Enchanted Realms Rulebook

Vocational Skills

Skills of apprenticeship, retirement and in between.

Not all skills are for the adventurer. Other people in the world make a living having an occupation that can be traded for money or other exchanges. These are called vocational skills.

Most skills in this section are generally reserved for NPCs; however, PCs could learn them. However, many have requirements of a forge or workshop. Player character could choose to invest in such, but that urban investment makes active adventuring difficult as such an investment often involves everyday maintenance. This works well when the game setting is an urban one where dealing with thieves and politics is the norm. However, for the traveling type, the PC would have to hire a manager or trusted laborer to control the upkeep. The PC might own the investment but would not be able to use them as most NPCs do. That said, with these skills a PC could assist in his or her shop – or trade labor for price at another’s shop to decrease the time and cost of needed items or services.

There is also an exception to the karma rule for vocational skills. These can be trained without the use of karma. However, a character must spend a like number of days training with a mentor equal to the cost. The other option is self-training which costs double that duration. This training can be spent in half-days up. In other words, a 100-cost would require 200 days performed by self-training, which could consume up to 400 calendar days to be complete. If longer is taken, then the training is lost. At the end of the training, a Muse feat-save against is rolled. The DC is 2 points per every 50 points of karma expense of the skill. If successful, then the skill is acquired. If not, then all the training was invaluable, and the skill is not gained.

There are a few other skills outside of those in the vocational list which can be trained or learned with time. Those are denoted by the symbol. The formula for learning is the same unless noted in the skill description.

The chart is ordered by skill cost, while the descriptions are ordered alphabetically.

SkillCost SkillCost
Acting100 Enhanced Metal200
Agriculture100 Engineering200
Animal Breeding100 Fey Binding200
Armoring100 Gambling200
Bowyer100 Occult Lore200
Brewing100 Phrenology200
Carpentry100 Stone Lore200
Cooking100 Exotic Hides250
Creature Lore100 Homeopathy250
Farrier100 Medical Zoology250
Fishing100 Musician250
Flora Lore100 Soothe250
Gardening100 Stimulate250
Glass-Blowing100 Arbor-Forging300
History100 Artifice Discipline300
Hunting100 Enchanted Metal300
Knots100 Fiend Practicum300
Lapidary100 Magical Research300
Leatherworking100 Mago-mathematics300
Legal Work100 Meta-Phrenology300
Masonry100 Mixtures300
Mineralogy100 Poison Treatment300
Papermaking100 Project Bureaucracy300
Religious Studies100 Stitch and Wrap300
Sailing100 Alchemical Analysis350
Scribing100 Artifice Research350
Skinning100 Bridge Building350
Tailoring100 Gear Mechanics350
Weaponsmith100 Hydraulics350
Woodworking100 Maestro350
Creature Specifics150 Stone Structures350
Locksmith150 Alchemy400
Management150 Psionics400
Mathematics150 Cold Metallurgy450
Minstrel150 Life-Chanting500
Animal Training200 Statics500
Architecture200 Towers500
ActingNo Requirement
This skill allows the skilled person to pass oneself off as if he or she were a different person. This bluffing is a base DC:12 plus Judgment bonus for a Perception check for others to recognize the rouse. If costuming is involved from +1 to +3 can be added based on the GMs discretion. Further, someone with acting can mimic voices and creatures, assuming the voice or sound has been studied directly. The chance of someone being fooled by the mimicry is the same as disguising above. Further, this will give a +2 to the roll against the normal DC set by the GM to acquire information by social engineering. It will also add +3 above the skill bonuses of bartering and interrogation if the character has either of those.
Advanced ClockworkClockwork Engineering, Mago-horology
This gnomish technology is used to create clockwork constructs which are magically powered by internal mechanisms. There are more details in the GM Aide documentation.
AgricultureNo Requirement
While any laborer can work the land, this skill gives one the knowledge of soil rotation and methods of planting and sowing. An untrained laborer can work one acre of land and produce 1500 meals at harvest. This skill allows a person to supervise up to 25 laborers and up to 25 acres, but it will increase the output of each laborer to 2500 meals. Therefore, the harvest of maximum land and labor can produce over 20,000 vegetarian meals or enough to feed around 60 people a year. Certain machinery can also be able to increase these numbers. Also, the GM could adjust these numbers based on drought or other weather conditions.
Alchemical AnalysisMixtures
This skill takes mixtures to the next level, where beyond identification of a potion, the actual formula can be reverse-engineered. Using the same DC, interval rolls and expiration times for creating a batch, the formula can be discovered. Whether successful or not, the sample potion used in the process is destroyed.
This skill allows for the crafting of potions, oils and powders of a supernatural nature. After crafting the ingredients in the appropriate quantities, a d20 against the DC is rolled for each interval. The better of the craftsman's Muse or Logic bonus can be added to these rolls. If score is successful for the interval, then the highest raw die value is tallied against a running total. When the value reaches the success value, then the batch is complete. However, if the success value is not reached prior to the maximum time, then this lot is ruined.
 Batch-SizeIngredientsDCIntervalSuccessMax TimeShelf Life
Elixir of Bravery4 doses12 Tbsp Frankincense
8 Tbsp Maiden’s Heart
6 Tbsp Moly
12 oz Red Mercury
14Daily9014 days3 months
Extinguishing Foam4 doses8 Tbsp Maruera
1 gal Ylang-ylang Oil
2 pints Iodine solution
13Daily7510 days2 months
Many other formulas are available in a separate document. These recipes are not naturally known from this skill, but must be acquired by apprenticeship, trade, purchase or other means. Recipes cannot be committed to memory and must be stored in writing. DCs may be modified in the future.
Animal BreedingNo Requirement
This skill is animal husbandry of a specific animal. With this skill, the general feeding and caring for the type of animal can be performed. When an animal becomes sick, someone with this skill can successfully nurse the animal back to health with a Judgment feat (DC:9). This does not mean the animal will die on a failed feat, but merely that the caring made no influence. Breeding methods and selective breeding for stronger stock can be done with this skill; however, the results of that are not determined by a single die roll.
Animal TrainingNo Requirement
This skill permits one to train an animal to follow basic commands. It is animal specific.
With this skill, one can use feywood to create elfin-chain, which is a light armor. An elfin-chain shirt is AC 13, but has no penalty for sorcery; further, it sleeps as light armor. A full suit of elfin-mail is AC 15 and classified as medium armor, sleeps as medium, and only has a disadvantage for sorcery. Further, if someone with arbor-forging also has leatherworking, then the lateral appendages of the darkleaf tree can be sewn together to create armors equal to leather or even studded leather armor. The return for using darkleaf plants over actual leather is the lack of maintenance for the armor and minor healing properties it offers.
Building a single-story structure does not require a skill; however, larger buildings do require someone in with this skill to be involved. With this skill, wooden buildings up to 60 feet tall (6 stories) for a total of 10,000 square feet can be designed. This could be a rectangular building about 40x40 for each floor or a ziggurat with a 3600 square-foot base floor. However, if the architect also has engineering as an additional skill, the structure's height can be increased to 80 feet and a total of 20,000 square feet. The labor time is 1 day per square foot for wood. Thus, a ten-by-ten single story building is 100 labor-days. Because larger area doesn't require the same time and material for support beams and interior walls as it does for an exterior, there are other modifiers as the square footage grows, but these can be determined by the GM when necessary. This skill does not allow for the design of stone or metal structures.
ArmoringNo Requirement
This skill permits the fashioning of metal armors. It requires a forge and cannot be performed “on the road.”
Artifice DisciplineDivine Artificing or Arcane Artificing or Enchanted Metal
This is the skill used to actually craft magical weapons, armors and devices; however, it is specific to a particular discipline of artificing. There are eleven disciplines. This skill can be learned for other disciplines separately, but disciplines marked as opposites cannot be learned once its diametric skill has been obtained. Further, a formula of how to create an item must be known. Like alchemy, formulas are traded, sold, shared, researched and stolen. Additionally, recipes are complex and must be written down. However, once a process is acquired and the necessary consumable materials and the artifice core have been obtained, the crafting can begin. There is a daily DC that must be rolled; bonuses to rolls are based on the prerequisite skill. When successful, that value is added to the running total. If the threshold value is reached before the expiration days for the item, then it is successful. If not, then the item fails. Either way, the consumable materials are destroyed and the artifice core could be. When performing this, the GM will provide additional details specific to the item being crafted.
 Lawful(Opposite of Chaos) 
 Chaos(Opposite of Lawful) 
 Good(Opposite of Evil) 
 Evil(Opposite of Good) 
 Divination(Opposite of Illusionary) 
 Illusionary(Opposite of Divination) 
 Cold(Opposite of Fire) 
 Fire(Opposite of Cold) 
 Necrotic(Opposite of Smite) 
 Smite(Opposite of Necrotic) 
Artifice ResearchArtifice Discipline
This skill offers two benefits. First, it can identify magical items more quickly than the magical research skill and without the need of a library. After only one full day of studying, the researcher rolls against the DC of the item (as described in magical research) with his or her Logic score bonus and an additional +3 bonus from the skill. If successful, the magical properties are known. If unsuccessful, the item can continue to be studied and another roll made the following day. The second benefit is determining the artificing formula by examining a magical device. This only works for items that can come into creation by artificing and not all magical items can. However, if possible, then using the same process as if crafting the object, but substituting weeks for days to accumulate DC rolls towards the threshold, then if successful, the formula will become known. Unlike alchemical analysis, this research does no harm to the device examined.
BowyerNo Requirement
This skill conveys to ability to create bows, crossbows, arrows and bolts.
BrewingNo Requirement
This skill allows the creation of beer and mead through fermentation. Brewing ale and other drinks have several components: batch-size, ingredients, DC, interval, success, maximum time and shelf life. After crafting the ingredients in the appropriate quantities, a d20 against the DC is rolled for each interval. If having distillery, homeopathy or alchemy, then additional d20s for each can be added to the roll. If any die is successful for the interval, then the highest raw die value is tallied against a running total. When the value reaches the success value, then the brew is complete. However, if the success value is not reached prior to the maximum time, then this lot is ruined. When brewing several batches at once, the character may choose to roll against each batch, the whole set or in divisions of his or her choice. Lastly, due to routine ingredient handling, one's risk for handling poison is reduced to DC 3 to avoid self-infliction.
 Batch-SizeIngredientsDCIntervalSuccessMax TimeShelf Life
Ale, Normal120-Flagon Barrel80 lbs Barley8Weekly225 weeks1 year
Ale, Stout120-Flagon Barrel120 lbs Barley9Weekly245 weeks1 year
Liqueur, Fruit30-Flagon Firkin75 lbs Fruit
5 gal Cheap Rum
10Weekly236 weeks3 years
Mead30-Flagon Firkin25 lbs Honey9Weekly246 weeks2 years
Wine60-Flagon Cask300 lbs Grapes10Weekly256 weeks10 years
Bridge BuildingArchitecture, Engineering
With this enhanced skill, the engineer can create plans for building simple bridges and aqueducts, upwards to 5000 cubic feet. This is not the actually creation of the bridge, but rather the designing and planning for one. Those with a masonry or carpentry skill can be the laborers to build the structure from the plans. Building time is 1 cubic foot per day per worker. For each worker over the first for a single build increases the time, which is detailed in the Game Masters section.
CarpentryNo Requirement
The basic skill of constructing simple wood structures.
Clockwork EngineeringAlchemy, Horology
This gnomish technology is used to create clockwork constructs. These automatons require fuel, and there are more details in the GM Aide documentation.
Cold MetallurgyEnchanted Metals
Can work grow adamantine and other crystalline metals for forging weapons and armor.
CookingNo Requirement
Cooking is exactly what it sounds like - the ability to cook and prepare food. Cooking uses raw meat and ingredients to prepare a meal. However, this has an advantage for the adventurer on the road to add a bit of variety for any “road kill” that happens.
Creature LoreMind 8 or Higher
This is a scholarly skill of the general information of animals and monsters. Someone with this skill can identify many creatures on the spot, meaning the attack methods or strategies of the creature would be known, as well as any resistances or special weaponry needed to harm it. This identification is successful on a Judgment feat (DC:12) for the typical creature; however, this is limited to beasts of the native plane of existence. Celestials, fiends or other extraplanar creatures would be require a DC of 20, and even very rare creatures might be modified by the GM to a required 15 or higher.
Creature SpecificsCreature Lore
This lore is an expansion of creature lore for a specific taxonomy, such as humanish, mutants or undead. Even celestials or fiends could be selected. However, to pick up another classification of monster, another skill would have to be obtained. Nonetheless, for the identification of a creature in that group, the DC is lowered by 2 points (typically DC:10), and two d20 rolls (at advantage) are permitted to check for success.
This skill allows the creation of liquors, spirits and minor chemicals. Homeopathy or alchemy can each add d20s to the chance of success rolls; however, as brewing is a requirement, it will not aid with this skill. The better of the head craftsman's Muse or Logic bonus can be added to these rolls.
 Batch-SizeIngredientsDCIntervalSuccessMax TimeShelf Life
Absinthe30-Flagon Firkin5 lbs Herbs
5 lbs Sugar
12Weekly246 weeks1 year
Acid Splash1-Flagon (8 uses)10 lbs Salt
1 pound Copper
1 pint Ethyl Alcohol
13Daily252 days3 months
Bonfire Blend1-Flagon (8 uses)12 Tbsp Jaffray
1 lb Phosphorus
13Daily485 days1 month
Bourbon60-Flagon Cask50 lbs Corn
10 lbs Barley
12Quarterly604 years20 years
Coma Draught1-Flagon (8 uses)8 Tbsp Laishaberries
1 gal Ethyl Alcohol
13Daily426 days3 months
Ethyl Alcohol30-Flagon Firkin500 lbs Corn10Daily4010 days3 years
Rum60-Flagon Cask15 lbs Sugar
1 gal Molasses
Various Spices
11Quarterly605 years20 years
Smelling Salts1-Flagon (8 uses)24 Tbsp Venus Flora
1 gal Ethyl Alcohol
10Daily3510 days1 year
Sun Oil1-Flagon (8 uses)8 Tbsp Jaffray
12 eggs
1 gal Ethyl Alcohol
10Daily386 days1 year
Whiskey60-Flagon Cask40 lbs Rye
15 lbs Barley
5 lbs Corn
11Quarterly402 years15 years
Enchanted MetalsEnhanced Metals
Can work with special metals for forging weapons and armor. This also acts as a prerequisite for artifice discipline, granting Strength modifiers as a bonus to daily crafting rolls.
This is the basic understanding of mechanics and structures. It allows the building of simple structures. Some routine actions can be performed with a Logic feat save. These are: identifying weak points in walls and structures; calculating large volumes by sight; converting weight and evaluating sturdiness. The DC for these is 9 with the skill; without the skill is a DC18. The GM should give an answer when calculating or evaluating quantitative values even if the roll is failed. A guideline would be to be off 10% per point missed. Other feats as deemed reasonable by the GM can also be made. Additionally, the engineer can create and set simple spring-loaded or weight-shifting traps. In combat, if materials exist, an engineer can create a temporary melee weapon, which acts with the weight and balance of a specified one, allowing any character to use it with full skills rather than as a “improvised weapon.” For example, if a combatant in the group has swords in addition to melee fighting, the engineer could fashion a "sword" from a scabbard and broken door handle to act as an actual sword, allowing the combatant to roll 2d20 in an attack, instead of just 1d20 for a random weapon. However, the make-shift sword will break on a score of a ‘natural 1” on either die set. Ranged weapons cannot be fashioned this way. The time to create is an action in combat. Lastly, engineering can offer bonuses to the architecture detail under that description.
Enhanced MetalsArmoring or Weaponsmith
This allows a lesser metal-working skill to use techniques of silvering and crude carbon-steel. Silvering weapons allows them to get around the damage resistance of some creatures. Silvering weapons add 100 bits to the cost. Steel weapons gain a +1 to hit, but inflicts damage as a normal weapon. They cost an additional 200 bits or three times, whichever is greater. Armors made from crude steel are 1 point higher in armor class. More details can be found in the Game Master section. However, silvering a steel weapon is not a successful technology. It can be done, but the plating falls from the steel quickly, making it a moot method.
Exotic HidesLeatherworking
Create leather armor from monster hides.
FarrierNo Requirement
The farrier skill is that of shoeing horses. This is most often performed on a horse, but it can include a borgaaz, goat and a mule. When shoeing an animal its burden increased by 100 pounds.
Fey BindingCreature Specifics (Fey)
Once learning specific lore for fey creatures, this skill allows the ability to bind a fey spirit to another person or to oneself. Only one fey spirit can be linked to another living being at one time. The process is a special woodlands summoning, requiring 24 hours where the person to whom the fey will be linked must be present. The material costs are roughly 100 bits for herbs, amber incense, and a brazier full of duskwood chips. The fey spirit is summoned on a successful Will check (DC:9), and it will come in the form of another creature and act as a charmed animal companion (see skill) serving its master for the following five years; however, unless noted in the benefits fey spirits cannot attack unless defending themselves against direct attack and will still often flee to survive. One further benefit from a fey companion is the ability to see and hear through that creature once per day, which acts as an act of scrying for one minute. Thus, fey-bound companions are often used as spies. Different types of fey forms offer different benefits, but each will have the abilities of their form. Some are due to advantages for the spirit while others benefit the master. The form will be based on a 2d6 roll:
2ImpFey Spirit can communicate telepathically with the Master
3QuasitFey Spirit can attack and speak the abyssal language
4HawkFey Spirit can fly; Master gains +1 on Perception
5CatMaster gains +2 on Stealth actions
6BatFey Spirit can fly
7MonkeyFey Spirit can climb
8OwlFey Spirit can fly
9RavenFey Spirit can fly; Master gains free language as a supernatural ability during fey's service
10TurtleMaster gains +1 magical AC bonus like having a ring of protection
11BrownieFey Spirit can communicate in the common language
12PseudodragonFey Spirit can fly and can attack and has a random cantrip
The summoning ritual can only be performed once every three months, whether successful or not. As a result, this skill is rarely offered as a business service and the fey-binder is often very selective of the recipient.
Fiend PracticumCreature Specifics (Fiend)
After acquiring “fiend lore” by taking creature specifics for fiends, this skill allows some methods for dealing and harming creatures of the lower planes.
Protection from Evil: By spreading a two-foot diameter circle of runes made from herbs and silver shavings (cost: 50 bits), the occupant inside the circle gains a preternatural protection from fiends. So long as the being on the interior does not cross the circle or reach outside of it, then no fiend can physically enter or harm the occupant. Further, any charms, fear or spell-effects originating from the fiend are at disadvantage to affect the protected being.
Pentagram Cage: This allows the complex knowledge to create a pentagram that can trap a fiend, who once entering it cannot easily break free from it. The materials needed are herbs, silver shavings, and powdered rubies. The circle can be from two-feet in diameter to a maximum of ten-feet. The cost increases according to size (100 bits multiplied by 3x-diameter). Tiny fiends, such as imps, can be trapped by a two-foot diameter; small require three-feet; a medium fiend can be trapped by a six-foot diameter circle; and the largest is required for large-sized fiends. The fiend is guaranteed to be trapped for one hour. However, after that, each hour it may make a Will check to fine a weakness in the cage. When creating it, the GM secretly rolls the DC, which is 12+2d4 (and it remains that DC for every attempt to escape).
Binding Pact: Once trapping a fiend in a pentagram cage, a sage with fiend practicum can recite a supernatural binding ceremony to create a pact with the captured creature. This is an hour-long process, meaning the fiend will have one-chance to escape before being bound. This becomes an agreement in exchange for being set free from the cage. This could be knowledge or a specific act. Fiends with a total Spirit score of 7 or lower are immediately bound. Those with a Spirit score from 8 to 20 are permitted a save every hour against Will (DC:14) and are only bound to the pact after failing the save. Those with higher Spirit scores must fail two saves before bind bound to the pact.
FishingNo Requirement
Someone with a fishing skill can fish from the bank with poles, use traps and nets in shallow waters or even troll with larger nets from a boat. Assuming normal populations in the area fished, a person can produce 10 meals per day and double that on Agility feat skills roll (DC:14). If the person also has wilderness lore, then +3 is added to the roll.
Flora LoreMind 8 or Higher
This skill allows one to identify all common plants, trees and bushes in the region. If a plant is a monster, magical or outside of the region, then success is made on a Judgment feat save (DC:13) for identification. If there is a truly unique or extraplanar plant encountered, then on a DC:20, the person could have reasonable knowledge from guess work based on similarities to other plants.
GamblingNo Requirement
With this skill, one is an expert at risk analysis. This often applies to playing games of chance for money, but it has a wider application as well. Gamblers may appear lucky, but in truth tend to enter into things where the odds tip in their favor. Ironically, this often makes them persons who are not big risk takers and like to be able to know things that others often overlook. This means that the gambling should not be interpreted as some sort of augury. That said, gamblers are very good at reading other people's tell, meaning that the GM should give the gambler a +1 or +2 bonus in social interactions where there is deception occurring, not a typical barter but rather a broken product, for example. Also, when playing games of chance, if the results are determined by a d20, then the gambler should be granted a +1 on his or her roll. Finally, can also make a karma sacrifice for advantage for only 9 points rather than the typical 10.
GardeningNo Requirement
This is a small scale agriculture skill combined with a bit of artistry. While this can produce 2 meals per day for a small house, it also adds beauty to an area by landscaping flowers, bushes and trees.
Gear MechanicsEngineering
The specialty allows the design of machines with mechanical motion. While a cart or wagon could be created without this, gear mechanics would permit the building of drawbridge or portcullis. Even a swinging floor as a mechanical bridge between points could be built with this skill. This skill also permits one to sabotage an existing pulley or gear mechanism to prevent it from normal operation. Sabotage is a specific feat if during combat and requires d3 actions to complete. If applied against a one-time mechanical trap, preventing the trap from triggering is successful on a Logic feat save (DC:11) with the roll being secretly made by the GM. As for the time required to build a structure is 1 day of labor per cubit foot of the design. Thus, a wooden twenty-foot drawbridge would be 200 cubic feet for the bridge and 600 cubic feet for the wall face, making the total 800 labor days. Further, there is a 10% addition to the total labor time for each additional laborer. A team of 20 workers could complete this in 120 days. The details of a work project is explained in the Games Masters section.
Glass-BlowingNo Requirement
This allows the creation of glassworks. It does require tools and a heat source.
HistoryMind 8 or Higher
This allows a Judgment feat roll when historical knowledge would allow the character to know something others would not. There is no direct baseline, but story plots should typically have their own DCs defined for historical clues or information. When another creature attempts to remember determined by a feat roll, if historical information or dates are valuable to the recall, then the person with this skill can help by adding +1 to the other being's feat roll.
This skill allows for the creation of materia medica from herbs, plants and distilled creations. Alchemy is the only skill which can increase the number of d20s used for success rolls. The better of the head craftsman's Muse or Logic bonus can be added to these rolls.
 Batch-SizeIngredientsDCIntervalSuccessMax TimeShelf Life
Healing Salve6 doses6 Tbsp Moly
2 gal Olive Oil
1 Lizard Tail
14Daily306 days6 months
Lekhan Oil6 doses6 Tbsp Belladonna
12 oz Quicksilver
3 Tbsp Iocane Powder
Rind of a Sea Sponge
14Daily347 days1 month
Subsistence Cube6 doses6 Tbsp Pattran
1 oz Red Mercury
2 lbs Sugar
14Daily347 days1 month
HorologyGear Mechanics
Technically, this is the science of time-keeping. However, from a game-application standpoint, this is more than that as it involves the creation and engineering of minuscule gears for exceptional accuracy and precision. With this skill, a winding mechanical timepiece, clock or pocket watch can be created. Moreover, this is a coveted and protected skill that is primarily known by the gnomes. Few outside of that society would have access to this skill.
HuntingNo Requirement
Of course so sort of weapon, typically bow and arrow, is required for this skill. However, a hunter performs for a week at a time to determine how much food he brings in. At the end of each week, a d20 is rolled. That raw number times 10 is the number of meals from the game he or she got during that week. If the person also has wilderness lore, then another d10 is rolled for the meal calculation.
Hydraulics allows the creation of pipelines for gas and fluid delivery. Pipelines will either be ground-drains or buried clay-stone tubing. This skill is for design and project oversight, not the building itself, which is performed by laborers. The time to build a pipeline is based on ten-feet in length per day. For each foot of depth required, one addition half-day per ten-foot section is required. Therefore, 500-feet of ground-drain requires 50 days of labor, but 500-foot pipe five feet deep requires 125 days of labor. As with all labor projects, for each worker over one, an extra 10%-time estimate is added; however, due to the nature of leveling and fluid mechanics, only one location can be worked at a time, meaning the project can't be split into different sections to perform simultaneous effort. Again, details for labor projects can be found in the Games Masters section. One additional bonus is if an engineer has both hydraulics and bridge building, then total cubic feet for a bridge or aqueduct project is increased to 10,000 cubic feet.
KnotsAgility 3 or Higher
Most tasks involving rope are relatively simple and often do no require a feat; however, without this skill a GM may secretly roll a Strength feat (DC:10) to ensure a knot holds, such as on a grappling hook or binding a captive. However, with this skill which is often taken in conjunction with sailing, it guarantees the knot will hold. Further, this skill allows specialty knots, like slipping ones that slide or loosen by tugging. It further means the skilled character can tie knots one-handed, something not possible without this skill. As such, someone with knots also has the opportunity to untie a secure knot by which the person is being bound. This is significantly slower than being bound but can be attempted each five minutes with success if rolling a Agility feat (DC:16).
LapidaryNo Requirement
This is the skill to cut gems, gild metal and create jewelry. It also requires a stationary workshop. A trinket can be produced in a day, but a masterpiece may require a month.
LeatherworkingNo Requirement
This skill allows the creation of cloaks, robes and light armor from various skins, fabrics and materials. It requires a workshop.
Legal WorkNo Requirement
Such a skill allows a character the working understanding of the legal system of a region, kingdom or society. It conveys the ability to make arguments and petitions in a court that will be taken seriously.
Life-ChantingAlchemy, Mago-mathematics
This skill allows the creation of life via constructs. The details of how to build various forms is available from the GM.
LinguisticsNo Requirement
With linguistics, a person becomes proficient in languages and dialects. Due to an expertise in grammar and etymology, any mortal language can be partly interpreted. For each sentence heard or read, can be translated on a Logic save feat (DC:16). For each language the linguist knows, there is a +1 bonus. However, extraplanar languages, such as abyssal or infernal, cannot be translated.
LocksmithNo Requirement
By the way of locksmithing, one creates standard locks. Further, if used with the lock-picking skill, then one gains a +3 bonus on the roll to open the lock.
MaestroMusician (Specific)
With the maestro skill, one becomes a master in a specific musical instrument. The progression of this skill works as its predecessors.
Magical ReadingLinguistics
This is an enhancement of linguistics that extend into exotic and magical languages. Extraplanar languages can be translated similar to mortal ones by linguistics on a Logic feat save (DC:16); however, there are no bonuses for languages known. This also grants an additional +3 to the save for translating mortal sentences from the linguistics skill. However, the most auspicious benefit of this skill is the chance to read truly magical verbiage, such as divine scrolls or runes. There is a chance someone with this skill could cast the magic from a scroll or activate rune-magic from a stone. The baseline is DC:14; however, the more powerful the invocation or rune, the more difficult the DC becomes. For divine magic, the priestly point cost divided by two (rounded down) is the increase of the DC. For runic magic, for each 100 points of cost for the creation of the rune increases the DC by 1. However, the expert linguist is permitted to add his Perception modifier to the feat roll. If it is successful, then the scroll or rune is successfully identified and the character can choose to cast or activate the item when desired.
Magical ResearchOccult Lore
With this skill and access to a library or similar source of knowledge, the scholar has a chance to determine what a magical item does. Libraries range in knowledge. A personal study of a village sage might add +1 to the research roll, while a grand metropolitan library could add up to +5 against the DC. Research requires one day plus an extra day for each bonus of the library. Thus a village-sage study researcher would spend two days and gain a +1 bonus, while the metro-librarian could spend up to six days for a +5 bonus. Of course, less than the maximum could be spent in duration with diminished bonus. The item itself will have a DC, rated by the GM. Simple, single-purpose items, like an elemental sphere, would be around a DC:5; while a rare and powerful item, like dimensional shackles, would be about DC:18. At the end of the scholar's research, the GM secretly rolls the save. The scholar adds his or her Judgment bonus as well as the library bonus. If successful, the general working purpose is known, although specific numbers, charges, duration or other details would not be known. Further, a history and name can be learned, which may add further to the wonder of the magic. If the roll fails, then nothing is known -- except on a “natural 1” where false information is believed to be true. (GMs practice your poker face)
This skill crosses the boundary of engineering into the mystic. The use of small mechanical gears can be used to harness and store magical energy, essentially converting mechanical energy, like a windmill or waterwheel, into magical energy and stored in a way that it can be released at a later date. An example might be a horological channeling object to store spell points.
This skill conveys an understanding of supernatural mathematics used in life-songs, teleport sigils, etc. It further increases the bonus on success rolls for homeopathy and alchemy to +2. Additionally, all DCs cast from axioms by a mago-mathematician become increased by 2.
ManagementNo Requirement
This allows an ordered control of an organization with less bureaucracy. If combined with other skills that supervise others, such as agriculture, then the number of persons managed is doubled. Using agriculture as an example, instead of the maximum land being 25 acres and 25 people, up to 50 acres with 50 people could be managed by a single person. It also lessens the cost of adding extra persons to a building project to only 5% labor time. Finally, it allows sections of a project, normally requiring the focus of one work crew into two crews; thus, cutting time in half.
MasonryNo Requirement
Any stonework must be done by a mason, and this occupation includes plasterers as well. Further, having a mason allows the use of concrete in a structure. However, this is not an artistic sculpting skill.
MathematicsNo Requirement
This skill conveys an understanding of basic algebra and geometry. It further grants +1 on success rolls for homeopathy and alchemy
Medical ZoologyWound Care
This skill trains a person in the anatomy and physiology of creatures in the kingdoms of animal, atavistoid and humanish. When performing a medical treatment on a creature from these groups, a bonus of +3 is granted for any check or save against the feat’s DC.
This is a lore into the study of preternatural psychology, which eventually becomes psionics. This allows one to identify psionic usage on a Perception save feat against DC:16. This means when an effect occurs, it would be known to be psionic rather than magical or other supernatural source. This also grants a practical knowledge of the brain's sensory perception, allowing the person to put oneself in a trance after one minute of meditation to double the normal range of sight, sense and smell. Perception checks are normal, but the detectable distance is greatly increased, meaning whispers normally unheard in the room may be overheard or similar such things. However, this trance cannot be re-entered again before a short rest.
MineralogyMind 8 or Higher
This skill allows one to identify all type of rock, stones and crystal structures, as well as a general understanding of their physical properties. To know the details of a type of rock, the GM may allow automatic knowledge but might require a Judgment feat save (DC:7) for identification. If there is a truly unique or extraplanar stone encountered, then on a DC:15, the person could have reasonable knowledge from guess work.
MinstrelNo Requirement
This skill gives the ability to produce music from one type of selected musical instrument. To play another instrument, this skill must be taken again for that specific instrument.
The mixtures skill is general knowledge of how herbs, brews and chemicals combine. What this provides is a field test of a potion or oil to identify on a Logic feat save (DC:16) for novel and unfamiliar blends without destroying the dose. Further, if in a lab and trying to identify a batch of potions, then with the destruction of one dose, the others of the same kind can be known without a roll. Lastly, this conveys the ability to handle poisons without a risk of self-infliction. From a construction value, this skill permits use of concrete without being a mason.
MusicianMinstrel (Specific)
This is an enhanced version of the minstrel skill. The prerequisite is having that skill for the specific musical instrument. To become a musician in another instrument, this minstrel skill for that new instrument must first be acquired.
Occult LoreMind 8 or Higher
This is similar to the history skill only it is specific to knowledge of events and persons involved with things of a preternatural state, such as stories of power struggles in Hell between Asmodeus and Belial or the hierarchical ranking of angels in command. The lore does not give specific information about creatures, as that would require a creature lore or creature specifics skill, but it could aid in certain checks based on the determination of the GM. For example, knowing the ranks of angels would not convey any information about the powers of the different angels. However, if having this skill in conjunction with creature specifics about celestials, then knowing how the gate-power of an angel might be allowed two rolls to determine success. Lores can combine additional die rolls for success, at the ruling of the GM. Normally, however, knowledge gained via the occult lore skill would permit a character to roll a d20 against a DC to know information. There is no direct baseline, but varying events should have their own DCs set by the GM.
PapermakingNo Requirement
This skill allows the various methods of creating paper, vellum and similar materials.
PhrenologyMind 8 or higher
This skill allows understanding the mind of another “humanoid” creature. It requires physical contact with the target, who must be generally willing or unconscious during the process. Mental fortitude will not protect from a reading of this type, as this is a physically tactile reading. However, dark mind would still prevent the reading. Typically, fifteen minutes of touching, familiarizing and reading the target is needed to understand the analysis. With this skill, the phrenologist can acquire two pieces of information: race history and the target’s best skill. This will reveal the hereditary past of 2 generations but not the specific parents, or if the entity has 25% or more blood of a particular race. Secondly, the most costly skill (by measure of karma) is known. Further, the phrenologist may attempt to gain additional details. With an additional 15 minutes of examination, the target’s primary motivation can be determined with a Perception feat (DC:12). If the phrenologist is successful, he or she will know what drives the target in a highly generalized sense: fame, greed, religion, adventure, guilt, etc. This is the motivation of the person’s purpose, not the basis of a specific action. The paraphrasing of one’s ideals or bonds might be given my the GM. If that is successful, the examiner may spend another 30 minutes to question a single action and discover the motivation for it. However, another Perception feat (DC:14) by the phrenologist must be successful. Assuming that is successful, the phrenologist can perform a truth-reading, detecting the physical, psychic changes if the target tells a lie – so long as physical contact is continued. Some types of divine protection or extreme magic may be able to thwart this reading, but no common protections obstruct the reading. This may appear like a very long and drawn out “Vulcan mind-meld,” but at this point the examiner asks the target a question, when an answer comes, the GM rolls another Perception feat (DC:16). If successful, the phrenologist knows whether the answer was truthful or not - and may ask another question. If not, then the connection is broken and the examination is over.
Poison TreatmentWound Care and Homeopathy
To perform the treatment of this skill, one must have a medical kit. This requires two actions (20-seconds) to cut, cup and apply a tourniquet to prevent the influence of a poison. At the end of the second action, the medic rolls a Muse check against DC:13. If successful, this the poison will be effectively neutralized within 2d4 rounds, half that time if the patient is a dwarf or resistant to poison. However, the procedure will inflict a single point of damage to the recipient. While this is not fast-acting, it can be performed mid-battle if the GM agrees conditions are proper.
Project BureaucracyManagement
This skill allows an organization to make more efficiency from its bureaucracy. If combined with other skills that supervise others, such as agriculture, then the number of persons managed is tripled. Using agriculture as an example, instead of the maximum land being 25 acres and 25 people, up to 75 acres with 75 people could be managed by a single person. For group projects, it allows the use of managers to coordinate and plan work. It will add 10% to the cost of the project, but reduce the time for adding extra persons to only 3% labor time. Further, it allows sections of a project, normally requiring the focus of one work crew into four crews; thus, cutting the base time to 25 percent.
This is the next step in parapsychology where practical feats may be used. Using the method to enter a trance, similar to the perceptual augmentation from meta-phrenology, additional feats can be performed with this skill. However, this trance cannot be re-entered regardless of its use until a short rest is taken.
Mental Surgury: This is a method to restore a person from insanity, which is not a simple undertaking. The GM wil have more details on how this is performed.
Minor Projection: This feat is a limited form of astral projection which cannot extend beyond 1 mile per point of Mind score squared. Thus, a psychic will a total Mind score of 12 could extend his or her presence up to 144 miles away (122=144) from one's physical body. While doing this, the projection is in the very shallow ethereal plane (never truly escaping to the astral) and able to observe things on the material without being noticed naturally. However, magical devices such as a blindfold of etherealness might allow contact, and even a reveal incantation might expose the projection. Sights and sounds can be observed by the projection; however, no interaction with what is being observed can be made. The total time of observance is one round (10 seconds) per point of Mind score. Lastly, while in this state, the projection is treated as a fey spirit, meaning holy ground cannot be entered or seen.
Remote Viewing: Unlike scrying, remote viewing is sensing information about an object or person regardless of distance or space. There is no visual continuity and no obvious context of the location. Thus, if looking for the corpse of a person, then if that body had been dumped in a lake, things like water, fish, currents would become known to the psychic, but the specific location or even that it was a like would not be known. However, with continued viewings, a more information (a new word) would be added to the information learned about the object or person sought; however, this could lead to confusion if the object viewed has been moved. If physically visiting a site suspected as a location observed to be the psychic can make a Perception feat against DC:10 to know this is not the location; however, if it is the location, the psychic can only be as certain as “maybe” unless that same save is a ”natural 20.”
Telepathic Message: This technique will send a message to a known recipient, who the psychic has visited in person within the last year. The target will overwhelmingly know from whom the message comes. The message is not in any language, but rather telepathically. The communication will be limited to one word per total Mind score of the psychic. No response can be made within the context of this mental connection. Further, skills like darkmind or magic of mind-shielding will prevent the telepathy from reaching its target.
Religious StudySpirit 9 or Higher
Similar to the history skill, this allows one to gain information based on when the story might allow a theologian addition information not commonly known. Further, it can reveal information about undead on a Will feat (DC:9), about fiends and celestials on a Faith feat (DC:14), and about outer planar beings on a Muse feat (DC:16).
SailingNo Requirement
This skill allows a person to skipper a vessel.
ScribingNo Requirement
This is the skill of writing, calligraphy, transcription and even forgery. One can create pens and quills with a scribing skill. Additionally, one can transcribe a conversation up to one minute without errors. Finally, a forgery can be attempted which will pass unless one inspects it specifically. Upon inspection, the observer makes a Judgment feat save against a DC base 12+d6.
SkinningNo Requirement
This is a taxidermy skill that is sometimes picked up by adventurers. In a societal scene, it is used to process furs and leathers from animals and beasts for clothing. However, adventurers find it useful to preserve the hide of certain beasts they encounter in hopes of creating something from them. Without the skill, the collected hides are improperly preserved and useless. Further, if a character has foul-play, then he or she can extract the poison glands from a slain creature.
SootheWound Care and Distillery
To perform the treatment of this skill, one must have a medical kit. This requires three actions (30 seconds) to administer the ointments and manipulate the spine of the recipient; however, upon completion, this will remove a shaken restriction or reduce a frightened restriction to a shaken condition.
StaticsStone Structures, Engineering
This skill allows structures in architecture to be constructed in a massive scale. The height limit of a structure is 300 feet (or 30 stories). However, the base must be sufficient to support these super structures, which is 150x150 in this case. The formula is for every 10 feet of height of a structure, the bottom floor must be 2 feet in length and width. Therefore, a 100-foot tall building requires a 50x50 base; a 180-foot tall structure would require a 90x90 base; etc.
StimulateWound Care and Homeopathy
To perform the treatment of this skill, one must have a medical kit. However, as an action, the medic can administer a pill and strike the proper glands to cause the reaction to become instantly activated. The medic must make a Judgment check against a DC:9 for this to be successful. However, if it is, the recipient gains a heightened state of awareness for the following 10 minutes, gaining advantage on all Mind saves and checks for that duration, including Perception checks.
Stitch and WrapWound Care and Distillery
To perform the treatment of this skill, one must have a medical kit. It is a “after-battle” injury treatment like a wound care would be. It is technically an enhancement of that skill, like field medicine but even more advanced. It requires a full minute for treatment; however, it can restore d4 points of damage. Moreover, if any suffering came from “crits” or a “bleed” effect, then this treatment can repair an additional d4 of damage. Like wound care a recipient of the treatment cannot receive another administration until after a long rest and new injuries occur.
Stone LoreMineralogy
This conveys a general knowledge and history of stonework and designs. This allows a +4 bonus rolls involving history related to the origin of stonework. Further, in conveys a +2 bonus on perception checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that is not stone but that is disguised as stone also counts as unusual stonework.
Stone StructuresArchitecture
With this skill, an architect can build stone structures with the same restrictions as wood. The labor time for stone is 2 days per square foot. This also allows the walling of the outside of a wooden structure with stones or bricks.
TailoringNo Requirement
This is the skill of design and sewing of clothing. It also allows the creation of padded and heavy-padded armor.
This skill allows towers and circular-design in architecture to be constructed more efficiently. The height limit of a structure becomes 600 feet (or 60 stories). However, the base to support these super structures can be much smaller, using different reinforcing to allow such tall towers to stand. For each 100 feet of tower, the base of that section must be 10 feet wider (whether square or circular) than the top of that section. Thus, a 100-foot tower that is 10 feet at the top would require a 20-foot base, while a 600 foot tower which is 10 feet wide at the top would require a bottom floor that is built 70 feet across.
WeaponsmithNo Requirement
This skill allows the creation of metal-based weapons. It requires a kiln.
WoodworkingNo Requirement
This occupational skill assumes most woodworking, including the creation of weapons.