Advanced Dungeons & Dragons 2nd Edition Wiki
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The Complete Bard's Handbook[]

Those who take this proficiency must specify whether they are skilled at crafting wind, stringed, percussion, or keyboard instruments. It takes an additional proficiency slot to gain one of the other skills. Three additional slots allow the character to take the title "master craftsman" as he is able to craft instruments of all forms.

A craftsman must buy materials equal to a quarter of the instrument's sale value. It then takes 1d6 days to craft a wind or percussion instrument, 2d8 days to form a stringed instrument, and 3d10 days to create a keyboard instrument. These times assume that the craftsman is spending 10 hours a day working on the instrument. If craftsman tools (cost 25 gp, weight 5 pounds) are not available, all times are doubled.

The quality of an instrument is determined by a final proficiency check. Failure results in an instrument of poor quality, while success indicates good quality. A natural 20 indicates that the instrument is nonfunctional, while a natural 1 results in a masterpiece worth twice the normal value.

Simple repairs take only 1d4 hours and require no proficiency check unless the proper tools are not available. However, repairing severe damage requires 1d8 hours and a check is mandatory for success.

The Complete Book of Humanoids[]

Characters with this proficiency must state which type of instrument they are skilled at crafting: wind, stringed, percussion, or keyboard. A slot must be used to gain each additional type of instrument the character wishes to be skilled at crafting. A total of four slots used in this proficiency grants a character the title of "master craftsman" who can craft instruments of all forms.

Characters must buy material equal to one quarter of the instrument's sale value. Wind and percussion instruments require 1d6 days of crafting, stringed instruments 2d8 days, and keyboard instruments 3d1O days. Each day of work requires 10 full hours spent crafting the instrument. If craftsman tools (cost 25 gp, weight 5 pounds) are not available, all times are doubled.

The crafted instrument's quality is determined by a final proficiency check. A failed check creates an instrument of poor quality, while a success indicates good quality. A natural 20 indicates that the instrument does not work, while a natural 1 produces a masterpiece worth twice its normal value.

Simple repairs to instruments take only 1d4 hours and require no checks unless the proper tools are not available. Repairing severe damage requires 1d8 hours, and a successful proficiency check is necessary to complete the repairs.

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