Professional Documents
Culture Documents
Introduction
Crafts
Class Features
additional +10%.
This ability may be taken multiple times.
4th: Speedy Construction +20%: When this
ability is gained, choose a single Craft skill for
which you have acquired the Speedy Construction
+10% guild specialty. This ability may be gained
multiple times. Each time it is gained it applies to
a different Craft skill.
5th: Trade Secret (advanced masterwork
qualities): The guildsman has been introduced to
an even greater trade secret of his guild.
Advanced masterwork bonuses include: damage
for weapons, +5 range increment for ranged
weapons, armor bonus for armor, ability damage
for poisons or damage for chemicals such as acids.
If the item is an article that can be worn, it can
be improved to grant a +1 bonus on two related
skill checks, such as boots that provide a bonus
to Move Silently and Balance, an eyepiece that
provides a bonus to Appraise and Search and so
forth.
Footwear made with an advanced masterwork
quality can instead increase the wearers
movement by +5 per round or allow him to
ignore the movement penalty of a single type of
terrain (not both). The game master has the nal
discretion on skills that are linked.
Adding an advanced masterwork quality to a
weapon increases its value by 100 gp in addition
to the normal 150 gp increase for a masterwork
item (300 gp for weapons), as items with
advanced qualities are even rarer than typical
masterwork items.
One-third of this additional price must be paid
up front as usual.
6th: Masterwork +2: This ability increases the
masterwork bonus a guildsman can grant an
item to +2. This bonus must still be in one area
but can be applied to normal qualities as well as
intermediate and advanced qualities. Granting a
masterwork bonus of +2 increases the DC to make
the weapon to 25, rather than the usual 20 and the
cost of a masterwork +2 component is increased to
300 gp (600 gp for weapons).
One-third of this additional price must be paid
up front as usual.
7th: Speedy Construction +30%: When this
ability is gained, choose a single Craft skill for
which you have acquired the Speedy Construction
+20% guild specialty. This ability may be gained
multiple times. Each time it is gained it applies to
Mercantile
Level
Fort
Ref
Will
Special
1st
+0
+0*
+2*
+0*
Makers Afnity
2nd
+1
+0
+3
+0
Guild Specialty
3rd
+2
+1
+3
+1
4th
+3
+1
+4
+1
Guild Specialty
5th
+3
+1
+4
+1
6th
+4
+2
+5
+2
Guild Specialty
7th
+5
+2
+5
+2
8th
+6/+1
+2
+6
+2
Guild Specialty
9th
+6/+1
+3
+6
+3
10th
+7/+2
+3
+7
+3
Guild Specialty
11th
+8/+3
+3
+7
+3
12th
+9/+4
+4
+8
+4
Guild Specialty
13th
+9/+4
+4
+8
+4
14th
+10/+5
+4
+9
+4
Guild Specialty
15th
+11/+6/+1
+5
+9
+5
16th
+12/+7/+2
+5
+10
+5
Guild Specialty
17th
+12/+7/+2
+5
+10
+5
18th
+13/+8/+3
+6
+11
+6
Guild Specialty
19th
+14/+9/+4
+6
+11
+6
20th
+15/+10/+5
+6
+12
+6
Guild Specialty
*Guildsmen may choose any of their three saving throws to progress at the fastest rate. The other two progress at the slow
rate. The saving throws are simply included here for ease of reference.
Letters Patent:
Medieval Guilds
Guilds are quasi-religious organizations started
at the behest of the Roman Catholic Church.
Nervous about the greed associated with rampant
capitalism, Church ofcials encouraged the
development of organizations that would manage
and mitigate the greed associated with business.
These organizations would serve as training
centers, better business bureaus, labor unions and
price regulators all in one.
Since they had their origins in the church and
since one of their goals (to keep prots high) was
to keep trade secrets out of the hands of those not
in the guild, these organizations also operated
as mystical secret societies in medieval societies.
While guilds have largely been done away with
as capitalism has replaced mercantilism as the
economic model of the modern age, organizations
Guild Hierarchy:
English kings.
In return for their money, the merchant class of
course required the ability to make more money
in return, since each guilds power and prestige
was based on its cash on hand. Usually this
meant issuing a monopoly to the guild. During
the reigns of Elizabeth I, James VI, Charles I and
Charles II, these monopolies became increasingly
unpopular and even played a hand in the
deposition of Charles I by Oliver Cromwell.
Medieval Coinage
There was no paper money in Europe of the
Middle Ages. What follows is the monetary
system of Britain, which was representative
of Europe and can thus provide for a more
historically-based coinage and economy for
your fantasy games. All coins contained varying
amounts of silver and/or gold, copper was not a
part of coins of the realm during the Middle Ages.
The basic denominations are (from least to most
expensive) pence, shillings and pounds. 12 pence
equals 1 shilling, 20 shillings equals 1 pound.
These denominations are abbreviated as follows:
pence (d), shilling (s), pound ().
10
Cost
Axe, throwing
8s
Hammer, light
1s
Handaxe
6s
Kukri
8s
Medieval Equipment
Pick, light
4s
Sap
1s
Sword, short
10s
Battleaxe
10s
Flail
8s
Longsword
15s
Pick, heavy
8s
Rapier
20s
Scimitar
15s
Trident
15s
Warhammer
12s
Falchion
3 15s
Glaive
8s
Greataxe
Greatclub
5s
Flail, heavy
15s
Greatsword
2 10s
Guisarme
9s
Halberd
10s
Lance
10s
Ranseur
10s
Scythe
18s
Longbow
3 15s
Arrows (20)
1s
Longbow, composite
Arrows (20)
1s
Shortbow
1 10s
Arrows (20)
1s
Shortbow, composite
3 15s
Cost
2s
2s
2s
5s
5s
6s
12s
8s
1s
5s
2s
2 6s
1s
1 15s
1s
6d
1s
11
Exotic Weapons
Cost
Sword, bastard
1 15s
Whip
1s
Flail, dire
4 10s
Item
1d
2d
6d
1s
2s
3s
One pig
4s
5s
10s
15s
2.5
25
Light armor
Cost
Padded
5s
Leather
10s
Studded leather
1 5s
Chain shirt
Medium armor
Hide
15s
Scale mail
2 10s
Chainmail
7 10s
Breastplate
10
Heavy armor
Splint mail
10
Banded mail
12 10s
Half-plate
30
Full plate
75
Shields
Buckler
15s
3s
9s
7s
Shield, tower
1 10s
12
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