Advanced Dungeons & Dragons 2nd Edition Wiki
Advertisement

The Complete Ranger's Handbook[]

This proficiency allows the making simple weapons out of natural materials. This skill is most often found in those from a primitive, tribal, or savage background.

The crude weapons are limited to natural materials: stone, wood, bone, sinew, reed, and the like. Crude weapons take a certain amount of time to make. The DM may add additional primitive weapons to the basic list.

The chance for success is based on the character's Wisdom, with a -3 penalty. Any warrior or a character with the hunting proficiency has a +3 bonus. The fashioner must be proficient in the use of the weapon.

If successful, the weapon can be used normally. If failed, the weapon is so badly flawed as to be useless. On a roll of 20, the weapon seems sound, but will break upon first use. On a roll of 1, the weapon has no chance of breaking except against a harder material.

Optional: Crude weapons check for breaking upon inflicting damage; roll 1d6. Bone weapons break on a roll of 1 or 2, stone weapons break on a roll of 1.

Weapon Construction Time
Arrows 7/day
Axe, Battle 4 days
Axe, Hand 1 day
Axe, Throwing 6 days
Bow, Long* 15 days
Bow, Short 12 days
Dagger 2 days
Dart 3 day
Javelin 1 day
Knife 2 days
Quarterstaff 1 day
Spear 2 days
Staff Sling 3 days
Warhammer 5 days
* Seasoning the wood takes 1 year.

The Complete Barbarian's Handbook[]

This proficiency allows the character to make simple nonmetallic weapons using stone, wood, bone, and other natural substances. The character can only fashion weapons for which he has weapon proficiencies. For example, a character with a proficiency in spears can fashion crude spears but not crude axes.

Table 36 summarizes the construction times for various weapons. The DM may augment this list with additional weapons (see Chapter 5 for ideas).

After completing a weapon, the character must make a proficiencv check. If he has the hunting proficiency, he modifies his checks by +3. If the check fails, the weapon is so badly flawed that can't be used. On a roll of 20, it breaks on the first use. On a roll of 20, it breaks on the first use. On a roll of 1, the weapon won't break unless struck against harder material.

Barbarians: A barbarian may only fashion weapons commonly used in his homeland.

Crossover Group: General

Table 36: Construction Time for Crude Weapons

Weapon Construction Time
Atlatl 1 day
Axe, Hand 1 day
Axe, Throwing 6 days
Bolas 1 day
Blowgun 2 days
Club 1 day
Dart 3/day
Javelin 1 day
Net 3 days
Knife 2 days
Sling 2 days
Staff Sling 3 days
Spear 2 days
Advertisement