Craft Instrument
Craft Instrument(General, 2)
Ability: Dexterity
Modifier: ‐2
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 are not available, all times are doubled.The quality of an instrument is determined by a final proficiency check. Failure results in an instrument or poor quality, while success indicates good quality. A natural 20 indicates that the instrument is non‐functional, while a natural 1 or below 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.
Ability: Dexterity
Modifier: ‐2
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 are not available, all times are doubled.The quality of an instrument is determined by a final proficiency check. Failure results in an instrument or poor quality, while success indicates good quality. A natural 20 indicates that the instrument is non‐functional, while a natural 1 or below 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.
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