The Miner is a useful profession for a Blacksmith or a Jeweler to pick up (and vise versa) since they make use of the metals and gems that the Miner might uncover or be able to acquire. It can also be useful for creating a small tunnel and for determining the safety of a tunnel if the party is ever trapped underground. One of the limitations of the profession is that the digging alone is very time consuming, since non-miners dig at half the rate, and that Labyrinth Lord doesn’t possess any system for prospecting. This means that the DM has a responsibility to place veins and raw gems inside a dungeon for the Miner to exploit or come up with a system to locate them on his own time.
In the coming weeks, I plan on refining and publishing a Prospecting system usable by the Miner. The Miner is also a very useful profession for hireable NPCs to have if the PCs plan on creating their own underground dungeon or stronghold. Expert Dwarf Miners aren’t cheap.
The Performer is much more accessible and familiar to D&D players as a Bard. Of course, if your system and setting makes use of a Bard class, this profession may be redundant. However, I leave it to you to decide if that is truly the case. The usefulness of the Performer comes from its ability to enthrall his audience. While not very useful in a dungeon or against monsters, a little social engineering makes suburban adventures and befriending allies much easier.
One thing to note that is the excavation skill checks assume that the Miner is either the sole digger or that he is the most experiences ‘foreman’ of a group of less-experienced or non-miners. The onus is on him to make sure that digging and construction of supports are done safely and properly.
Major Stat: WIS Minor Stat: CON
Rank 1: Requires a pickaxe, shovel, sieve, pan, hammer, nails, wood beams, smelter, molds, etc. 100gp initially.
- Make a skill check to excavate the base volume listed in the AD&D DMG, pg 106, in 8 hours of work. Generally, the base volume is 25 ft3 for most player races, 30 ft3 for Half-orcs, and 35 ft3 for Dwarves.
- For example, it would take 4 days to create a tunnel 10 ft high, 10 ft across and 1 ft deep. And 40 days to excavate a cube 10’x10’x10′. However, a 10 ft high, 5 ft across and 10 ft deep tunnel would only take 20 days.
- These values assume that you’re digging into solid stone or hard-packed ground with many rocks in it. Softer earth may allow digging at the twice the rate.
- Building any tunnel or hole of any significant size requires wood, metal, and tools to shore up the walls and prevent collapse. The building of these supports are included in the mining times. Building without supports results in a -2 penalty to skill checks.
- Generally, the minimum height for tunnels is 10 ft and the minimum width is 5′, due to the need to swing a pick or shovel and to shore up the walls. If the miner is in a hurry or if the medium being excavated is soft, a few feet may be shaved off those minimums at the DM’s discretion.
- Skill checks are made at the start of every 8 hour work day; failed rolls only mine half the volume. Rolling a natural 8 indicates a collapse of that days work. If, on the second day of work, another 8 is rolled, no progress is made and the most recent 10′ of forward progress collapses sometime before the end of work that day. The miner and anyone else in that area with him must Save vs Petrification or take 4d6 damage and possibly suffocate due to being buried.
- Make a skill check at -1 to identify raw gems and ores.
- Mining gems and ordinary ores does not require a skill check and are included in the excavation check, but unless they’re identified, they may be wasted.
- Cannot refine and smelt metals into bars or ingots.
- Can excavate at the normal rate without a check.
- Since skill checks for mining at the normal rate aren’t made daily, at the end of a week of work (or at the end of a week since the last work was done), make a skill check. If the check fails by 1, one day’s worth of work collapses somewhere along the tunnel. If the check fails by 2, four day’s (or half a week) worth of work collapses. If the check fails by 3, a week’s worth of work collapses. If the check fails by 4 or more, the last 10′ of forward progress collapses the next time the miner is in the tunnel. Collapses, except for the last type, occur some time after the miner leaves the tunnel and won’t harm anyone unless the tunnel is constantly occupied.
- Make a skill check to ‘fast-mine’ at x2 speed with a CON save every day for a number of days equal to your CON. If the skill check fails, only half the standard amount is excavated that day, but it still counts against the number of days the miner can fast-mine. If the CON save fails or if he hits the maximum number of days he can fast-mine is reached he must rest for a week or one day per day of extra work, whichever is shorter. Resting means not engaging in combat, long-distance travelling, physical exertion, or magic-use. If the Miner does not rest that day, he is at -2 to all rolls, moves at half speed, cannot make Miner skill checks, and must make up the lost time.
- Make a skill check to identify raw gems and ores at no penalty.
- The miner can refine and smelt ordinary ores (such as copper, tin, zinc, iron, steel, gold, silver, platinum, etc) into bars or ingots without a skill check.
- Make a skill check at -1 to determine if underground construction and natural stone is structurally sound or about to collapse. At the DM’s discretion, this could also be used to identify structural weakness in above-ground structures as well, but this ability is meant for the types of construction a miner would be most familiar with.
- Make a skill check to excavate at x2 speed for 50% longer.
- Can identify raw ores and gems without a check.
- Make a skill check to mine, refine and smelt extraordinary ores (such as adamantium, mithril, cold iron, etc). Failure means half of the ore or metal is ruined.
- Make a skill check to find your way out of a mine safely without light.
- Make a skill check to determine if underground construction and natural stone is structurally sound or about to collapse.
- Can mine extraordinary ores without a check.
- The miner never lost underground, even without light.
- Can mine, refine, and smelt extraordinary ores without a skill check.
- Make a skill check to craft a diamond-edged pickaxe for 2000gp and 2 weeks of work that can excavate at x2 speed (x4 if hurrying).
Major Stat: CHA Minor Stat: none
Rank 1: The required materials are quite varied; they include things like: an instrument, sheet music, stand; quill, ink, poetry book; dancing shoes, costume, mask; etc. The DM should set a inital value.
- Choose an instrument, a singing style, poetry style, or dance style.
- Make a skill check to fascinate a small group of people, 5-10 people in an ordinary tavern setting. They will pay rapt attention to the performance.
- A failed skill check indicates that they dislike the performance and will ask the Performer to stop. Some varieties of ‘asking’ are harsher than others.
- Make another skill check to inspire a rapt audience to experience a particular emotion or strengthen an opinion that many people in the audience might already hold. Examples might include: inspiring sadness in a loud tavern or inspiring to group of disgruntled miners to dislike their taskmasters even more.
- At the DM’s discretion, a particularly strong emotion (such as terror or rage), or if that opinion or emotion is directed at specific dangerous group (such as hate towards the nation’s army or that the Thieves’ Guild is for the good of the city), the Performer might incur a penalty to the check.
- At this time, the Performer may not try to directly and specifically influence the audience’s opinion of the party or himself, though the people may have enjoyed the performance.
- Make a skill check to Perform for a larger crowd, but at increasing penalties.
- Make a CHA save to perform longer than a number of Turns equal to your CHA or CON score -10 (whichever is worse) per day. The minimum length of a performance is half a Turn and the longest single performance is 2 hours (12 Turns). Failure means the Performer must stop before finishing and/or the audience now dislikes the performance. Any effects that the Performer had successfully inspired in his audience are reversed.
- Trying to use this skill in a dungeon or against a group of hostile beings is next to impossible. The audience must at least be indifferent/uninterested towards the Performer before he begins his performance(see the Monster Reaction Table on 52 of the Labyrinth Lord book).
- Make a skill check to fascinate a moderate group, up to 50 people, in a small concert setting.
- Groups of 10 people or smaller require no check to fascinate.
- Make a skill check to fascinate a large group of people, up to 250 people, in a large, fancy, gala setting.
- Groups of 25 people or smaller require no check to fascinate.
- Make a skill check to attempt to create a performance that will sway someone to like you or the party specifically (-1 to the skill check). The performance requires at least 3 Turns.
- +1 to CHA checks with respect to someone of the opposite gender (or whatever gender the Performer’s orientation prefers, but not both).
- Make a skill check to fascinate a very large group of people, up to 500, in a royal court or exhibition setting. Larger audiences may incur a penalty to the skill check at the DM’s discretion.
- Groups of 75 people or smaller require no check to fascinate.
- Make a skill check to recreate the effect of Mass Suggestion. The effect’s range includes anyone who is already fascinated with his performance, but the Suggestion only affects 1 person per caster level. The Performer’s caster level is half of a non-caster class or equal to a casting class he possesses, whichever is better. The duration is 6 Turns + 6 Turns per caster level level. Those affected must Save vs Spells to resist the compulsion. The Suggestion may be directed at one person who must Save vs Magic at a -2 penalty. The Performer may only issue one Suggestion per group, not separate instructions per person.
- Make a skill check to create a performance that will sway someone to a particular opinion they don’t currently hold or are strongly opposed to. The performance requires at least 6 Turns.
- Make a skill check to create a Masterwork instrument, costume, or prop. The DM has final say on if the object would be useful in creating a better performance. The Masterwork item costs at least 500gp and takes at least a week to construct. Again, the DM has the final say on the price and time required to make it, depending on the complexity of the item. The Masterwork item provides a +1 bonus to skill checks made with it.