or flesh.

A character fortunate enough to make a soft landing takes only half the damage that the fall would normally inflict. Very Soft landings generally result from some sort of prepared cushion of feathers or straw, etc. Occasionally a character might be fortunate enough to fall into a very soft landing without planning for it, but this is very unusual. A character making a very soft landing can make a saving throw vs.

If the save is successful, the character sustains nodamageat all; if it is unsuccessful, he takes half the normal amount of damage for the fall. Water landings can be virtually painless if a character lands correctly, but can be every bit as damaging as a fall onto hard stone if the character does a belly-flop or lands on his back. When a character falls, he can attempt to make a Dexterity Check if he suspects or knows that he will be landing in water. If the check is successful, the character takes I d 6 of damage for every feet of the fall, rounded up.

For example, if a character is falling feet into water, but has made a successful Dexterity Check, he suffers only 3d6 of damage. This indicatesthat the character has positioned himself to enter the water cleanly, either head or feet first. If the check is unsuccessful, however, the character sustains the normal damage from the fall.

A character cannot attempt to stop a fall by catching onto a climbing surface and make a Dexterity Check to land in water during the same round. If the fall lasts more than one round, he can attempt a Dexterity Check on the second round. However, since the heights of individuals within a party may vary widely, the effects of the following conditions will also vary from one party member to the next.

The character suffers no adverse combat effects. Of course, this means that occasionally humans will be grunting painfully along on all fours while their halfling, and perhaps dwarven, companions trot along with no more precautions than an occasional ducking of their heads.

See the limits below for the minimum heights and widths of tunnel that can accomodate characters of different races. If he should be so unfortunate as to engage in combat while in this awkward position, he suffers a -5 penalty to all of his attack rolls.

He also loses all Dexterity and shield bonuses to AC. Additionally, weapons such as longbows, broadswords, and battleaxes cannot be employed in these close quarters. A character who is prone because of a low ceiling suffers even more serious penalties to his chance in combat.

Of course, the space required limits his choice of weapons even further. In addition, the character suffers a -8 modifier to all of his attack rolls, and can gain no Armor Class benefits from a shield or a Dexterity bonus. The minimum tunnel widths that can accomodate different characters are listed below.

Characters excavate solid barriers at the rates listed in Table Mining Rates on page These rates assume that the characters are using pickaxes to aid in the excavation. If other metal tools, such as shovels or swords, are substituted, the rate of excavation is only of the rate listed. Fatigue, as noted on page 69 of the DMG,is influenced by a wide variety of factors. These fatigue rules are intended as an abstract representation of how a character can be affected by fatigue and exhaustion.

These effects only occur if a character spends time engaged in unusually strenuous activities. Merely marching along, even over difficult terrain, is not considered such an activity for purposes of this rule. Unusually strenuous activities include fighting, running, climbing continuously, chopping wood, swimming in rough or swiftly moving water, or moving while encumbered. Even in such cases, a character can avoid the effects of fatigue by resting for two turns after exerting himself for four turns.

As long as this pattern of rest is maintained, the character is not susceptible to the effects of fatigue. If a character spends six turns performing an unusually strenuous activity without two turns of rest , the player must make a Constitution Check.

If the check fails, the character becomes fatigued. If the check is successful, the character can continue to function normally.

If, however, he performs five more turns of unusually strenuous activity, the player must make another Constitution Check, with the same effects as described above.

If this second check is successful, but the character continues to labor, the next check is made after four turns of strenuous activity, and so on until the character must check every turn. After the first or any later ConstitutionCheck, if they have all been successful, the character can fully recover his strength himself by spending an hour six turns resting.

These sizes assume that the character is not wearing any kind of bulky armor or backpack. Usually a character drags his pack behind him, thus enabling negotiation of tighter passages. If a character is wearing armor, the minimum size of the tunnel he can pass through must be increased, based on the type of armor worn. The following table lists the increases in tunnel size needed to accomodate armor of various types. Effects of Fatigue If a character becomes fatigued, the following effects occur immediately, and last until the character has an opportunity to rest for two hours 12 turns.

Henchmen, however, will not desert because of temporary lowering of Charisma. In addition, the character must apply a -2 penalty to all of his attack rolls, damage rolls, and saves.

A fatigued character can continue to perform the strenuous activity that caused him to become fatigued, but he runs the risk of becoming exhausted. The fatigued character must make a Constitution Check every turn that he performs the strenuous activity, rolling against his revised Constitution.

If a fatigued character fails one of these Constitution checks, he becomes exhausted. Rubble Loose rocks are a common enough obstacle in caves and dungeons, especially older ones. The natural erosion that occurs gradually causes material to fall from the ceiling to the floor.

Also, previous inhabitants may have pushed rubble into an area purposely, using it as a dump. If the rubble is loosely packed-i. Of course, there is often no way to tell how much of the corridor may be blocked by such debris. In one turn of excavation, a character can clear l d 4 feet of passageway to a width equal to the minimum passageway size listed in Table 7.

If the passage is only partially blocked, the distance that can be cleared in a turn is increased to 2d4 feet. For each turn less than three, however, allow a -1 modifier to the d12 roll. If characters travel over rough or uneven floors in darkness, or stand a chance of tripping over small rocks or other rubble, the DM can require as many Dexterity Checks as he deems appropriate.

Each failed Dexterity Check means that the character sustains 1 point of damage in a rough fall. Characters traveling over these surfaces can prevent any such accidents by slowing their movement to their normal rate. Effects of Exhaustion An exhausted character cannot perform any voluntary physical labor. Instead, he must rest until he has fully recovered. If forced to act because of a life or death situation a monster attack, for example , the character functions with the following penalties.

An exhausted character suffers a -4 penalty to all attribute and combat scores affected by fatigue. This penalty is instead of, not in addition to, the effects of fatigue. A character can attempt to recover from exhaustion after one hour of uninterrupted rest.

If this check is successful, the character becomes merely fatigued. If the check is unsuccessful, the character must rest for a full hour before trying again, and so on until the character becomes fatigued instead of exhausted.

Recovery from fatigue occurs as described above. Ice is probably the most common slippery surface, but oily patches of smooth rock, or even the secretions of monsters such as the boggle, can create slippery conditions. Characters who cautiously tread on slippery surfaces can avoid the risk of falling down.

Individuals moving thus can travel at their normal movement rate as long as they move in a straight line. If the character attempts to turn, stop suddenly, or break into a run, the player must make a Dexterity Check or the character will fall down.

Characters who fall down do not suffer damage, but must spend a full round climbing to their feet. In this case, he can turn without making a Dexterity Check.

Characters engaging in melee combat on such surfaces must make a Dexterity Check before every attack. The character must spend the next round getting to his feet, during which the AC penalty remains in effect; the character cannot make an attack during this round.

In addition, the character incurs a -4 penalty on all of his attack rolls. Crampons are spiked plates of metal that a character can lash to the soles of his shoes or boots. In some cases, boots are made with spikes attached. Characters wearing crampons always retain their footing on slick surfacesthey need not make any Dexterity Checks while turning or fighting.

A pair of crampons requires one turn to attach and half Mat long to remove. If a character attempts to walk on a nonslippery surface in crampons, he will make twice as much noise as he otherwise would, and will wear out the crampons in l d 6 miles of such abuse. Even characters with infravision have difficulty seeing objects that are the same temperature as the surroundings of the underearth. This can be a very unsettling experience for a group of adventurers.

The following effects can help recreate this situation for gaming. If characters try to move at their normal movement rates in complete darkness, even probing the floor and walls ahead of them does not guarantee that the party avoids hazards. If a character encounters an obstacle while moving in darkness, he must make a Dexterity Check. Failure means that the character does not detect the obstacle in time to react, and his momentum carries him into it.

This pace is slow enough to keep the lead characters from blundering into any gaping holes in the floor, or walking off the edge of a cliff. This also assumes that the characters are steadily probing the ground in front of them as they plod along. Unless a character has some means of determining direction, such as trailing a hand along a corridor wall, it is virtually impossible to walk in a straight line in complete darkness.

This is not usually an issue in narrow dungeon passages. On the wide-open but pitch-dark plains of some realms of the underearth, however, it is truly a formidable task for a character to keep his bearings about him. The DM should make a secret roll on ld12 to determine the unknown changes of course that might occur if characters walk in complete darkness. The Oriental Adventures rules introduced nonweapon proficiencies for artistic, practical, and social categories.

If proficiencies are available to the player characters, then non-player characters should also be allowed to earn them, or the balance of the game will suffer. All characters start play with a number of proficiency slots at 1st level. Slots that are not devoted to! Characters are not required to fill all of their proficiency slots; those not filled can be saved and used at a later time.

Once a proficiency slot has been filled, however, it cannot be changed for any reason. Table Character Proficiencies lists the number of proficiencies allotted to each character class, the number of proficienciesthat must be assigned to weapon and nonweapon areas, and the number gained per level. A boatwright, for example, given all of the tools of his trade, plenty of raw materials, and time, is able to produce a boat to any realistic set of specifications. If the same boatwright is stranded in a dank underground cave with a few pieces of rope and whatever driftwood happens to float by, however, he must make a Proficiency Check to determine whether his attempt to build a crude boat is successful.

A Proficiency Check for use of a proficiency is necessary in two cases: to determine if the specific task is performed within a given set of limitations as in the boatbuilding example , or to gauge the quality of a piece of work when such an evaluation is desired.

A Proficiency Check is made exactly like an Ability Check. In many cases, a proficiency will be listed with an Ability Check modifier see the specific proficiencies. This is a die roll modifier. In addition, as a character uses additional proficiency slots to improve a given proficiency instead of adding a new one , the proficiency die roll modifier is increased by 2 for each additional slot.

When the check is to determine the quality of workmanship, a successful roll means that the work is of superior craftsmanship. The exact amount of success determines the degree of perfection, so that a 20 equals a nearly flawless creation.

Regardlessof modifiers, whenever a Proficiency Check results in a 3 or less, the attempt to use the proficiency fails. This time requirement assumes that the character devotes his entire working day to his proficiency. If the character takes time out to hunt, fight, or yield to any other distractions, the time required to accomplish the task should be correspondingly increased. In addition to the weapons proficiencies described in the Players Handbookand UnearthedArcana, characters can learn proficiencies in various areas related to underground exploration.

Since all characters spend time engaged in pursuits other than combat, these nonweapon proficiencies reflect abilities gained through noncombat activities. Nonweapon proficiencies allow players an additional opportunity to develop well-rounded characters. A variety of nonweapon proficiencies can help ensure the survival of a character and his party.

Players are encouraged to distribute nonweapon proficiencies among their characters. The number to the left of the slash is the number of weapon proficiencies; the number to the right is the number of nonweapon proficiencies.

Characters must fill the slots with the appropriate type of proficiency. Add Proficiencyper Levellists the number of experience levels that must be gained before the character is entitled to add another proficiency. For example, per 4 levels means that the character must advance four levels to earn an additional proficiency in both the weapon and nonweapon categories.

First level is included when counting levels. Characters who have earned Secondary Skills in their campaign should be granted proficiencies in these areas of skill. Converting Secondary Skills to proficiencies requires one proficiency slot for every one or two Secondary Skills. Thus, characters with two Secondary Skills can earn proficiencies in both areas by using only one proficiency slot.

Since some Secondary Skills do not have corresponding proficiencies in these rules, they continue to function as normal Secondary Skills.

This section includes two types of proficiencies: adventuring proficiencies and craftsman proficiencies. Some useful adventuring proficiencies include climbing, swimming and boating.

Craftsman proficiencies generally represent skills that help a character prepare for adventuring, and these skills often require a great deal more equipment and resources than adventuring skills do.

Weaponsmith, smelter, and boatwright are proficiencies of the craftsman class. There are normally gaps between adventures and there may even be unoccupied hours during the course of the adventures themselves. These free periods allow characters sufficient time to learn and develop new skills. The only requirements for learning a proficiency are that the character have the necessary tools at hand and, when first learning the skill, be in an environment where he can receive training and guidance from those skilled in the art.

To learn to build a boat effectively, a character must have a body of water available, the wood, skins, reeds, or other material that he intends to build the boat with, and the presence and cooperation of a skilled boat builder.

It may occasionally be possible for a character to obtain a magical item that can aid in the use of a given proficiency. Such items are only useful if the character possesses the appropriate proficiency. If the proficiency is known, the magical item can either improve the success rate of the character when employing the proficiency, or improve the quality of the product or function of the proficiency. Proficiencies can also be improved as characters advance in levels and gain access to more proficiency slots.

When a slot is added, it can be used to augment an existing proficiency instead of adding a new one. The modifier the number that is added to the appropriate ability score for Proficiency Checks of a proficiency thus enhanced is increased by two.

For example, a character with a miner proficiency modifier of -1 could increase that rating to 1 by adding an additional slot of proficiency to his miner skill.

E through a period of training for a peaceful skill. This means that a character has progressed through the apprenticeshipto the journeyman stage of his craft. After one to four years of practice as a journeyman, the character advances to the master level of his profession, and is granted an additional proficiency slot. For every four years of work thereafter, he gains an additional proficiency slot. Thus, as a master craftsman gains decades of experience, he becomes very skilled at what he does.

This creates a more realistic representation of the roles of such skilled noncombatant characters. A character with an adventuring character class can elect to gain peaceful proficienciesin lieu of weapon proficiencies. As the character advances in level, he can elect to gain one additional nonweapon proficiency slot at a cost of one weapon proficiency slot. He cannot, however, gain additional weapon slots by sacrificing nonweapon slots.

I , Optional Bonuses The DM, as always, is allowed to modify and expand on the rules for nonweapon proficiencies. Naturally, most adventurers do not have a great deal of time in which to pursue these extra skills. Characters who do not devote much of their time to the mastering of character class skills, however, tend to become even more proficient in nonweapon skills than player characters. These artisans devote their lives to perfecting proficiencies that do not involve adventure and combat.

In order to calculate the proficiency rating of these characters at an appropriately accomplished rate, a conversion is necessary. For example, a shield would require two weeks of work, whereas a suit of full plate armor would require 18 weeks of work.

If the Proficiency Check indicates a failure but is within four of the amount needed for success, the armorer has created usable, but flawed, armor.

Such armor functions as one Armor Class worse than usual, although it looks like the armor it was intended to be. Only a character with armorer proficiency can detect the flaws, and this requires careful and detailed inspection. If the flawed armor is struck in melee combat with a natural die roll of 19 or 20, it breaks.

Until the character can remove the broken armor a process requiring l d 4 rounds , the character moves at of his normal rate and suffers a -4 modifier on all of his attack rolls. If an armorer is creating a suit of field plate or full plate armor, the character who will use the armor must be present at least once a week during the creation of the armor, since such types of armor require very exact fittings. Blacksmith: A character with blacksmith proficiency is capable of making tools and implements from iron.

Use of the proficiency requires a forge with a coal-fed fire and bellows, as well as a hammer and anvil. The character cannot make armor or most weapons, but can craft crowbars, grappling hooks, horseshoes, nails, hinges, plows, and most other iron objects.

A blacksmith is also capable of making a limited collection of weapons, primarily hammers and maces. He can make a weapon provided that it does not have a sharp edge or sharp point. Boatwright: The boatwright, or boatbuilding, proficiency allows a character to construct all sorts of watercraft, up to a maximum size of 60 feet long. Larger vessels require the skills of a character with shipbuilding proficiency, an area outside the province of underground exploration.

The time period requiredto build a boat depends on its size. As a general guide, the boat requires one week of construction time per foot of length.

Two characters with boatwright proficiency cut this time in half; three reduce it to one third, etc. A maximum of one boatwright per five-foot length of the boat can work on the vessel simultaneously.

The basic boat includes the hull, masts, deck, and benches as required. Additional features such as a cabin or sealed hold add about a week apiece to the construction time. Characters without boatwright proficiencycan aid the boatwright in construction, but it takes two such characters to equal the time savings that one additional skilled boatwright would provide. BowyerlFletcher: This character can make bows and arrows of the types given in the Players Handbook weapons lists on pages 37 and A weaponsmith is required to fashion arrowheads, but the bowyer1fletcher can perform all other necessary functions.

The construction time for a long or short bow is one week; composite bows require two weeks; l d 6 arrows can be made in one day. When the construction time for the weapon is completed, the player makes a Proficiency Check. If the check is successful, it means that the weapon is of fine quality and will sustain many years of normal use without breaking. If the check fails, the weapon is still usable, but has a limited lifespan: An arrow breaks on the first shot; a bow breaks if the character using it rolls an unmodified 1 on his d20 attack roll.

Option: If a character wishes to create a weapon of truly fine quality and the DM allows it, the player can opt to use this alternate procedure for determiningthe success of his attempt.

When the Proficiency Check is made, any failure means that the Craftsman Proficiencies Each proficiency on Table Craftsman Proficiencies gives the number of proficiency slots required to gain that proficiency. In addition, any die roll modifiers that apply to the Proficiency Check are listed.

Remember, the Proficiency Check is made like an Ability Check. When the slots required number is marked with an asterisk, a Proficiency Check is required every time that proficiency is used. The appropriate ability score to use for the Proficiency Check is given for each Proficiency.

Abiiity Wisdo lntellige Streng Intelligence Dexterity Strength 1 1 1 Dexterity Intelligence Strength -2 -2 -2 Slots Required -2 -1 0 This proficiency requires a d20 roll for success each time it is used. Animal Trainer: A character with this proficiency must declare what type of creature he will specialize in at the time the proficiency is first gained.

Common examples include horses, dogs, falcons, pigeons, or elephants. A character can select a more exotic species if he wishes. The training of an animal for a typical role requires three months.

An animal trainer can have up to six animals in training at a given time. Typical roles include guarding and attack for dogs , riding for horses , and heavy labor for elephants.

Animals that have been trained in their typical areas can occasionally be given additional training to increase the number of functions that they can perform. Such additional training requires another three months, and an animal trainer can work with no more than three animals during this type of training.

Examples of additional training include training elephants, horses, or dogs for war, and training falcons to retrieve specific objects. The DM must decide the chance of success if a character attempts to train an animal to perform a task at the very limits of possibility.

After the advanced training period is over, the character must make an unmodified Proficiency Check for each animal trained. Success means that the animal can perform the advanced tasks it has been taught.

Armorer: This character can make all of the types of armor listed in the Players Handbook and Unearthed Arcana tomes, given the proper materials and facilities. When making armor, the Proficiency Check is rolled at the end of the normal construction time. However, a successful check means that the weapon enables the character to use Strength bonuses to attack rolls and damage. Carpenter: A character with carpenter proficiency is needed for the construction of wooden shelters, towers, barricades, and other structures.

A single carpenter can build a wooden object the size of a foot cube in a week. This time can be reduced by helpers, so that seven characters-only one of whom must be a carpenter-can build a foot cubic structure in a day.

One carpenter is needed for every nine non-carpenter workers. Gem Cutter: A character with this proficiency can finish the rough gems that are discovered through mining at a rate of l d l O stones per day. A gem cutter derives no benefit from the assistance of nonproficient characters.

Every gem-cutter must work with a good light source, and needs an assortment of chisels, small hammers, and specially hardened blades. Leatherworker: This proficiency allows a character to tan and treat leather, and to make clothing and other leather objects.

The character can make leather armor, as well as backpacks, saddlebags, saddles, and all sorts of harnesses. Miner: The uses of this proficiency are primarily described and expanded upon in the rules on mining page A character with this proficiency is needed to find a site for a mine, and to supervise the operations of the mine.

Potter: A character with this proficiency can create any type of clay vessel or container commonly used in the campaign world. The character requires a wheel and a kiln, as well as a supply of clay and glaze. The character can generally create two items of small or medium size, or one item of large size per day. Then the pieces of pottery must be fired in the kiln for an additional day. The raw materials involved cost three cp to make a small item, five cp to make a medium-sized item, and one sp to make a large item.

Smelter: The smelter proficiency is closely tied to the miner proficiency, since between them they provide all of the metal used in the campaign world. A character with this proficiency can operate a smelter, which is essentially an extremely hot forge.

Using this forge and the occasional application of certain liquids, including water and acids, the smelter separates the metal from the rocky ore with which it is usually mined.

The amount of ore that can be processed is more a function of the size of the smelter than the character's working rate. A small smelter can process ore as fast as four miners can produce it. A medium smelter can process the ore excavated by up to 20 miners. A large smelter can process the ore excavated by up to miners. Because of the materials needed to operate it, a smelting operation costs money to maintain. This expense is in addition to the cost of the smelting equipment itself listed on the new equipment tables.

A small smelting operation costs five gp per day to operate; the cost of a medium smelting operation is 12 gp per day, and a large smelting operation costs 25 gp a day to run. The smelter only costs money when it is operating.

Thus, it is common practice to collect a stockpile of ore before beginning to smelt it, so that the smelter can run at maximum efficiency until all the stockpiled ore has been processed. Stonemason: A character with this proficiency is able to build structures from stone in such a fashion that they last for many years.

The stones are often, but not always, mortaredtogether. A stonemason equipped with chisels, hammers, wedges, and a block and tackle can build a section of wall one foot thick, 10 feet long, and five feet high in a day. Weaponsmith: 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 requiredto make various types of weapons are listed on Table Weapon Making, along with the approximate cost in materials to make one of the weapons listed. 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. Weaver: 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. Animal Noise: A character with this proficiency is capable of imitating noises made by various animals. A successful Proficiency Check means that only magical means can distinguishthe noise from that of the actual animal being imitated. A failed die roll means that the sound varies from the correct noise in some slight way. If the die roll fails, this does not mean that all creatures hearing the noise know that the sound was fake.

While creatures and humanoids that are very familiar with the noise know this automatically, other creatures or characters in earshot are allowed Wisdom Checks to determine if they detect the fake. Blind-fighting: A character with this proficiency has trained himself to respond to sound, smell, and touch stimuli, and thus is less hampered by completely dark conditions than normal characters are.

Blind-fighting proficiency is available to all character races, but is obviously most useful to those not possessing infravision. This proficiency can be used whenever a character cannot see, whether the reason is darkness, a blindfold, or some kind of natural or magical blindness. A character with blind-fighting proficiency suffers only a -2 on all attack and damage rolls, and saving throws, instead of the standard Encuentra entre 1 disponibles desde tan solo en eBay. A world of intense battles, dark dungeons, fire-breathing dragons and endless quests, missions and new adventures awaits you compiled tables - dungeoneers survival guide - Back.

Character's Effects. Encumbrance Endurance Speed. Unencumbered Doubled tsr dungeoneers survival guide.



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