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Complete Book of Skills: and Supplemental Non-Combat Options

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0% found this document useful (0 votes)
375 views24 pages

Complete Book of Skills: and Supplemental Non-Combat Options

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ShaadJack
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We take content rights seriously. If you suspect this is your content, claim it here.
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THE

Complete
Book of Skills
And Supplemental Non-Combat Options

A Supplemental Guide for Use with the Dungeons & Dragons 4th Edition Role-Playing Game
By Christopher King for Implement Games Studios
The Complete Book of Skills and Supplemental Non-Combat Options
By Christopher King

DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D, PLAYER’S
HANDBOOK, DUNGEON MASTER’S GUIDE, and MONSTER MANUAL are trademarks of Wizards
of the Coast, Inc. in the USA and other countries and are used with permission. Certain materials,
including 4E References in this publication, D&D core rules mechanics, and all D&D characters and
their distinctive likenesses, are property of Wizards of the Coast, Inc., and are used with permission
under the Dungeons & Dragons 4th Edition Game System License. All 4E References are listed in the
4E System Reference Document, available at www.wizards.com/d20.
HU UH

DUNGEONS & DRAGONS 4th Edition PLAYER’S HANDBOOK, written by Rob Heinsoo, Andy
Collins, and James Wyatt; DUNGEON MASTER’S GUIDE, written by James Wyatt; and MONSTER
MANUAL, written by Mike Mearls, Stephen Schubert and James Wyatt © 2008 Wizards of the Coast,
Inc. All rights reserved.

All original material © 2010 Christopher King and Implement Games Studio. All references to
Dungeons & Dragons, to include books, manuals, logos, names, and descriptions are the sole
property of Wizards of the Coast, Inc. No attempts to challenge any copyrights, trademarks, or
intellectual properties are being made by the author, nor should any be implied.
Introduction:

The combat mechanics of 4th edition are some of the most detailed, rich, and involved combat systems that have
ever been published in a fantasy role-playing game. It is easy and intuitive, yet as tactical as the players and the
DM want it to be. What seems to have taken a back seat in 4th edition, however, are the skills. The skill list for
4th edition is a fully-functioning one, but many have expressed a desire for more depth and more choices when
it comes to what their characters know outside of combat. The default skills can function in a full capacity, but
there is a high degree of abstraction that is necessary to make this possible. What this guide hopes to accomplish
is to restore some of the specifics to the skill system from editions past.

First and foremost, if you and your group enjoy the skill mechanics of 4th edition, then this is not the guide for
you. You have made the system do what it is you want it to do, and no further assistance is needed. However, if
you feel that the default skill list for 4th edition is a bit lacking, or simply doesn’t seem to do what it is you need
it to do to better immerse your players, then read on.

The goal of this guide is to offer alternatives to the skill system of 4the edition. There are 17 skills that make up
the default skill system, and those 17 skills cover a lot of ground, but there are times when a character performs
an action that simply doesn’t seem to fit into the scope of one of these skills or another. What do you do?
Usually, you pick a skill that seems to closest represent the action, set the DC rating for it, and carry on with the
game, often hand-waving the believability of the decision. This is fine, but can leave you with a bit of distaste in
retrospect.

The player wants his character to sail a boat down a dangerous river. That sounds simple enough. Nature would
be the best skill for this…right? The player suggests using Perception, as his character has to keep a close eye
out for rocks, bends, and other potential hazards. Another player suggests Endurance, as it is very physically
taxing to maintain control of a boat on troubled waters. Who is right? Technically, they all are. What if the
character had the Boating skill, though? This eliminates the need to force a character’s action into a skill that
might or might not be best-suited for the action they wish to attempt.

What if the player wants his character to dance with the princess to woo her? What would be the best skill for
this? Would he use Acrobatics? What about Bluff? Either could work, as dancing is an acrobatic exercise and
the attempt to woo the princess could be a bluff matter, but what if the character has the Dancing skill? Well,
that basically removes all doubt about which skill he should use, and there is no forcing of the character’s action
into a skill that might not best represent what he’s trying to do.

Use a Skill Challenge, some would say. This is an option, true, but not one that everyone wants to make up on
the spot. Good Skill Challenges require planning and forethought, and sometimes players want to do things
spur-of-the-moment. Stopping to make a Skill Challenge can slow the game and break immersion for the
players.

Examples like those just listed were the motivation behind this guide. If you agree that the skill system could
use a little growth or a bit of expanding, then this is the guide for you. Three methods are detailed for
implementing the extra skills, from simply using them as background information to completely replacing the
default skill system entirely. Pick a method, try it out, and you might be surprised at how big a difference it can
make in your games and the enjoyment of your players and yourself.
Method 1: Background Skills

If your game seems to be running just fine with the default skill list, then you might see no need to add anything
else into it. However, an option often overlooked is to allow a set number of skills to be used as background
skills. There are times when a player might claim that his character has a background in one specific area or
another. Many DMs simply accept this, and hand-wave the knowledge as having little importance. The capacity
for abuse is inherent in this mindset, though.

Perhaps a player claims that his character has a background in metal-working. Most DMs would see little
problem with this. But…to what degree is the character knowledgeable? Can he make only simple nails or
tools, or does he have the capability to make suits of armor and finely-crafted weapons? Let’s say that a player
claims his character has a background in sailing. Does this mean his character can captain his own ship without
assistance? Can he repair his vessel if it should be damaged? Can he navigate on the open sea during inclement
weather? The examples could go on and on, but the point remains simple: The vaguer a situation is, the easier it
is to manipulate that situation. That brings us to using skills as backgrounds.

Each character can benefit from a basic background that includes such information as where they came from
and what they did before beginning their adventuring career. Many players will have well thought-out
backgrounds in-place long before the dice actually come out and game-play begins. Many, though, have a
difficult time coming up with unique, interesting backgrounds that would make their character stand apart from
any others. A simple solution for either type of player is to pick some background skills. Simply having a visual
reference is often enough to spark the imagination that leads to good backgrounds.

The mechanical process of Method One can be done either by the player hand-picking five skills apart from the
default skills, or to randomly roll for five of them. Many scorn the process of randomization when it comes to
their characters. They want to be in charge of every possible aspect, and that’s wonderful. This method works
fine whether the results are hand-picked or randomly rolled. The stated limit of five might sound strict, but
handing out too many skills tends to create super-characters who seem to be highly knowledgeable in almost
every occurrence that should arise. Five is a good starting number for this reason. Should the DM feel that the
limit is too low, he is free to alter it however he sees fit.

- Is this the right method for my game?

This method works best for groups that are comfortable with the default skills for the game, but want a more
precise way to define what the characters know as background skills. All of the default skills function the same
way they were designed to work. The skills granted by this method are for assisting players in fleshing out their
characters’ backgrounds. The characters gain no further skills except those granted by the retraining rules and
other skill-based default rules.

- How do I use this method?

During character creation, the DM should have his players either hand-pick five skills or randomly roll for five
of the skills that are listed in Table 1: Compiled Skill List. These skills should be used to help flesh out the
characters’ backgrounds.
Method 2: Skills and Sub-Skills

The second method of skill selection is much more involved than Method One. The implementation of Method
Two does not involve characters’ backgrounds, though the players may use the skills they receive as a basis for
their backgrounds. Method Two takes the default skill list and branches it outward with sub-skills that are
directly related to the primary skills. It also adds two more skills to the list, which are Knowledge and Craft,
each of which contain their own sets of sub-skills.

Method Two has a more direct impact on regular game-play than Method One, as the characters can gain
additional skills as the game progresses, and often have a better chance of using them during play. The
character’s skills will grow along with them, and they will have access to a wider variety of specialties than the
default skill list provides.

- Is this the right method for my game?

Method Two takes the default skill list and adds to it. This method is best used with groups who want a more
accurate portrayal of what their characters know without having to rely on DM fiat and background
information. Additionally, the characters will gain more skills as they progress through the levels, showing what
they have learned along the way. If you want a more detailed skill-list, then Method Two might be for you.

- How do I use this method?

At character creation, each character begins play with the default skill list plus two additional skills called
Knowledge and Craft along with three sub-skills. These sub-skills are chosen by the players, and may be any
from Table 2: Skills and Sub-Skills that they desire. After the three sub-skills are chosen during initial
character creation, the characters gain an additional skill every three levels that they progress. Should the
characters progress all the way to level 30, they will have 12 sub-skills on top of the 17 default skills and 2
additional skills of Knowledge and Craft for a total of 31 skill-use opportunities. For example, a new character
would receive 3 sub-skills at level 1, then an additional sub-skill at level 4, 7 10, and so on.

Sub-skills are implemented just like the default skills in regards to skill checks and Skill Challenges, though the
calculations are different. A character with a sub-skill receives a +1 bonus to any rolls involving the use of that
sub-skill. If the character has a sub-skill in a default skill he is trained in, he receives the +1 bonus on top of the
+5 bonus for being trained in that skill for a total of a +6 bonus. If the character has a sub-skill in a default skill
that he is not trained in, he receives only the +1 bonus. For example, a character has the sub-skill ‘disguise’. He
will receive a +1 bonus to die rolls involving disguising himself. If that character is trained in Bluff, which is
the parent skill of ‘disguise’, he would receive a +6 bonus to die rolls involving disguising himself.

Additionally, as the character progresses, he can choose to improve an existing sub-skill instead of gaining a
new one. Instead of choosing a new sub-skill, the player would simply add another +1 bonus to the sub-skill he
has chosen to improve. This makes for even more precise customization of characters. The only stipulation to
this rule is that no sub-skill can be improved beyond +5 from allocating points. For example, a character has
the sub-skill ‘disguise’ at level one. At level four, the player can decide to allocate another point to the existing
sub-skill, making the ‘disguise’ sub-skill +2 instead of choosing a new sub-skill.
Method 3: Replacing the Default Skill List

Method Three is the most drastic of the methods, as it takes the default skill list and completely replaces it with
the various sub-skills. The only exceptions to this would be the default skills of Heal, Insight, Intimidate,
Stealth, and Thievery. These default skills grant specific abilities that are better left untouched by the inclusion
of sub-skills. The other 12 default skills would be completely removed and replaced by sub-skills. This
replacement would include, of course, the skills of Knowledge and Craft with their various sub-skills.

- Is this the right method for my game?

Great care should be taken if the group decides to go with Method Three, as many key concepts and mechanics
will be altered drastically by its implementation. Skill Challenges will have to be more specifically tailor-suited
to the characters. Feats that affect skills will have to be re-written or removed. Every rule within the game
books that involve skill use will have to amended, replaced, or removed to incorporate this method. If the group
is sure that this is something they wish to do, as they are not fond of the default skill list in any way, then this
method might be for you.

- How do I use this method?

This is an extremely intrusive method to insert into the game. Before any characters are created, the DM will
have the tasks of:

- Removing or replacing all feats that affect default skills.


- Rewording all Skill Challenges and skill checks to include the new skills.
- Remove all class-based skill selections, to include class-trained skills.
- Modifying the character sheet to remove all default skills except Heal, Insight, Intimidate, Stealth, and
Thievery, and make room for whatever sub-skills the players choose to acquire.

Once this is done, then the players receive six sub-skills that they begin the game trained in, picked from Table
3: Replacement Skills, and receive the +5 bonus for such. After that, the bonuses received for skills would
progress in the default manner based on relevant ability scores and half-level bonuses. Every three levels, the
character receives an additional sub-skill that they become trained in. At this rate, by the time the character
reaches level 30, they will be trained in 15 sub-skills. Keep in mind that the character still has access to all of
the sub-skills, but receives the +5 bonus for only the sub-skills they are trained in.

The default skills of Heal, Insight, Intimidate, Stealth, and Thievery remain unchanged, and the various abilities
granted by these skills are still relevant. If a class begins play with any of these skills as trained skills, those also
still remain relevant, or may be altered by the DM to better suit this sub-skill system.

In the end, it is up to the DM and the players as to which, if any, of these alternate skill methods will be used in
their games. It is strongly advised that if the group decides to use an alternate method, they use only one of
them. Otherwise there is a risk of the characters becoming too powerful too quickly, and putting more work on
the DM to create opportunities that actually pose a challenge to the characters. Ultimately, the best advice is to
do whatever is considered the most enjoyable for the DM and the group.
Table 1: Compiled Skill List 44. Hunting 89. Tattooing
45. Jeweler 90. Tithing
1. Acting 46. Jousting 91. Trailing
2. Agriculture 47. Juggling 92. Veterinary Healing
3. Anatomy 48. Languages: Ancient 93. Voice Mimicry
4. Ancient History 49. Languages: Modern 94. Weaponsmithing:
5. Animal Noise 50. Law Military Melee
6. Appraising 51. Leadership 95. Weaponsmithing:
7. Armorer: Chain 52. Leatherworking Simple Melee
8. Armorer: Cloth 53. Local History 96. Weaponsmithing:
9. Armorer: Hide 54. Massage Military Ranged
10. Armorer: Leather 55. Military Science 97. Weaponsmithing:
11. Armorer: Plate 56. Mining Simple Ranged
12. Armorer: Scale 57. Mountaineering 98. Weather Sense
13. Armorer: Shields 58. Musical Instrument 99. Weaving
14. Astrology 59. Navigation 00. Wine Making
15. Begging 60. Necrology
16. Boating 61. Numerology
17. Boatwright 62. Occult Recognition
18. Brewing 63. Oratory
19. Bureaucracy 64. Painting
20. Camouflage 65. Paper Making
21. Carpentry 66. Poetry
22. Cartography 67. Politics
23. Ceremony 68. Pottery
24. Charioteering 69. Reading Lips
25. Cobbling 70. Reading / Writing
26. Cooking 71. Riding: Airborne
27. Craft Instrument 72. Riding: Land-based
28. Crowd Working 73. Rope Use
29. Dancing 74. Rune Recognition
30. Direction Sense 75. Running
31. Disguise 76. Scribe
32. Distance Sense 77. Sculpting
33. Engineering 78. Seamanship
34. Etiquette 79. Seamstress / Tailor
35. Feign Sleep 80. Set Snares
36. Fire Building 81. Signaling
37. Fishing 82. Sign Language
38. Gaming 83. Singing
39. Gem Cutting 84. Sound Analysis
40. Glass Blowing 85. Spellcraft
41. Grade Detection 86. Stonemasonry
42. Heraldry 87. Survival
43. Herbalism 88. Survival: Underground
Table 2: Skills & Sub-Skills Paper Making
Nature: Poetry
Acrobatics: Agriculture Pottery
Dancing Camouflage Sculpting
Juggling Fishing Seamstress / Tailor
Hunting Stonemasonry
Arcana: Navigation Tattooing
Astrology Set Snares Weaponsmithing: Military
Necrology Weather Sense Melee
Numerology Weaponsmithing: Simple Melee
Spellcraft Perception: Weaponsmithing: Military
Appraising Ranged
Bluff: Direction Sense Weaponsmithing: Simple
Acting Distance Sense Ranged
Animal Noise Reading Lips Weaving
Disguise Sound Analysis Wine Making
Feign Sleep Trailing
Singing Knowledge:
Voice Mimicry Religion: Anatomy
Occult Recognition Boating
Diplomacy: Rune Recognition Cartography
Bureaucracy Tithing Charioteering
Ceremony Engineering
Crowd Working Streetwise: Fire Building
Etiquette Begging Gem Cutting
Heraldry Gaming Herbalism
Law Jousting
Leadership Craft: Languages: Ancient
Oratory Armorer: Chain Languages: Modern
Politics Armorer: Cloth Massage
Armorer: Hide Musical Instrument
Dungeoneering: Armorer: Leather Reading / Writing
Grade Detection Armorer: Plate Riding: Airborne
Mining Armorer: Scale Riding: Land-based
Mountaineering Armorer: Shields Rope Use
Survival: Underground Boatwright Scribe
Brewing Seamanship
Endurance: Carpentry Signaling
Running Cobbling Sign Language
Survival Cooking Veterinary Healing
Craft Instrument
History: Glass Blowing
Ancient History Jeweler
Local History Leatherworking
Military Science Painting
Table 3: Replacement Skills

Acting Herbalism Sound Analysis


Agriculture Hunting Spellcraft
Anatomy Insight Stealth
Ancient History Intimidate Stonemasonry
Animal Noise Jeweler Survival
Appraising Jousting Survival: Underground
Armorer: Leather Juggling Tattooing
Armorer: Chain Languages: Ancient Tithing
Armorer: Plate Languages: Modern Thievery
Armorer: Cloth Law Trailing
Armorer: Hide Leadership Veterinary Healing
Armorer: Scale Leatherworking Voice Mimicry
Armorer: Shields Local History Weaponsmithing: Military
Astrology Massage Melee
Begging Military Science Weaponsmithing: Simple
Boating Mining Melee
Boatwright Mountaineering Weaponsmithing: Military
Brewing Musical Instrument Ranged
Bureaucracy Navigation Weaponsmithing: Simple
Camouflage Necrology Ranged
Carpentry Numerology Weather Sense
Cartography Occult Recognition Weaving
Ceremony Oratory Wine Making
Charioteering Painting
Cobbling Paper Making
Cooking Poetry
Craft Instrument Politics
Crowd Working Pottery
Dancing Reading Lips
Direction Sense Reading / Writing
Disguise Riding: Airborne
Distance Sense Riding: Land-based
Engineering Rope Use
Etiquette Rune Recognition
Feign Sleep Running
Fire Building Scribe
Fishing Sculpting
Gaming Seamanship
Gem Cutting Seamstress / Tailor
Glass Blowing Set Snares
Grade Detection Signaling
Heal Sign Language
Heraldry Singing
Skill Descriptions:

This section will cover the descriptions of all of the AGRICULTURE


skills. Presented in alphabetical order, the skills will PAR: Wisdom
be fully detailed, to include what ability they rely on DSA: Nature
for die rolls, what default skill they are branched Constant: You can visually inspect crops and
from, and the benefits of each. Each skill is broken determine their relative healthiness, as well as
down as follows: inspecting land to determine if it is suitable for
growing crops. If the area is healthy enough, you
SKILL NAME can grow crops with no rolls needed.
PAR: Primary Ability Reliance. Roll: You have the ability to grow crops in areas
DSA: Default Skill Attachment. otherwise unsuitable for crop growth, to include
Constant: Constant Granted Abilities. wastelands, deserts, and so on.
Roll: Skill Roll Benefit.
ANATOMY
PAR: Primary Ability Reliance. This tells you PAR: Wisdom
which of the six abilities the skill relies on for die DSA: Knowledge
rolls, such as Wisdom or Dexterity. Constant: You have a good working knowledge of
anatomy, and can recognize various body parts from
DSA: Default Skill Attachment: For those using natural creatures when you see them.
Method 2, this tells you what default skill the sub- Roll: You have the ability to recognize body parts
skill is attached to. from all creatures, natural or otherwise, and have a
chance of knowing any particularly vulnerable areas
Constant: This tells you what the constant benefits on a creature’s body.
of the skill are. These benefits are considered to be
always active, and no die rolls are required to use
ANCIENT HISTORY
them.
PAR: Intelligence
DSA: History
Roll: This tells you the abilities granted by the skill
Constant: You know the ancient history (100 years
that require die rolls to use. The DM is responsible
or more) of a specific region or area, to include
for setting appropriate DCs for skill rolls.
major personalities of the area and any events that
might have changed or been deemed important to
the area. This area is limited to a county, fiefdom,
ACTING kingdom, or otherwise limited region.
PAR: Charisma Roll: You know very detailed information about the
DSA: Bluff ancient history of a specific region or area, to
Constant: You can recognize various styles of include lesser-known names, places, and events.
dance, and can roughly judge the performance of an This area is limited to a county, fiefdom, kingdom,
individual who is dancing. or otherwise limited region.
Roll: You can dance to impress others. This can be
used for money-making reasons, or simply to
impress other with your prowess.
ANIMAL NOISE Roll: You have an expert understanding of cloth
PAR: Charisma armor. You can manufacture your own cloth armor
DSA: Bluff with the proper materials and time. This does not
Constant: You can recognize the calls, cries, and grant the ability to make masterwork armor.
other vocal noises of creatures both natural and
otherwise, and associate them properly. ARMORER: HIDE
Roll: You can mimic any creature’s vocal sounds, PAR: Intelligence
provided you have heard them before and they are DSA: Craft
within the range of your vocal capacity. For Constant: You have a good understanding of the
example, a demonic grunt would be possible, but a manufacturing and maintenance of hide armor. You
dragon roaring at full volume would not. can build your own hide armor with the proper
materials, assistance, and ample time.
APPRAISING Roll: You have an expert understanding of hide
PAR: Wisdom armor. You can manufacture your own hide armor
DSA: Perception with the proper materials and time. This does not
Constant: You know the approximate value of grant the ability to make masterwork armor.
objects that would be considered tradable or sellable
in a market environment. You can recognize ARMORER: LEATHER
obvious defects in craftsmanship. PAR: Intelligence
Roll: You know within a few coins the value of DSA: Craft
objects considered tradable or sellable in a market Constant: You have a good understanding of the
environment. You can recognize even minute manufacturing and maintenance of leather armor.
defects in craftsmanship. You can build your own leather armor with the
proper materials, assistance, and ample time.
ARMORER: CHAIN Roll: You have an expert understanding of leather
PAR: Intelligence armor. You can manufacture your own leather
DSA: Craft armor with the proper materials and time. This does
Constant: You have a good understanding of the not grant the ability to make masterwork armor.
manufacturing and maintenance of chain armor.
You can build your own chain armor with the ARMORER: PLATE
proper materials, assistance, and ample time. PAR: Intelligence
Roll: You have an expert understanding of chain DSA: Craft
armor. You can manufacture your own chain armor Constant: You have a good understanding of the
with the proper materials and time. This does not manufacturing and maintenance of plate armor. You
grant the ability to make masterwork armor. can build your own plate armor with the proper
materials, assistance, and ample time.
ARMORER: CLOTH Roll: You have an expert understanding of plate
PAR: Intelligence armor. You can manufacture your own plate armor
DSA: Craft with the proper materials and time. This does not
Constant: You have a good understanding of the grant the ability to make masterwork armor.
manufacturing and maintenance of cloth armor.
You can build your own cloth armor with the proper
materials, assistance, and ample time.
ARMORER: SCALE BOATING
PAR: Intelligence PAR: Intelligence
DSA: Craft DSA: Knowledge
Constant: You have a good understanding of the Constant: You have a good understanding of any
manufacturing and maintenance of scale armor. small water crafts, from rafts up to 6-person boats.
You can build your own scale armor with the proper You can captain these vessels under normal
materials, assistance, and ample time. conditions with no checks needed.
Roll: You have an expert understanding of scale Roll: You have expert understanding of water
armor. You can manufacture your own scale armor crafts, all the way up to longboats and frigates. You
with the proper materials and time. This does not can captain these vessels under rough conditions.
grant the ability to make masterwork armor.
BOATWRIGHT
ARMORER: SHIELDS PAR: Intelligence
PAR: Intelligence DSA: Craft
DSA: Craft Constant: You can manufacture small vessels such
Constant: You have a good understanding of the as rafts and canoes with no checks needed, and
manufacturing and maintenance of shields. You can perform repairs and maintenance on these vessels.
build your own shields with the proper materials, Roll: You can manufacture larger vessels such as
assistance, and ample time. barges, and perform maintenance and repairs with
Roll: You have an expert understanding of shields. limited assistance and the correct tools.
You can manufacture your own shields with the
proper materials and time. BREWING
PAR: Intelligence
ASTROLOGY DSA: Craft
PAR: Intelligence Constant: You have the ability to distill alcohol
DSA: Arcana and create cheap-quality spirits with the proper
Constant: You can recognize constellations with supplies and time.
ease, and have a working understanding of Roll: You can create very high-quality, high-
astrological signs and phenomena. potency, flavorful alcoholic beverages with the
Roll: You have a masterful talent of recognizing proper supplies and time.
constellations, and have the ability to make limited
predictions based on the alignment of the stars. BUREAUCRACY
PAR: Charisma
BEGGING DSA: Diplomacy
PAR: Charisma Constant: You have the ability to work within the
DSA: Streetwise structure of bureaucratic legislature, and formulate
Constant: You can make enough begging in a day edicts and contracts.
to afford a single meal or a single night’s stay at a Roll: You have the ability to influence the actions
relatively inexpensive inn. of bureaucratic legislators through your edicts,
Roll: You have the ability to recognize if beggars contracts, and formulaic thought processes. This can
are faking conditions or have alternative purposes be used for the creation of laws and the day to day
other than being homeless or hungry. You can make functioning of government offices.
enough in a day begging for a week’s worth of
meals, or three nights’ stay at an inexpensive inn.
CAMOUFLAGE CHARIOTEERING
PAR: Wisdom PAR: Intelligence
DSA: Nature DSA: Knowledge
Constant: You have the ability to camouflage items Constant: You have a basic understanding of
and structures from casual observers with whatever chariots, and can operate them under normal
materials happen to be nearby. conditions without need for checks.
Roll: You have the ability to completely obfuscate Roll: You are very familiar with chariots, and can
items and structures from even close scrutiny with participate in races and maintain control even under
whatever materials happen to be nearby. When bad conditions.
complete, a subject attempting to locate your hidden
object must spend at least 10 minutes closely COBBLING
inspecting the object and may be subject to a PAR: Intelligence
Perception check by the DM. DSA: Craft
Constant: You are able to layout and construct
CARPENTRY simple roads and pathways with stone cobbles.
PAR: Intelligence Roll: You are able to construct very elaborate
DSA: Craft works of cobblestone, from chimneys and sidewalks
Constant: You can construct simple household to houses and patterned streets.
items and structures no more complicated than basic
lean-tos with the proper materials and time. COOKING
Roll: You can construct large homes and elaborate PAR: Intelligence
works of wood such as fine furnishings with the DSA: Craft
proper materials and time. Constant: You can cook simple meals and have
enough knowledge to determine how long to cook
CARTOGRAPHY meats and make relatively tasty meals.
PAR: Intelligence Roll: You can cook with the precision and skill of a
DSA: Knowledge trained chef. Your meals are both delicious and
Constant: You can make simple maps and layouts satisfying. You could make money with your food,
from memory that are accurate to within a few if the DM allows it.
squares.
Roll: You can make large, elaborate maps of vast CRAFT INSTRUMENT
areas that are accurate to within 1 square. PAR: Intelligence
DSA: Craft
CEREMONY Constant: You can make minor repairs to most
PAR: Charisma musical instruments, and manufacture very simple
DSA: Diplomacy instruments such as flutes and drums.
Constant: You have a familiarity with royal and Roll: You can create musical instruments of lasting
religious ceremonies, and can function within them quality and beauty, as well as make any repairs
without drawing attention to yourself. needed to such items. You could easily sell your
Roll: You are extremely familiar with all the ins musical creations with DM approval.
and outs of formal ceremonies, and can host such
affairs as well as attend them without drawing
negative attention to yourself.
CROWD WORKING DISTANCE SENSE
PAR: Charisma PAR: Wisdom
DSA: Diplomacy DSA: Perception
Constant: You can draw a small crowd to listen to Constant: You always have a basic knowledge of
your words, and have a certain amount of influence how far away a location is from you, accurate to
over them, based on what it is you are telling them. within a few minutes travel. You must have been to
The exact terms of this are ultimately up to the DM. the location to know its distance, however.
Roll: You can completely change the mood of a Roll: You know exactly how far away a location is
large crowd, exciting them, angering them, or from you, accurate to within a few squares. You
calming them as you see fit based on nothing but must have either been to the location or know its
your words. position on a map to know its distance, however.

DANCING ENGINEERING
PAR: Dexterity PAR: Intelligence
DSA: Acrobatics DSA: Knowledge
Constant: You are relatively knowledgeable of a Constant: You have a basic understanding of how
few different forms of dancing, and can dance mechanical items work, and can make simple
without obvious errors. repairs to such items.
Roll: You are a masterful dancer, skilled in many Roll: You are very skilled with the creation and
different forms of dance and can perform for royalty maintenance of mechanical items, as allowed in the
without error. game by your DM.

DIRECTION SENSE ETIQUETTE


PAR: Wisdom PAR: Charisma
DSA: Perception DSA: Diplomacy
Constant: You always have a basic knowledge of Constant: You have a basic understanding of
what direction is what if the conditions are good courteous social behavior, and can conduct yourself
and you are unhurried. This applies at night, as well. appropriately in social settings.
Roll: You always know what direction is what, Roll: You have intimate knowledge of all manner
even under harsh conditions and under duress. This of social graces, and can host ritzy parties and
applies to cloudy nights, in storms, and so on. entertain even royal guests.

DISGUISE FEIGN SLEEP


PAR: Charisma PAR: Charisma
DSA: Bluff DSA: Bluff
Constant: You have the ability to disguise yourself Constant: You have the ability to pretend to be
so that casual observers will not recognize you. This asleep to casual observers, and can maintain this
can be done with clothing, makeup, and so on. through moderate activity around you.
Roll: You have the ability to completely mask your Roll: You can not only appear to be asleep, but you
identity from even careful inspection by others. can appear to be dead to casual observers through
This can be done with clothing, makeup, and controlled breathing and body positioning. The
whatever else you can find to use. The effect is so effect is so convincing that the DM may call for the
good that the DM is to assign a high DC Perception observer to make a Perception check with a high
check for the person trying to identify you. DC to see through the ruse.
FIRE BUILDING GLASS BLOWING
PAR: Intelligence PAR: Wisdom
DSA: Craft DSA: Craft
Constant: You can make fire with simple twigs in Constant: You are relatively skilled at glass
short time, and maintain it easily. blowing, and can make your own small bottles,
Roll: You can make precise fires, as an arsonist vases, or other low-quality glass items.
does, and maintain them no matter the size even in Roll: You can create masterful works of glass,
high winds and light rain. including valuable vases, stemware, and other such
artistic creations.
FISHING
PAR: Wisdom GRADE DETECTION
DSA: Nature PAR: Wisdom
Constant: You can easily recognize different DSA: Dungeoneering
species of fish, and have enough skill to survive off Constant: You can spot slanting grades in tunnels
of fishing should you find a likely spot to do so. and caves, and approximate the degree of the grades
Roll: You can easily recognize pond, lakes, to within a 10 degree variance of accuracy.
streams, etc. where fishing would be very Roll: You can determine the grade of tunnels and
fortuitous. You can catch enough fish to survive caves when traveling through them. You are
indefinitely. accurate to within 1 degree.

GAMING HERALDRY
PAR: Charisma PAR: Charisma
DSA: Streetwise DSA: Diplomacy
Constant: You are familiar with several types of Constant: You can recognize the various coats of
gaming and the different variations of each game arms, banners, and symbols of notable nobles in a
that might be played in a specific area. specific location. This location can be a city, small
Roll: You are very familiar with all popular forms barony, or small kingdom.
of gaming, and have the ability to cheat to win Roll: You can recognize the various coats of arms,
under the right circumstances, as determined by the banners, and symbols of all nobles within a large
DM. area. This area can include bordered regions, large
kingdoms, or entire small continents, as determined
GEM CUTTING by the DM.
PAR: Intelligence
DSA: Knowledge HERBALISM
Constant: You are familiar with the various styles PAR: Intelligence
of cut gems, and can recognize quality work when DSA: Knowledge
you see it. Constant: You have a working knowledge of
Roll: You can cut your own gems from rough herbalism, and can recognize useful plants on sight.
gemstones, and are skilled at recognizing even the Roll: You can create poultices, herbal teas, and
minutest flaws in gemstones. other mildly medicinal concoctions, the limit and
degree of which are determined by the DM.
HUNTING LANGUAGES, ANCIENT
PAR: Wisdom PAR: Intelligence
DSA: Nature DSA: Knowledge
Constant: You know the most likely areas where Constant: You can read the ancient languages of a
game animals would likely be, and also know what specific small area, such as a kingdom, fiefdom, or
kind of game animals are likely to be in an area. island territory. The languages must be ones that are
You can successfully hunt so that you can eat for a no longer used. This knowledge does not count
day in only two hours. toward your default number of known languages.
Roll: You can successfully hunt so that you can eat Roll: You can read the ancient languages of a
well from your kills for a full week in only 3 hours. specific region, such as a large kingdom, barony, or
small continent. The languages must be ones that
JEWELER are no longer used. This knowledge does not count
PAR: Wisdom toward your default number of known languages.
DSA: Craft
Constant: You can easily recognize good quality LANGUAGES, MODERN
jewelry apart from poor quality. You can spot minor PAR: Intelligence
imperfections in jewelry, and estimate the worth of DSA: Knowledge
crafted jewelry to within a few coins of its actual Constant: You can read and write all of the modern
worth. dialects of languages used in a specific small area,
Roll: You can craft fine quality jewelry if you have such as a small kingdom, fiefdom, or island
the proper equipment and time. You can spot even territory. This skill does not count toward your
the tiniest imperfections in all makes of jewelry. default number of known languages.
Roll: You can read and write all of the modern
JOUSTING dialects of languages used in a specific region, such
PAR: Intelligence as a large kingdom, barony, or small continent. This
DSA: Knowledge skill does not count toward your default number of
Constant: You have an intimate understanding of known languages.
the rules and regulations of formal jousting
competitions, and a working knowledge of combat LAW
jousting. PAR: Charisma
Roll: You are highly knowledgeable in the arts of DSA: Diplomacy
both formal jousting and combat jousting. You can Constant: You are well versed in all of the local
spot weaknesses in competitors’ forms, and could laws and lawmakers in a specific region, such as a
train others in jousting. kingdom, barony, or small empire.
Roll: You know even the smallest details in the
JUGGLING local laws of a specific region, such as a kingdom,
PAR: Dexterity barony, or empire. You are so intimately familiar
DSA: Acrobatics with these laws that you are able to spot loopholes
Constant: You can juggle small items with ease, and errors that could be used to your advantage.
such as apples and balls, and entertain people with You are also very familiar with the lawmakers in
your skills. this particular area.
Roll: You can juggle dangerous items, such as
knives, short swords, flaming torches, and so on.
LEADERSHIP MASSAGE
PAR: Charisma PAR: Dexterity
DSA: Diplomacy DSA: Knowledge
Constant: Used only in militaristic applications, Constant: You know the basics of simple massage
this skill grants you the ability to raise the morale of techniques, and can comfort weary or battle-sore
troops under your command, inspiring them and people with your skills.
giving them reason to continue with their missions. Roll: You can apply expert massages, quickly
Roll: When dealing with troops under your relieving weariness and stress. Once per day, this
command, or other friendly forces, you are assumed skill can be used to cut the extended rest time of an
to have a Diplomacy bonus of +5 in addition to any individual by 1 hour.
normal bonuses you might have for this skill.
MILITARY SCIENCE
LEATHERWORKING PAR: Intelligence
PAR: Intelligence DSA: History
DSA: Craft Constant: You have a good understanding of battle
Constant: You have a good familiarity with techniques, to include formations, attack patterns,
leatherworking in a small capacity. You can easily and strategy. Your skills could allow you to be
make small pouches, bags, and other items of utilized as a military tactician.
simple nature with no rolls needed. Roll: You are very familiar with tactics and military
Roll: You can make fine crafts out of leather, from decision-making. You have a 75% chance to
decorative book bindings to furnishings. These accurately predict enemy troop movements to
items are of exceptional quality and can be sold if within a mile of their destination, and a 50% chance
approved by the DM. of accurately predicting what types of troops will be
where within an enemy force’s ranks. This includes
LOCAL HISTORY leaders, skirmishers, minions, and so on.
PAR: Intelligence
DSA: History MINING
Constant: You are moderately familiar with the PAR: Wisdom
local history (up to 200 years in the past) of a DSA: Dungeoneering
specific region, kingdom, or empire. This Constant: You are familiar with the processes of
knowledge includes major battles, disasters, and mining, to include knowing the proper tools and
most highly notable figureheads of the area. likely sites where minerals are apt to be.
Roll: You are intimately familiar with the local Roll: You can accurately predict the location of
history (up to 200 years in the past) of a specific mineral deposits (gems, metals, specific stones, and
region, kingdom, or empire. This knowledge even so on) to within 1 square in an underground setting.
goes into the specifics of lesser-known personalities
of the area’s past, and includes lawmakers,
politicians, criminals, and any other noteworthy
people that might have had an influence on the area.
MOUNTAINEERING NECROLOGY
PAR: Wisdom PAR: Intelligence
DSA: Dungeoneering DSA: Arcana
Constant: You are skilled at knowing the safest Constant: You are familiar with the art of
routes up mountains, and can spot the potential for necromancy, and the practices involved with this
landslides, avalanches, and possible ambush craft. You can recognize the tools and trappings of
locations. necromancy when you see them, and can tell the
Roll: While on a mountain, your Perception skill is differences between true undead and undead-
assumed to have a +3 bonus in addition to any seeming constructs.
default bonuses you might receive for this skill. Roll: You gain a +3 bonus in addition to any
default bonuses to know the Lore of any undead
MUSICAL INSTRUMENT that happen to be encountered or described to you in
PAR: Intelligence sufficient enough detail.
DSA: Knowledge
Constant: You are moderately skilled in NUMEROLOGY
performing with any 3 regular musical instruments, PAR: Intelligence
and can make a meager income from street DSA: Arcana
performing, with approval of the DM. The three Constant: You have a working knowledge of
instruments must be chosen when this skill is taken. numerology and can make determinations about a
Roll: You are highly skilled in performing with the person’s personality based on an individual’s date
same musical instruments you chose for the of birth, astral signs, and other such information.
Constant portion of this skill. You could perform Roll: You have a knack of working with
professionally for royalty, and make a modest numerology and have gained a bit of regard in the
income from this skill with DM approval. matter. You could make small amounts of money
from your numerology charts, as approved by the
NAVIGATION DM.
PAR: Wisdom
DSA: Nature OCCULT RECOGNITION
Constant: You always know the general direction PAR: Intelligence
you are travelling in an above-ground, land-based DSA: Religion
environment. This also applies at night and in bad Constant: You have an understanding of the ways
weather and overcast conditions. and practices of well-known cults and occult
Roll: You know the precise direction you are followings. You can recognize these well-known
travelling in an above-ground, land-based factions with no rolls necessary.
environment. This also applies at night and in bad Roll: You can recognize even practices of even
weather and overcast conditions. You know the barely-known cults and occult followings. You can
precise direction of any places you have visited or gain knowledge of what their goals and pursuits
have viewed on a correct map. might be based on their activities.
ORATORY POLITICS
PAR: Charisma PAR: Charisma
DSA: Diplomacy DSA: Diplomacy
Constant: You can easily draw a crowd when you Constant: You have a good understanding of
speak, and can hold their attention to get your politics and the political scene. You understand the
message across easily enough. differences in various political factions, and can
Roll: You have the ability to influence crowds of engage in political conversations with little error.
people when you speak. You gain an additional +3 Roll: You have a deep understanding of the
bonus to any Diplomacy checks rolled to try and political scene. You know many well-known
influence a large group of people, as long as the politicians, and receive a +3 bonus to Diplomacy
people are not already hostile toward you. checks in addition to any default bonuses when
dealing with politicians political factions.
PAINTING
PAR: Wisdom POTTERY
DSA: Craft PAR: Wisdom
Constant: You can create paintings of decent DSA: Craft
quality, and have the ability to judge the quality and Constant: You can create small but usable pottery
worth of other paintings to within a few coins of the items, to include vases, bowls, and so on. You also
actual value. can recognize the quality of other peoples’ work in
Roll: You can create paintings of masterful quality, regards to pottery and judge the value of such items
and can make a decent income from the selling of to within a few coins of the actual value.
them, if the DM allows it. Roll: You can create masterful items of pottery. If
the DM allows, you can sell your creations for a
PAPER MAKING minor profit.
PAR: Intelligence
DSA: Craft READING LIPS
Constant: You have a basic understanding of the PAR: Wisdom
art of paper-making, and can make rough sheets or DSA: Perception
scrolls of paper provided you have the proper Constant: You can read the lips of anyone you are
materials and time. within 10 squares of and have a clear line of sight
Roll: You have the ability to make paper of the to, as long as they are speaking Common, or
finest quality provided you have the proper whatever your original native tongue happens to be
materials and time. This paper can be sold for a based on your default language choices.
minor profit if the DM allows it. Roll: You can read the lips of anyone you are
within 15 squares of and have a clear line of sight
POETRY of, as long as they are speaking any language that
PAR: Intelligence you know based on your default language choices.
DSA: Craft
Constant: You have the ability to make simple
poems with meaning and that inspire thought.
Roll: Your poems are masterful in design, and bring
out deep emotions in those who read them. You
could sell your poetry for a minor profit, with DM
approval.
READING / WRITING RUNE RECOGNITION
PAR: Intelligence PAR: Intelligence
DSA: Knowledge DSA: Religion
Constant: You are capable of reading and writing Constant: You can recognize any currently-used
any language that you speak, based on your default runes that you see, and know the meanings that they
language choices. have, as long as the group that used them was not an
Roll: You are capable of reading and writing up to isolated group unfamiliar to you.
two languages that you do not speak in addition to Roll: You can recognize even ancient runes and
all languages that you do speak. know their meanings, as long as the group that used
them was not an isolated group unfamiliar to you.
RIDING: AIRBORNE
PAR: Dexterity RUNNING
DSA: Knowledge PAR: Constitution
Constant: You know the basics of airborne riding, DSA: Endurance
and can ride any creature that could be classified as Constant: You can run great distances with no
a mount without any die rolls needed. Endurance checks required, and receive a +1 bonus
Roll: You can ride any flying creature, provided to your speed when running more than 6 squares.
they are of at least Large-size and have a body Roll: As above, but you gain a +2 bonus to your
shape that would allow you to ride it. speed when running more than 6 squares.

RIDING: LAND-BASED SCRIBE


PAR: Dexterity PAR: Intelligence
DSA: Knowledge DSA: Knowledge
Constant: You know the basics of riding land- Constant: You can take dictation very quickly in
based creatures, and have a 50% chance of being any language that you know, and recall major
able to successfully ride any land-based creature, events from an outing or adventure for the purposes
provided they are at least Large-sized and have a of transcribing them onto paper.
body shape that would allow you to ride it. Roll: You can remember even the minutest details
Roll: You can ride any land-based creature, of an outing or adventure for the purposes of
provided they are at least Large-sized and have a transcribing them onto paper.
body shape that would allow you to ride it.
SCULPTING
ROPE USE PAR: Intelligence
PAR: Dexterity DSA: Craft
DSA: Knowledge Constant: You have a good working knowledge of
Constant: You know how to make simple lassos, sculpting, and can make moderately good sculptures
tie knots, and otherwise generally manipulate rope as well as being able to identify the approximate
to suit your needs. worth of others’ sculptures to within a few coins of
Roll: You can make complicated knots, and can the actual value.
make rigging, lassos, and any other normal Roll: You can create masterful works of sculpture,
application of rope, no matter how elaborate it and, with DM approval, sell those sculptures for a
might be. profit.
SEAMANSHIP SIGN LANGUAGE
PAR: Intelligence PAR: Dexterity
DSA: Knowledge DSA: Knowledge
Constant: You know the basics of seamanship, Constant: You know how to fully communicate
from rigging and sail repair to charting and with your fingers and hands, and can communicate
navigation. completely without speaking as long as the recipient
Roll: You can navigate on the open seas without has a clear line of sight to you.
error, even in the roughest conditions. Roll: There is no roll for this skill. The requirement
is that all parties engaging in the use of Sign
SEAMSTRESS / TAILOR Language must have this skill in order to
PAR: Intelligence communicate with each other in this manner.
DSA: Craft
Constant: You can sew, mend, repair, alter, and SINGING
create simple clothing with no rolls needed. PAR: Charisma
Roll: You can create beautiful works of clothing, fit DSA: Bluff
for even royalty. If the DM allows, you can sell Constant: You can sing moderately well, and can
your creations for a minor profit. compose your own lyrics with no rolls needed.
Roll: You have a beautiful singing voice, and your
SET SNARES lyrics can move people to tears. If the DM allows it,
PAR: Wisdom you can perform for small amounts of money.
DSA: Nature
Constant: You can fabricate simple snares for the SOUND ANALYSIS
purpose of catching small game, and conceal the PAR: Wisdom
snares without any die rolls needed. You can catch DSA: Perception
enough game this way to eat for a day if you spend Constant: You can recognize random noises for
at least 4 hours setting and checking the snares. what they really are, as long as nothing is altering
Roll: You can create elaborate, intricate snares, the sounds to mask their true nature. This can
capable of catching even up to Large-size creatures include faint footsteps, horse hooves, far-off voices,
and conceal the snares so well that the DM could and so on. This can apply as far as identifying
make the creatures roll Perception checks to spot animal calls, the faint sounds of musical
them. You can catch enough food in this manner to instruments, even dripping water in a tunnel that is
eat well for a week in only a single day. below the ground.
Roll: You can determine specifics about the sounds
SIGNALING you are able to hear. For example, if you hear the
PAR: Dexterity pounding of horse hooves, you can tell how many
DSA: Knowledge horses there might be, or if you hear whispering,
Constant: You know the basics of hand-signaling, you can identify who it is, as long as you have heard
and can convey simple messages by these means. them speak before in a normal voice. This skill
The messages can be no more complex than “come allows you to tell the given direction that the sounds
this way”, “stop”, or other such commands. are coming from, and approximately how far away
Roll: You can send even complex messages, along the source of the sound is.
the lines of “there are 4 of them inside”, or “I think
there’s a trap in there”, and similar messages.
SPELLCRAFT SURVIVAL: UNDERGROUND
PAR: Intelligence PAR: Wisdom
DSA: Arcana DSA: Dungeoneering
Constant: You are able to identify the residues of Constant: You have the ability to stave off the
magical energy that are left when spells are cast in effects of hunger and thirst in normal underground
an area, and judge, to a minor degree, the power of environments, such as caves, caverns, tombs, and so
the spells in question. This judgment only goes as on by being able to recognize edible fungi, small
far as telling you whether the level of the spells cast animals, and possible water sources.
were low, moderate, or high. This skill must be used Roll: You have the ability to stave off hunger and
within 24 hours of a spell being cast in an area to thirst in even the harshest underground
properly function. environments (arctic caves, desert crypts, etc.) by
Roll: You can identify the exact power level of being able to recognize all possible sources of food
spells that were cast in an area within the last 24 or water. A successful roll will provide you with
hours. You also have a 50% chance of knowing enough sustenance for a full day.
exactly what spells were cast.
TATTOOING
STONEMASONRY PAR: Wisdom
PAR: Intelligence DSA: Craft
DSA: Craft Constant: You know how to utilize the proper tools
Constant: You are moderately knowledgeable in to make simple tattoos such as symbols and crude
the art of stonemasonry. You can create simple pictures with no rolls needed.
hearths, walls, stone fences, and other relatively Roll: You can make elaborate tattoos of
simple stone projects. professional and lasting quality. If the DM allows it,
Roll: You can create masterful works of stone, to you may be able to make a profit from tattooing.
include elaborate hearths, decorative walls,
patterned stone fences, and so on. If the DM allows TITHING
it, you can make a minor profit from your works. PAR: Intelligence
DSA: Religion
SURVIVAL Constant: You know the correct process for
PAR: Constitution collecting tithes for all major religions recognized
DSA: Endurance in your campaign world, and can inspire
Constant: You have the ability to stave off the congregations to tithe 10% more than the minimum
effects of thirst and starvation in above-ground, amount.
land-based environments by knowing what plants Roll: You know the correct process for collecting
are safe to eat, what animals are dangerous, and the tithes for all recognized religions in your campaign
location of safe water sources. world that perform the act of tithing. You can
Roll: You have the ability to stave off hunger and influence congregations of any of these religions to
thirst in even the harshest climates (deserts, tithe 25% more than the minimum amount.
glaciers, etc.) by knowing how to identify likely
sources of food and water, and by knowing what
animals are deadly, venomous, and so on. A
successful roll will provide you with sustenance for
a full day.
TRAILING WEAPONSMITHING: MILITARY
PAR: Wisdom MELEE
DSA: Perception PAR: Wisdom
Constant: You have the ability to recognize tracks, DSA: Craft
broken twigs, stomped down grass, and other such Constant: This skill grants you the ability to create
signs that a group of two or more Medium-sized one-handed military melee weapons, as long as you
would make travelling through an area and be able have the proper resources and time available to
to follow them with no rolls needed. commit to their creation.
Roll: You have the ability to recognize even the Roll: You can create two-handed military melee
most insignificant signs of travel through an area by weapons, as long as you have the proper resources
even a single creature of any given size that is and time available to commit to their creation.
capable of leaving such signs.
WEAPONSMITHING: SIMPLE
VETERINARY HEALING MELEE
PAR: Wisdom PAR: Wisdom
DSA: Knowledge DSA: Craft
Constant: You have the ability to properly treat Constant: This skill grants you the ability to create
various simple, physical medical conditions in one-handed simple melee weapons, as long as you
animals, such as broken bones, cuts, infections, and have the proper resources and time available to
so on. This will allow you to restore an animal to commit to their creation.
full Hit Points. This process takes time in the Roll: You can create two-handed simple melee
amount of 5 minutes for every HP the animal has weapons, as long as you have the proper resources
lost. and time available to commit to their creation.
Roll: You can treat and cure animals for poisons
and diseases, granting them saving throws for each
WEAPONSMITHING: MILITARY
condition they might have. You can also heal their
wounds in the amount of 1 Hit Point per minute. RANGED
PAR: Wisdom
DSA: Craft
VOICE MIMICRY
Constant: This skill grants you the ability to create
PAR: Charisma
one-handed military ranged weapons, as long as you
DSA: Bluff
have the proper resources and time available to
Constant: You can mimic the voice of anyone you
commit to their creation.
have heard speak in a normal vocal range within the
Roll: You can create two-handed military ranged
last 24 hours. The effect is so convincing that
weapons, as long as you have the proper resources
listeners will have to roll a Perception check with a
and time available to commit to their creation.
high DC (set by the DM) to negate the effect. You
must be able to speak the language of the person
you are mimicking.
Roll: You can perfectly mimic the voice of anyone
you have heard speak in a normal vocal range
within the last week. You can speak the individual’s
language that you are mimicking, but only to repeat
something you have heard them say before. It does
not grant you the ability to normally speak in their
native language.
WEAPONSMITHING: SIMPLE Notes on Money-Making Skills:
RANGED
PAR: Wisdom Many of the skills listed in this guide have an
DSA: Craft addendum attached to them that say, “If the DM
Constant: This skill grants you the ability to create allows”, or “With DM permission”. While this
one-handed simple ranged weapons, as long as you should be considered standard operating procedure,
have the proper resources and time available to it must be stressed that the DM is the one who will
commit to their creation. set values for sellable items or any profits made
Roll: You can create two-handed simple ranged from singing, playing musical instruments, and
weapons, as long as you have the proper resources other such ventures.
and time available to commit to their creation.
These actions can interfere with the default
Treasure Parcel system, and might not be allowed
WEATHER SENSE
by individual DMs who only wish to grant the
PAR: Wisdom
money and items listed in the Treasure Parcels. If
DSA: Nature
this is the case, simply ask the DM if you can use
Constant: You have an innate ability to forecast
your skills as bartering material for mundane items,
severe natural weather conditions up to 24 hours
or simply deduct the amounts made using skills
before they affect the area you are in. This can
from the Treasure Parcels that might be handed out.
include hurricanes, blizzards, storms capable of
producing tornados, and other severe conditions.
Skill Competitions:
Roll: You can predict even mild weather changes
up to 24 hours before they affect the area you are in.
Occasionally, characters might find themselves in
This can include light rain, moderate temperature
competition with other characters or NPCs while
changes, snow, and any other such weather changes.
using these skills. Some examples would be singing
contests, musical instrument contests, historical
WEAVING trivia contests, and so on. This is a fun way to use
PAR: Dexterity the new skills in this book, and is also easy for the
DSA: Craft DM to judge, based on die rolls.
Constant: You can create small woven items, like
simple baskets, with no die rolls necessary. The DM should set a single target DC for all
Roll: You can create masterful works of art by competitors. Once all of the competitors have rolled
weaving. These works can include decorative against that target DC, the DM should compare the
baskets, containers, rugs, and so on. If the DM results. Those who fail the die roll are automatically
allows it, you can sell your items for a minor profit. excluded. Of those who succeed in the roll, the
winner would be the competitor whose die roll was
WINE MAKING highest. If there is a tie, then the match can be
PAR: Wisdom determined a draw, or another round of competition
DSA: Craft can begin, based on the desires of the group.
Constant: You can create simple wines of low
quality, given the proper supplies and time.
Roll: You can make wine of exceptional quality and
flavor given the proper materials and time. If the
DM allows, you can sell this wine for a minor
profit.

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