Complete Book of Skills: and Supplemental Non-Combat Options
Complete Book of Skills: and Supplemental Non-Combat Options
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.
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.
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.
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.
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.
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.
This is an extremely intrusive method to insert into the game. Before any characters are created, the DM will
have the tasks of:
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
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.
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.