Tag Archives: house rules

Claw and First Weapons for Labyrinth Lord

Claw and Fist Weapons for Labyrinth Lord

Some adventurers want to get close and personal with their foes and shred them to bits, pound them into the ground with a flurry of punches, or slip in like a deadly shadow to silently remove them with a hidden blade.

Whatever your preference, these will be helpful for any class that wants to be a bit more discrete or urban than more traditional adventurers.

Each weapon type lists some of the qualities of the weapon and a magic item you may add to your campaign along with a description for the item. Most of these weapons make use Class-based Weapon Damage, but I also included traditional weapon damage.

Claw weapons

Combat Claws:

  • 1d6 damage or as per one’s class
  • Cannot use objects in that hand without taking 3 rounds (30 seconds) to remove the claw. Requires same amount of time to attach properly; does half damage if not secured.
  • When attached correctly, the wielder cannot be disarmed.
  • 50 gp cost

Hashin’s Razorclaws +2; On a natural 19-20, hits cause a bleeding wound. The wound damage per round is equal to your STR bonus to damage. Can go into a battle frenzy 1d4 rounds per day; gain +2 to hit and damage. Cannot be disarmed.

Long steel claws, several inches long and made to resemble a bear’s, are attached to a steel frame padded with leather and fur. Overlapping plates and wide leather straps offer some protection of the forearms and allow some wrist-movement. A padded handle helps provide leverage during strikes. Magical symbols are painted onto each plate. Enchanted feathers and etched beads are braided into the leather straps.

Scissor Katar:

  • 1d6 damage or as per one’s class
  • May attempt to disarm opponent’s weapon; opposed Dex Saves; if failed, the katar is not dropped.
  • 150gp cost

Bladesunder or ‘Xotlicohl’ +3: Whenever a weapon is successfully disarmed using this weapon, the next successful hit also deals damage as if you’d used that weapon. The damage bonus from disarming a new weapon replaces any unused bonus. After being disarmed, that weapon deals a maximum of 1 damage and temporarily loses all magical ability for 1 Turn. Non-magical weapons that are disarmed by this weapon must Save vs Destruction; use a d6; wooden hafts Save on a 1, iron hafts and blades 1-2, steel and ironwood 1-3, adamantium 1-5.

Three blades fan out from the center; two shorter, thinner blades on the side and a wider, longer blade in the middle. Each blade is etched with graceful Elven lettering. The handle is braced on either side. A trigger near the grip causes the two smaller blades to snap inward with incredible force.

Warmage Power Claw:

  • 1d8 base damage or as per one’s class
  • Hits add +1d4 energy damage; it can only have one energy type
  • Unlike other claw weapons, the user can manipulate objects with limited dexterity using the claw.
  • Cannot be disarmed
  • This is a magical weapon, so it has no listed cost

Maelbolgian Witch-claw +3: Deals +1d4 force damage on successful hits. 1/day may make a ranged attack against a target within 40’ as if it were a melee strike (use Str instead of Dex). 2/ day may interact with an object up to 80’ away, within line of sight. This ability can’t apply or carry more than 5 pounds of weight or force.

The claw fits snugly over one’s hand and wrist and leather straps keep it in place. Each finger is several inches longer than normal and has an extra joint. The inner edges and the needle-like fingertips are razor sharp. Each knuckle is embedded with a smoky purple gem. The entire claw is covered with hundreds of tiny magical runes arranged in a spiral towards the sigil in the palm; the mark of the secretive magic school Maelbolgia.

Climbing Claws:

  • Technically a tool, not a weapon. Does 1d3 damage or improvised weapon damage
  • Provides +15% to climbing checks
  • Works best in softer materials; ie ice, wood and very rough, cracked stone. Experienced climbers can use these in harder materials, but causes damage 50% of the time.
  • Failed climb checks results in damage; it will wear out after 1d4 damage.
    • Note that this assumes regular repairs and maintenance
    • Adamantium climbing claws cost 100x as much and can take 3d4 damage
  •  30gp cost

These fur-lined gloves have leather fingertips, but a bulky palm that conceals the steel reinforcement that support a row of downward saw-toothed blades jutting from the palm. Two belted straps help to keep them in place.

Fist Weapons

Punching Dagger / Katar:

  • 1d4 damage or as per one’s class
  • Usable only by Thief, Assassin, and Monk
  • +5% chance to conceal it against discovery
  • 75gp cost

The Shank +2: When performing a Backstab and on a hit with an adjusted 20+ the dagger attacks twice more. Roll the extra attacks separately. Only the first attack is doubled.

The single blade is about six inches long and has a cruelly serrated edge. Engraved on the center of the blade are Dwarven runes that read: “Informants get stitches”, though something may have been lost in translation. The handle has holes to fit one’s fingers through while a bar rests against one’s palm.

Spiked Gauntlet:

  • 1d4+1 damage
  • If a Monk’s unarmed damage is higher, use the Monk’s damage.
  • Any weapon bonuses or effects are added to the Monk’s unarmed damage.
  • 30 gp per pair

Fists of the Earthquake +2: 2 / day slam the ground in a 15 ft square. All enemies in the area must Save vs Paralysis at -2 or be knocked down and take damage as if struck by an unarmed attack. Unattended items get no Save. The Slam area must contain the character or be adjacent to him.

These heavy gauntlets are made of polished iron and each knuckle has a short obsidian spike embedded into it. Thin lines of fiery rubies and tiger’s eye stones create a branching web on the palm and back of the gauntlets.

Brass Knuckles:

  • 1d4 damage
  • If a Monk’s unarmed damage is higher, use the Monk’s damage.
  • Any weapon bonuses or effects are added to the Monk’s unarmed damage.
  • +10% to conceal it against discovery
  • 15gp cost

Holy Jawbreaker +1: Used by a Monk or a Paladin this weapon becomes +4 and deals 1.5x damage to Demons and Devils. On a natural 19-20 the target’s jaw is smashed; he cannot talk, cast spells that require verbal components, or eat. Time or magic will cure this.

These knuckles are made largely of shining brass covered in silver filigree. Above each finger is a tiny rectangular capsule made of brass, capped with a diamond, and engraved with a different holy sigil. It’s said that each capsule contains holy water and a bone fragment from the hand of Saint Martinus, who is said to have fought demons bare fisted.

Sap:

  • 1d4 nonlethal damage
  • Does x4 damage instead of x2 when used in a Backstab.
  • 25gp cost

Bounty’s End +2: When a target is knocked unconscious by this weapon, the wielder may choose to teleport the target anywhere within 60 ft. The destination must be a reasonable surface, not midair or inside another object. The destination must be known and familiar to the user. The creature being teleported cannot be larger in size than an ogre.

The sap resembles a very short club. Heavy rubber is covered by black silk embroidered with two intertwined jade dragons. From the wooden handle hangs a miniature set of silver manacles that jangle slightly.

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Special Crafting Materials – Part 1

Dwarf-forged Plate and Warhammer

Alchemical Silver:

Used to create weapons that are mostly metal. Effective against lycanthropes, some demons and some undead. -1 to damage and to Save vs Destruction.

  • +2gp per 20 missiles
  • +10gp Small weapon
  • +50gp One-handed weapon
  • +100gp Two-handed weapon

While weapons bonded with alchemical silver are beautiful, they make the weapon softer. Werewolves, however, will often retreat at the sight of a silvered sword.

Adamantium:

Used to create all armor types, shields, and weapons.

All items are 10% heavier than normal, but retain their size category.

Armor and weapons cannot be destroyed by most natural means, such as acid, rust, or extreme heat, and resistant to magical destruction.

Armor gains -1 AC and wearer reduces damage taken by 1 point / armor category. Shields provide -2 AC bonus instead of -1, but no damage reduction.

Weapons gain +1 to hit and damage. Ammunition gain +1 to hit only.

All adamantium items gain +2 to Save vs destruction (such as by Ray of Disintegration that killed the wearer).

Cost:

  • +500gp Shield
  • +2500gp Light
  • +5000gp Medium
  • +7500gp Heavy
  • base cost x3 cost +1500gp for weapon
  • +60gp per 20 ammunition

This strange metal is only found naturally alloyed with iron in the cores of fallen stars, making this metal the rarest in Ark. However, once purified in a secret process, they may be forged in furnaces kept unnaturally hot by magical fire and molded by adamantium hammers into armor that absorbs shocks and is nearly indestructible.

Beasthide:

-1 AC, -10% weight. Light armor only.

If the beast had extremely thick skin it may provide an additional -1 AC at my discretion.

Cost: +50gp or +100gp, must provide the raw hide.

Some of the larger, more brutal beasts not commonly seen in Ark have thick, resilient hides that can be, with a bit of effort, turned into armor.

Bone and Chitin:

Used to create Scale, Splint, Banded, Shields, and Weapons. Half weight and considered one size category lower (minimum Light) for the purposes of meeting class requirements and movement penalties.

Half cost to Necromantic enchants.

Chitin shields provide a -2 AC bonus instead of -1.

Cost:

  • +700gp Shield
  • +1500gp Medium
  • +3500gp Heavy
  • +1500gp One-handed Weapons
  • +3000gp Two-handed Weapons

Bones and chitin are, by themselves, quite brittle and shatter under stress. However, their organic shapes and light weight fit the humanoid form quite naturally. Historically, they’ve been used mostly as ornamentation. Sometime in the last thousand years, some of the more advanced of the barbarian cultures have discovered a secret process involving natural resins and mineral baths to strengthen bones and chitin to rock-hardness. Some have even created gruesome weapons from large bones. It is rumoured that the Bone-hammer Brigade once bought the secret of bone armor from an Ice Giant Necromancer centuries ago in order to defeat the Fire Giants after the Battle of Numberless Tears; a purchase they came to regret.

Cold Iron:

Used to create weapons that are mostly metal. Effective against fey, demons, and some undead.

Cost: x2 base weapon cost (if enchanted add +1000gp). Include ammunition.

Mined from the deepest, darkest mines in Ark, Cold Iron must be forged at much lower temperatures in order to retain its special property: the disruption of dark magic. Due to its resistance to enchantment, creating magical weapons made of Cold Iron is a much more involved effort, since mithril cannot be used in its creation.

Dragonhide:

Used to create Leather, Studded, Scale, Banded, and Plate armor. Plate counts as Medium for the purposes of meeting class requirements and movement penalties.

-1 AC and energy resistance (1 points / HD of the dragon) based on the breath weapon of the dragon.

A Watsai crafter can make a suit of Leather, Studded, or Scale with an additional +1 point per HD of energy resistance.

Cost:

  • Base +250gp +250gp/2HD of dragon
  • +1000gp Light
  • +3000 Medium
  • +7000 Heavy

Dragon scales and horns were rare even before the Great War, but they are almost unseen these days. The Dragon Lord commanders often wore Dragonhide armor and the captured suits that survived are prized trophies of Conclave generals. Few in Ark know the secret of preserving the scales and leather together, but when successful, the wearer is well-protected from the element the dragon used.

Dwarf-Forged Steel:

Used to create all Medium and Heavy armor types, metal shields and weapons. Armor weighs +25% more than normal and retain their size category, except that, for a non-Dwarf, Scale is considered Heavy armor.

Dwarf-Forged Steel armor and weapons are difficult to destroy and gain +2 to Save vs destruction.

Weapons are built for Dwarven hands, so a two-handed weapon could be wielded one-handed by the larger races with a 15 STR, dealing weapon damage as normal (1d10, for example). This enables a Dwarf, Halfling or Gnome to wield a metal two-handed weapon that would normally be restricted, so long as they meet the same 15 STR requirement.

When worn by a Dwarf, armor and shields provide an addition -1 AC dodge bonus and weapons provide +1 to hit.

Cost:

  • +600gp Shield
  • +2500gp Medium
  • +5000gp Heavy
  • base cost x3 cost +500gp for weapon

Crafter must be a Dwarf or Gnome.

Many centuries ago, the Forge-city of Baruk-Khazad perfected a method of alloying steel with a secret metal to give the steel extreme resilience and strength. Some guess it is a gold-adamantium alloy, judging by the metal’s yellow tint, but every Forge-Master has denied it. The secret of Dwarf-Forged Steel is passed down from Master to Apprentice and never revealed to outsiders.

Ironwood:

Used to create Banded, Splint, and Shields and Weapons that are primarily made of wood. Half weight, but retain size category, half cost to Druidic enchants.

Druids that wear this type of armor move more easily in it, reducing movement penalties by half. Druids gain +1 to hit with Ironwood weapons.

Cost:

  • +100gp Shield
  • +350gp Banded
  • +450gp Splint
  • Base cost x2 for weapons

Found only in the heart of forests in Ark and, it is said, in a grove owned by Emperor of Xi Pai and protected by his Lightning Blade Guard. The wood from these trees takes centuries to grow and Druids are said to ask the trees to shape the armor, which are given to them to finish. Cutting down the Ironwood tree and shaping it yourself (if you have strong enough tools) is a quick way to earn the deadly ire of the Druids.

Mithril:

Used to create all armor types and shields. Half weight for Medium and Heavy armors, but they retain their size category, except Chain is considered Light for the purposes of meeting class requirements and movement penalties.

Half cost and time required to all enchants.

Half loss of mobility penalties (Heavy armor movement is 30’ and Medium armor movement is 35’).

If the crafter is an Elf, Medium and Heavy armor (but not Shields) worn by an Elf gain a -1 AC dodge bonus. Elven weapons gain +1 to hit.

Cost:

  • +500gp Shield
  • +750gp Light
  • +2500gp Medium
  • +4500gp Heavy
  • x2 to weapon cost + 750gp

Resembling silver, mithril is a rare metal used primarily by Elves and Dwarves. Extraordinarily light and strong, it can make armor as thin as a sheet of vellum, but strong as steel. Mithril is also said in Elven mythology to be a residue of the god’s touch during Arkelon’s creation, for it retains magical enchants very easily. Elves in particular have crafted mithril into armor and weapons that flows with them like the wind.

Miner and Performer Professions

Miner and Performer Professions

As usual, I want to link back to Secondary Professions and Skill Checks and Training and Improving Secondary Skills.

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. Continue reading

Dweomercraft and Fletcher / Bowyer Professions

Dweomercraft and Fletcher / Bowyer Professions

For reference, here’s my original post on making Skill Checks and Training Secondary Skills.

In my setting anyway, Dweomercraft is the art of making magic wands, staves, and rods. In a broader sense, it could be used to describe the creation or study of any magic item, but I wanted a profession that specialized in items that (almost) always use charges and are of a similar overall design.

The Fletcher/Bowyer is much more straight-forward. Like the Blacksmith, at Rank 4, he can make magic weapons without the need for being a caster.

Dweomercraft

Major Stat: INT                Minor Stat: CHA

Rank 1: Requires special woods and metals, tools. 100gp initially, must be a caster.

  • Make a skill check within 24 hours of depleting a wand, staff, or rod to prevent it from becoming entirely non-magical, allowing it to be recharged again, if it can be.
  • Make a skill check to create a basic wand (1st level spell you can cast) with 5x charges at 10% of the cost and time.
  • Make a skill check at -1 to determine the number of charges left in a wand, staff or rod. Failure results in the loss of a charge.
  • Make a skill check at -1 to identify the nature (that is, a single spell, ability, or quality) of a wand, staff, or rod. Failure results in an accidental discharging of the device with unpleasant results.

Rank 2:

  • Make a skill check to determine the number of charges left in a wand, staff, or rod. Failure results in the loss of a charge 50% of the time and an incorrect value (+/- 25%) the other 50% of the time.
  • Make a skill check to identify the nature of a wand, staff, or rod. Failure means no information was gained and that aspect cannot identified with this skill (though experimentation or an Identify spell would work).
  • Make a skill check to create a wand, staff, road that uses any 1st to 3rd level spell you can cast.

Rank 3:

  • Can determine the number of charges (+/- 10%) without a check. Make a skill check to determine the exact amount. Failure indicates the original estimation.
  • Make a skill check at the time of use to prevent a charge from being depleted from a wand, staff, or rod. Failure prevents the item from being used for 1 round.
  • Make a skill check when recharging a wand, staff, or rod so that it gains 2 charges instead of 1. Failure may cause (roll 1d3): 1 – cause the spell to be cast normally and centered on the caster (no charges gained), 2 – reduce the maximum number of charges by 10% (one charge gained), 3 – gains 4 charges and will not accept new charges until 10% of the cost and time required to create the item are paid to repair it. 
  • Make a skill check to create any wand, staff, or rod that use spells you can cast.

Rank 4:

  • Can recharge a wand, staff or rod (if it can be) by casting a spell of the same level into it instead of the same spell. Requires no check.
  • Make a check when item creation is being finalized to create a wand, staff, or rod with 20% more charges than normal. Failure indicates that the item has a maximum charge of 20% lower.
  • Make a check to prepare a wand, staff, or rod to be recharged at x2 rate without any future checks by spending +10% at the time of creation. Failure indicates that the item resists taking charges, requiring two spells per charge.
  • Make a check to completely identify all abilities of a wand, staff, or rod.
  • While not requiring a skill check, Dispel Magic can be cast solely on a wand, staff, or rod to disrupt it. If not being held, a normal Dispel Magic  check is made, but if held by an enemy, the enemy’s caster level is considered instead. If successful, one of the following happens (1d4): 1 – the item loses all charges but can be recharged, 2 – the item explodes, dealing damage to all those within 15′ equal to 1d6 dmg per 2 charges remaining (rounded down), 3 – the wielder of the item is targeted once by each ability the item possess before losing all charges, 4 – the item snaps in two, destroying it, but the discharge of energy invigorates the wielder, giving back (randomly) one previously cast spell per 3 charges remaining in the item (rounded down).

Fletcher/Bowyer

Major Stat: INT                Minor Stat: DEX

Rank 1: Requires a workbench and tools. 25gp initially.

  • Make a skill check to shortbow, arrows & quiver, sling and bullets
  • Make a skill check at -1 to create a composite shortbow (wielder adds their STR bonus to damage)

Rank 2:

  • Make a skill check to create a longbow, light crossbow, bolts & bolt case. Only the crossbow and bolts requires a check.
  • Make a skill check to create a composite longbow.
  • Make a skill check at -1 to create a Rapid-Reload Bolt Case that lets the user fire two rounds in a row as long as he doesn’t move between the shots. Costs 100gp to create.
  • Make a skill check at -1 to create a Many-Shot Arrow Quiver that lets the user fire four arrows over two rounds as long as he doesn’t move between each volley. Costs 125gp to create.

Rank 3:

  • All previous weapon creation require no check.
  • Make a skill check to create a heavy crossbow.
  • Make a skill check to create a Masterwork ranged weapon
  • Make a skill check to attempt to use special materials to make a ranged weapon, arrows, bolts, or bullets.
  • Make a skill check to create a Rapid-Reload Bolt Case or a Many-Shot Arrow Quiver.
  • Make a skill check to determine if a ranged weapon or ammunition is magic and a separate check to identify its qualities. Failure indicates no information and it cannot be reattempted on that item.

Rank 4:

  • Can make all previous weapons and a Masterwork ranged weapon without a skill check.
  • Make a skill check to create a magic weapon or ammunition as a caster of 1/2 his level. Can specialize in a single special material so that no skill check is required to use that material.
  • Can determine if a ranged weapon or ammunition in magical without a check, but a skill check is still required to identify it.
  • Once in your character’s life (or once per campaign, DM’s discretion), make a skill check to create an Arrow of Slaying +3, even if your character isn’t high enough level. The Arrow is keyed to whatever specific type of creature the creator decides, but the DM has a final say. (In my opinion, ‘mammals’ should be excluded as an option)

Blacksmith and Doctor professions

The Doctor profession is quite useful if there is no Cleric or Druid in the party, especially in the early game. If they learn Alchemy they’d be even more useful. The downside is that, unlike divine magic, failing a Doctor’s skill check can do more harm to the patient. They also take much longer to perform their treatments.

Blacksmithing is the only one of my secondary skills and professions that branches off into two.. In theory, the doctor could as well, but medieval medicine wasn’t as specialized as it is today.

Continue reading

Training and Improving Secondary Skills in Labyrinth Lord

Here is the previous post on Crafting and Secondary Skills is here.

Training Basics

To learn a skill, one needs to train in it. The training to achieve each Rank is expected to be extremely intensive and involved. The length required to earn a Rank in a skill is broken into Sessions.

Sessions in Novice and Proficient are 1 week long. Sessions in Expert and Master are 4 weeks long.

At the end of a particular Session of training, a percentile roll is made based on the Spell Learning Probability Table (now Skill Learning Probability) to see if the information is retained correctly. Learning a new skill is always based on Intelligence for that reason. Each Skill has a Major Stat and a Minor Stat, such as a WIS and DEX. Depending on the the score the character has in his Minor Stat, he may get a bonus to the Skill Learning check. A 15-16 gain +5%, 17 gain +10%, 18 gain +15%. The maximum probability is 99%. See the table below.

Failing a Skill Learning check at any Rank requires that another week of training be performed. This extra week occurs directly afterwards and requires no Skill Learning check as one hopefully learned their lesson the second time around. It’s up the DM to decide if the trainer wishes to charge the student for another week of training, but it wouldn’t be out of the question. During this week or to advance to the next Rank, a student might be required to successfully construct something or perform a difficult task (that is, it requires a Skill Check). If it isn’t completed, it must be attempted again until it is, though the trainer may decide to forgo his fee in the meantime.

A character may elect to stop training and create an item or perform a task relevant to the skill he’s learning. It must be something that requires a Skill Check. Successful or not, double the time spent counts towards his training, up to 3/4 the training time required.

One can stop training and restart it later, but, as a general guideline, a Rank should be learned within a year of when it was last stopped. A Session of training should be completed without interruption, but exceptions can be made of a few days.

Finding a Trainer

Finding a trainer may be as easy or as difficult as the DM decides. Finding someone willing to teach the lower Ranks of just about anything is possible even in a small town. However, if your characters wants to know how to train Dragons, forge an adamantium sword, make a Staff of Wizardy, or learn Celestial, they may have to find someone.

Making Charisma checks would be helpful here to find an initial Trainer or to find rumors of a one in the field the character wants to specialize in. It would also not be unreasonable for a lower Ranking Trainer to know who or where to find the next Trainer.

The cost for training is calculated per week and is negotiable. Generally, there is an initial expense for starting equipment, which is variable. At each Rank, the cost of equipment doubles from the previous Rank’s. At Rank 1, training should cost 1d10x10gp per session. This cost is re-rolled at the next Rank, but will generally quadruple.

A character can learn a number of skills based on the Maximum Spells per Level table. Players start with two of these slot filled: their starting skill or profession and the Language skill. Note that learning additional languages doesn’t take up more slots.

To summarize:

  • Training a skill is broken down into training Sessions of either a week or four weeks.
  • Training with an instructor requires payment: once per Session and the one-time cost per Rank of equipment, if any.
  • At the end of a Session with an instructor, make a % roll using the table below. If it fails, it takes a bit of extra time to learn.
  • A character may also train themselves by building something or performing an action that requires him to make a Skill Check using the skill he’s training in.
  • Such independent training counts for x2 the time (or a minimum of 1 week) and can be used to bypass 3/4 of the formal training. Advancement occurs even if the Skill Check fails.

The table below is split into two sections. On the left are the values related to a character’s Intelligence score and their Minor Stat score. On the right are the cost, time requires, and the bonus that each Rank provides to Skill Checks.

(aside: I admit that my html is not the greatest, so if it’s really difficult to read, I’ll find a way to change it.)

INT score Skill Learning Probability Minor Stat Bonus (Learning) Minor Stat Bonus (Checks) Max # of Skills Rank level Cost / session + equipment Time Required (# of Sessions) Rank Bonus
3 20% 0 0 3 1 1d10 x 10gp + equipment 4 weeks (4) +0
4-5 30% 0 0 4 2 1d10 x 40gp + equipment x2 16 weeks (16) +1
6-7 35% 0 0 5 3 1d10 x 160gp + equipment x4 36 weeks (9) +2
8-9 40% 0 0 6 4 1d10 x 360gp + equipment x8 64 weeks (16) +3
10-12 50% 0 0 7 5? 1d10 x 1440gp + equipment x16 256 weeks (64) +3 (+4)
13-14 70% 0 +1 9
15-16 75% +5% +1 11
17 85% +10% +1 Unlimited
18 90% +15% +2 Unlimited

Next week, I’ll cover the Language Skill and several other skills. After that, I’ll include three Skills per week.