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E xperts

By M ic h a e l O . Va rhol a , Octaviu s Knorr,


and t he S kir m i sher G a m e De velopm en t G r ou p
For e w ord by G a ry G yg a x
Experts v.3.5
A Comprehensive OGL Sourcebook for Fantasy Role-Playing Games

Gary
To Gar y Gygax and all the others
who created this game that so many
of us have enjoyed in decades past
and will continue to love
in decades to come.

By Michael O. Varhola, Paul O. Knorr, Perry Frix, and the


Skirmisher Game Development Group. Foreword by Gary Gygax.
Publishing and Copyright Information

Experts v.3.5
A Comprehensive OGL Sourcebook for Fantasy Role-Playing Games

Skirmisher Publishing, 499 Mystic Parkway, Spring Branch, TX 78070


E mail: d20@skirmisher.com W:eebsite
: mail
Email bsite: www.skirmisher.com
bsite

Authors: Michael O. Varhola, Octavius Knorr, and the Skirmisher Game Development Group Members:
Skirmisher Game Development Group Jim Clunie, Sharon Daugherty, Robert “Mac” McLaughlin,
Roberto “Ho” de Moraes, Michael O. Varhola, Hayley
Editor-in-Chief: Michael O. Varhola
Waters, Geoff Weber
Layout & Design: Michael O. Varhola, Brian Kelly

This book is published under Open Game License version 1.0a any and all dialogue, incidents, plots, stories, storylines, the-
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following portions of Experts v.3.5 are designated as Open Game All contents of this book, regardless of other designation,
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License version 1.0a: All text and tables (but not art) in the Reproduction of non-Open Game Content contained in this
Introduction, Chapters 1–5, Appendices I–V, and Appendices work by any means without written permission from the pub-
VII–VIII. Skirmisher Publishing LLC would appreciate refer- lisher is expressly forbidden, except for purposes of review.
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and graphic designs presented in the context of this book; and Philosopher's Stone" (1771), by Joseph Wright of Derby.

2
Table of Contents
Foreword by Gary Gygax 5 Chapter 4: Scholars 55
Alchemist 57
Acknowledgments 7 Sidebar: Alchemical Elixirs 58
Archaeologist 61
Introduction 9 Artificer 63
Using This Book 9 Astronomer 64
Preface to Experts v.3.5 11 Sage 66
Availability of Experts 12 Scribe 68
Experts vs. Commoners 12
Apprentices 13 Chapter 5: Tradesmen 71
Experts as Adventurers 14 Animal Trainer 73
The Specialist PC Class 15 Exterminator 75
Metaclasses 17 Guide 76
Expert Types 17 Merchant 78
Miller 80
Chapter 1: Craftsmen 1199 Miner 81
Armorer 21 Sailor 83
Blacksmith 23 Slaver 84
Brewer 24 Sidebar: Value of Slaves 85
Jeweler 25 Steward 88
Sculptor 26 Undertaker 89
Shipwright 28
Stonemason 30 Appendix I: Prestige Classes 91
Taxidermist 31 Guildmaster 91
Weaponmaker 33 Table I-1a: The Guildmaster 92
Table I-1b: Guildmaster
Chapter 2: Entertainers 35 Spells Per Day 93
Acrobat 37 Militia Leader 93
Actor 38 Table I-2: The Militia Leader 94
Courtesan 40 Spellcrafter 95
Sidebar: Types of Performance 42 Table I-3a: The Spellcrafter 96
Table I-3b: Spellcrafter
Chapter 3: Professionals 43 Spells Per Day 96
Barrister 45
Cartographer 46 Appendix II: New Skills 97
Engineer-Architect 48 Table II-1: Armor Creation
Navigator 49 Requirements, Times, and Costs 98
Physician 50 Table II-2: Device Complexity Level 99
Sidebar: Medicinal Compounds 52 Sidebar: Crafts 108

3
Table of Contents

Table II-3: Flawed Loupe of the Master Jeweler 155


Maritime Design 110 Mini Mecha Golem 155
Sidebar: Craft Skills 113 Pearl of Puissant Seamanship 155
Table II-4: Unsound Philosopher’s Stone 155
Construction 121 Pestle, Evergrinding 155
Sidebar: Suggested Prospector’s Pick, +2 155
Properties of Herbs 122 Quadrant, Mithral 156
Table II-5: Mineral Availability 125 Sawdust of Seeing 156
Sidebar: Professions 126 Scroll Case of Preservation 156
Table II-6: Sage Library Stonecutter's Level 156
Requirements 129 Sword of Ezekiel 156
Sidebar: Profession Skills 131 Vial of Infinite Facets 156
Sidebar: Smell and Taste 132 Wheel of Distance 156
Sidebar: Skill Checks 133
Appendix VI: Guilds 11557
Appendix III: New Feats 1135
35 Table VI-1: Specific
Alternate Key Ability 135 Guild Regulations 158
Creative Efficiency 135 Table VI-2: Guild Presence 159
Creative Touch 135 Table VI-3: Single
Cross-Class Proficiency 135 Guild Structure 159
Devout 136 Table VI-4: Dual
Famine Survivor 136 Guild Structure 159
Handy 136 Table VI-5: Common Guilds 160
Knowledge Correlation 136 Table VI-6: Rare Guilds 160
Knowledgeable 136 Table VI-7: Local
Intellectual Synergy 136 Guild Organization 160
Eclectic Mentality 136
Keen Intellect 136 Appendix VII: Costs for
Paranoid 136 Expert Services 11661
Performer 136 Table VII-1: Costs for
Professional 136 Expert Services 162
Renaissance Man 137
Sensory Awareness 137 Appendix VIII: Exper
Expertt XP Awar
Aw ds
ards 1163
63
Shrewd 137 Table VIII-1: Expert XP Awards 163
True Faith 137
Windfall 137 Appendix IX: Exper
Expertt Wor
orkk Ar
Wor eas
Areas 1165
65
Rural Areas 165
Appendix IV
IV:: Sample Char
Sample act
Character
erss
acter 1139
39 Urban Areas 165
Equipment Bonuses 166
Appendix V: New Magic Items 1153
53 Mill 167
Caduceus of Galen 153 Blacksmithy 168
Brewpot, Everfull 153 An Ideal Alchemist’s Laboratory 169
Bridle of Control 153 Theater 170
Dipolar Spherions 153 Guildhouse 171
Drops of Lassitude 154 Mini-Scenario:
Fireseal Wax 154 The Old Dunster Mine 173
Fortunado’s Mysterious Mirror 154
Furlow’s Fabulous Tablet 154 Appendix X: Open Game License
Incense of Identification 155 Version 1.0a 11776

4
For
oreewor
ordd bbyy Gar
Garyy Gy
Gyggax

N o reader should be surprised at finding this prefatory piece herein. As


the principle one to whom this book is dedicated, there was no con-
ceivable way I could refuse writing a short introduction for it without
seeming to be a total ingrate. I mention this merely to point out the clever
tactics of the authors, for the same ingenuity is certainly applied to the con-
tents of the work proper.

The concept of player characters hiring ex- in. The work certainly provides the solid foun-
perts is integral to the role-playing game. That dation for Game Master and player alike to
is to say, some 30 years ago when I sat down to build upon, thus creating complete, complex,
write the first draft rules for the first such game, and believable NPCs of all the Expert sorts.
there were already in play a few such charac- Does this book cover every conceivable sort
ters. In addition to the men-at-arms hired by of expert? No, for game aficionados are cre-
adventurers there were armorers, sages, and ative, and if it claimed to do that, a dozen cre-
scribes. That list grew over time, so that as the ative gamers would supply as many new types
more complex version of the original system just to show there is always something new.
was introduced there were a fair number of Does it furnish the templates to use to create
non-player characters whose services were for
hire. Aside from suggested wages, however,
not much was said about these special NPCs.
We now jump ahead in time some 25 years.
You are holding the book that finally takes this
concept and brings it into the contemporary
period where the participants are furnished a
wealth of information in regards who their
player characters meet in “ordinary” dealings,
those special sorts of non-player characters that
might be engaged to serve them. When I re-
ceived the manuscript for the Experts source-
book, I sat down to see if it was all that it
claimed. It did not disappoint me. In fact, I had
to laugh when I saw the library size table for
NPC Sage experts. It is good to know that one
is level 12+. This is mentioned to illustrate the
wealth of details provided by the authors here-

5
special sorts of experts that you might wish to ered too, by the day, week, month, or year.
add? Absolutely! In short, if you are engaged in play of the
By first setting forth “metaclasses” for ex- D20 system based on a fantasy world, you can
perts, this work creates general groupings into not pass up this work. Experts is truly a most
which most will fall, so that similarities can be useful sourcebook for the Game Master and
dealt with. Then, by describing the area of ex- player equally, because all concerned in the
pertise, quantifying it, the reader is furnished campaign activity deal with such non-player
will ample information for developing any sort personas so much of the time.
of expert contained herein, as well as creating
new sorts as previously mentioned. What they
can do is also quantified in game terms of
course, along with a guideline for the level of
expertise one such NPC has attained, what
skills and feats they might have. So now such
characters can have more than names and a
vocation. They have hit dice, levels, clearly Gary Gygax
defined capacities, guild organizations too. Lake Geneva, Wisconsin
What will hiring some expert cost? That’s cov- June 2002

6
Acknowledgements

A number of people contributed to making this book—both this version


and the v3.0 rules version that preceded it—what it is. Some of their
major contributions follow.

Michael J. Varhola and Paul O. Knorr-the pri- this book and several of its interior pages; Rus-
mary authors of the first, version 3.0 rules edi- sell Prime, who did the full-page illustrations
tion of this book-did the majority of writing, of the Undertaker and Weaponsmith; Cassan-
rewriting, and editing that went into this vol- dra Rogers, who provided a number of the il-
ume. Their association as gamers goes back lustrations in the section on Sample NPCs; and
some 23 years, and they are both founding Geoff Weber, who both provided art to this
members of the Skirmisher Game Develop- project and coordinated the inclusion of many
ment Group. of the other images that appear within it (and
Perry Frix, a contributor to the first edition who also helped playtest many of the concepts
of the book, rose to the level of a co-author in presented in this book). Pages on which their
this version by providing much of the new contributions appear are listed on page 2.
material it contains and by participating in the A number of artists whose work now ap-
painstaking task of converting it over to the pears in the public domain also deserve recog-
v.3.5 rules. Gamer Andrew McCallum assisted nition as Experts of note. Foremost among these
him in playtesting some of the concepts and is Joseph Wright of Derby (1734-1797), whose
material that appear in this book. The Alchymist in Search of the Philosopher’s
Jim Clunie, one of the newest initiates into Stone Discovers Phosphorous and The Black-
the Skirmisher Game Development Group and smith’s Shop appear on pages 57 and 9 of this
author of a number of major upcoming titles, book, respectively, and appeared on the front
lent invaluable assistance in the final phases of and back covers of the previous version of this
this project, catching everything from mun- book. A page from Leonardo da Vinci’s note-
dane typos to significant rules anomalies. book appears on page 134.
A number of talented artists also contribut- Several people who are not members of the
ed their efforts to this book. These include Skirmisher group-among them colleagues,
Sharon Daughtery, who provided many illus- friends, and family members-provided the
trations for this book, including all that appear moral support needed to see this project
in the section on New Magic Items and the through to the end.
dungeon map on page 169; Phil “Shade” Kight- Diane Varhola made sure, among other
linger, creater of the illustration that accompa- things, that the development group was well
nies Profession (Bartender) in the section on fed during its meetings and playtest sessions.
skill in this book; Lissanne Lake, a virtual pa- Designer Brian Kelly provided invaluable
troness of this venture and the creator of the guidance during the redesign of this book and
images that appear on the cover surfaces of in preparing the cover surfaces and a number

7
Acknowledgements

of the interior images for print. this revised volume, some of their influence
Michael H. Varhola provided some of the can still be felt in it. They include former Skir-
“flavor text” that appears in conjunction with misher Game Development Group Members
the various Expert types. Rob Fernandez, Shai Laric, Dave Thomas, and
And Nancy Coe Bailey provided a collec- Christopher Varhola; Skirmisher co-founder
tion of vintage St. Nicholas children’s books Robert “Mac” McLaughlin; writer and editor
from which some of the images in this volume Chip Cassano; and designers Ellen Errico and
were taken. George Dively.
Several other people also contributed to the If we have neglected anyone here, please
first edition of this book and, while they did forgive us! Your contributions are appreciated
not directly contribute to the completion of more than you know.

8
Introduction

O ne of the most intriguing and versatile character classes in the d20


fantasy roleplaying game system is, without a doubt, the Expert, an
NPC class introduced in the 3rd edition of the game. As noted in the
description in the DMG, such characters can include almost any sort of highly
skilled professional, including Blacksmiths, Barristers, Merchants, Guides, and
Sages. All of these—plus nearly two dozen others, organized into five broad
metaclasses—are presented in this book.

Some of them vary in other ways, however.


Using This Book For example, most are proficient with Light
One of the things that makes the Expert unique armor, but those classified as Scholars are not,
is that—of all the character classes in the while the Armorer type of Craftsman can ob-
game—only it can have any 10 class skills.
This can make Experts extremely versatile and
varied—but it can also make it difficult and
time consuming for GMs to quickly and easily
create them as needed. Providing GMs and in-
terested players with a tool for easily and con-
sistently creating compelling Experts that can
interact with characters as hirelings, patrons,
consultants, friends—and even as antagonists
or adventurers in certain circumstances, and
any other role appropriate or imaginable—is
the primary purpose of this book.
While the Experts described in this book
reflect a wide variety of abilities and occupa-
tions, they all conform in most ways to the
description of the Expert class in the DMG. All
have the same base attack and saving throw
bonuses, use a d6 for hit points, have 10 class
skills, start with 6 + Int modifier x 4 skills points
at 1st level and 6 + Int modifier at each subse-
quent level (plus more for Humans, of course),
and are proficient with Simple weapons.

9
Introduction

tain proficiency with medium armor, heavy ers and readers of fantastic literature. GMs run-
armor, and shields as level-based class features. ning very non-traditional game settings may
Other types can gain other class features, such find it useful to exclude some of these Experts,
as bonus feats or the ability to use skills in change others, and add new ones altogether (a
enhanced ways. task for which the following can serve as good
Most of the Experts presented on the fol- models). For the majority of campaigns, how-
lowing pages have been designed for use in the ever, all of the included Experts can be used
“traditional fantasy setting” familiar to gam- without modification.

10
Introduction

cessful—attempt at a d20 sourcebook.


Preface to Experts v.3.5 As its name implies, Experts v.3.5 has been
One of the features in the version 3.0 DMG that thoroughly updated and revised to bring it into
the Skirmisher game development group was conformance with the latest edition of the d20
most pleased with was the introduction of the rules. In the process, we have also reedited and
various non-player character classes, an inno- corrected it as necessary, redesigned and ex-
vation that was absent in the earlier editions of panded it, and added a number of new fea-
the game. These classes—the Adept, Aristo- tures. These include:
crat, Commoner, Expert, and Warrior—can • A new layout and design and many new
serve as invaluable tools in the hands of Game or improved pieces of art.
Masters as they populate the communities of • The Specialist, a new basic character class
their campaign worlds. that players can use to create versatile “adven-
While all of these classes are generic in na- turing Experts” of any sort.
ture, the Expert is by far the most versatile, and • Flavor text from a number of literary
can be used to create almost any sort of Crafts- sources that can help stimulate interest in the
man, Entertainer, Professional, Scholar, or various sorts of Experts presented in this book,
Tradesman and to fill the niches in society that suggest how they might be used, or show them
are not clearly occupied by the members of in a different light than usual.
other classes. This versatility, combined with • Several new skills.
the bare-bones description of the class in the • The concept of Convergence Tasks, activ-
DMG, is practically an open invitation to both ities that can be accomplished as the result of
expand upon the Expert class and address some having ranks in two or more skills (e.g., use of
of the ways it might be used in the game. Craft (Blacksmithing) and Profession (Mining)
It was with those ideas in mind that Skir- to perform Smelting). These can allow charac-
misher Publishing published its first d20 book, ters to perform relatively specialized functions
Experts, in 2002. Not everyone involved with but does not inundate the game with obscure,
our game development group believed it was rarely-used skills. That said, any given Con-
a particularly good subject for a book, and vergence Task could be treated as a separate
some thought it was such a bad idea that they skill for highly focused NPCs or the rare PC
dropped out of the group altogether (although that prefers it to the parent skills.
our insistence that they actually pitch in on • A greatly expanded section of feats, many
projects and not just criticize them seemed un- of which were introduced in the Skirmisher
reasonable to these defectors …). In the months Publishing d20 adventure and sourcebook Tests
and years following its publication, however, of Skill.
that book proved to be our venture’s most suc- • Updated and improved versions of the
cessful d20 title. Guild Master and Militia Leader prestige class-
That success has been due, in large part, we es, which have been enhanced to make them
believe, to the absence of any similar work. more appealing for use as both player- and
Indeed, during our development of that first non-player-characters.
rendition of Experts, we became increasingly • A new prestige class, the Spellcrafter,
feverish in our efforts to complete it, fearing which can allow Experts, Specialists, and oth-
that someone else would publish a virtually er characters to gain specialized magical abil-
identical work on the eve of our own release, ities that they can use to enhance their mun-
rendering our work moot. Until the publica- dane abilities. This prestige class replaces the
tion of this updated, revised, and expanded skill-and-feat-based spellcasting system for
volume, however, no other book dedicated to Experts presented in the first edition of this
the Expert character class had been released. book and is more in line with the canons of the
This volume is an improvement in all ways d20 system.
upon its predecessor, and reflects both our deep- • An expanded appendix of Expert work
er understanding of the d20 rules system and areas, many of them based on digital photo-
out desire to go beyond our first—albeit suc- graphs of three-dimensional models produced

11
Introduction

by the Miniature Building Authority and Dwar- skilled labor in a particular campaign setting.
ven Forge. (We pioneered this innovative map Regardless of the proportions or actual num-
creation technique in Tests of Skill, using Dwar- bers of Experts, however, it is to them that play-
ven Forge’s Master Maze dungeon modules.) er characters must turn when they need goods
Tests of Skill, ironically, included a great or services that are customized, exceptional,
deal of content that was originally intended or exotic.
for inclusion in the first edition of Experts, but Not every nation or region will have every
which was bumped in order to keep its size type of Expert described in this book (although
manageable and to get it off to print in a timely most areas will have at least a few from each of
manner. Tests of Skill was also, on one level, the five metaclasses). Areas with abundant
intended as a series of adventures and encoun- quarries and other sources of natural rock but
ters suitable for skill-based characters like Ex- few forests, for example, are much more like-
perts, and many of its encounters were derived ly to have Stonemasons than Carpenters, while
from a list of adventure hooks developed for areas with large deposits of clay but little na-
the earlier book. tive rock will probably have many more Brick-
Select content from that book and other makers than Stonecutters. Cultural factors can
Skirmisher Publishing projects is available to also influence what sort of Experts are avail-
readers of this book on our constantly updated able. For example, cultures that eschew drink-
Website, at www.skirmisher.com. ing are not likely to have much of a demand
Note: New skills, feats, and other elements for Brewers.
introduced in this book are marked in the text To determine the number and level of Ex-
with an asterisk (*), for ease of reference. perts in any given community, consult the
guidelines on on town generation in the offi-
cial rules of the game or some of the many
Availability of Experts alternates that are available; to determine what
In a typical fantasy milieu, most of the non- specific types of Experts those are, see table V-
adventuring population in any given commu- 2 in Appendix VI: Guilds in this book.
nity will be Commoners (e.g., 91%), while Ex-
perts comprise a much smaller proportion of
the populace (e.g., 3%), the balance consisting Experts vs. Commoners
of Adepts, Aristocrats, and Warriors. So what is the difference between Commoners
These proportions can vary widely as the and Experts? Commoners are generally who
GM sees fit, of course. Primitive societies might characters go to when they want standard goods
only have a few types of Expert (e.g., 1% or and services at list prices. Experts, on the other
less of the non-adventuring population), or hand, are who they go to see if they want things
none at all. Sophisticated societies with high that are customized, specialized, or somehow
levels of education, on the other hand, such as above average or unique—and are willing to
our own 21st century industrialized society or pay for them.
even a specific Renaissance-level culture, might For every Expert Craftsman, Tradesman, or
conceivably have Experts make up as much as Entertainer in a given area of specialty, there
30% of their non-adventuring populace (most will likely be anywhere from three to 10 Com-
of whom would be relatively low-level). moners performing essentially the same func-
Even within societies in which Experts rep- tions. Commoners and Experts often pursue
resent the standard 3% of the overall popula- the same occupations, however, and it may
tion, major metropolitan areas known for spe- not always be possible for player characters to
cific crafts or other goods and services might differentiate them at a glance. It may not even
have a higher proportion of such characters, as be necessary much of the time.
might areas containing workshops attached For example, if a party needs to purchase a
to fortress, palace, or temple complexes. The few sheaves of arrows, they might not ever
ratio of Experts to Commoners might also discover whether the fletcher they buy them
represent the availability of education and/or from is actually a Commoner or an Expert. If,

12
Introduction

however, they need 1,000 arrows on deadline, started off as Commoners and eventually mul-
masterwork arrows, or missiles fashioned from ticlassed as Experts.
special materials or with silvered heads, wheth- It is certainly possible for a Commoner to
er the fletcher can meet their demands—or is reach a certain point in his career and then do
even willing to try—can depend on whether this. It happens less often than one would think,
she is an Expert or not. Similarly, a Commoner however; once they have found a niche and
armormaker might manufacture one or two are able to earn a decent living at their trade or
types of armor, while an Expert Armorer will craft, most Commoners see little reason to ex-
probably make several, and is almost always pend the additional effort to become Experts.
willing to try something new. A Commoner Most of those with the ability or drive to be
Exterminator might say, “No, rats are all we Experts start off in this class.
handle,” while his Expert counterpart is more
likely to say, “Sounds dangerous. Sure, we’ll
try it, but it’s going to cost you ...” Apprentices
Commoners’ shortcomings derive from the Many sorts of Experts, especially Craftsmen
fact that they are so limited in their selection and Tradesmen, begin their careers as appren-
of class skills in comparison to Experts. Pe- tices, characters who enter a Trade, Craft, or
ripheral skills that might enhance their ability Profession with little or no practical knowl-
to excel in their professions—such as the vari- edge of it. On the day they begin that occupa-
ous Knowledge skills—would have to be tak- tion, however, they do not start off with a base
en as cross-class skills, making them prohibi- 24 points worth of skills, abilities, and knowl-
tively expensive and limiting advancement in edge. In fact, this level of ability (i.e., 1st level)
them. An Expert Guide, for example, has Sur- generally represents four to six years of train-
vival as a class skill, and is thus likely to be ing.
much more proficient in the outdoors than a About half of all apprentice Experts, in fact,
Commoner Guide, who would have to take it would probably be apprentice-level charac-
as a cross-class skill just to be half as proficient ters who have not yet reached 1st level. Such
in it. characters have Attack Bonus +0, Fortitude
Thus, Commoners generally practice sin- Save +0, Reflex Save +0, and Will Save +1.
gle Crafts, Professions, or other occupational They can have any one feat, in many cases
skills in a narrow or basic way. Experts, on the representing a natural aptitude for some par-
other hand, incorporate theoretical, analyti- ticular pursuit (Human Experts gain their bo-
cal, and experimental aspects into their work. nus feat upon attaining 1st level).
Expert Entertainers write their own songs, po- Apprentices have a base 2d12–1 skill
ems, or plays; Expert Craftsmen develop new points, as determined by the GM or rolled ran-
types of armor, weapons, and equipment; Ex- domly. Ability score modifications, if any,
pert Tradesmen develop new techniques for should be half of what they would normally
performing their jobs. Commoners, however,
sing only the songs of others, create items pat-
terned after the works of their betters, and rely
on methods perfected by those who preceded
them. Some Experts are better than others, of
course; the worst have natural talent that some-
times shines through in their work, while the
best have raised their vocations to the level of
a true art or science.
A number of occupations are unlikely to
have Expert versions, and in almost all cases
fall to Commoners. Some Experts might have
a few of the skills associated with such charac-
ters, of course—especially those who may have

13
Introduction

be for a first level character. For example, an Players who wish to combine the versatily
apprentice Expert with Int 13 and an ability of Experts with the viability of other player
score modifier of +1 would receive 2 addi- character classes should consider the Special-
tional skill points while apprentice-level, re- ist, described below. In short, Specialists are to
ceiving the additional 2 points when he actu- Experts what Fighters are to NPC Warriors, and
ally reaches 1st level. Likewise, apprentice- represent a very malleable class that can be
level Human Experts begin with only 2 bonus used to create almost any sort of skill-based
skill points, and receive the additional 2 points characters. GMs might also want to periodi-
upon reaching 1st level. cally introduce NPC Specialists as “adventur-
Any bonus feats or class features a particu- ing Experts” or as alternatives to NPCs with
lar type of Expert normally starts with are traditional character classes.
gained when the character reaches 1st level. One motivation for playing an Expert or
These provisions are only intended to ap- Specialist is that doing so can provide a fun
ply to NPC Experts that player characters en- and interesting way to address challenges in a
counter in the course of their activities. Back- campaign where the GM is willing to take into
ground and training for PC Experts can be as- account the characters’ special abilities. For
sumed, just as it is for PCs of any class, and they example, giving a Guide useful, detailed infor-
should be started at 1st level. mation about the adventuring venue (e.g., plac-
es to hide, sources of food, best routes) might
make such a character worth as much as any
Experts as Adventurers adventurer. Such characters might also have
Although the Expert is intended primarily as a goals markedly different from those of their
class for highly specialized NPCs, some play- more traditional counterparts. A Brewer’s mo-
ers may want to try roleplaying members of tivation for adventure, for example, might be
this class, especially if they have a particularly obtain exotic ingredients, to acquire lost se-
interesting character concept in mind. In cam- crets of the trade, or raise the money he needs
paigns where the GM allows players to have to open a large beerhall.
multiple characters, Experts can also make in- Another benefit of playing an Expert/Spe-
teresting PC henchmen and cohorts, using their cialist is that such characters gain consider-
specialized skills to support the goals and ex- ably more skill points than most of the tradi-
pertise of the primary characters. tional PC classes—especially the combat-ori-
ented ones. They also have much greater pow-
er over their selection of class skills, allowing
a particular character concept to be fulfilled.
Perhaps the biggest difference between play-
er character Experts/Specialists and their non-
player character counterparts is how many of
each are multiclassed. NPC Experts, most of
whom are dedicated to the perfection of a par-
ticular vocation, will tend to remain single
classed. PC Experts/Specialists, who are more
likely to be inclined toward adventure and
therefore want a broader range of skills, are
much more likely to be multiclassed. It is cer-
tainly possible, of course, to have single-classed
PC Specialists or multiclassed NPC Experts.
When Experts are multiclassed, it is gener-
ally for purposes of enhancing their vocation-
al abilities. A Scribe, for example, might be
multiclassed as a Wizard in order to enhance
her scroll creation and spell copying abilities,

14
Introduction

or as a Rogue in order to use her Expert skills examples of Specialists.


for purposes of illicit gain. The primary purpose of this class is to al-
Players who wish to play multiclassed Ex- low players to create Expert-like characters
perts/Specialists can take advantage of their that are viable as adventurers. It can also be
broad range of skills by starting characters as used by Game Masters who wish to include in
Experts and then switching them over to an- their campaigns exceptional non-player char-
other class at 2nd or subsequent levels. De- acter “adventuring Experts.”
pending on their goals, a character might con- Alignment: Any.
tinue to advance as the original type of Expert/ Hit Die: d6.
Specialist, leave it behind altogether (especially
if it does not have any level-based abilities), or Class Skills
advance as a completely different sort of Ex- A Specialist may choose any 10 skills as class
pert or in a regular PC class. skills.
A character might also opt to advance an Skill Points at 1st Level: (8 + Int modifier) x
Expert/Specialist into a prestige class, particu- 4.
larly one of those presented in this book. A Skill Points at Each Additional Level: 8 +
Physician who is a Spellcrafter*, for example, Int modifier.
might be even more useful than a Cleric in
situations requiring healing capabilities, espe- Class Features
cially if he is able to craft magic items that can All of the following are class features of the
enhance or augment them. Specialist.
Regardless of how an Expert is designed, Weapon and Ar mor Pr
Armor oficiency: A Special-
Proficiency:
such characters are not likely to have the raw ist is proficient with all Simple weapons and
powers associated with members of the ad- Light armor.
venturing classes. As noted in the DMG, de- Bonus Feats: At 1st level, a Specialist re-
feated members of NPC classes should be treat- ceives a bonus feat. He gains an additional bo-
ed as one level lower for purposes of XP nus feat at 2nd level and every two Specialist
awards. Following this logic, player character levels thereafter (i.e., 4th, 6th, 8th, 10th, 12th,
Experts should be treated as one level lower 14th, 16th, 18th, and 20th). These bonus feats
for purposes of determining adventure diffi- must be drawn from the following (new feats
culties (e.g., a 5th level Expert would be treat- described in this book are marked with an as-
ed as a 4th level character for purposes of de- terisk): Acrobatic, Agile, Alertness, Alternate
termining challenge ratings, total party level, Key Ability*, Animal Affinity, Armor Profi-
etc.). This can help make well-designed PC Ex- ciency (Heavy), Armor Proficiency (Medium),
perts sufficiently competitive with the adven- Athletic, Creative Efficiency*, Creative
turing classes. Touch*, Cross-Class Proficiency*, Deceitful,
Deft Hands, Diligent, Eclectic Mentality*, En-
durance, Famine Survivor*, Great Fortitude,
The Specialist PC Class Intellectual Synergy*, Investigator, Iron Will,
Specialists are craftsmen, entertainers, profes- Keen Intellect*, Knowledge Correlation*,
sionals, scholars, and tradesmen who have Leadership, Lightning Reflexes, Magical Apti-
combined their vocations with an inclination tude, Negotiator, Nimble Fingers, Paranoid*,
toward adventure. The skilled Blacksmith who Persuasive, Run, Renaissance Man*, Self-Suf-
tries out his newest creations in the field, the ficient, Sensory Awareness*, Shield Proficien-
astute Barrister who undertakes investigations cy, Skill Focus, Stealthy, Toughness, Track,
on behalf of his clients, the canny Merchant True Faith*, and Windfall*.
who assumes the risk of leading trade cara- If a Specialist opts to advance in one of the
vans, the educated Sage who seeks forgotten specialized Expert types described in this book,
knowledge in equally forgotten ruins, and the he must take any mandatory class skills asso-
master Shipwright who personally delivers ciated with it (shown under “Class Skills” in
vessels to customers in faraway ports are all italics). If desired, however, he may substitute

15
Introduction

any one other class skill for any other skill of can acquire Transmute Base Metal).
his choice. In any case, Specialists must meet all of the
A Specialist advancing as one of the Expert prerequisites for a particular class ability in
types presented in this book must also expend order to take it.
his regular or Specialist bonus feats to acquire Note that Specialist bonus feats are in addi-
any level-based class features associated with tion to the feat that any starting character gets,
a particular type. A Specialist who wishes to the bonus feat accruing to a Human character,
advance as an Alchemist, for example, must and the feats gained at every third level of ex-
expend feats at 1st, 3rd, 7th, and 11th level in perience.
order to gain the Distill Elixir, Brew Potion, Saving Throw Bonuses: At 1st level, a Spe-
Create Homonculus, and Transmute Base Met- cialist receives a +1 bonus on Fortitude saving
al class features, respectively. throws. This bonus increase to +2 at 7th level
If a Specialist does not have a feat available and to +3 at 15th level. At 3rd level, a Special-
to spend upon reaching a level when a class ist receives a +1 bonus on Reflex saving throws.
ability is gained, he cannot gain it until such a This bonus increase to +2 at 11th level and to
time as he acquires a new feat. He can, howev- +3 at 19th level. Note that these saving throw
er, allocate an available feat to a class ability bonuses are reflected on Table S-1: The Spe-
one level prior to receiving it, acquiring its cialist.
benefits upon reaching the level with which it New Skill: At 5th, 9th, 13th, and 17th level,
is associated. the Specialist may choose any additional skill
Class features for a particular Expert type as a class skill.
are considered to be on the same “track,” and Note that Specialists can use the Starting
each must be taken in the order given before a Packages provided in Chapters 1-5 of this book.
higher level one can be taken (e.g., an Alche- Any that do so, however, need to increase base
mist must take Create Homonculus before he Skill Selection to 8 + Int modifier—rather than

Table S-1: The Specialist


Level Base Attack Fort Ref Will Special
Bonus Save Save Save
1st +0 +1 +0 +2 Bonus Feat
2nd +1 +1 +0 +3 Bonus Feat
3rd +2 +2 +2 +3
4th +3 +2 +2 +4 Bonus Feat
5th +3 +2 +2 +4 New Skill
6th +4 +3 +3 +5 Bonus Feat
7th +5 +4 +3 +5
8th +6/+1 +4 +3 +6 Bonus Feat
9th +6/+1 +5 +5 +6 New Skill
10th +7/+2 +5 +5 +7 Bonus Feat
11th +8/+3 +5 +5 +7
12th +9/+4 +6 +6 +8 Bonus Feat
13th +9/+4 +6 +6 +8 New Skill
14th +10/+5 +6 +6 +9 Bonus Feat
15th +11/+6/+1 +8 +7 +9
16th +12/+7/+2 +8 +7 +10 Bonus Feat
17th +12/+7/+2 +8 +7 +10 New Skill
18th +13/+8/+3 +9 +8 +11 Bonus Feat
19th +14/+9/+4 +9 +9 +11
20th +15/+10/+5 +9 +9 +12 Bonus Feat

16
Introduction

the 6+ Int modifier accorded to Experts—and common to typical members of a metaclass or


select an appropriate Specialist bonus feat in particular type of Expert.
addition to those listed. Alignment: Experts in general can be of any
alignment. Some types are inclined toward cer-
tain alignments, however (e.g., Barristers tend
Metaclasses to be lawful). Such inclinations are discussed
Experts in this book are grouped into five broad here.
metaclasses, each of whose members share cer- Religion: Deities most likely to be wor-
tain characteristics. Such categories are pro- shipped by various types of Expert are listed
vided for convenience, and are not concrete or here. Deities from classical Greek mythology
absolute. Indeed, some Experts might fit just as are used for examples in this section, both be-
well into one of the other metaclasses. For ex- cause they are familiar to so many people and
ample, the Scribe might be classified as a because they can easily be equated to the gods
Tradesman or a Scholar rather than a Profes- of most other milieux. Their areas of influence
sional. It is even possible to have an Expert are clearly identified, however, for those who
that does not easily fit into any of these meta- are not familiar with them (e.g., Hephaestus,
classes. god of Craftsmen).
Craftsmen are distinguished because of Background: This section discusses where
what they create, and take various Crafts as particular types of Experts can be found, how
their primary skills. they organize, for whom they are most likely
Entertainers are distinguished by their per- to work, and other special information for uti-
forming abilities, and have Perform as their lizing them in the game world.
primary skill. Races: Members of any race can be Experts.
Professionals are distinguished by using Some races are particularly inclined—or dis-
education as the basis for their trades, and have inclined—to be particular types of Experts, and
both one or more areas of Knowledge and one such cases are discussed here.
or more Professions as their primary skills. Other Classes: This section describes par-
Scholars are distinguished by what they ticular Experts’ relationships with and attitudes
know, and have various areas of Knowledge as toward members of other classes, including
their primary skills. those with which they tend to associate with
Tradesmen are distinguished by the servic- or work.
es they provide and have one or more Profes-
sions as their primary skills. Game Rule Information: Critical ability scores
for members of various metaclasses are listed
under each metaclass description in this sec-
Expert Types tion. Abilities important to particular types of
Each of the Expert types described in chapters Experts are also discussed under “Class Skills”
1 through 5 of this book conforms to the gen- in the individual Expert descriptions.
eral description provided in the DMG. Many Abilities: Mental abilities—Intelligence,
differ in various ways, however, as described Wisdom, and Charisma—tend to be those that
under the individual descriptions. Following are most important to Experts. Constitution,
are notes about the information provided for representing the endurance needed to work
each of the five metaclasses and the 33 Expert the long hours associated with the vocations
types described. of most Experts, is generally the most impor-
Adventures: Most Experts are not inclined tant physical ability. Importance of other abil-
toward adventure. This section gives excep- ities to specific types of Experts is discussed
tions to this, including those that might apply under the individual descriptions.
to members of the Specialist player character Alignment: Most Experts can be of any align-
class and the special conditions that might ment. Exceptions and tendencies are noted un-
cause an Expert to end up adventuring. der the descriptions of individual Expert types.
Characteristics: This section discusses traits Hit Die: d6.

17
Introduction

Class/Metaclass Skills: This section includes GMs and players in creating and equipping
the class skills for each Expert type, followed Experts of various sorts. These can be used in
by their key abilities. Skills are listed in bold whole or in part (e.g., a player might opt to use
for ease of reference, and those required by a the Craftsman Starting Package for an Elven
certain type of Expert (e.g., Craft (Blacksmith- Armorer but take the feat Lightning Reflexes
ing) for a Blacksmith) are also in italics. Be- instead of Endurance. Or, a GM might decide
cause Experts can choose any 10 skills as class that a particular Scholar inherited a substan-
skills, they could substitute any existing skills tial library and starts with 50 books rather than
for the ones listed. In order to receive the Class/ five). In lieu of taking a starting package, of
Metaclass Features listed for a particular Ex- course, an Expert can simply select his own
pert type, however, a character would have feat(s) and purchase 3d4 x 10 gp worth of ar-
choose his class skills from the list provided. mor, weapons, and other equipment, as noted
As with characters of any other classes, not under the Expert class description in the DMG.
all Experts will have ranks in every one of
those 10 skills. Some may have moderate lev- Items Associated With Experts: This section
els of ability in all 10, some may take only as lists items that specific types of Experts begin
many skills as they max out their scores in, with at 1st level in addition to gear provided
and others might spread their skill points by the various Starting Packages (unless they
around to cross-class skills (although this book opt to take the 3d4 x 10 gp in cash). In many
assume that most Experts will not do this, and cases, it also lists equipment higher level NPCs
few of the sample NPCs do). are likely to have and the levels at which they
Every possible use of a class skill cannot be are likely to acquire it (given in parentheses).
described in a book of this sort and GMs and GMs could certainly opt to assign this or any
players should use common sense and imagi- other equipment to NPCs at the levels most
nation when interpreting how to apply them. appropriate to a particular campaign setting.
For example, Brewers are much more likely In general, a skill that depends on tools can
to use Appraise to assess such things as quality be attempted at –2 with makeshift, inadequate,
of hops, suitability of oaken casks, and value or wholly inappropriate tools; at +/–0 with a
of a particular batch of beer, than to determine generic set of Artisan’s Tools; at +2 with a set of
the value of jewelry or antique coins. tools specifically intended for the skill in ques-
Previously existing skills are described in tion (e.g., Blacksmith’s Tools for Craft (Black-
the Player’s Handbook. New skills, marked smithing), with a set of masterwork generic
with an asterisk (*), are described in Appendix Artisan’s Tools, or with a set of masterwork
II: Skills, in this book. tools for another skill of the same sort; and at
+4 with a set of masterwork tools of the sort
Class/Metaclass Features: This section includes intended for the skill in question.
benefits—such as bonus feats and level-based Many entries refer to particular types of
class abilities—that various types of Experts tools. In general, Craftsman’s and Tradesman’s
receive. Most of these are tied to a minimum Tools are worth at least 5 gp. Professional’s
level of proficiency in a key metaclass skill. Tools, which include more specialized equip-
Weapon and Ar mor Pr
Armor oficiency: Most Ex-
Proficiency: ment, are generally worth at least 30 gp. Mas-
perts are proficient with Simple weapons and terwork versions of Craftsman’s and Trades-
Light armor. Some also receive proficiency man’s Tools are at least 50 gp more expensive
with other weapons and armor as a benefit of and Professional’s Tools are usually 300 gp
their vocations (e.g., Miners are also proficient more expensive.
with hammers and picks, and Armorers can Unless noted to the contrary, all Experts that
gain proficiency with heavier armor). rely on tools start off with regular tools de-
signed for their skills, and NPC Experts acquire
Starting Packages
Packages: Starting packages for all the masterwork versions of such kits by 4th level
major player character races are provided un- (PCs can acquire such tools sooner or later,
der each metaclass, in order to ease the role of based on the results of their activities).

18
Chap
Chaptter 1: Craf
Craftsmen
aftsmen

C raftsmen are a skilled metaclass of Experts who utilize various Crafts to


create all sorts of material products, including weapons, armor, tools,
clothing, buildings, temples, castles, and ships. Important types of such
Experts include the Armorer, Blacksmith, Brewer, Jeweler, Sculptor, Shipwright,
Stonemason, Taxidermist, and Weaponmaker, all of which are described in
the following section.

Adventures: Craftsmen are rarely found on Now … is your time to cut


adventures (although their goods are often pur- wood. Cut a three-foot
chased by professional adventurers). When length for a mortar and a
Craftsmen are involved directly, it usually has pestle of three cubits, and
to do with attempts to enhance their abilities a seven-foot length for an
or further their businesses. axle; that would be quite
Characteristics: Successful Craftsmen are enough for you, except if
often strong, agile, or both. In any case, they you made it eight feet you
possess astounding skill at their particular could cut a maul from the
crafts. Although not typically as prosperous as end. ... Cut many curved
members of the Professional metaclass, they pieces, and look on the
tend to amass sufficient wealth to live com- mountain and in the
fortably. meadows, for a good
Alignment: Craftsmen can be of any align- piece of holm oak to
ment. Certain types might have various ten- make your plow-beam,
dencies, as noted under the descriptions of in- and bring it home when
dividual Expert types. you find it; this is the
Religion: Deities worshipped by Craftsmen strongest for plowing
are as varied as the things such Experts create. oxen, once you have
Various deities might be associated with spe- taken it to the Carpenter,
cific crafts, and most will have a divine pa- Athena’s apprentice, and
tron. Athena, for example, is associated with the many products that individual people he fixes it in the share and
both weaving and carpentry, Hephaestus is ex- would either have to create on their own or bolts it to the pole with
plictly known as a god of the forge and metal- make do without. In a typical fantasy society, dowels.
work, and Poseidon is an appropriate patron such characters tend to represent a skilled mid-
for anyone engaged in shipbuilding. dle class midway in status between Common- —Hesiod,
Background: Craftsmen are the backbone ers and the Aristocracy. The Works and Days
of civilization, specialized manufacturers of While Commoner Craftsmen are typically

19
Chapter 1: Craftsmen

proficient in a single skill—in which they are might find Bull’s Strength and Bear’s Endur-
often unrivaled—Expert Craftsmen are usual- ance extremely useful). Others might be inter-
ly proficient in two, three, or more compli- ested in spells that magically replicate the ef-
mentary crafts, as well as a variety of support- fects of certain crafts, as an aid to the theory
ing skills. This allows Expert Craftsmen to cre- and development of their vocations (e.g., an
ate items that might require entire teams of Armorer might be interested in the spell Mage
Commoner Craftsmen, to oversee such teams, Armor). Spellcrafters* usually have spellcast-
and to create new or modified items beyond ing keyed to their Intelligence and utilize ar-
the capabilities of Commoners. cane magic.
Most Craftsmen are also merchants after a
fashion, and spend much of their time hawk- Game Rule Information
ing their own wares. Master Craftsmen are usu- Craftsmen have the following game statistics.
ally shopowners. Abilities: Intelligence, by and large, is the
In some cultures, Craftsmen are important most important ability for a Craftsman. Other
enough that they wield substantial political and abilities might also be useful, based on the spe-
military power. In such societies, Craftsmen cific type of Expert (e.g., Dexterity would be
are often required to own weapons and armor important for a locksmith).
or to be members of the local militia (indeed, Alignment: Any.
guild organization might be closely tied to Hit Die: d6.
militia organization in some places).
Races: Every race has craftsmen of some Metaclass Skills
sort, and the most sophisticated peoples have Craftsmen can select their 10 class skills from
hundreds of different types. Furthermore, some the following list of metaclass skills. At least
races are particularly well-disposed toward two and in many cases five or more of these
specific crafts, or are attuned to work with cer- should be various complementary Crafts (e.g.,
tain types of materials (e.g., Dwarves are espe- the Armorer has five, Armorsmithing, Black-
cially adept at working with stone and metal). smithing, Carpentry, Leatherworking, Tailor-
Other Classes: Craftsmen spend most of their ing). This selection should allow GMs and play-
time working with their own kind. Most also ers to create virtually any kind of Craftsmen.
spend time dealing with whoever is most like- A Craftsman’s metaclass skills (and the key
ly to use their wares. Because they are the best ability for each) are Appraise (Int), Concen-
source of custom arms, armor, and equipment, tration (Con), Bluff (Cha), Craft (Int), Disable
Expert Craftsmen often interact with members Device (Int), Forgery (Int), Gather Informa-
of the various adventuring classes. See descrip- tion (Cha), Knowledge (all skills, taken indi-
tions of specific Craftsman types for more in- vidually) (Int), Open Lock (Dex), Profession
formation. (Wis), Use Magic Device (Cha), Utilize Magic
Spellcasting: Craftsmen who are spellcast- Item
Item* (Cha), Read Magic T ext
ext* (Int), Use Rope
Text
ers—either because they are multiclassed or (Dex), Player
Player’’s/GM’ Choice. *New Skill
s/GM’ss Choice
have advanced into a prestige class like the There are no recommended Crafts for
Spellcrafter*—are generally interested in spells Craftsmen. All are open to and practiced by
that can enhance their professional abilities this type of Expert.
(e.g., a Blacksmith, who spends long hours Craftsmen might also have a one or more of
working heavy pieces of metal over a hot forge, a wide variety of Professions. One that might
be recommended for Craftsmen in some cam-
paigns is Profession (Militiaman)*.
Areas of Knowledge chosen by Craftsmen
tend to be those that somehow support their
For descriptions of several new Crafts, areas of
vocations. For example, a Shipwright might
Knowledge, and Professions usable by Craftsmen select Knowledge (Sea Lore)*, while an Expert
and the skill Read Magic Text, go to Appendix II: Armorer would almost certainly have Knowl-
New Skills.
edge (Armor)*.

20
Chapter 1: Craftsmen (Armorer)

Metaclass Features
All of the following are metaclass features of Armorer
the Craftsman. Armorers are skilled at creating all sorts of
Weapon and Ar mor Pr
Armor oficiency: All Crafts-
Proficiency: protective gear, including helmets, shields, and
men are proficient with Simple weapons and everything from individual pieces of armor—
with Light armor but not with shields. Addi- like breastplates, helmets, and greaves—to en-
tionally, certain types of Craftsmen acquire tire suits. Famous characters of this type in-
proficiency with other types of weapons and clude Weyland, the legendary Armorer who
armor as a result of their professional activi- forged Beowulf’s coat of mail, and the Mis-
ties (e.g., Blacksmiths start off with weapon siglia family of Milan, prominent in a city fa-
proficiency in light hammer and warhammer, mous for its Armorers.
and experienced Armorers can gain proficien- Adventures: As Craftsmen who often put
cy with Medium armor, Heavy armor, and more than a month into a single project, Ar-
shields). morers do not have much time to waste run-
ning around on adventures. They are better
Human Craftsman Starting Package suited for adventure than many Experts, how-
Race: Human. ever, and some have been known to join ad-
Armor: Leather +2 AC, speed 30 ft., 15 lb. venturing parties, especially if faced with an
Weapons: Dagger (1d4, crit 19-20/x2, 1 lb., opportunity to acquire exotic or high quality
Tiny, Piercing). armor components, or even to test their wares
Skill Selection: Pick a number of skills, with first-hand.
4 ranks in each, equal to 7 + Int modifier.
Feat: Endurance.
Bonus Feat: Skill Focus [Craft (any)].
Gear: Craftsman’s tools as appropriate (e.g.,
Stonemason’s Tools), artisan’s outfit, backpack For descriptions of the Crafts Armorsmithing,
Blacksmithing, Carpentry, Leatherworking, and
or chest, waterskin, one day’s trail rations, bed- Tailoring, Knowledge (Armor), and Knowledge
roll, sack, flint and steel, hooded lantern, three (Metallurgy), go to Appendix II: Skills; for a de-
pints of oil. scription of Armorer Durden Ironbender, go to
Gold: 1d8x10 gp. Appendix IV: Sample Characters.

Elven Craftsman Starting Package


Same as Human Craftsman, except
Race: Elf.
Weapons: Longsword (1d8, crit 19-20/x2,
4 lb., Medium, Slashing) or Rapier (1d6, crit
18-20/x2, 3 lb., Medium, Piercing).
Skill Selection: Pick a number of skills, with
4 ranks in each, equal to 6 + Int modifier.
Bonus Feat: None.
Gold: 1d6x10 gp.

Alternative Craftsman Starting Package


Same as Human Craftsman, except
Race: Dwarf, Gnome, Halfling, Half-Elf, or
Half-Orc.
Armor: Leather +2 AC, speed 20 ft., 15 lb.
(Dwarf, Gnome, or Halfling only).
Bonus Feat: None.
Skill Selection: Pick a number of skills, with
4 ranks in each, equal to 6 + Int modifier.

21
Chapter 1: Craftsmen (Armorer - Blacksmith)

Characteristics: Ability to work long hours (Int), Gather Information (Cha), Knowledge
over a hot forge, to transform heavy pieces of (Armor)* (Int), Knowledge (Metallurgy)
(Armor) (Metallurgy)* (Int).
Though perhaps the metal into scales, plates, and other components *New Skill
wearing and putting on of of armor, and to deftly work with small com- While the Crafts Blacksmithing*, Carpen-
armour was not directly ponents like chain links and rivets are the most try*, Leatherworking*, and Tailoring* cannot
part of the craft of the important attributes for an Armorer. in themselves be used to create suits of armor,
armourer, it was certainly Alignment: Armorers can be of any align- they are crafts necessary for the creation of
a part of his duties to be ment. armor.
present during the process Religion: Armorers tend to worship Hep- Blacksmithing is used for forging things like
and be ready to carry out haestus, god of the forge, more often than any metal plates, scales, and links.
any small alterations other deity. A good many Armorers also wor- Carpentry is used for creating things like
which might be needed on ship or pay reverence to gods of war like Ares wooden shields.
the spot. and Athena. Leatherworking is used for creating items
… as late as 1625 Background: While communities as small like leather armor, leather undercoats for scale
we find this being as villages are not usually able to support an mail, and leather surfaces for shields.
insisted upon Armorer, small towns will almost always have Tailoring is used for making things like pad-
… Shakespeare describes one or more and larger settlements are likely ded armor and cloth undercoats.
the armourers as busy to have several or even entire armor factories
“accomplishing the (like Milan during the Middle Ages). Castles, Class Features
knights” before military communities, temples, and other in- All of the following are class features of the
Agincourt, and the fact stitutions might also include Armorers Armorer.
that the travelling knight amongst their personnel. Such characters are Weapon and Ar mor Pr
Armor oficiency: Like most
Proficiency:
took his armourer with very highly regarded in some cultures. Experts, Armorers are proficient with Simple
him shows that he was in- In a typical fantasy environment, most Ar- weapons and Light armor. They can, however,
dispensable during the morers will ply their trade with materials like gain additional armor proficiency as they ad-
operation of dressing for leather, iron, and steel. In different cultures, vance in level.
war or joust. however, Armorers might also utilize bronze, Shield Proficiency: At 1st level, an Armor-
hide, bone, or any number of other materials. er gains proficiency with all sorts of shields,
—Charles ffoulkes, Races: Armorers can be of any race. Most provided he has at least 2 ranks in Craft (Ar-
The Armourer tend to specialize in armor in the sizes and morsmithing)*. If he does not have this level
and His Craft dimensions of whatever race with whom they of skill by 1st level, he gains such proficiency
live and are most familiar (e.g., Elven chain, at whatever level he acquires it.
Dwarven plate). Medium Armor Proficiency: At 3rd level,
Other Classes: Armorers get along best with an Armorer gains proficiency in medium ar-
classes that utilize their wares, especially War- mor, provided he has at least 5 ranks in Craft
riors, Fighters, Paladins, and the like. Some (Armorsmithing)*. If they do not have this level
Armorers might also specialize in crafting ar- of skill by 3rd level, he gains such proficiency
mor for specific classes, such as Druids, Rogues, at the level at which he acquires it.
or Rangers. Heavy Armor Proficiency: At 6th level, an
Armorer gains heavy armor proficiency, pro-
Class Skills vided he has at least 8 ranks in Craft (Armor-
Intelligence is the key ability for most Armor- smithing)*. If he does not yet have this level of
er class skills and the one that will most often skill, he gains heavy armor proficiency when
be linked to the success of a project. Physical he acquires it.
characteristics like Strength, Constitution, and
Dexterity can also be important. An Armorer’s Items Associated W ith Ar
With mor
Armor ers: Armorer’s
morers:
class skills (and the key ability for each skill) Tools, leather apron, anvil, masterwork Ar-
are Appraise (Int), Concentration (Con), Craft morer’s Tools (4th), forge (7th), bellows (7th),
(Armorsmithing)
(Armorsmithing)* (Int), Craft (Blacksmith- hydraulic hammers (10th), blast furnace (13th).
ing)
ing)* (Int), Craft (Carpentry)
(Carpentry)* (Int), Craft
(Leather working)
working)* (Int), Craft (T
(Leatherworking) ailoring)
(Tailoring)
ailoring)*

22
Chapter 1: Craftsmen (Blacksmith)

working with such metals, perhaps with some


Blacksmith modifications. For example, smiths in a Bronze
Blacksmiths are skilled in forging iron, low- Age society might be adept at forging the met- Under a spreading chest-
grade steel, and sometimes other metals into al hardware needed for chariots. nut-tree
horseshoes, tools, plowshares, nails, and vir- Races: Members of any race can be Black- The village smithy
tually any other basic metal item. Legend and smiths, fundamental to any metal-working so- stands;
literature are rife with such characters, who ciety. As people with subterranean roots, The smith, a mighty
include the subject of the poem “The Village Dwarves and Gnomes are especially adept at man is he,
Blacksmith,” by Henry Wadsworth Longfel- this profession. A number of more obscure rac- With large and sinewy
low; Durnik, from David Eddings’ Belgariad; es are also inclined toward this craft, among hands;
Coll, from Lloyd Alexander’s Book of Three; them the Cyclopes of Classical mythology, from And the muscles of his
the father of Robert E. Howard’s Conan; Tubal- whose ranks Hephaestus himself drew his ap- brawny arms
cain, identified in the Bible as the first Black- prentices. Are strong as iron
smith; and St. Eloi, a Blacksmith believed to Other Classes: Blacksmiths interact most bands.
have been visited by Christ. often with those who use their wares and ser-
Adventures: A decent Blacksmith can al- vices. For many, this might simply mean the His hair is crisp, and
most always find enough work to keep him Commoners who purchase tools, have their black, and long,
fully occupied, and such characters consequent- plowhorses shoed, and the like. Others might His face is like the tan;
ly have very little incentive to seek the excite- specialize in things like making masterwork His brow is wet with
ment of adventure. As characters who are gen- tools for other sorts of Craftsmen, acting as honest sweat,
erally stronger than average and usually have farriers and medics for the warhorses of local He earns whate’er he
weapons close at hand, however, they tend to mounted Warriors, or creating the metal hard- can,
be better equipped to deal with hazards than ware needed for the construction of castles. And looks the whole
many Experts (not to mention Commoners). world in the face,
Characteristics: High strength for working For he owes not any
thick pieces of metal with heavy tools and bet- man.
ter than average endurance for laboring long
hours over a hot forge are crucial characteris- For descriptions of Craft (Blacksmithing), Profes- Week in, week out, from
tics for a smith. sion (Farrier), and Knowledge (Metallurgy), go to morn till night,
Alignment: Blacksmiths can be of any align- Appendix II: Skills; for a description of the Black- You can hear his bel-
smith Kormac, go to Appendix IV: Sample Char-
ment. acters. lows blow;
Religion: Hephaestus, god of the forge, is You can hear him
the deification of the Blacksmith and the deity swing his heavy sledge,
most often worshipped by members of this With measured beat
class. Some also worship Poseidon, patron of and slow,
horses. Like a sexton ringing
Background: Blacksmithing is one of the the village bell,
most fundamental crafts in any civilized soci- When the evening sun
ety and is an omnipresent feature of tradition- is low. ...
al historical and fantasy cultures. If there is
only one Expert Craftsman in a village or oth- Henry Wadsworth
er community, chances are it is a Blacksmith. Longfellow,
Expert Blacksmiths are skilled not just at “The Village Blacksmith”
forging simple iron implements, but also at
creating more complex metal items, working
closely with Armorers or Weaponsmiths, shoe-
ing horses and oxen, and even treating wounds,
injuries, or illnesses afflicting horses.
Cultures that predate the use of iron or
where other metals have maintained or
achieved precedence will have smiths adept at

23
Chapter 1: Craftsmen (Brewer)

Class Skills Prancing Pony). Famous characters of this sort


Intelligence is by far the most important men- include Samuel Adams, a Brewer-turned-
tal attribute for an Blacksmith, while Strength Statesman; Gambrinus, the brewmaster from
and Constitution are the most important phys- Tim Powers’ The Drawing of the Dark; and the
ical abilities. A Blacksmith’s class skills (and Bavarian monks of the Andechs monastery.
the key ability for each skill) are Appraise (Int), Adventures: Brewers rarely go on adven-
Craft (Artifice)* (Int) OR Disable Device (Int), tures, but may occasionally be found in odd
Craft (Blacksmithing)* (Int), Gather Informa- places searching for legendary recipes, rare in-
tion (Cha), Handle Animal (Cha) OR Profes- gredients, or merely raising start-up capital.
sion (Animal T rainer)* (Wis), Heal (Wis),
Trainer)* Characteristics: Keen business acumen, a
Knowledge (Local)
(Local)* (Int), Knowledge (Metal- penchant for improvisation, and a devotion to
lurgy)
lurgy)* (Int), Profession (Farrier)
(Farrier)* (Wis), Ride cleanliness are the attributes of a successful
(Dex). *New Skill Brewer. A good Brewer can tell by his tongue
when his brew is ready; a great Brewer can do
Class Features the same with any of his other senses. Although
Following are class features of the Blacksmith. not oriented toward combat, a lifetime of roll-
Weapon and Ar mor Pr
Armor oficiency: Black-
Proficiency: ing kegs and lifting sacks of ingredients keeps
smiths have proficiency with Light armor, Sim- the Brewer physically fit.
ple weapons, light hammer, and warhammer. Alignment: Although the need for a clean
Horse Doctoring: For every two full ranks a and orderly brewery tends to draw more law-
Blacksmith has in Profession (Farrier)*, he is ful than chaotic individuals, Brewers may be
able to act as if he had one rank in the skill Heal of any alignment. In areas where intoxicants
for purposes of treating ailments suffered by are prohibited, those who produce them will
horses. If he actually has ranks in Heal, he can tend toward a chaotic ethos.
either use its full value or the one granted by
Profession (Farrier)*, whichever is better.

Items Associated With Blacksmiths: Black-


For descriptions of Profession (Brewer), Smell,
smith’s Tools (hammers, tongs, files, etc.), an-
and Taste, go to Appendix II: Skills; for a descrip-
vil, leather apron, masterwork Blacksmith’s tion of Brewmaster Glimmster Greentongue, go
Tools (4th), forge (7th), bellows (7th), hydrau- to Appendix IV: Sample Characters; for a descrip-
lic hammers (10th), blast furnace (13th). tion of the Everfull Brewpot, go to Appendix V:
New Magic Items.

Brewer
Brewers are part of an ancient tradition com-
mon to most races and cultures, many of which
have found that even when you can’t drink the
water, you can usually drink the beer. Some
Brewers feel that the re-creation of hallowed
ancient recipes is the highest form of the art;
others feel that every batch should be a unique
creation. Vintners, distillers, and other creators
of fermented beverages conform to the char-
acteristics of the Brewer. Indeed, those of suffi-
cient level are often skilled at creating many
different sorts of beverages, and can specialize
in beers, ales, meads, wines, and spirits, as well
as some more esoteric substances. Many suc-
cessful Brewers own breweries, taverns, or inns
(e.g., Barliman, Tolkien’s proprietor of the

24
Chapter 1: Craftsmen (Brewer - Jeweler)

Religion: Brewers most commonly worship Weapon and Ar mor Pr


Armor oficiency: Brewers
Proficiency:
Dionysus, god of fermented beverages (often are proficient with Simple weapons and Light
pictured with a bunch of hops). armor. One village craft was so
Background: Brewers in cities or highly or- Identify Drink: At 1st level, a Brewer gains widely practiced that it
ganized territories are typically members of the ability to identify any beverage he sam- hardly belonged to
the Guild of Brewers and Vintners. Advance- ples. Common drinks are automatically iden- craftsmen. Every village
ment depends largely on skill, savvy, and con- tified by taste, smell, or sight. Esoteric drinks not only had its brewers,
nections. In smaller towns or out in the coun- may require a skill check, in which case the but had them all up and
try, most Brewers are taught by individual Brewer may use the Appraise, Knowledge down the street. Many of
mentors.Even the smallest brewery will re- (Brewlore), Profession (Brewer), or Taste skill, not most of them were
quire some assistants, usually apprentices. In whichever is most favorable. craftswomen. Ale was as
larger breweries, some of these apprentices Specialty Brew: At every third level (i.e., necessary to life in an
may later be hired on as journeymen to run 3rd, 6th, 9th, etc.), the Brewer becomes so adept English medieval village
different branches of the business under the at a specific type of fermentation that his pro- as bread, but where flour-
general supervision of the brewmaster, but cesses never fail. Choose a category of drink: grinding and bread-
more often than not the new journeyman sets Beers and Ales, Wines and Meads, Spirits, and baking were strictly
out on his own, searching for a city, town, or Other Beverages. Then choose a specific drink guarded seigneurial
village in need of fresh competition. within that category (e.g., dark beers, white monopolies, brewing was
Races: Humans, inventive and creative, are grape wines, whiskey). The Brewer may choose everywhere freely
excellent Brewers. The heavy-drinking to either “take 20” or take a +12 bonus when permitted and freely
Halflings and Dwarves usually specialize in fermenting that specific drink, and to “take 20” practiced. … Not only
ales and beers. Elves are fine vintners, able to or take a +6 bonus when creating any other barley but oats and wheat
create delectable wines from almost any fruit. drinks in that category, without investing any were used, along with
Humanoids typically are expert only in a sin- more time than usual into that particular batch. malt, as principal
gle specialty of their tribe. Gnomes, however, ingredients. The
are consummate Brewers and masters of the Items Associated With Brewers: Ceramic brew- procedure was to make a
art of distillation. pot, Brewer’s Tools, ingredients (enough for batch of ale, display a
Other Classes: Brewers work well with one 30-gallon batch of brew per level), mas- sign, and turn one’s house
most other classes when they must. They are terwork Brewer’s Tools (4th), still (7th). into a temporary tavern.
often found working with and for Clerics and Some equipment was
Druids. Bards, usually the Brewer’s best cus- needed, principally a
tomer when a Barbarian isn’t at hand, are fre- Jeweler large cauldron, but this
quently found working in their inns and tav- Jewelers are skilled in working with all sorts did not prevent poor
erns, either for wage or drink. of precious stones, metals, and other materials women from brewing.
for the creation of rings, necklaces, and other
Class Skills items of beauty and value. Notable Jewelers —Frances and
Intelligence and Wisdom are important for include the E.T.A. Hoffmann characters René Joseph Gies,
Brewers; knowing what to add and when to Cardillac and Oliviér Brusson and the mytho- Life in a Medieval Village
add it can make or break a career. Sufficient logical Norse Dwarf Dvalin, who fashioned hair
Strength to move ingredients around is also of gold for Thor’s wife Sif.
helpful, and those who own businesses might Adventures: As rather sedentary craftsmen,
benefit from high Charisma. The Brewer’s class Jewelers tend not to adventure. In some cases,
skills (and the key ability for each skill) are however, they may be drawn to take a person-
Craft (Alchemy) (Int), Appraise (Int), Gather al hand in seeking out some valuable gem or
Information (Cha), Knowledge (Brewlore
(Brewlore*, potential component for a piece of jewelry or
Nature) (Int), Listen (Wis), Craft (Brewing)* art object. Also, Jewelers are sometimes forced
(Wis), Search (Int), Smell
Smell* (Wis), Spot (Wis), to go to extreme ends to protect or deliver their
and Taste* (Wis). *New Skill wares, from engaging adventurers to traveling
in disguise.
Class Features Characteristics: A steady hand, an eye for
Following are the class features of the Brewer. beauty, and an active imagination are all key

25
Chapter 1: Craftsmen (Jeweler - Sculptor)

characteristics for a successful Jeweler. guard against thieves in search of valuable loot.
Alignment: Jewelers can be of any align- As a result, concerned Jewelers sometimes con-
… he took up the study of ment. tract Warriors or other combat-oriented char-
jewels … He would Religion: Hephaestus, god of crafts in all acters to provide security for them.
often spend a whole day their forms, is one of the main deities wor- Some Jewelers specialize in creating items
settling and resettling in shipped by Jewelers. Many also worship Aph- for members of certain classes, such as holy
their cases the various rodite, goddess of beauty and the inspiration symbols for Clerics. Others work closely with
stones that he had for the giving of Jewelers’ creations as gifts. spellcasters in the creation of magical rings,
collected, such as the Background: Jewelers are skilled at turning amulets, necklaces, and other jewelry.
olive-green chrysoberyl precious metals, woods, gems, cloth, and oth- Major Jewelers sometimes broker deals with
that turns red by er materials into jewelry, art objects, and other Miners and other characters that have access
lamplight, the cymophane items of beauty worth more than the sum of to uncut gems in order to ensure an uninter-
with its wire-like line of their separate components (‘Types of Treasure,” rupted supply of the raw materials they need.
silver, the pistachio- DMG). Every culture has individuals adept at
colored peridot, rose-pink creating such items, which can vary greatly in Class Skills
and wine-yellow topazes, utility, appearance, and value from one soci- Intelligence is by far the most important men-
carbuncles of fiery scarlet ety to another. tal attribute for Jewelers, while Constitution
with tremulous four- Races: Jewelers can be of any race, and ev- and Dexterity are probably their most impor-
rayed stars, flame-red ery race has members skilled at producing jew- tant physical characteristics. A Jeweler’s class
cinnamon-stones, orange elry most appropriate to its members. skills (and the key ability for each skill) are
and violet spinels, and Other Classes: Even moreso than most Appraise (Int), Concentration (Con), Craft (Ar-
amethysts with their Tradesmen or Merchants, Jewelers must be on tifice)
tifice)* (Int), Craft (Gemcutting)
(Gemcutting)* (Int), Craft
alternate layers of ruby (Goldsmithing)* (Int), Craft (Jewelrymak-
(Goldsmithing)
and sapphire. He loved ing)* (Int)
(Int), Disguise (Cha) OR Open Lock (Dex),
the red gold of the Forgery (Int), Knowledge (all skills, taken in-
sunstone, and the dividually) (Int), Spot (Wis). *New Skill
moonstone’s pearly For descriptions of Craft (Jewelrymaking), Craft Craft (Artifice) is needed by Jewelers who
whiteness, and the broken (Gemcutting), and Craft (Artificer), go to Appen- wish to create items with mechanical compo-
rainbow of the milky dix II: Skills; for a description of Jeweler Rene nents (e.g., music boxes, puzzle boxes).
Cardillac, go to Appendix IV: Sample Characters;
opal. He procured from for a description of the Loupe of the Master Jew-
Recommended areas of Knowledge include
Amsterdam three eler, go to Appendix V: New Magic Items. Arcana, History, Nature, Nobility and Royalty,
emeralds of and Religion. Jewelers receive +2 on any such
extraordinary size and rolls that pertain to gems or jewelry.
richness of color, and had
a turquoise de la vieille Class Features
roche that was the envy of Following are class features of the Jeweler.
all the connoisseurs. Weapon and Ar mor Pr
Armor oficiency: Like all
Proficiency:
Craftsmen, Jewelers are proficient with Sim-
—Oscar Wilde, ple weapons and Light armor.
The Picture of
Dorian Gray Items Associated W ith Jewelers: Jeweler’s
With
Tools (loupe, magnifying glass, small hammers,
picks, files, polishing cloths, etc.), small cruci-
ble (2nd), masterwork Jeweler’s Tools (4th).

Sculptor
Sculptors are Craftsmen skilled at creating var-
ious forms of statuary, carvings, busts, bas re-
liefs, and other sculptures from a variety of
media, often including—but not limited to—

26
Chapter 1: Craftsmen (Sculptor)

ivory, wood, stone, or bronze. Some are skilled ciation exist with the society in question.
at using relatively soft materials like wax to Races: Members of any race can be Sculp-
create molds with which to cast sculptures of tors, and each will have its own styles, tech-
various metals. Sculpture in some form or an- niques, and themes. Humans are certainly the
other dates to the earliest eras of Human cre- most versatile and demonstrate the widest
ativity and has been practiced by Craftsmen in range of variation in their work. Dwarves are
all civilized societies, and the best are likely to likely to work almost exclusively with stone,
be held in very high regard. with which they are unparalleled, while Elves
Historical and literary examples of Sculp- are similarly inclined toward work with wood
tors include Pygmalion, so skillful at his craft and other natural, organic materials. Gnomes
that one of his creations came to life; Praxite- are skilled at working with all forms of alloys,
les, a sculptor from the Greek city state of Cni- and are more likely than other races to create
dus famous for his renderings of gods and god- sculptures intended for use as automata.
desses; and Michaelangelo, creator of the fa- Other Classes: Depending on the sorts of
mous David and widely considered to be one work they do, Sculptors often work with other
of the greatest sculptors ever. sorts of Craftsmen and other Experts, such as
Adventures: Sculptors inclined toward ad- Stonemasons and Engineer-Architects. Those
venture are likely to do so for purposes of ob- specializing in religious projects—such as tem-
serving the works of their counterparts in oth- ple pediments, altars, or statuary—are likely
er places and learning new techniques they to work with Clerics, Adepts, and other clergy
can implement in their own work; obtaining and divine spellcasters. Sculptors creating
rare or special materials with which to work; works destined to be animated or otherwise
and witnessing the fantastic uses for which enchanted might work with Sorcerers, Wiz-
sculpture might be employed. ards, and other sorts of spellcasters.
Characteristics: Intellect and imagination,
useful in visualizing such things as the image
that resides within a block of stone, can be
very important to Sculptors. Manual dexter- For descriptions of the Crafts Blacksmithing,
ousness can also be helpful in the deft manipu- Sculpting, and Stonemasonry and Knowledge
(Metallurgy), go to Appendix II: Skills; for a de-
lation of tools.
scription of Sculptor Pygmalia, go to Appendix
Alignment: Sculptors can be of any align- IV: Sample Characters.
ment.
Religion: Sculptors can worship any dei-
ties. Many revere Hephaestus, god of crafts-
men, some adhere to Apollo, god of art, and a
few venerate Aphrodite, goddess of love and
beauty.
Background: Sculptors are typically found
in communities and other settled areas where
there is likely to be steady demand for their
work. These might include such places as reli-
gious complexes, where they create statuary
and other sculpture; necropolises, where they
work on projects like mausoleums and head-
stones; and affluent cities, where they create
busts and other statuary for middle- and up-
per-class clients. Such Craftsmen might also
work in areas where the raw materials they
need are most abundant, such as near quarries.
Like most Craftsmen, Sculptors are likely to
be organized into guilds if such forms of asso-

27
Chapter 1: Craftsmen (Sculptor - Shipwright)

Class Skills Items Associated W ith Sculptors: Sculptor’s


With
As Craftsmen, Intelligence is of primary im- Tools (hammers, chisels, sculpting knives, etc.),
Pygmalion loathing their portance to Sculptors. Strength can also be molds (3rd), masterwork Sculptor’s Tools (4th),
lascivious life, helpful for working with heavy materials, like studio (7th), blast furnace (7th).
Abhorr’d all womankind, blocks of stone. Dexterity can be useful for
but most a wife: manipulating the ropes, blocks, and tackle used
So single chose to live, to move heavy materials like large blocks of Shipwright
and shunn’d to wed, stone. The Sculptor’s class skills (and the key Shipwrights are highly skilled professionals
Well pleas’d to want a attribute for each) are Appraise (Int), Concen- adept at creating all sorts of watercraft. Ship-
consort of his bed. tration (Con), Craft (Int), Craft (Sculpting)* wrights are a combination of shrewd business
Yet fearing idleness, the (Int), Handle Animal (Cha), Knowledge (Met- professionals, masters of naval architecture,
nurse of ill, allurgy)* (Int), Knowledge (all skills, taken and highly skilled technical craftsmen. They
In sculpture exercis’d his individually) (Int), Profession (any) (Wis), are comfortable dealing with those of wealth
happy skill; Search (Int), Use Rope (Dex). *New Skill and power (and often possess both themselves)
And carv’d in iv’ry such a Crafts taken by Sculptors generally include since their products are typically affordable
maid, so fair, Carpentry*, Pottery*, and Stonemasonry*. only to successful merchants, rich nobles, or
As Nature could not with Typical areas of Knowledge learned depend governments. Venetian Shipwrights, whose in-
his art compare, on the sorts of projects undertaken, Architec- novative designs set them decades ahead of
Were she to work; but in ture and Engineering, Nobility and Royalty, and their competitors and made them the most suc-
her own defence Religion being among the most common. cessful of the late Middle Ages, are the proto-
Must take her pattern Professions typically taken by Sculptors typical boat-builders. Other examples include
here, and copy hence. are those that complement their primary vo- the Athenians, the Phoenecians, the Romans,
Pleas’d with his idol, he cation (e.g, Merchant for a Sculptor who runs a and the Vikings, all of which evolved into con-
commends, admires, statue manufacturing and export operation, sumate boat-building cultures. Legendary char-
Adores; and last, the thing Miner for those who personally oversee the acters of this type include Argos, crafter of the
ador’d, desires. extraction of materials with which to work). Argo and namesake of a great maritime city-
A very virgin in her face state, and J.R.R. Tolkien’s Cirdan the Shipwright.
was seen, Class Features Adventures: Shipwrights are rarely found
And had she mov’d, a liv- All of the following are class features of the adventuring although they often interact with
ing maid had been: sculptor. individuals considered to be adventurers by
One wou’d have thought Weapon and Ar mor Pr
Armor oficiency: Sculptors
Proficiency: the rest of society, such as ship captains, pirate
she cou’d have stirr’d, but are proficient with Simple weapons, light ham- lords, traveling merchants, and military com-
strove mers, warhammers, and Light armor. manders.
With modesty, and was Materials Mastery: At 2nd level, a Sculptor Characteristics: The most successful Ship-
asham’d to move. receives a +1 bonus on all appropriate skill wrights are typically intelligent enough to un-
Art hid with art, so well checks (e.g., Appraise, Craft) when working derstand the complexities of ship design and
perform’d the cheat, with a chosen specific sort of material, such as charismatic enough to supervise a dock full of
It caught the carver with bone and ivory, bronze, iron, marble, or hard- craftsman of varying temperament. They are
his own deceit: wood. typically detail-oriented and extremely
He knows ‘tis madness, At each of 6th, 10th, 14th, and 18th levels, a proud—and protective—of their shipyards.
yet he must adore, Sculptor can opt to add a new material or to Alignment: Shipwrights can be of any align-
And still the more he increase this bonus by +1 for a material in ment.
knows it, loves the more: which he already has mastery. Religion: Because of their association with
The flesh, or what so Subject Mastery: At 5th level, a Sculptor bodies of water, a great many Shipwrights wor-
seems, he touches oft, receives a +1 bonus on all appropriate skill ship Poseidon, god of the sea. Some also wor-
Which feels so smooth, checks when working with a specific sort of ship Hephaestus, god of Craftsmen.
that he believes it soft. ... sculptural subject, such as bas relief, busts, col- Background: Shipwrights of some sort or
umns, full-figure statuary, mobiles, or ship’s another are likely to be found in most seaside
—Ovid, figureheads. This improves to +2 at 9th level, communities of at least village size. Whereas a
Metamorphoses +3 at 13th level, +4 at 17th level, and +5 at small Viking fishing village might have a sin-
20th level. gle family of Shipwrights capable of produc-

28
Chapter 1: Craftsmen (Shipwright)

ing a handful of small ships each year, great wright skills and the one that will most often
ports like Venice or Athens might be able to be linked to the success of a project. A Ship-
support scores of Shipwrights of varying ex- wright’s class skills (and the key ability for each By 1000 B.C. the
perience and extensive shipyards capable of skill) are Appraise (Int), Balance (Dex), Craft Phoenicians, the master
producing dozens of large vessels annually. (Carpentry)* (Int), Craft (Shipbuilding)* (Int), mariners of the ancient
After years of apprenticeship, the journey- Diplomacy (Cha), Knowledge (Sea Lore) Lore)* (Int), world, were building ships
man Shipwright becomes a much more im- Profession (Sailor)
(Sailor)* (Wis), Search (Int), Swim with stempost, sternpost,
portant figure. Since ship construction is a com- (Str), Use Rope (Dex). *New Skill and skeleton of ribs that
plex process, the typical journeyman Ship- reinforced hull planking
wright in a large shipyard may find himself Class Features fitted edge to edge and
with more responsibility than a master crafts- All of the following are class features of the joined by mortice and ten-
man of another trade. Larger shipyards may Shipwright. on—in a word, modern
contain assembly-line type construction areas, Weapon and Ar mor Pr
Armor oficiency: Like most
Proficiency: construction. Homer,
warehouses, foundries, dry docks, and lodg- Experts, Shipwrights are proficient with Sim- writing in the seventh or
ings for the workers. A family shipyard in a ple weapons and Light armor. eight century B.C.,
village generally consists of the master’s hut Mastery of Ship Design: At 1st, 5th, 10th, depicted Odysseus
and a strip of beach where he can work. 15th, and 20th levels, the Shipwright learns single-handedly building
Shipwrights in port cities, both fresh and the secrets of a specific specialty. The Ship- the boat that carried him
salt, are almost invariably organized into wright can choose from Galleys, Keelboats, to Calypso’s isle, boring
guilds, often rivaling the Merchant’s Guild in Longships, Rowboats, Sailing Ships, and War- his timbers with an auger
power and wealth. Their guilds are often close- ships (assuming all of these are available in the and fastening them
ly allied with the local guilds of Artificers, campaign setting, of course). The GM may al- together with wooden
Carpenters, Blacksmiths, and Sailors. In smaller low other specialties as appropriate to the set- dowels. Ships used both
areas Shipwrights often specialize in the con- oar and sail.
struction of one or two types of vessels, gener- … Steering was done with
ally a fishing boat or a rowboat; other designs a large oar mounted on
may be completely beyond their knowledge one side near the stern.
or ability. Larger shipyards can typically pro- For descriptions of Craft (Carpentry), Craft (Ship-
building), Knowledge (Sea Lore), and Profession
duce any ship given enough time and money. —Frances and Joseph Gies
(Sailor), go to Appendix II: Skills; for a descrip-
Ship design is also heavily influenced by cul- tion of the Shipwright Jason Archimedes, go to Cathedral, Forge,
ture, so innovative new creations are rare and Appendix IV: Sample Characters; for a descrip- and Waterwheel
typically received with skepticism. tion of Fireseal Wax, go to Appendix V: New Magic
Items.
In some campaign settings, this Expert type
might be used to represent characters skilled
at creating other sorts of vessels (e.g., flying
ships in the Thera milieu).
Races: Because there are very few seafaring
races other than Humanity, the vast majority
of Shipwrights will be Human. There can cer-
tainly be exceptions to this, of course, and com-
munities of river Elves, sea Dwarves, sea-raid-
ing humanoids, and the like could very well
have their own Shipwrights.
Other Classes: On a day-to-day basis most
Shipwrights tend to interact with other Crafts-
men. They also associate with classes inclined
to use or purchase ships, such as Merchants,
Sailors, or Warriors.

Class Skills
Intelligence is the key ability for most Ship-

29
Chapter 1: Craftsmen (Shipwright - Stonemason)

ting (e.g., Airships, Ironclads). Apply a +2 to fulfilling just about any request related to stone-
any skill checks related to the specialty. The work with some degree of skill. Examples of
GM may instead choose to allow Shipwrights their greatest works include the Acropolis of
to design only ships they have mastered (e.g., a Athens, the aqueducts of Rome, the Great Wall
1st level Shipwright who chose Longships for of China, and the pyramids of Egypt. Notable
his first Mastery of Ship Design may only de- workers of stone include Pygmalion, Miche-
sign longships; if he wanted to design warships, langelo, and Goscinny and Uderzo’s portly
he would have to choose warship as a second Roman-bashing Gaul Obelix.
Mastery upon reaching fifth level). Adventures: Stonemasons are rarely found
adventuring. On rare occasions they may be
Items Associated With Shipwrights: Carpen- encountered traveling through borderlands,
ter’s Tools, pens, ink, parchment, masterwork enroute to their next contract, or perhaps seek-
Carpenter’s Tools (4th), shipyard large enough ing to wrest the secrets of ancient construction
to build one vessel (7th). methods from crumbling ruins.
Characteristics: A strong back is crucial to
a Stonemason, and an apprentice or journey-
Stonemason man may find himself working as hard as the
Stonemasons are craftsmen skilled at working common laborers to help meet often unrealis-
rock and stone. Though some specialize and tic deadlines. Enough common sense to adapt
become especially adept in specific techniques, idealized construction plans to less-than-ideal
a skilled Stonemason is typically capable of local conditions will help keep a structure

30
Chapter 1: Craftsmen (Stonemason - Taxidermist)

standing through the centuries. Though not Stonemason’s class skills (and the key ability
especially skilled in combat, they can be fear- for each skill) are Appraise (Int), Balance
some opponents when armed with their ham- (Dex), Climb (Str), Craft (Stonemasonry)* From the leather pouch
mers. (Int), Diplomacy (Cha), Handle Animal (Cha), on his belt, Attilius
Alignment: Stonemasons can be of any Jump (Str), Knowledge (Architecture and En- withdrew a small block
alignment. gineering)
gineering)* (Int), Search (Int), Use Rope (Dex). of polished cedar with a
Religion: Most Stonemasons worship Hep- *New Skill chin rest carved into one
haestus, patron deity of Craftsmen. Many Stonemasons will be skilled at com- side of it. His great-
Background: After a backbreaking appren- plimentary Crafts, such as Craft (Sculpting)*. grandfather was said to
ticeship, the industrious Stonemason will ad- have been given it as a
vance to become a journeyman. This is typi- Class Features talisman by Vitruvius,
cally as far as an urban Stonemason will ad- All of the following are class features of the architect to the Divine
vance, contracts being strictly regulated by the Stonemason. Augustus, and the old
guild and added competition being viewed un- Weapon and Ar mor Pr
Armor oficiency: Stonema-
Proficiency: man had maintained that
favorably. A savvy master will typically own sons are proficient with Light armor, all Sim- the spirit of Neptune lived
a quarry as well, thereby giving his shop the ple weapons, and light hammer, light pick, and within it. Attilius had no
ability to mine, dress, and assemble stone in- heavy pick. time for gods. These were
ternally. Quarries are typically managed by Secrets of Stonemasonry: At 2nd, 7th, 12th, stories for children, not
miners only if delving is required—surface and 17th levels, the Stonemason learns the se- men. He placed his faith,
mines are usually run by Stonemasons. A mas- crets of a specific specialty. Choose from For- instead, in stones and
ter Stonemason will typically be closely asso- tifications, Quarrying, Housebuilding, Subter- water, and in the daily
ciated with a master Carpenter, as most stone ranean Stonework, Decorative Stonework, miracle that came from
constructions incorporate some sort of timber Roadwork, and Bridge-Building. The GM may mixing two parts of
or wood framing and bracing. allow other specialties, such as Aqueduct con- slaked lime to five parts
In urban areas, Stonemasons often work out struction, if appropriate to the setting. Apply a of puteolanum conjuring
of shops near the city outskirts, typically near +2 to any skill checks related to the specialty. up a substance that would
a quarry. In rural areas, they are often employed set underwater with a
by local rulers constructing and maintaining Items Related to Stonemasons: Stonemason’s consistency harder than
fortifications. The activities of rural Stonema- Tools (hammers, chisels, picks, trowels, chalk, rock.
sons are often restricted by their employers levels, wedges, etc.), mortar, masterwork Stone-
(e.g., a baroness typically won’t allow fortifi- mason’s Tools (4th), quarry (10th), Weapon: —Robert Harris, Pompeii
cation-grade construction within her realm light hammer.
unless it is under her control).
Races: Dwarves, as one would expect, are
skilled at Stonemasonry. Taxidermist
Other Classes: Stonemasons often associ- Taxidermists are skilled at preserving the
ate with Engineer-Architects, Carpenters, and heads, hides, or entire bodies of animals, beasts,
Miners. and other sorts of creatures, for hunters’ tro-
phies, museum exhibits, or even more bizarre
Class Skills purposes. Properly preserved, the products of
A successful Stonemason typically possesses a a skilled Taxidermist’s work can last indefi-
combination of Intelligence and Strength. The nitely. Notable Taxidermists include Norman
Bates from Psycho, the family from Texas
Chainsaw Massacre, and Grégoire de Fronsac
from Brotherhood of the Wolf.
Adventurers: Because their vocation is so
time-consuming, most Taxidermists are not in-
For a description of Craft (Stonemasonry), go to
Appendix II: Skills; for a description of the Stone- clined toward adventure. Those wishing to add
mason Master Drugath, go to Appendix IV: Sam- particular sorts of creatures to their collections,
ple Characters; for a description of the Stonecut- however, or desiring to obtain rare herbs, min-
ter’s Level, go to Appendix V: New Magic Items.
erals, or other chemical substances needed to

31
Chapter 1: Craftsmen (Taxidermist)

preserve exotic creatures, might be drawn into turning them into wall hangings or rugs, mount-
the field for hands-on hunting and gathering. ing heads on wooden plaques, or preserving
“He’s making himself a Characteristics: Successful Taxidermists— entire animals in lifelike or fearsome poses,
‘woman suit,’ Mr. those whose creations are both convincing to often for clients willing to fill entire homes,
Crawford—out of real viewers and pleasing to clients—tend to be me- castles, or lodges with such trophies.
women! And he can sew, ticulous and have an eye for detail and accura- Taxidermists can be found in a variety of
this guy, he’s really skilled. cy. Lack of squeamishness over working with venues, from hamlets and villages in relative-
A dressmaker, or a tailor dead creatures can also be a useful trait. ly wild areas—where the subjects of their work
...That’s why they’re all so Alignment: Taxidermists can be of any align- are most likely to be found—to towns and cit-
big—because he needs a ment. The ethos of such a character, of course, ies, where they are able to avail themselves of
lot of skin! He keeps them might affect both his reputation and the sub- a larger (and often wealthier) customer base.
alive to starve them jects to which he is willing to apply his craft. Urban Taxidermists are likely to be members
awhile—to loosen their Religion: Most Taxidermists are drawn ei- of local guilds, whereas rural Taxidermists are
skin” ther to patrons of the crafts, such as Hepahes- more likely to be independent, closely guard-
tus, or deities of death, like Hades. ing their recipes and techniques from anyone
—Thomas Harris, Background: Hunters and adventurers are but their apprentices and family members.
Silence of the Lambs often inclined to want the beasts they have slain Races: Members of any race can be Taxi-
preserved, whether in whole or in part, lead- dermists. Half-Orcs and other humanoids,
ing them to seek the services of Taxidermists. however, as members of a people comfortable
Such Experts are skilled at preserving hides, with death and its reminders, are especially
inclined toward pursuit of this profession.
Other Classes: Taxidermists are sought out
by hunters, adventurers, and other characters
For descriptions of the Crafts Carpentry, Tailor- interested in preserving the fruits of their pur-
ing, and Taxidermy, the Professions Alchemist suits (e.g., a Cleric who wants to make his zom-
and Herbalist, and Smell, go to Appendix II: Skills; bies look more alive). Wealthy patrons, such
for a description of Taxidermist Bombal of Chievre, as Aristocrats drawn to the hunt, often employ
go to Appendix IV: Sample Characters.
Taxidermists to preserve their kills. Success-

32
Chapter 1: Craftsmen (Taxidermist - Weaponmaker)

ful Taxidermists might themselves employ makers can accomplish little away from their
Warriors, Rangers, Rogues, or other adventur- workshops. They do have better than average
ers to obtain preservative herbs and minerals combat ability for Experts, however, and might The first effort of Human
or exotic creatures they can preserve and sell. be inclined toward travel to test their prowess technology was probably
or their wares, or to seek high quality or unique weapon-making. History
Class Skills materials for their craft (e.g., a hunk of meteor and travel tell us of no
Intelligence is the key ability for most of a Taxi- iron they have information about, etc.). race so rude as to lack
demist’s class skills. Better than average Wis Characteristics: Better than average intel- artificial means of offense
can also be beneficial. A Taxidermist’s class lect and reasonable strength are the most use- and defense. To these,
skills (and the key ability for each skill) are ful attributes for a Weaponmaker. indeed, man’s ingenuity
Craft (Alchemy) (Int) OR Profession (Alche- Alignment: Weaponmakers can be of any and artistic efforts must,
mist)* (Wis), Appraise (Int), Craft (Carpentry)* alignment. in his simple youthtide,
(Int), Craft (Tailoring)* (Int), Craft (T
(Tailoring)* axider
axider--
(Taxider Religion: Like all workers of metal and the have been confined.
my)* (Int), Heal (Wis) OR Craft (Furriery)* forge, Weaponmakers tend to worship Hep- … The lower animals are
(Int), Knowledge (Nature) (Int), Profession haestus. As crafters of martial implements, born armed, but not
(Herbalist)* (Wis), Smell* (Wis), Survival however, a good many of them also pay hom- weaponed. The arm,
(Wis). *New Skill age to gods of war like Ares and Athena. indeed, is rather bestial
Backgr ound: Weaponmakers of some sort
Background: than Human: the weapon
Class Features are likely to be present in most communities is, speaking generally,
Following are class features of the Taxidermist. of village size or larger, although most of these Human, not bestial.
Weapon and Ar mor Pr
Armor oficiency: Taxider-
Proficiency: will tend to specialize in just a few sorts of
mists are proficient with Simple weapons and locally popular weapons (e.g., daggers, bows). —Richard Francis Burton,
Light armor. Most cities, frontier towns, and fortified areas The Book of the Sword
will also contain workshops with Weaponmak-
Items Associated W ith T
With axider
Taxider mists: Taxider-
axidermists: ers that craft a wide variety of armaments.
mist’s Tools (knives, needles, tannin, herbs, They are also found in the employ of organiza-
chemical reagents, salts, desiccant, glass eyes, tions like temples and local governments, pro-
etc.), sawdust, shredded paper or rag, master- viding a steady flow of weapons for garrisons
work Taxidermist’s Tools (4th). and clerical fighting orders.
In most campaign settings, Weaponmakers
craft melee weapons of iron or steel, bows and
Weaponmaker crossbows of wood, and the like. In some mi-
Weaponmakers are skilled at producing all lieux, however, Weaponmakers might craft
sorts of weapons, from swords, maces, and arms primarily of bronze, stone, leather, bone,
spears, to bows, crossbows, and even firearms. or other materials.
Many such Experts are highly specialized, de- Races: Weaponmakers can be of any race.
voting as much of their effort as possible to Indeed, a good number of Weaponmakers spe-
masterful creation of a single sort of weapon. cialize in weapons for members of their own
Specialist Weaponmakers often have names race (e.g., Dwarven urgroshes, Gnome hooked
that indicate the sorts of weapons they create. hammers).
These include bowyer, fletcher (arrowmaker), Other Classes: Weaponmakers are most fa-
gunsmith, swordsmith, and the like. vorably inclined toward classes that make use
Legendary Weaponmakers include the of their products, particularly Warriors, Fight-
Dwarf Brock, who forged the hammer Mjolnir ers, Paladins, Rangers, and Barbarians. Some
for the god Thor; Ilmarinen, one of the heroes also specialize in creating weapons that meet
of the Kalevala, the national epic of Finland; the special needs of specific classes, such as
Will Turner, the young swordsmith played by Clerics or Rogues.
Orlando Bloom in Pirates of the Caribbean; Spellcasting: Weaponmakers with spellcast-
and Carbine Williams, who handcrafted the ing ability, whether derived from being multi-
M-1 Carbine. classed or having a prestige class, tend to be
Adventur es: Like most craftsmen, Weapon-
Adventures: interested in spells that can improve their pro-

33
Chapter 1: Craftsmen (Weaponmaker)

fessional abilities (e.g., Bull’s Strength) or in While the Blacksmithing*, Leatherwork-


those that magically enhance the effects of ing*, and Carpentry* crafts cannot in them-
weapons (e.g., Bless Weapon, Magic Weapon). selves be used to create weapons, they are nec-
essary to the creation of certain types of weap-
Class Skills ons and Weaponmakers will often need these
Intelligence is the key ability for most Weap- skills or help from someone proficient in them.
onmaker skills and the one that will most of- Blacksmithing is used for forging the ingots
ten be linked to the success of a project. Phys- used to craft sword blade, axe heads, and sim-
ical attributes like Strength, Constitution, and ilar metal components. Leatherworking is used
Dexterity can also prove useful. A Weapon- for crafting things like whips, braided sword
maker’s class skills (and the key ability for each hilts, leather scabbards, sword belts, and gaunt-
skill) are Appraise (Int), Concentration (Con), lets. Carpentry is used for creating weapons
Craft (any) (Int), Craft (Artifice)
(Artifice)* (Int), Craft and components like bows, crossbows, wood-
(Carpentry)* (Int), Craft (Leatherworking)
(Leatherworking)* en sheathes, polearm hafts, and dagger hilts.
(Int), Craft (W eaponmaking)* (Int), Gather In-
(Weaponmaking)
for mation (Cha), Knowledge (W
formation eapons)
(Weapons)
eapons)* (Int), Class Features
(Metallurgy)* (Int). *New Skill
Knowledge (Metallurgy) All of the following are class features of the
Craft (Artifice)* is needed by Weaponmak- Weaponmaker.
ers who wish to make crossbows, firearms, or Weapon and Ar mor Pr
Armor oficiency: Like most
Proficiency:
other mechanically complex weapons. What Experts, Weaponmakers are proficient with
can be accomplished with this skill, however, Simple weapons and Light armor. They can,
is dependent upon the prevailing level of tech- however, gain additional weapon proficiency
nology available to the Weaponmaker. as they advance in level.
Bonus W eapon Pr
Weapon oficiency
oficiency.. Once he has at-
Proficiency
tained 6 ranks in Craft (Weaponmaking), typi-
cally at 3rd level, a Weaponmaker gains a bo-
nus proficiency in a single martial or exotic
For descriptions of the Crafts Blacksmithing and
weapon that he knows how to craft. Every time
Weaponmaking, Knowledge (Weapons), Knowl- he achieves an additional 3 ranks (i.e., 9, 12,
edge (Metallurgy) and Profession (Artificer), go etc.), a Weaponmaker gains an additional bo-
to Appendix II: Skills; for a description of Weap- nus weapon proficiency.
onmaker Ionna Steelwillow, go to Appendix IV:
Sample Characters. Weaponmakers can, of course, also expend
feats to gain proficiency with additional mar-
tial or exotic weapon weapons of their choice.
Racial Familiarity Bonus: At the GM’s op-
tion, non-Human Weaponmakers receive a +2
bonus on the creation of two or more weapons
(typically those associated with the race in the
MM, and those bearing a racial name in the
Player’s Handbook). For example, longswords
and longbows for Elves and urgroshes, warax-
es, and shortbows for Dwarves. Human Weap-
onmakers might also receive a bonus for one
or two culturally prevalent weapons (e.g., long-
bows in Britannia, greataxes in Denmark).

Items Associated W ith W


With eaponmakers: Weap-
Weaponmakers:
onmaker’s Tools (e.g., hammers, awls, wire-
drawing blocks, etc.), anvil, leather apron, mas-
terwork Weaponmaker’s Tools (4th), forge
(7th).

34
Chapter 2: Entertainers

E ntertainers are a metaclass of Experts skilled in all forms of performing


arts. They include Minstrels, Actors, Acrobats, Clowns, Courtesans,
Opera Divas, Balladeers, Mimes, Minstrels, Skalds, Jongleurs, Poets,
Storytellers, and every other sort of professional performer.

Adventures: Most Entertainers are not in- So it is from the Muses,


clined toward adventure. As characters who and from Apollo of the
must frequently travel from one location to far cast, that there are
another, however, they are subject to the same men on earth who are
hazards as any other travelers. Many also be- poets, and players on the
come involved in intrigues as the result of their lyre. … blessed is that one
activities, and some even stoop to applying whom the Muses love, for
their abilities to theft, prostitution, espionage, the voice of his mouth
and similar unsavory activities. runs and is sweet, and
Characteristics: Personality, sex appeal, and even when a man has
popularity tend to be the most important char- sorrow fresh in the
acteristics for successful Entertainers. Physi- troublement of his spirit
cal characteristics can also be useful for those and is truck to wonder
with certain shticks (e.g., agility for a juggler). over the grief in his heart,
Alignment: Entertainers can be of any align- the singer, the servant of
ment. Most are inclined toward self expres- the Muses singing the
sion in one form or another and desire to be at cultures the majority of them tend to be mem- glories of the ancient
the center of the spotlight, however, and a dis- bers of the lowest castes. men, and the blessed gods
proportionate number of them are neutral or Entertainers are often organized into who have their homes on
chaotic, rather than lawful. troupes—groups of performers with comple- Olympus, makes him
Religion: Most performers worship Di- mentary acts—many of which lead a life on presently forget his cares,
onysus, patron deity of Entertainers and their the road, traveling from fair to fair and town to he no longer remembers
arts. Some also pay their respects to Aphro- town, earning a living by entertaining the lo- sorrow, for the gifts of the
dite, goddess of love and beauty (e.g., actors cal inhabitants. Others are less itinerant or in- goddesses soon turn his
with followings of amorous fans), or Apollo, dependent, and are instead affiliated with the- thoughts elsewhere.
revered for his skill as a musician and inven- aters, circuses, or other entertainment venues.
tor of many instruments. Races: Members of any race can be Enter- —Hesiod, Theogony
Background: For the most part, Entertain- tainers. Furthermore, each race has its own
ers have an exhibitionist streak and like being unique forms of drama, poetry, and other per-
watched and admired by others. They can come forming arts that reflect the values, interests,
from all echelons of society, although in most and experiences of its people. Several great

35
Chapter 2: Entertainers

examples of this appear in J.R.R. Tolkien’s The timidate (Cha), Jump (Str), Knowledge (all
Hobbit, which features the disparate song lyr- skills, taken individually) (Int), Perform (Cha),
ics of various Dwarf, Elf, Goblin, and Human Profession (Wis), Ride (Dex), Sense Motive
groups. (Wis), Sleight of Hand (Dex), Tumble (Dex),
Other Classes: A class unto themselves, En- Use Rope (Dex), Player
Player’’s/GM’
s/GM’ss Choice
Choice.
tertainers tend to associate with others of their Crafts taken by Entertainers are typically
own kind more so than members of others those that can be used to support their various
classes. Many performers are also relegated to types of performance. For example, Carpen-
the lower echelons of society, and as a result try* or Illusory Apparatus* for building stage
are often familiar with thieves, prostitutes, and sets, Painting* for creating backdrops, Tailor-
other elements of the demi monde. ing* for sewing costumes, etc.
Some Entertainers specialize in types of per- Recommended areas of Knowledge include
formance designed to appeal to the members History as well as Nobility and Royalty; cer-
of certain classes, such as Aristocrats, Com- tain Entertainers might also find Arcana or
moners, or Fighters. Others find it useful to Religion useful.
impersonate various classes in the execution
of their performances (e.g., an actor who por- Class Features
trays a priest in one of his troupe’s plays). Following are class features of the Entertainer.
Spellcasting: Entertainers who develop Weapon and Ar mor Pr
Armor oficiency: Entertain-
Proficiency:
spellcasting abilities—either because they are ers have proficiency with Simple weapons and
multiclassed or have advanced into a prestige Light armor. Many also use feats to obtain mar-
class like the Spellcrafter*—typically do so tial or exotic weapons, for stage fighting, secu-
for purposes of complementing or enhancing rity on the road, or some type of act (e.g., trick
some form of performance. Entertainers who dagger throwing). Some also take medium and
are Spellcrafters* usually have spellcasting heavy armor proficiency for similar reasons—
keyed to their Charisma, practice arcane mag- although armor can impede many of an Enter-
ic, and use predominantly Bard spells. tainer’s professional skills, and most who want
costume armor will have lightweight facsimi-
Game Rule Information les constructed for this purpose.
Entertainers have the following game statis-
tics. Human Entertainer Starting Package
Abilities: Charisma is by far the most im- Race: Human.
portant mental attribute for an Entertainer. Dex- Armor: Leather +2 AC, speed 30 ft., 15 lb.
terity is generally the most important physical Weapons: Dagger (1d4, crit 19-20/x2, 1 lb.,
characteristic, although Strength might be more Tiny, Piercing) or Quarterstaff (1d6, crit x2, 3
important if it is the key ability for an impor- lb., Large, Bludgeoning).
tant class skill. Skill Selection: Pick a number of skills, with
Alignment: Any. 4 ranks in each, equal to 7 + Int modifier.
Hit Die: d6. Feat: Skill Focus [Perform].
Bonus Feat: Dodge (if Dex is 13+) or Im-
Metaclass Skills proved Initiative.
Entertainers can select their 10 class skills— Gear: Entertainer’s props as appropriate
Perform plus nine others—from the following (e.g., common musical instrument, Makeup
list of metaclass skills. This selection should (Disguise) Kit, juggling pins), Entertainer’s out-
allow GMs and players to create virtually any fit, backpack or chest, waterskin, one day’s trail
kind of Entertainer. rations, bedroll, sack, flint and steel, three
An Entertainer’s metaclass skills (and the torches or three candles.
key ability for each skill) are Appraise (Int), Gold: 1d8x10 gp.
Balance (Dex), Bluff (Cha), Climb (Str), Con-
centration (Con), Craft (Int), Disguise (Cha), Elven Entertainer Starting Package
Escape Artist (Dex), Handle Animal (Cha), In- Same as Human Entertainer, except

36
Chapter 2: Entertainers (Acrobat)

Race: Elf. er—such as members of troupes that take part


Armor: Leather +2 AC, speed 30 ft., 15 lb. in carefully synchronized and regulated group
Weapons: Longsword (1d8, crit 19-20/x2, performances—are more likely to have lawful He ran smoothly up to the
4 lb., Medium, Slashing) or Rapier (1d6, crit tendencies. Most tend toward neutrality with sullen bull.
18-20/x2, 3 lb., Medium, Piercing). regard to good and evil. … He grasped the horns,
Skill Selection: Pick a number of skills, with Religion: Many Acrobats pay reverence to and swung up between
4 ranks in each, equal to 6 + Int modifier. Dionysus, god of performers, or Hermes, god them, going with the bull;
Feat: Skill Focus [Perform]. of thieves. Some even worship Hercules, a god then he soared free. The
Gold: 1d6x10 gp. of strength. beast was too stupid to
Background: Acrobats, like most Entertain- back and wait for him. It
Alternative Entertainer Starting Package ers, usually enjoy having others watch their trotted on, when it felt
Same as Human Entertainer, except performances, and are often especially proud him gone. He turned in
Race: Dwarf, Gnome, Halfling, Half-Elf, or of their skills and physiques. air, a curve as lovely as a
Half-Orc. Races: Members of any race can be Acro- bent bow’s, and on the
Armor: Leather +2 AC, speed 30 ft., 15 lb. bats. Half-Orcs, with their high average broad back his slim feet
(speed 20 ft. Dwarf, Gnome, or Halfling). strength, are especially adept at this pursuit, as touched down together;
Weapons: Dagger (1d4, crit 19-20/x2, 1 lb., are long-limbed, dexterous Elves and their kin. then they sprang up again.
Tiny, Piercing) or Quarterstaff (1d6, crit x2, 3 Other Classes: Like most performers, Acro- He seemed not to leap,
lb., Large, Bludgeoning) (Half-Elf or Half-Orc bats tend to associate with others of their own but to hang above the
only). kind (when they are not entertaining members bull, like a dragonfly over
Skill Selection: Pick a number of skills, with of other classes, that is). Because of their spe- the reeds, while it ran out
4 ranks in each, equal to 6 + Int modifier. cial abilities and frequent proximity to the seam- from under him. Then he
Feat: Skill Focus [Perform]. ier side of society, some also form associations came down to earth, feet
Gold: 1d8x10 gp. with burglars and other sorts of criminals. still together, and lightly
touched the catcher’s
hands with his, like a
Acrobat civility; he had not need
Acrobats are Entertainers adept at tumbling, of steadying. Then he
leaping, balancing, tightrope and stilt walking, For a description of Acrobat Violetta Spita, go to danced away. There was a
and similar feats of physical performance. Ex- Appendix IV: Sample Characters. joyous screaming ... and
amples include Jackie Chan, who trained as a shouts from the men.
traditional Chinese Acrobat before becoming As for me, I stretched in
an actor, and Robin, Batman’s sidekick. secret my right hand
Adventures: Like most Entertainers, Acro- earthwards, and
bats are not usually inclined toward adven- whispered under all the
ture. Their class skills and physical condition- noise, “Father Poseidon!
ing, however, make them better prepared than Make me a bull-leaper!”
many of their colleagues to handle the chal-
lenges of adventuring. —Mary Renault,
Characteristics: Physical strength, needed The King Must Die
for strenuous physical performances and
stunts, is more crucial for Acrobats than for
almost any other sort of performer. High dex-
terity, necessary for complex acrobatic feats
and a key ability for many class skills, is also
important. Charisma, of course, can be as use-
ful to Acrobats as to any Entertainers.
Alignment: Acrobats can be of any align-
ment. Like other performers, a disproportion-
ate number tend toward individualism and
therefore are chaotic in nature. Some, howev-

37
Chapter 2: Entertainers (Acrobat - Actor)

Class Skills To a large extent, theater as we know it and the


As with anyone wishing to appeal to an audi- concepts of drama and comedy evolved in the
ence, Charisma is very important to an Acro- 5th century B.C. in Greece, where grand com-
bat. Strength and Dexterity are also required petitions were held between playwrights and
for some of the Acrobat’s most important class their respective troupes of Actors. Most world
skills. An Acrobat’s class skills (and the key cultures, however, have traditions of this sort,
ability for each skill) are Balance (Dex), Climb many of them outgrowths of religious rites and
(Str), Concentration (Con), Disguise (Cha), Es- historical commemorations.
cape Artist (Dex), Jump (Str), Perform (Cha), Historical and literary examples of Actors
Sleight of Hand (Dex), Tumble (Dex), and Use include nigh-legendary Classical Greek Actor
Rope (Dex). and playwright Thespis, namesake of modern
Types of Performance are generally those thespians; Elizabethan Actor-turned-play-
involving a physical component, such as Act, wright William Shakespeare; and stage Actor-
Dance, or Physical Schtick*. turned-B-movie legend Bruce Campbell.
Adventures: Actors are somewhat more in-
Class Features clined toward adventuring than many other
Following are the class features of the Acro- sorts of Entertainers, if for no other reason than
bat. Their physical skills complement each to experience life on the edge so that they can
other and allow Acrobats to gain a number of vicariously emote their experience to their au-
bonus feats as they advance in level. diences. Many have abilities that can be ap-
Weapon and Ar mor Pr
Armor oficiency: Acrobats
Proficiency: plied to adventure, such as the ability to han-
have proficiency with Simple weapons and dle a weapon or two, or social graces similar
Light armor. In practice, however, they will to those of a Bard or Aristocrat.
almost never wear anything more impeding Characteristics: A strong stage presence
than leather (or masterwork studded leather) coupled with physical attractiveness—or at the
armor, as it would impede most of their class least distinctiveness—are among the charac-
skills. A favorite weapon is the quarterstaff, teristics of most successful Actors. An ability
useful both on the road and as a prop (giving a to properly remember and effectively deliver
+2 circumstance bonus on Balance checks in lines can also be useful assets.
which it can be used for steadying). Alignment: Actors may be of any alignment,
Dodge: At 2nd level, Acrobats with Dex 13+ but the itinerant lifestyle and preternatural
gain Dodge as a bonus feat. connection with their audience common in
Mobility: At 5th level, Acrobats with Dex many acting troupes gives them a slight pre-
13+ and Dodge gain Mobility as a bonus feat. disposition toward chaos.
Deflect Arrows: At 8th level, Acrobats with Religion: Most Actors worship Dionysus,
Dex 13+ gain the bonus feat Deflect Arrows, the patron of the festivals that commonly em-
assuming they have acquired the prerequisite ploy them, although a significant number are
feat Improved Unarmed Strike at some point inclined to Apollo, god of the arts, Aphrodite,
(if not, they gain Deflect Arrows at whatever goddess of beauty, or the various Muses.
point they meet the prerequisites). Background: Actors are typically found in
urban areas, where the likelihood of attracting
Items Associated With Acrobats: Disguise Kit, large audiences is greater and the presence of
costumes, props (e.g., juggling pins, stilts, hob- theaters is most likely. In contrast to Bards,
by horses, parallel rings, ropes, etc.). Weapon: Actors typically band together in troupes or
quarterstaff. guilds to mitigate the consequences of abject
commercial failure. Acting troupes typically
perform cycles of plays of either original com-
Actor position or adapted from historical, biograph-
Actors are Entertainers who pursue the art of ical, or mystical sources. Indeed, a particular
storytelling before an audience by assuming acting troupe might collectively specialize in
fictional, biographical, or mythological roles. a specific type of performance, such as reli-

38
Chapter 2: Entertainers (Actor)

gious mystery plays, secular (and often bawdy) Knowledge (all skills, taken individually) (Int),
comedies, or locally popular historical plays. Perform (Cha), Speak Language (None), and
Regionally prestigious acting troupes typical- Tumble (Dex). All the world’s a stage,
ly perform in permanent theaters with stages, Most Actors will study two or more types And all the men and
sets, and various props, while less renowned of Performance, the most common choices women merely players.
or highly itinerant troupes might be relegated being Act, Comedy, and Oratory. Craft skills They have their exits and
to performing on simple, wagon-mounted stag- for Actors typically include those entailed in their entrances, And one
es, village squares, and even natural settings set and prop construction, such as Carpentry* man in his time plays
(e.g., a hollow between small hills). Successful or Illusory Apparatus*. Profession choices for many parts, His acts being
acting troupes will usually have one or more Actors typically include those like Cook or seven ages. As, first the
playwrights in their employ who are constant- Farrier, that can be performed for ready in- infant, Mewling and
ly on the prowl for compelling local legends come while waiting for a “big break” or as puking in the nurse’s
or new plot ideas in the various locales fre- necessary chores for the maintenance of a arms. And then the
quented by the troupe. troupe, but might also include loftier occupa- whining schoolboy, with
Races: All races have Actors, but Half-Elves tions like Playwright. Areas of Knowledge pur- his satchel, And shining
are considered by many to be the most versa- sued by Actors typically cover the subject morning face, creeping
tile and appealing. Gregarious Halflings and matter of their performances and often include like snail, Unwilling to
witty Gnomes often have a penchant for com- History and Religion. Finally, many Actors will school. And then the
edy or for assuming the roles of precocious choose to learn a wide array of languages, in lover, Sighing like
children, and austere Dwarves—on the infre- order to broaden their theatrical appeal. furnace, with a woeful
quent occasions that they do perform—pur- ballad ... Then the soldier,
portedly possess a natural inclination toward Class Features Full of strange oaths, and
tragedy. All that said, acting troupes tend to be All of the following are class features of the bearded like the pard,
made up predominantly of Humans, who are Actor. Jealous in honour, sudden
most likely to relate well to the most diverse Weapon and Ar mor Pr
Armor oficiency: Actors are
Proficiency: and quick in quarrel,
audiences. Seeking the bubble
Other Classes: Actors are most likely to in- reputation, Even in the
teract with Bards, Commoners, and other Ex- cannon’s mouth. And then
perts, among them fellow Entertainers and the the justice, In fair round
Craftsmen that construct and maintain their For a discussion of Types of Performance, see the belly with good capon
stage sets. It is also not uncommon for Actors sidebar on page 42; for a description of Actor Ran- lined, With eyes severe
to associate with various sorts of adventurers, dell Fleur, see Appendix IV: Sample Characters. and beard of formal cut,
from whom they hope to gain insights into Full of wise saws and
character traits that can help them stage more modern instances ... The
authentic and entertaining performances. sixth age shifts Into the
lean and slipper’d
Class Skills pantaloon, With
Charisma is, by far, the most important ability spectacles on nose and
score for an Actor. One or more other high pouch on side; His
ability scores can play a role in the sort of parts youthful hose ... a world
to which a particular Actor is drawn (e.g., high too wide For his shrunk
Intelligence is important for learning multi- shank ... Last scene of all,
ple languages for remember long or com- That ends this strange and
plex blocks of lines. Strength might allow an eventful history, Is second
Actor to thrive in physically intensive roles childishness and mere
and possess the physique to convincingly por- oblivion, Sans teeth, sans
tray warriors). An Actor’s class skills (and the eyes, sans taste, sans every
key attribute for each skill) are Bluff (Cha), thing.
Concentration (Con), Craft (Int) OR Profession
(Wis), Diplomacy (Cha), Disguise (Cha), Gath- —William Shakespeare,
er Information (Cha) OR Sleight of Hand (Dex), As You Like It

39
Chapter 2: Entertainers (Actor - Courtesan)

proficient with Simple weapons and Light ar- drawn to adventure).


mor. Many Actors opt to broaden their stage Alignment: Courtesans can be of any align-
combat repertoire by learning to effectively ment. Those that are lawful tend to see them-
employ a martial weapon or two. selves as part of a necessary system that they
The Great Pretender: At 5th, 9th, 13th, and contribute to, while those that are chaotic pur-
17th level, an Actor may choose a bonus feat sue their trade primarily for purposes of per-
from the following list: Cross-Class Proficien- sonal gain.
cy*, Deceitful, Negotiator, Persuasive, or Skill Religion: Most Courtesans worship god-
Focus in an Entertainer class skill. These bo- desses of beauty or seduction, on the model of
nuses reflect the honing of an Actor’s ability Aphrodite. A number of others pay their re-
and his increasing insight into portraying var- spects to deities of arts or crafts, like Apollo, or
ious sorts of roles. one of the Muses.
Background: Skilled in a wide variety of
Items Associated With Actors: 1d4 x 10 gp of skills—both intimate and cultural—Courtesans
costumes and accessories per level of experi- can serve as everything from prized members
ence, a Makeup (Disguise) Kit, one set of ap- of a seraglio, to high-priced companions-for-
propriate artisan’s or other tools per Craft or hire, to the mistresses of merchants, noblemen,
Profession held (4th), props and sets (7th), por- and high-level adventurers. Unlike mere pros-
table stage (10th), theater (13th). titutes, however, Courtesans are skilled in ar-
eas other than sex and have a wide range of
skills that can make them useful as confidants
Courtesan and advisors to those affluent or powerful
Courtesans are professional companions who enough to make use of their services. Success-
draw upon a wide range of skills and abilities ful Courtesans are noted for their abilities to
in the performance of their trade, including reason, deduce, and advise—as well as their
knowledge of seduction, entertainment, poli- knowledge of history, of the lineages of prom-
tics, history, and the arts and sciences. inent families, and of heraldry—and the very
Many such characters appear throughout best might be found in the service of one or
both history and literature. Notable literary more powerful noblemen.
examples include Odette de Crecy in Marcel Courtesans tend to favor attractive, expen-
Proust’s Remembrance of Things Past; Nur sive clothes, accessories, and jewelry, and will
Mahal in Harold Lamb’s novel of the same often accept such items as payment—either
name; and Lady Jessica Atreides in Frank Her- explicitly or implicitly—for their services.
bert’s Dune. Historical examples include Don In practice, almost all Courtesans are wom-
Juan and Lucretia Borgia. en, but in certain cultures or campaign settings
Adventures: While Courtesans rarely adven- there could certainly be male—or even her-
ture on their own, those affiliated with an ad- maphrodite—experts of this sort. Courtesans
venturer, soldier, or other traveler might regu- have widely different levels of status from cul-
larly find themselves in situations where their ture to culture, and distinct variations on the
knowledge, wits, and other skills are put to the class might be found. In medieval India, for
test. Those inclined toward adventure often example, the role of Courtesan is filled by the
find that their skills suit them well as spies, Ganika, an Expert skilled in the techniques of
assassins, and thieves. the Kama Sutra.
Characteristics: Looks and personality are,
without a doubt, the most valuable character-
istics for a Courtesan. Above average intellect
is also valuable, and it can be especially ad-
vantageous for Courtesans to be able to speak For a description of Profession (Courtesan), go to
a number of languages. Quickness and coordi- Appendix II: Skills; for a description of the Cour-
nation can be critical for the successful use of a tesan Olympia, go to Appendix IV: Sample Char-
acters.
number of Courtesan skills (as well as for those

40
Chapter 2: Entertainers (Courtesan)

In order to better impress their clients, com- ficient in a Craft, which they practice for per-
plement their disguise skills, or increase their sonal satisfaction, as an alternate means of earn-
longevity in dangerous situations, Courtesans ing income, or as a front for their true activi- A Greek inscription found
will sometimes use their feats to gain profi- ties. Recommended Crafts include Carpentry*, at Tralles in Lydia proves
ciency in martial weapons, particularly bows Cooking*, Drawing*, Gem Cutting*, Tailor- that the practice of
and one-handed swords. ing*, Tattooing*, and Weaving*. religious prostitution
Courtesans with spellcasting ability, whether Recommended areas of Knowledge include survived in that country
acquired through multiclassing or some other History, Local*, as well as Nobility and Royal- as late as the second
means, will tend to specialize in spells that ty. A Courtesan’s knowledge of such matters is century of our era. It
affect relationships between men and women, often unparalleled by any but the most dedi- records of a certain
love, fertility and sterility, beauty, and harmo- cated sages (who frequently do not have ac- woman, Aurelia Aemilia
ny between husbands and wives. In addition cess to the same sources as Courtesans). by name, not only that she
to existing charm spells, these could also in- Most Courtesans are skilled in Perform, es- herself served the god in
clude others with esoteric and specialized ef- pecially in Dance, Oratory, Sing, and various the capacity of a harlot at
fects that have few or only narrow applica- Instruments. Many Courtesans will also round his express command, but
tions in a traditional adventure. out their personae, and seek to flatter and make that here mother and
Races: All civilized races will have some themselves interesting to their clients, by tak- other female ancestors
form of Courtesan. In some areas, Courtesans ing skills—often via the Cross-Class Proficien- had done the same before
of non-typical races might capitalize on their cy* feat—appropriate to their clientele. her; and the publicity of
exotic appearance (e.g., Elven Courtesans might the record, engraved on a
be highly prized in some large Human cities). Class Features marble column which
Other Classes: As professional adjuncts to All of the following are class features of the supported a votive
the needs of others, Courtesans are comfort- Courtesan. offering, shows that no
able working with the members of any class. Weapon and Ar mor Pr
Armor oficiency: Courte-
Proficiency: stain attached to such a
Some may even specialize in fulfilling the phys- sans are proficient with Simple weapons. They life and such a parentage.
ical or intellectual needs of a specific class, are not proficient with armor or shields, how-
such as Tradesmen, Aristocrats, or Wizards. ever, which can adversely affect perfor- —James George Frazer,
mance of many of their class skills and The Golden Bough
Class Skills obscure some of their most marketable
All of the mental ability scores— assets. They can, however, use feats to
Charisma, Wisdom, and Intelli- gain armor or shield proficiency if
gence—can contribute to a suc- desired, and many obtain proficien-
cessful career as a Courtesan. cy with martial or exotic weapons.
Dexterity can also prove useful Bonus Feat: At 1st level, the Cour-
in a number of situations and as a tesan can select as a bonus feat either
key ability for some class skills. The Cross-Class Proficiency*, in keeping
Courtesan’s class skills (and the key with the Courtesan’s role as a jack-
ability for each skill) are Appraise of-all trades, or Alternate Key Abil-
(Int), Craft (Int) OR Speak Lan- ity*, typically to substitute Cha-
guage (None), Diplomacy (Cha), risma as the key ability for skills
Disguise (Cha), Gather Informa- that normally use Intelligence or
tion (Cha), Knowledge (all skills, Wisdom (i.e., getting by on looks and
taken individually) (Int), Perform personality instead of intelligence or
(Cha), Profession (Courtesan)* (Wis), common sense).
Sleight of Hand (Dex), Spellcraft (Int)
OR Tumble (Dex). *New Skill Items Associated With Courtesans:
Appraise is most likely to be 1d6x10 gp worth of clothes, costume
used by Courtesans to deter- jewelry, and other sundries; small
mine the value of jewelry, steel mirror; Disguise Kit; one set
gifts, furnishings, and the like. of appropriate tools per Craft or
Many Courtesans are pro- Profession held (4th).

41
Chapter 2: Entertainers (Courtesan)

T YPES OF PERF ORMAN


PERFORMAN CE
ORMANCE
One of the most diverse skills in the v.3.5 lacrosse, Orcball, polo, rugby).
d20 rules system is Perform. Although pro- • String Instruments (balalaika, banjo, bass,
ficiency with a given performance style cello, fiddle, guitar, harp, lute, mandolin,
must be taken by separate occurrences of violin, zither).
the Perform, an incredible variety of enter- • Weapon (quarterstaff, longbow, whip).
tainment avenues can be explored. The list • Wind Instruments (aulos, bagpipes, flute,
below includes many performance styles flutophone, harmonica, mouth organ, pipes,
not elaborated upon in the core rules, and recorder, shawm, trumpet).
we encourage players to use these perfor-
mance styles to make their Entertainer stand If desired, a character can select a specif-
out. Note that under certain circumstances, ic Craft, Profession, or other skill as a type
5 ranks in an appropriate Perform types of performance (italicized items include
could offer +2 synergy bonuses with skills those for which a specific type must be cho-
like Bluff, Diplomacy, Diguise, Gather In- sen). A character who does this has the abil-
formation, and Sleight of Hand. ity to use the skill in an especially enter-
taining way (e.g., a character who took Cook
• Act (bathos, comedy, drama, pathos, trag- as a type of performance would be able to
edy). demonstrate his cooking skills, if any, in an
• Class (Aristocrat, Cleric, Commoner, interesting rather than just a functional way).
Rogue, Warrior). This does not bestow any actual proficien-
• Comedy (buffoonery, burlesque, joke-tell- cy in the skill, and at least 2 ranks in the
ing, limericks, slapstick, vaudeville). applicable skill, in addition to Perform, are
• Craft (Blacksmithing*, Taxidermy*). needed for such skill-based performances.
• Dance (ballet, belly, break, dithyramb, Likewise, a character could select a par-
folk, group, jig, line, morris, river, square, ticular class in order to mimic the popular
tap, tarentella, waltz). characteristics of that class as part of a per-
• Keyboard Instruments (harpsichord, pi- formance (e.g., “I’m not really a Cleric, but
ano, pipe organ). I play one in the theater”).
• Mode (Aeolian, Dorian, Ionian, Lydian, Similarly, a character could take a spe-
Phrygian). cific Weapon as a type of performance and
• Oratory (ballad, barkering, debate, divin- use it for stagefighting or to perform tricks.
iation, epic, eulogy, fable, haiku, hawking, This does not bestow any proficiency with
iambic pentameter, limerick, ode, poetry, the weapon the character does not already
prose, rhetoric, storytelling, verse). have. However, a character proficient with
• Percussion Instruments (bells, chimes, a weapon and skilled at performing with it
drums, gong, xylophone). could use both of these abilities at the same
• Physical Shtick (baton twirling, fire-eat- time (e.g., a character proficient with rapier
ing, flag spinning, juggling, pantomime, who also took Rapier as a type of perfor-
puppetry, stage fighting, sword swallowing). mance could use these skills in conjunction
• Profession (Bartender*, Cook*). with one another to fight in an especially
• Sing (ballad, chant, dirge, harmony, mel- distinctive, flamboyant style. Or, a charac-
ody, opera, rhythm, yodeling). ter proficient at throwing Daggers could
• Skill (Sleight of Hand (for card tricks, shell choose to do so in an entertaining way).
games, etc.), Tumbling (for gymnastics, etc.), Furthermore, if he has a base attack bonus
or any other than a Craft, Profession, or Per- of at least +5, he receives a +2 synergy bo-
form). nus on Perform skill checks with the weap-
• Sport (baseketball, basketball, kickball, on in question.

42
Chapter 3: Professionals

P rofessionals are an educated metaclass of Experts who draw upon for-


malized bodies of knowledge in the performance of their vocations.
Barristers, Cartographers, Engineer-Architects, Navigators, and Physi-
cians, all described in the following section, are examples of such characters.

Adventures: Professionals do not usually “What is it distinguishes a


seek out adventure for its own sake, as this profession from a mere
would generally do little to further their voca- trade, business, or
tional goals. Such characters might be inciden- occupation? What is it?
tally drawn into adventures, however, in the Why, it’s the public service
course of their professional activities. An En- and the skill, the trained
gineer-Architect, for example, might be forced skill, and the knowledge
to investigate why stone is no longer being and, uh, all that, whereas
shipped to his construction site. a fellow that merely goes
Characteristics: Intellect and common sense out for the jack, he never
are the most important traits for Professionals. considers the public
Uncommon dedication to their fields, high eth- service and trained skill
ical and vocational standards, and a sense of and so on. Now as a
vision of the importance and potential of their professional ... ”
work are also characteristic of successful Pro-
fessionals. —Sinclair Lewis, Babbit
Alignment: Professionals can be of any align- Professionals tend to come from the more af-
ment. Because of the professional benefits fluent echelons of society, especially the well-
many such characters derive from order, struc- to-do upper middle class.
ture, and methodology, however, a dispropor- Being much less common than most Crafts-
tionate number tend toward law rather than men or Tradesmen, Professionals are general-
chaos. Overall, they are as likely as anyone ly not numerous enough to be organized into
else to have tendencies toward good or evil. guilds as such, except in the largest of cities.
Religion: Professionals are drawn to the They are frequently represented by self-regu-
worship of a wide variety of deities, usually lating professional societies, however, and of-
based on their specific vocations. For exam- ten require recognition or licensing from such
ple, a Barrister serving as a judge might be organizations in order to practice their voca-
drawn to the worship of Minos, a judge of the tions.
dead. Professionals are often affiliated with insti-
Background: Because they require formal tutions that require their specific skills to func-
education that is often exclusive or expensive, tion. For example, a Barrister might serve as a

43
Chapter 3: Professionals

prosecutor for an imperial court, a Physician Metaclass Skills


might be associated with a hospital, and a Nav- Professionals can select their 10 class skills—
igator might be an officer in a seafaring mer- at least one area of Knowledge and at least one
cantile cartel. Profession, as well as up to eight others—from
Races: Members of any race can be Profes- the following list of metaclass skills. This se-
sionals, although such characters may be rarer lection should allow GMs and players to cre-
among some races than others, especially those ate virtually any kind of Professional.
that are less civilized or well educated (e.g., A Professional’s metaclass skills (and the
most humanoids). Many non-Human Profes- key ability for each) are Appraise (Int), Bluff
sionals will have specializations peculiar to (Cha), Concentration (Con), Craft (Int), Deci-
their race. For example, a Dwarven Barrister pher Script (Int), Forgery (Int), Gather Infor-
is likely to be knowledgeable about the body mation (Int), Heal (Wis), Intimidate (Cha),
of law derived from his race’s customs, mores, Knowledge (all skills, taken individually)
and religion. (Int), Profession (Wis), Read Magic T
Profession ext
Text
ext* (Int),
Other Classes: Professionals tend to associ- Sense Motive (Wis), Speak Language (none),
ate with other characters of similar vocation, Spellcraft (Int), Spot (Wis), Survival (Wis), Use
generally their colleagues and peers. They also Magic Device (Cha), and Player
Player’’s/GM’
s/GM’ss Choice.
treat with whatever classes comprise their cli- *New Skill
entele. For example, a military Physician will Crafts taken by Professionals are typically
spend most of his time treating Warriors, a Bar- those that can be used to support their various
rister affiliated with a Thieves Guild will spend livelihoods. For example, a temple Engineer-
her time defending thieves, and a temple Engi- Architect might know Sculpting*, Navigators
neer-Architect will spend his time overseeing might be adept at Drawing* charts, and Physi-
Craftsmen and consulting with Clerics. cians might need to devise Medical Devices.
Spellcasting: Professionals who develop Relevant areas of Knowledge might include
spellcasting abilities—either because they are Architecture, Law, Geography, Nature, or Reli-
multiclassed or have advanced into a prestige gion, although these could vary widely based
class like the Spellcrafter*—generally do so in upon a particular Professional’s specialization.
order to enhance or complement their profes-
sional abilities. Those who are Spellcrafters* Class Features
are equally inclined to use either Intelligence Following are the metaclass features of the Pro-
or Wisdom as the key ability for their spells, to fessional.
wield arcane or divine magic, or to employ Weapon and Ar mor Pr
Armor oficiency: Profession-
Proficiency:
primarily Cleric or Wizard spells. als have proficiency with Simple weapons and
Light armor.
Game Rule Information
Professionals have the following game statis- Human Professional Starting Package
tics. Race: Human.
Abilities: Intelligence and Wisdom are the Armor: Leather +2 AC, speed 30 ft., 15 lb.
most important abilities for a Professional. Weapons: Dagger (1d4, crit 19-20/x2, 1 lb.,
Alignment: Any. Tiny, Piercing).
Hit Die: d6. Skill Selection: Pick a number of skills, with
4 ranks in each, equal to 7 + Int mod.
Feat: Skill Focus [Profession (any)].
Bonus Feat: Skill Focus [Knowledge (any)].
Gear: Professional’s tools as appropriate
(e.g., Engineer-Architect’s Tools), artisan’s out-
For a description of the new skill Read Magic fit or scholar’s outfit, backpack or chest, water-
Text, go to Appendix II: New Skills. Several new skin, one day’s trail rations, bedroll, sack, flint
areas of Knowledge and Professions usable by and steel, hooded lantern, three pints of oil.
Professionals are described in the same section.
Gold: 1d8x10 gp.

44
Chapter 3: Professionals (Barrister)

Elven Professional Starting Package the law for their own profit, or attempt to un-
Same as Human Professional, except dermine it by exploiting legal loopholes. Most,
Race: Elf. however, are as likely to work for the good of
Weapons: Longsword (1d8, crit 19-20/x2, their society as to fill their own purses.
4 lb., Medium, Slashing) or Rapier (1d6, crit Religion: Many Barristers worship Athena,
18-20/x2, 3 lb., Medium, Piercing). goddess of law and wisdom, while some are
Skill Selection: Pick a number of skills, with devoted to Hades, god over and final judge of
4 ranks in each, equal to 6 + Int modifier. the dead.
Gold: 1d6x10 gp. Background: Barristers typically learn their
trade through a tedious apprenticeship. A few
Alternative Professional Starting Package are educated solely in universities, but this is
Same as Human Professional, except rare. Their apprenticeship is typically spent
Race: Dwarf, Gnome, Halfling, Half-Elf, or performing research, learning the law, study-
Half-Orc. ing logic, and practicing public speaking. The
Armor: Leather +2 AC, speed 20 ft., 15 lb. profession tends to discriminate; most appren-
(Dwarf, Gnome, or Halfling only). tices come from a background of wealth and
Skill Selection: Pick a number of skills, with privilege (although it is a rare Barrister that is
4 ranks in each, equal to 6 + Int modifier. actually an Aristocrat). Individuals of lower
classes that manage to land apprenticeships
typically possess great talent and often advance
Barrister quickly.
Barristers are—whether for good or evil—the Barristers are almost always organized into
advocates of law and order. Acting variously guilds, especially as their extremely lawful na-
as advocates, lawyers, orators, politicians, judg- tures often create a pathological need for ac-
es, or businessmen, barristers apply their skills ceptance within a larger group. The Grand
to convince, cajole, and compel. Famous char- Guild of Rhetorical Artisans and Dialecticians
acters of this sort include Cato, Perry Mason,
Daniel Webster, Matlock, 17th century English
witch hunter Matthew Hopkins, and Colin
Firth’s character Courtois in the movie The
Advocate. For descriptions of Knowledge (Law) and Profes-
sion (Barrister), go to Appendix II: Skills; for a
Adventures: Barristers are almost never description of Barrister Ricardo Bonitelli, go to
found on adventures. They are occasionally Appendix IV: Sample Characters.
found traveling, often with bodyguards. Their
typical knowledge of adventuring comes from
tales told by some of their less conventional
clients in the local courts (e.g., brawling Bar-
barians, clumsy Rogues, and tax-evading ad-
venturing parties).
Characteristics: Barristers rely heavily on
their charm and wit. Those with only charis-
ma are often deft charmers, relying on their
glib tongues to carry them along. Those pos-
sessing clear wits but lacking the spark of per-
sonality are typically found as advisors, work-
ing behind the scenes.
Alignment: Barristers are almost always
lawful. They are as likely to be good as evil;
very few are neutral, as their training and asso-
ciations tend to draw them to extreme posi-
tions. Barristers who are not lawful tend to use

45
Chapter 3: Professionals (Barrister - Cartographer)

is typically one of the wealthiest and influen- Sir Walter Raleigh on his expedition to found
tial guilds in any given city. an English colony in North America; Gerard
Today I made an Races: Barristers are typically Human, and Mercator, inventor of the famous terrestrial
appearance downtown. a fair number of Half-Elves and Halflings are map projection; and William Smith, creator of
I am an expert witness also found in the profession. the first geologic map.
because I say I am. Other Classes: Barristers generally work Adventures: In a fantastic or medieval set-
And I said gentlemen, and well with most other classes—or at least ap- ting, the Cartographer charts the pathways to
I use that world loosely, pear to. Such Professionals tend to work with wealth, fame, and fortune, routes that can lead
I will testify for you, the classes assocaited with their specialization to such diverse possibilities as valuable natu-
I’m a gun for hire, (e.g., Rogues and adventurers for criminal law- ral resources, lucrative trade routes, treasure-
I’m a saint, I’m a liar yers, Merchants for those in mercantile law). laden lost cities, or even tactically advanta-
Because there are no geous battlefields.
facts, there is no truth. Class Skills Few Cartographers are blessed with a com-
Just data to be Barristers rely heavily on all of the mental abil- pletely sedentary life, and true practicioners
manipulated. ities, especially Charisma and Wisdom, which of this vocation rely on map drafting from ac-
I can get you are key abilities for many of this Expert’s class tual direct field observation. Most explorato-
any result you like. skills. The Barrister’s class skills (and the key ry or martial expeditions employ Cartogra-
What’s it worth to you? ability for each skill) are Bluff (Cha), Diplo- phers, and it is not unheard of for private ven-
Because there is no macy (Cha), ), Gather Information (Cha), Intim- tures (e.g., mercenary adventurers) to call upon
wrong, there is no right, idate (Cha), Perform (Cha), Profession (Bar- the services of such Experts as well. Sedentary
And I sleep very rister)* (Wis), Knowledge (Law*) (Int), Knowl- “cartographers” are typically Sages that com-
well at night. edge (Local*) (Int),Sense
Sense Motive (Wis), Speak pile small-scale composite maps using the larg-
Language (None). *New Skills er-scale field maps of true Cartographers, or
—Don Henley, even Commoner mapmakers who do the same.
“The Garden of Allah” Class Features Less commonly, Cartographers travel to the
All of the following are class features of the ends of known civilization in order to create
Barrister. more accurate (and therefore more valuable)
Weapon and Ar mor Pr
Armor oficiency: Barristers
Proficiency: maps. Unfortunately, highly accurate maps
are proficient with Simple weapons and Light might constitute the greatest secrets of a gov-
armor. ernment or guild if they document vitally im-
portant trade or military secrets and may there-
Items Associated With Barristers: Legal refer- fore be commercially unviable—or even dan-
ence tomes, Sealing Kit (e.g., seal, wax, can- gerous to possess.
dles, roller) and/or signet ring, powdered wigs, Characteristics: Successful Cartographers
scholar’s robes. are blessed with a keen intellect and an eye for
detail, traits that are employed either in direct
physical observation or in the precise amanu-
Cartographer ensis of the maps of others.
Evidence suggests that the art of mapmaking Alignment: Cartographers may be of any
has existed in one form or another since pre- alignment, but commonly display a proclivity
historic times. This craft was refined into the toward lawfulness.
mathematically defined science of cartogra- Religion: Cartographers commonly revere
phy in Greece during the 4th and 5th century Hermes, god of travel and trade, a few revere
B.C., reaching its most vital era upon the Euro- deities like Poseidon, god of the sea, and a hand-
pean discovery of the Americas during the Re- ful worship obscure nature deities, like the
naissance. Examples include 5th century Greek Four Winds.
geographer Ptolemy, who created one of the Background: When not deployed into the
first maps of a globular world; Bartholomew field, Cartographers are usually found in large
Columbus, brother of and a key influence on cities in close proximity to the governments
Christopher Columbus; 16th century artist and and guilds that are most likely to employ them.
cartographer John White, who accompanied Rarely, one might find a Cartographer along a

46
Chapter 3: Professionals (Cartographer)

recently settled frontier where steady contract their clienteles. Examples might include Bar-
work as a surveyor may be available. ber, Cook, Farrier, Merchant, Navigator, Sail-
Races: Most civilized humanoid races em- or, and Slaver. …and there fell out the
ploy Cartographers, although adventurous map of an island,
Humans, Halflings, and Gnomes seem to have Class Features with latitude and
a special predisposition toward the vocation. All of the following are class features of the longitude, soundings,
Dwarven Cartographers commonly document Cartographer. names of hills and bays
mineral deposits, geologic structures, and plans Weapon and Ar mor Pr
Armor oficiency: Cartogra-
Proficiency: and inlets, and every
for expansive military fortifications, but are phers are proficient with Simple weapons and particular that would be
less interested in the purely academic and trade Light armor. needed to bring a ship to
aspects of the field. Elves, on the other hand, Exceptional Direction Sense: At 2nd level, safe anchorage upon its
seem to have a natural predisposition toward a Cartographer with at least 5 ranks in Craft shore … there were
landmark navigation that renders mapmaking (Mapmaking)* can determine cardinal direc- several additions of a
something of an alien concept to them. tions in typical continental or oceanic sur- later date; but, above all,
Other Classes: Cartographers very com- roundings with either a DC 5 Survival check three crosses of red ink,
monly associate with Merchants, Prospectors, or a DC 10 Craft (Mapmaking)* check (exactly and in a small, neat hand,
Aristocrats, Navigators, Sailors, and Scholars. as per a character with 5 or more ranks in Sur- very different from the
Cartographers often ply Bards, Rangers, and vival). captain’s tottery
other adventurers for tales of their travels or Spatial A war
Awar eness: Beginning at 5th level,
wareness: characters, these words:
previously unknown geographical minutiae. “Bulk of treasure here.”
Soldiers, whether freelance or in the employ
of professional armies, often provide insight —Robert Louis Stevenson,
concerning the tactical value of maps. Divin- Treasure Island
ers of either an arcane or divine nature are For descriptions of Craft (Mapmaking), go to Ap-
pendix II: Skills; for a description of Cartographer
often invaluable to Cartographers for complet-
Vigo Kornis, go to Appendix IV: Sample Charac-
ing the fine details of their maps. ters; for descriptions of Dipolar Spherions and
the Wheel of Distance, go to Appendix V: New
Class Skills Magic Items.
Intelligence is of primary importance to
Cartographers, providing both a knowledge
base and an eye for the drawing mechanisms
of mapmaking. Wisdom is also useful for the
identification of obscure details. The Cartog-
rapher’s class skills (and the key attribute for
each) are Appraise (Int), Climb (Str) OR Han-
dle Animal (Cha) OR Ride (Dex) OR Swim (Str),
Concentration (Con), Craft (Mapmaking)*
(Int), Craft (Int) OR Forgery (Int), Knowledge
(all skills, taken individually) (Int), Profession
(any) (Wis), Search (Int), Spot (Wis), Survival
(Wis). *New Skill
Crafts taken by Cartographers typically sup-
port Cartography and often include Bookbind-
ing, Chandlery, Drawing*, and Papermaking.
Cartographers often employ a range of
Knowledge associated with the topics of their
maps, often including Architecture and Engi-
neering, Geography, History, Nature, and No-
bility and Royalty.
Professions practiced by Cartographers typ-
ically dovetail with the specific field needs of

47
Chap
Chaptter 3: Pr of
Prof essionals (Car
ofessionals (Carttog
ogrrapher - Engineer
Engineer-- Ar
Arcchitect)
hitect)

a Cartographer with at least 8 ranks in Craft er communities rarely have the resources to
(Mapmaking)* is entitled to an automatic support such a profession. The drive to create
The High Middle Ages … Search check when passing within 5 feet of and build often leads them to realms of wealth
saw advances in secret or concealed objects, as per the Elf racial and power where both the resources and de-
structural forms. … The ability. If the Cartographer is an Elf, he gains an sire exists to implement their designs.
profession of architect additional +2 circumstance bonus to such re- Even in larger areas, their guilds tend to be
reappeared. In the Dark flexive Search checks. small, disorganized, secretive, and extremely
Ages, buildings were Challenger of the Unknown: At 10th level, exclusive. They often work alone, or with a
planned by master a Cartographer has accumulated worldly small number of apprentices; their guilds tend
masons or by monks with knowledge equivalent to the Bardic Lore abil- to be loose and unstructured, with little power
a taste for design. In the ity. The Cartographer makes this check with a in the hands of the Guildmaster. Sought after
High Middle Ages, bonus equal to his Int modifier plus one half of as they are, Engineer-Architects often find
professional architects his ranks in Knowledge (Geography). themselves in the desirable position of being
once more evolved from able to select and reject their customers, there
these masons. Not much Items Associated With Cartographers: Survey- often being far more work available than those
is known about these men or’s Tools (measuring rope, levels, plumb bob), in a particular area can accomplish.
beyond the bare fact that Draftsman’s Tools (parchment, vellum, ink, Engineer-Architects’ shops tend to be
they existed. We know of pens, straight edges, triangles, T-square), trigo- small—a master often employs but a single
Villard de Honnecourt nometric tables (3rd), masterwork Surveyor’s journeyman and an apprentice or two. Their
solely because we have Tools (4th), masterwork Draftsman’s Tools apprenticeships are typically spent copying
his notebook. But these (4th), illuminated projection table (5th), the- drawings, drafting contracts, and relaying the
nameless architects were odolite (7th), spyglass (9th), atlas of the known instructions of their masters at construction
competent men who, if world (12th). sites. Journeymen Engineer-Architects tend to
innocent of higher
mathematics,
nevertheless had a good Engineer
Engineer-- Ar
Arcc hit ect
hitect
practical knowledge of Engineer-Architects are the designers of civi-
For descriptions of Craft (Drawing) and Profes-
weights, strengths, and lized life. Bridges, buildings, fortresses, aque- sion (Engineer-Architect), go to Appendix II:
forces. … Lacking ducts, roads, and monuments are their legacy. Skills; for a description of Engineer-Architect
scientific principles, Notable Engineer-Architects include Michelan- Ruwdolf Regenschlager, go to Appendix IV: Sam-
medieval architects gelo, Marcus Vitruvius Pollio (1st century B.C. ple Characters; for a description of the Furlow’s
Fabulous Tablet, go to Appendix V: New Magic
developed their methods Roman author of De Architectura Libri Dece), Items.
by guess and by trial. Paul Kersey, protagonist of the Death Wish
movies, and Mike Brady, father of the Brady
—L. Sprague de Camp, Bunch.
The Ancient Engineers Adventures: Engineer-Architects are occa-
sionally found in rougher areas, exploring al-
ready-cleared ruins and decaying buildings,
searching for lost techniques to incorporate
into their own work.
Characteristics: Engineer-Architects are
typically highly intelligent, driven individu-
als, with a practical bent.
Alignment: Engineer-Architects may be of
any alignment though they typically have a
lawful bent.
Religion: Many Engineer-Architects wor-
ship Athena, goddess of wisdom. A fair num-
ber also worship Hephaestus, patron of Crafts-
men.
Background: Engineer-Architects are typi-
cally found only in larger urban areas, as small-

48
Chap
Chaptter 3: Pr of
Prof essionals (Engineer
ofessionals (Engineer-- Ar
Arcchitect - N
hitect Naavig at
vigat or)
ator)

specialize in a specific type of construction,


though most are capable of designing and su- Navigator
pervising the construction of basic structures Navigators are Experts who rely on instinct,
of all sorts. Because their supervisory abilities training, and various devices to pilot water-
can greatly increase the rate of construction, craft from one destination to another. Such
Engineer-Architects are often hired to super- highly skilled Professionals typically serve as
vise Stonemasons and Carpenters. the masters or mates of ships. Famous and pro-
Races: Dwarves and Gnomes are typically totypical members of this class include Odys-
more adept than other races at engineering and seus, Captain Nemo, Christopher Columbus,
architecture. Halflings are rarely found pursu- Vasco De Gama, Ferdinand Magellan, Prince
ing this occupation. Henry the Navigator, and Nana Ula, first king
Other Classes: Engineer-Architects are of- of Hawaii.
ten found in the employ of influential land- Adventures: As sea rovers whose job it is to
holders like Aristocrats, Fighters, Clerics, and guide vessels from one location to another,
Wizards. Engineer-Architects also work well Navigators tend to have a natural inclination
with Stonemasons, Carpenters, and Miners, al- toward adventure. Such characters are also
though they generally regard such non-Profes- much more likely to encounter dangerous sit-
sional Experts as inferior subordinates. uations than other sorts of Experts, in the form
of storms, monsters, pirates, reefs, mysterious
Class Skills islands, and other hazards related to seaborne
High Intelligence and Wisdom are the most travel.
important traits for an Engineer-Architect. The Characteristics: Self confidence and good
Engineer-Architect’s class skills (and the key common sense are key characteristics for Nav-
ability for each skill) are Appraise (Int), Con- igators. Good stamina can also be important
centration (Con), Decipher Script (Int), Craft
(Drawing)* (Dex), Gather Information (Cha)
OR Knowledge (all skills, taken individually)
individually),
Intimidate (Cha), Knowledge (Architecture
Engineering)* (Int), Profession (Engineer-
and Engineering)
For descriptions of Craft (Navigational Devices),
Architect)* (Wis), Search (Int), Spot (Wis). Knowledge (Sea Lore), and Profession (Naviga-
*New Skill tor), go to Appendix II: Skills; for a description of
Navigator Peter Beukelszoon, go to Appendix IV:
Class Features Sample Characters.

Following are class features of the Engineer-


Architect.
Weapon and Ar mor Pr
Armor oficiency: Engineer-
Proficiency:
Architects are proficient with Simple weap-
ons and Light armor.
Advanced Engineering-Architecture: At
5th, 9th, 13th, and 17th level, the Engineer-
Architect learns the secrets of a certain spe-
cialty, and can choose from Fortifications,
Houses, Subterranean Stonework, Roads, and
Bridges. The GM may allow other specialties,
such as Aqueducts, if appropriate to the set-
ting. Apply a +2 to any skill checks related to
the specialty.

Items Associated With Engineer-Architects:


Engineer-Architect’s Tools (pens, ink, parch-
ment, rulers, planning floor), masterwork En-
gineer-Architect’s Tools (4th).

49
Chapter 3: Professionals (Navigator - Physician)

for spending long hours manning a tiller under Class Features


all conditions. All of the following are class features of the
And soon I heard a Alignment: Navigators can be of any align- Navigator.
roaring wind: It did not ment. Those that are chaotic are more likely to Weapon and Ar mor Pr
Armor oficiency: Naviga-
Proficiency:
come anear; But with its navigate by dead reckoning alone and to oper- tors are proficient with Simple weapons and
sound it shook the sails, ate independently or as the masters of single Light armor. For ease of movement and be-
That were so thin and ships; those that are lawful are more inclined cause of the danger of being swept overboard,
sere. The upper air burst to rely on charts and other devices and to ulti- however, they will typically not wear armor
into life ! And a hundred mately lead fleets of several ships. on a day-to-day basis, but often keep it handy
fire-flags sheen, To and Religion: Most Navigators worship Posei- in case of danger (e.g., attack by pirates).
fro they were hurried don, god of the sea. A few also pay reverence Attuned to Surroundings: As a result of train-
about ! And to and fro, to less prominent deities of the deep, such as ing and experience, at 2nd level a Navigator
and in and out, The wan Oceanus. with at least 5 ranks in Profession (Navigator)*
stars danced between. Background: Navigators are likely to be receives a +2 bonus on Survival checks made
And the coming wind did found in any coastal community that serves as to keep from getting lost, to avoid natural haz-
roar more loud, And the a stopping point for vessels (e.g., they are less ards, to gain a bonus on Fortitude saves against
sails did sigh like sedge; likely to be found in fishing communities that severe weather, and to predict the weather.
And the rain poured down merchant vessels never stop in). In campaign This bonus improves to +3 at 5th level if he
from one black cloud; settings where vessels other than watercraft has at least 8 ranks in Profession (Navigator)*,
The Moon was at its edge. are used for transportation—such as the Thera +4 at 7th level if he has at least 10 ranks, +5 at
... Like waters shot from campaign setting, where flying ships are em- 10th level if he has at least 13 ranks, +6 at 12th
some high crag, ployed—specialized Navigators are trained to level if he has at least 15 ranks, +7 at 15th level
The lightning fell with guide such vessels. if he has at least 18 ranks, +8 at 17th level if he
never a jag, A river steep Races: Humanity has a greater proportion has at least 20 ranks, and a maximum of +9 at
and wide. The loud wind of Navigators than does any other common 20th level if he has at least 23 ranks in the skill.
never reached the ship, race. It is certainly possible for members of
Yet now the ship moved other races to pursue this profession, but those Items Associated With Navigators: Line and
on! Beneath the lightning that use ships only periodically or for special lead weight, hourglass, compass (4th), com-
and the Moon The dead purposes are more likely to contract Human pass card (4th), astrolabe (7th), sextant (7th),
men gave a groan. They Navigators than to support their own. quadrant (7th), charts (7th), chronometer
groaned, they stirred, they Other Classes: Navigators tend to associate (10th).
all uprose, Nor spake, nor most closely with the crews and passengers of
moved their eyes; It had the ships they guide, typically Sailors and
been strange, even in a ships’ officers, but also Marines, Merchants, Physician
dream, To have seen those and any other characters likely to be on board Physicians are professional healers who de-
dead men rise. The their vessels. vote themselves to the study of illnesses,
helmsman steered, the wounds, diseases, injuries, and to the applica-
ship moved on; Yet never Class Skills tion of remedies for such disorders. In prac-
a breeze up-blew; The Wisdom is the key ability for a Navigator’s tice, such characters can range from village
mariners all ‘gan work most important skills. Constitution is general- barbers, to combat surgeons, to doctors at ma-
the ropes, Where they ly the most useful physical characteristic. A jor hospitals, and are also variously known as
were wont to do; They Navigator’s class skills (and the key ability for bonesetters and leeches. Notable Physicians
raised their limbs like each skill) are Balance (Dex) OR Climb (Str), from history include Hippocrates, Asclepias,
lifeless tools— Concentration (Con), Craft (Int), Knowledge Paracelsus, Galen, and Andreas Vesalius. Those
We were a ghastly crew. (Astr onomy*, Geography
(Astronomy*, Geography,, Sea Lor e*) (Int),
Lore*) from literature include Lemuel Gulliver, from
Profession (Navigator)* (Wis), Profession Jonathan Swift’s Gulliver’s Travels; Captain
Samuel Taylor Coleridge, (Sailor)
(Sailor)* (Wis), Spot (Wis), Swim (Str), Sur- Blood, from Rafael Sabatini’s series of books
“The Rime of the vival (Wis), Use Rope (Dex). *New Skill dedicated to that character; and Will Kenni-
Ancient Mariner” Recommended Crafts include Navigation- cott, from Sinclair Lewis’s Main Street.
al Devices*, Mapmaking*, Shipbuilding*, and Adventures: Most Physicians are not adven-
Sailmaking*. turers, but those that are so inclined might un-

50
Chapter 3: Professionals (Physician)

dertake quests or journeys in keeping with their local authorities will allow only licensed Phy-
goals, such as seeking components for the cure sicians to practice medicine. Such characters
to an exotic disease. Those associated with will generally be at least 4th level and spent
armies or similar organizations might spend three or four years formally studying various
much of their time on the fringes of battle- areas of knowledge, four to five years in ad-
fields. vanced medical studies, and one or more years
Characteristics: Intellect, insight, and com- as interns/apprentices.
mon sense are the most important traits for a Races: Physicians can be of any race and
Physician. A sense of compassion for other liv- each has its legendary healers. And, while Phy-
ing things can also be important, as can a good sicians can administer to members of other
bedside manner. races or species, they tend to be more familiar
Alignment: Physicians can be of any align- with the anatomy and ailments of their own
ment. However, the vast majority will be ei- race.
ther good or lawful, variously seeing their pro- Other Classes: Physicians are able to get
fession as benefiting individual patients or so- along pretty well with the members of most
ciety as a whole; licensed doctors in many cul- classes. Many have an ethical aversion to those
tures are required to swear an oath to this ef- that inflict death and injury for a living, such as
fect. Those that are evil or chaotic are unlikely Assassins, or whose work is an insult to the
to put the interests of patients ahead of their process of life itself, such as Necromancers.
own.
Religion: Most Physicians tend to worship
gods of civilization like Apollo or fair dealing
like Hermes (whose caduceus many take as
their symbol). Some also pay reverence to dem-
igods like Hippocrates or to gods of fire or
cleansing. For descriptions of Knowledge (Astrology), Knowl-
Background: Physicians are dedicated to edge (Numerology), and the Professions (Physi-
diagnosing and treating all forms of injury and cian), (Alchemist), and (Herbalist), go to Appen-
dix II: Skills; for a description of Physician Ga-
illness by using scientific and metaphysical lenne Demassilia, go to Appendix IV: Sample
knowledge from fields as diverse as alchemy, Characters; for a description of the Caduceus of
anatomy, astrology, natural history, and nu- Galen, go to Appendix V: New Magic Items.
merology. While a number of legendary Phy-
sicians were self-taught, such characters typi-
cally receive extensive training (e.g., from a
mentor or at a major medical school, such as
those at Athens, Alexandria, and Paris).
In a medieval-style milieu, true Physicians
will be rare and will tend to administer to the
needs of the affluent in private clinics or homes.
Physicians may be much more common in
many fantasy settings, of course, and large hos-
pitals are characteristic of many types of soci-
eties and are often established to serve the needs
of urban masses, pilgrims to holy sites (e.g.,
those founded by Hospitallers during the Cru-
sades), and the like.
While a good number of quacks, charlatans,
and other sorts of characters might turn up in a
typical fantasy milieu, progression as an Ex-
pert of this type generally represents a high
level of training and ability. In many settings,

51
Chapter 3: Professionals (Physician)

Class Skills Appropriate areas of Knowledge for Physi-


Wisdom and Intelligence are the characteris- cians include Astrology*, Nature, and Numer-
tics most important to a Physician. The Physi- ology*.
cian’s class skills (and the key ability for each
skill) are Concentration (Con), Craft (Medical Class Features
Devices) (Int), Diplomacy (Cha), Gather In- All of the following are class features of the
formation (Cha), Knowledge (all skills, taken Physician.
individually) (Int), Listen (Wis) OR Perform Weapon and Ar mor Pr
Armor oficiency: Physicians
Proficiency:
(Cha), Profession (Alchemist)
(Alchemist)* (Wis), Profes- have proficiency in Simple weapons and Light
(Herbalist)* (Wis), Profession (Physi-
sion (Herbalist) armor or shields. See below, however, with
cian)* (Wis), Spot (Wis). *New Skill regard to weapons.
Craft (Medical Devices) is used for creating Pacifism: Many Physicians swear profes-
surgical implements like scalpels, stethoscopes, sional oaths that forbid them from wielding
clamps, and saws, as well as prosthetic devices weapons. At 1st level, a Physician may opt to
like wooden legs and dentures. practice Pacifism (or may be required to do so

Medicinal Compounds
Medicinal compounds are non-magical lect an existing medicinal compound or
cures created by Physicians using their Pro- continue attempting to create the new one.
fession (Physician)* skill that can simulate Key: Medicine Name (DC; cost to cre-
magical effects (and which might be the ate/purchase; time to create 1 dose; deliv-
norm for healing in a magic-poor environ- ery method): description.
ment). In order to create any sort of medic-
inal compound, a Physician requires access Stabilizing Elixir (DC 14; 7 gp/20 gp; 1 day;
to a fully equipped lab. Costs given also ingest): If taken or given to someone at –1
assume availability of appropriate ingredi- or fewer hit points, this elixir will stabilize
ents—typically available in a community the person and keep them from losing any
of at least large town size—which are con- additional hit points.
sumed regardless of the check’s success.
Upon gaining the ability to distil a new Copper Booster (DC 15; 9 gp/25 gp; 1 day;
sort of medicinal compound, a Physician ingest): When imbibed, this concentrated
may attempt to create a type not described herbal elixir will boost the recipient’s im-
here. To do so, a Physician must initially mune system for a number of hours based
succeed at a Profession (Physician)* skill on the level of the Physician (i.e, one hour
check with an initial DC of 10 greater than at levels 1-4, two at 5-8, three at 9-12, four
would normally be needed to produce a at 13-16, and five at 17+). During this time,
compound of that sort. Costs associated with all Fortitude saving throws are made at +1.
this attempt are 30 times what it would nor- Multiple doses are not cumulative with each
mally cost to create a single dose of the elix- other or Silver or Golden Boosters (i.e., only
ir in question. Time is 10 times longer than the single most powerful effect will apply).
usual. Once success is achieved, DCs, costs,
and creation times all return to whatever Soothing Balm (DC 16; 9 gp/25 gp; 1 day;
the GM deems is normal for the medicinal apply): When applied to wounds, burns, and
compound in question. If a Physician does other forms of external injury, a dose of this
not succeed in creating the new medicinal soothing ointment will immediately cure
compound before he advances in level, he 1d4 hit points of damage.
does not gain an medicinal compound at
that level, but, at the level gained, can se- Stimulating Draught (DC 17; 17 gp/50 gp; 1

52
Chapter 3: Professionals (Physician)

as a condition of acceptance into this profes- compound a different type of medicinal prep-
sion), waive proficiency with even Simple aration. Although quite potent, and similar to
weapons, and take instead any other single potions and the like, these medicines are not I swear by Apollo the
bonus feat that does not involve weapons or actually magical. A Physician can choose one physician ... and I take to
armor. Pacifism does not preclude a Physician medicine from the list provided each time this witness all the gods, all
from using other feats to subsequently gain feature is gained. the goddesses, to keep
armor proficiency, but most never actually do Creating a medicine requires a successful according to my ability
so. Profession (Physician)* skill check. If a Physi- and my judgement, the
Brew Potion. At 3rd level, the Physician cian has 5 or more ranks in Craft (Alchemy), following Oath.
gains the bonus feat Brew Potion. If the charac- Profession (Alchemist)*, or Profession (Herb-
ter is not actually a spellcaster, however, she alist)*, he receives a +2 synergy bonus on med- ” ... I will prescribe
will be unable to create potions other than icine creation. These bonuses stack. regimens for the good of
Physicians’ medicinal compounds. For the following medicines, a “dose” is a my patients according to
Compound Medicine: At 3rd level and ev- potion-sized portion of the sort that might be my ability and my judge-
ery level thereafter, a Physician learns how to purchased by adventurers or patients. When ment and never do harm
to anyone. To please no
one will I prescribe a
deadly drug nor give ad-
vice which may cause his
day; ingest): This elixir replicates the ef- Strengthening Draught (DC 23; 34 gp/100 death. Nor will I give a
fects of the Alertness feat for two hours. gp; 2 days; ingest): This elixir increases its woman a pessary to
drinker’s Strength by +1 to +5 but other- procure abortion. But I
Healing Draught (DC 19; 17 gp/50 gp; 1 day; wise functions exactly like a Coordinating will preserve the purity of
ingest): This medicinal drink will immedi- Draught. my life and my art. I will
ately heal 2d4 hit points of damage. not cut for stone, even for
Gold Booster (DC 25; 34 gp/100 gp; 2 days; patients in whom the
Silver Booster (DC 21; 17 gp/50 gp; 2 days; ingest): This super-potent medicine func- disease is manifest;
ingest): An improved version of the Copper tions like an enhanced Silver Booster, im- I will leave this operation
Booster, this concentrated herbal elixir proving its user’s appropriate Fortitude sav- to be performed by
boosts its recipient’s immune system for up ing throws by +5 for one to five hours (based practitioners, specialists
to five hours (as determined by the level of on the level of the Physician). in this art. In every house
the Physician). During this time, all appro- where I come I will enter
priate Fortitude saves are made at +3. Soul Ointment (DC 27; 100 gp/300 gp; 3 only for the good of my
days; apply): When applied to critical areas patients, keeping myself
Coordinating Draught (DC 23; 34 gp/100 of the body, this thick, organic paste will far from all intentional
gp; 2 days; ingest): This elixir will increase allow its recipient a saving throw against ill-doing ... All that may
its imbiber’s Dex by +1 for every four lev- energy drain (with a DC equal to what a come to my knowledge in
els of experience of the Physician (i.e., +1 at character would need to avoid level drain the exercise of my
levels 1-4, +2 at levels 5-8, etc.), up to a from such a monster). One dose is all that profession ... which ought
maximum of +5 at level 17+. Duration is can be applied at a time, and once its wear- not to be spread abroad, I
one hour, after which the effects are reduced er has made a single successful save against will keep secret and will
by +1 in each subsequent hour until com- energy drain it will be expended. A dose never reveal. If I keep this
pletely gone. A character can only benefit must be applied before the attack that caus- oath faithfully, may I
from one dose of this draught in a 24-hour es the drain, and will remain effective for enjoy my life and practice
period. up to 48 hours after it is administered. my art, respected by all
men and in all times; but
Invigorating Draught (DC 23; 34 gp/100 gp; Poison Antidote (DC 31; 134 gp/400 gp; 3 if I swerve from it or
2 days; ingest): This elixir, which increases days; ingest): This non-magical but very violate it, may the reverse
its drinker’s Con, functions otherwise just potent elixir replicates the effects of the be my lot.”
like a Coordinating Draught. spell Neutralize Poison.
—Oath of Hippocrates

53
Chapter 3: Professionals (Physician)

creating medicines, however, Physicians can fects of altitude sickness, etc.) instead of taking
attempt to create one dose for each level of one of the listed ones. The procedure for doing
experience they have. This requires an invest- so is described in the sidebar on Medicinal
ment in ingredients for each dose. Creation Compounds.
time is not increased and a single check is made
to see if the attempt succeeds. If it does, the Items Associated W ith Physicians: Physician’s
With
desired number of doses is created; if not, the Tools (lancet, needles, razor, scalpel, scissors,
entire batch is bad and, if used, will either be speculum); leeches; maggots; herbs; natural
ineffectual or even harmful on a critical fail- substances (honey, clays, urine, etc.); alchemi-
ure (i.e., a skill check failed on a natural roll of cal substances (mercury, salts, urea, etc.); holy/
“ 1”, followed by a simple failure). professional symbol (e.g., caduceus); master-
Physicians can also attempt to create new work Physician’s Tools (4th), medical (alchem-
medicines (e.g., to reduce pain, combat the ef- ical) lab (7th level). Weapon: Quarterstaff.

54
Chapter 4: Scholars

S cholars are a metaclass of intellectual Experts dedicated to acquiring


knowledge, either for its own sake or for use in a variety of activities.
Specialized types of Scholar include the Alchemist, Archaeologist, As-
tronomer, Sage, and Scribe (all of which are described hereafter).

Adventures: Moreso perhaps than any oth- I’ve studied now


er sort of Expert, Scholars tend not to be in- Philosophy
clined toward—or suited for—adventures. And Jurisprudence,
When such characters are drawn into adven- Medicine,
ture in the course of their studies or the pursuit And even, alas!
of information, it is usually through sheer hap- Theology
penstance, and they generally take great pains All through
to extricate themselves from it as quickly as and through
possible. There are notable exceptions to this, with ardour keen!
of course, and some Scholars seem to thrive Here now I stand,
on excitement. poor fool, and see
Characteristics: An intellectual capacity for I’m just as wise as
absorbing, comprehending, and applying in- formerly.
formation of all kinds is almost certainly the
most important trait for a Scholar. Physical —Wolfgang von Goethe,
characteristics of any sort, on the other hand, Faust
tend to be less important for characters of this
sort than for any other type of Expert.
Alignment: Scholars can be of any align-
ment. Most, however, tend toward neutrality,
with regards both to good and evil, law and
chaos.
Religion: Scholars tend to venerate gods of lean toward abstract, intellectualized, or rar-
knowledge or wisdom, such as Athena. Many efied philosophies and religions.
are also drawn to deities closely affiliated with Background: Scholars tend to yearn for the
the areas of Knowledge in which they are spe- acquisition of knowledge above all other ac-
cialized (e.g., a Scholar dedicated to the study tivities. Pursuits to which such characters ap-
of the occult might pay reverence to Hecate, ply their learning can vary widely. Scholars
goddess of magic). Some Scholars are inclined are typically associated with institutions that
to put the acquisition of knowledge above even have an interest in acquiring, disseminating,
the gods, and reject worship as meaningless, or or archiving information—such as universi-

55
Chapter 4: Scholars

ties, great libraries, and certain temples. Many Game Rule Information
of these work as teachers, librarians, archivists, Scholars have the following game statistics.
O all ye seekers after the and researchers, and are the model of the quint- Abilities: Intelligence is the key ability for a
science, the arcanum of essential sage. Some go into the employ of Scholar’s most important class skills, various
gold and the art of the powerful leaders in need of wise counsel, such forms of Knowledge. Wisdom might also be
coin is a dark vestment, as princes, prelates, and other members of the an important ability.
and no one knows what aristocracy. Yet others leave the confines of Alignment: Any.
the Philosophers have writing desks, bookstacks, and classrooms and Hit Die: d6.
narrated in their books turn to a wandering life as writers, memoir-
without frequent reading, ists, and poets. Metaclass Skills
experiments, and Races: Most races have some forms of Schol- Scholars can select their 10 class skills—at least
questionings of the Wise. ar after a fashion, although Humans have the one area of Knowledge plus up to nine other
For that which they have greatest proportion of such characters and skills—from the following list of metaclass
concealed is more those interested in the broadest range of skills. This selection should allow GMs and
sublime and obscure than Knowledge. Dwarves, Elves, Gnomes, Halflings players to create virtually any sort of Scholar.
it is possible to make and the like also have scholars, although they A Scholar’s metaclass skills (and the key
known in words. tend to be much more narrowly focused in ability for each skill) are Appraise (Int), Con-
their areas of knowledge and less inclined to centration (Con), Craft (Int), Decipher Script
—Guglielmo Grataroli, seek “knowledge for knowledge’s sake” than (Int), Forgery (Int), Gather Information (Cha),
Turba Philosophorum their Human counterparts. Orcs and other hu- Knowledge (all skills, taken individually)
manoids only rarely, if ever, produce Schol- (Int), Perform (Cha), Profession (Wis), Speak
ars, who are perceived as having little value in Language (None), Spellcraft (Int), Use Magic
the uncivilized cultures of such peoples. Device (Cha), Player
Player’’s/GM’ Choice. *New Skill
s/GM’ss Choice
Other Classes: A majority of Scholars tend Appraise is typically used to determine the
to associate with others of their own kind. Some value of things like books, herbs, chemicals,
also find it useful to deal with members of oth- and other items associated with Scholars’ stud-
er classes when gathering certain types of in- ies.
formation or accomplishing certain tasks (e.g., Crafts taken by Scholars tend to be those
nurturing a relationship with a Ranger in or- that supplement their scholarly pursuits (e.g.,
der to glean information about humanoid cul- Bookbinding*).
tures, working with a Wizard to create potions). There are no recommended areas of Knowl-
Spellcasting: Scholars with spellcasting edge for Scholars. Any and all are open to them
abilities—whether through acquisition of the and there are not any in which at least a few
Spellcaster* prestige class or through multi- are not specialized.
classing—typically acquire them for purposes Perform is usually taken by Scholars pri-
of complementing or enhancing their scholar- marily for purposes of Oratory.
ly abilities. Spellcrafter* Scholars almost al- Recommended Professions include Alche-
ways use Intelligence as the key ability for their mist*, Archaeologist*, Librarian/Archivist,
spells, wield arcane magic, and employ Wiz- Physician*, Sage*, and Scribe*. Some Schol-
ard spells, especially divinations. There are, ars opt to specialize in one of these areas.
however, marked exceptions to this rule. Those
affiliated with a temple or with Knowledge Class Features
(Religion), for example, are more likely to cast Following are class features of the Scholar.
Cleric spells. Weapon and Ar mor Pr
Armor oficiency: Scholars
Proficiency:
have proficiency with Simple weapons. Un-
like most types of Expert, however, Scholars
do not gain proficiency with any sort of armor
For a description of several new areas of Knowl- (although they are not prohibited from using
edge, a variety of Crafts and Professions usable their feats to gain such proficiency, and can
by Scholars, and the skill Read Magic Text, go to also obtain it by multiclassing).
Appendix II: New Skills.
Spellcasting Aptitude: While most do not

56
Chapter 4: Scholars (Alchemist)

start off as magic users, Scholars have thought


processes very similar to those of such charac- Alchemist
ters and, for all practical purposes, are “non- Alchemists, the learned “masters of the black
spellcasting spellcasters.” As a result, for pur- earth,” create new compounds by mixing oth-
poses of caster level, an Expert’s levels as a er substances together. Some of their creations
Scholar stack with any spellcaster levels he are scientific in nature, such as acids and al-
has. Similarly, an Expert’s levels as a Scholar chemist’s fire, while others are enhanced or
are treated as spellcaster levels for purposes of concentrated substances, such as antitoxins and
item creation feats and similar functions (e.g., some poisons. The majority of experienced Al-
creation of alchemical items and substances). chemists work in small laboratories that dou-
ble as shops. The rest are typically retained by
Human Scholar Starting Package powerful Aristocrats. Notable examples in-
Race: Human. clude Roger Bacon, Paracelsus, and the protag-
Armor: None, Speed 30 ft. onist of the H.P. Lovecraft story “The Alche-
Weapons: Dagger (1d4, crit 19-20/x2, 1 lb., mist.”
Tiny, Piercing). Adventures: Alchemists are seldom found
Skill Selection: Pick a number of skills, with adventuring. On rare occasions they may leave
4 ranks in each, equal to 7 + Int modifier. their laboratories, searching for ingredients so
Feat: Skill Focus [Knowledge] (any). rare or secret that they require personal atten-
Bonus Feat: Magical Aptitude. tion. As a rule, however, they prefer to hire
Gear: Scholar’s outfit, backpack or chest, others to perform such distracting and mun-
waterskin, one day’s trail rations, bedroll, sack, dane legwork.
flint and steel, hooded lantern, three pints of
oil, quills, ink, parchment, five books worth 3
gp each.
Gold: 1d8x10 gp. For descriptions of Profession (Alchemist), Smell,
and Utilize Magic Item, go to Appendix II: New
Skills; for a description of Alchemist John Dee, go
Elven Scholar Starting Package to Appendix IV: Sample Characters; for a descrip-
Same as Human Scholar, except tion of the Evergrinding Pestle, the Philosopher’s
Race: Elf. Stone, and the Vial of Infinite Facets, go to Ap-
pendix V: New Magic Items.
Weapons: Longsword (1d8, crit 19-20/x2,
4 lb., Medium, Slashing) or Rapier (1d6, crit
18-20/x2, 3 lb., Medium, Piercing).
Skill Selection: Pick a number of skills, with
4 ranks in each, equal to 6 + Int modifier.
Bonus Feat: None.
Gold: 1d6x10 gp.

Alternative Scholar Starting Package


Same as Human Scholar, except
Race: Dwarf, Gnome, Halfling, Half-Elf, or
Half-Orc.
Armor: Speed 20 ft. (Dwarf, Gnome, or
Halfling only).
Skill Selection: Pick a number of skills, with
4 ranks in each, equal to 6 + Int modifier.
Bonus Feat: None.

57
Chapter 4: Scholars (Alchemist)

Characteristics: Patience coupled with a Alignment: Alchemists may be of any align-


quick mind is necessary for alchemical work. ment, though the nature of their work tends to
Complex alchemical processes may take weeks draw those who possess a balanced world view
to run their courses, and without both of these and a neutral temperament.
characteristics success is doubtful at best. Al- Religion: Some Alchemists worship Hecate,
chemists are generally a treasure trove of ar- patron goddess of alchemy. A few worship Ath-
cane lore and knowledge, the product of years ena, goddess of wisdom, or Hepahestus, pa-
of study. tron of Craftsmen. Many worship no god at all.

Alchemical Elixirs
Elixirs are non-magical distillations that can Aqua V itae (DC 20; 7 gp/21 gp; 1 day; in-
Vitae
simulate magical effects. In order to create gest): Drinking this sweet elixir will cure
any sort of elixir, an Alchemist requires ac- 1d4 points of damage.
cess to a fully equipped lab.
Upon gaining the ability to distil a new Feuerwehr Saft (DC 20; 34 gp/100 gp; 1 day;
elixir, an Alchemist may attempt to create ingest): This spicy red juice will make its
one not described here. To do so, an Alche- drinker immune to the first 10 points of
mist must succeed at a Craft (Alchemy) or heat damage inflicted each round. The ef-
Profession (Alchemist)* skill check with a fect lasts for two minutes.
DC 10 greater than would normally be need-
ed to produce an elixir of that sort. Costs Icewurm Saft (DC 20; 34 gp/100 gp; 1 day;
associated with this attempt are 30 times ingest): This bitter white elixir will render
what it would normally cost to create a sin- the imbiber immune to the first 10 points
gle dose of the elixir in question. Time is 10 of cold damage inflicted each round. The
times longer than usual. Once success is effect lasts for two minutes.
achieved, DCs, costs, and creation times all
return to whatever the GM deems is nor- Blitzen Saft (DC 20; 34 gp/100 gp; 1 day;
mal for that elixir. If an Alchemist does not ingest): This efervescent blue elixir will ren-
succeed in creating the new elixir before he der the imbiber immune to the first 10
advances in level, he does not gain an elixir points of electrical damage inflicted each
at that level, but, at the level gained, can round. The effect lasts for two minutes.
select an existing one elixir or continue at-
tempting to create the new one. Purist’
Purist’ss Salt (DC 20; 17 gp/50 gp; 1 day;
Some of the following elixirs are poten- sprinkle on food or drink): This blue pow-
tially harmful. Characters who are forced der will return one cubic foot of spoiled
to drink an elixir, who only taste it in order food or water to a wholesome state. If ap-
to determine its effects, or who otherwise plied to food or drink that is already whole-
wish to avoid its effects are entitled to a some it will prevent spoilage for up to five
Fortitude saving throw with a DC equal to years.
the number needed to create the concoc-
tion in question. Oleum Mysticus (DC 20; 17 gp/50 gp; 1 day;
Key: Name (DC; cost to create/purchase apply to object): This clear oil will glow if
price; time to create 1 dose; delivery meth- applied to a magic item or an item or crea-
od): description. Costs given assume access ture with a magical effect upon it. It glows
to a source of alchemical ingredients (e.g., a with varying degrees of intensity, depend-
community of at least large town size), ing on the strength of the magic’s aura. The
which are consumed regardless of the skill glow lasts but a single round, after which
check’s success. the oleum evaporates. One vial contains flu-

58
Chapter 4: Scholars (Alchemist)

Background: Many years of training and ap- nized into guilds to further their mutual inter-
prenticeship are required to learn the skills ests. When more than one Alchemist is present,
and abilities needed to identify and create al- each tends to specialize in a niche of the pro-
chemical substances. In addition to the obvi- fession, in order to avoid unhealthy competi-
ous array of potions and elixirs, an Alchemist’s tion. This also allows more time and resources
shop is generally the best place for spellcasters to be devoted to the Alchemist’s true interest—
to find spell components. Alchemists in towns research and the acquisition of knowledge. The
of any significant size are almost always orga- ultimate goal of most Alchemists is the cre-

id sufficient to coat enough of a single ob- pair small tears or breaks when it is applied
ject to determine its aura. to any smaller-than-man-sized, non-living
object. Damaged (but not broken) magic
Purple Haze (DC 20; 17 gp/50 gp; 1 day; items may be repaired, but lost or expend-
throw): When the fragile vial containing this ed magical abilities are not restored.
volatile fluid breaks, the fluid creates a pur-
ple 5’x5’x10’ high cloud that will daze the Elixir of Lassitude (DC 25; 34 gp/100 gp; 3
mind of a living creature of 4 HD or less days; ingest): This draught will heavily drug
that fails its Will save (DC 20). Affected crea- its imbiber and make him largely unaware
tures are considered dazed and may not take of what is going on around him, reducing
any actions for one full round. all his ability scores by 4 for two hours.

Sol Invictus (DC 20; 17 gp/50 gp; 1 day; Gluhwein Argentum (DC 25; 34 gp/100 gp;
throw): When exposed to air, this fluid cre-
throw): 1 day; expose to air): When this wonderful
ates a flash of light that will dazzle any see- elixir is exposed to air it will evaporate over
ing creature struck by it that fails its Forti- the course of 24 hours. This evaporation
tude save (DC 20). Dazzled creatures suffer creates a glow like daylight within a 60-
a –1 penalty on attack rolls for 1d8 rounds. foot radius. The usual method of use is sim-
ply to uncap the elixir, which comes in a
Aqua V itae Magnus (DC 25; 15 gp/45 gp; 2
Vitae transparent vial. If recapped, the glowing
days; ingest): This potent elixir cures 1d8 will cease.
points of damage.
Hemlock (DC 29; 134 gp/400 gp; 3 days;
Aqua V er
Ver ti (DC 25; 34 gp/100 gp; 2 days;
erti ingest): This potent poison inflicts primary
ingest): When consumed, this bitter fluid Con damage of 3d6 after one round fol-
gives a +2 bonus on the drinker’s next skill lowed by secondary Con damage of 3d6 a
check that has Int or Wis as its key ability. minute later.
The check must be made within five min-
utes of imbibing the elixir. Aqua V itae Maximus (DC 30; 40 gp/120 gp;
Vitae
3 days; ingest): This powerful alchemical
Water of Light (DC 25; 9 gp/25 gp; 1 day; elixir cures 1d8 points of damage, plus 1
thr ow): When exposed to air, this fluid vol-
throw): point per rank in Craft (Alchemy) or Pro-
atilizes into a glowing white 5’x5’x10’ high fession (Alchemist) held by the creator.
cloud that inflicts 1d4+1 points of damage
to undead creatures. Poison Antidote (DC 31; 134 gp/400 gp; 3
days; ingest): This very potent elixir acts
Arcane Glue (DC 25; 34 gp/100 gp; 1 day; exactly like the spell Neutralize Poison,
apply to object): This sticky fluid will re- negating all sorts of toxins.

59
Chapter 4: Scholars (Alchemist)

ation of the Philosopher’s Stone (DMG). Need- chemist’s Elixirs” list each time this feat is
less to say, few Alchemists reach the level of gained.
ability required to create artifacts of this sort, Brew Potion. At 3rd level, the Alchemist
but many master intermediary disciplines that gains the bonus feat Brew Potion. If the charac-
are nonetheless impressive. ter can not actually cast spells, however, she
Races: Gnomes are unrivaled as Alchemists, will be unable to create potions other than Al-
their natural inquisitiveness and inventiveness, chemist’s Elixirs (unless casting spells from
coupled with their keen noses, giving them an scrolls via Use Magic Device or the like, or
advantage over other races. working in conjunction with a spellcaster, in
Other Classes: Alchemists work especially which case the XP cost of the potions is borne
well with Wizards, with whom they often have by the person actually casting the spell).
overlapping interests. Create Homonculus: At 7th level, the Al-
chemist gains the ability to create a small, arti-
Class Skills ficial person for use as a familiar. This alchem-
A successful Alchemist has sufficient Intelli- ical process requires 100 gp worth of raw ma-
gence to create new processes and, if he ex- terials and takes a full week to complete. Two
pects to live long, enough Wisdom to decide skill checks are required, one to form the body
whether it is beneficial to use them. The Al- of the creature from clay (DC 12, using an ap-
chemist’s class skills (and the key ability for propriate Craft like Sculpture or Stonemason-
each skill) are Appraise (Int), Concentration ry) and one to successfully imbue it with life
(Con), Craft (Alchemy) (Int) OR Profession (DC 20, using a Craft (Alchemy) or Profession
(Alchemist)* (Wis), Gather Information (Cha), (Alchemist)* check). Alchemists can outsource
Heal (Wis), Knowledge (Arcana, Metallurgy*, the first task to a Craftsman, if desired.
Nature) (Int), Profession (Herbalist)
(Herbalist)* (Wis), If successful, the Alchemist is drained of 25
Smell
Smell* (Wis), Spellcraft (Int), and Use Magic XP and the creature is animated, conforming
Device (Cha). *New Skill to the description in the MM and bestowing
the listed benefits—and liabilities—upon its
Class Features master. Note that Alchemists, unlike other char-
All of the following are class features of the acters, do not require the feat Craft Wondrous
Alchemist. Item or any spells in order to create a homon-
Weapon and Ar mor Pr
Armor oficiency: An Alche-
Proficiency: culus. An Alchemist may have only one
mist is proficient with Simple weapons but homonculus at any given time.
with no sorts of armor. An Alchemist with 5 or more ranks in
Multitasking: An Alchemist can simulta- Knowledge (Arcana) or Knowledge (Nature)
neously work on a number of different elixirs, receives a +2 synergy bonus on attempts to
potions, or alchemical items equal to his Int create a homonculus. These bonuses stack.
modifier (the upper level functions Create Transmute Base Metal: At 11th level, Al-
Homonculus and Transmute Base Metal, how- chemists gain the ability to transform base
ever, must be pursued to the exclusion of all metals into precious metals, typically iron into
else). For each sort of elixir, potion, or item silver and lead into gold. For every level over
upon which he is working, the character can 10th, the Alchemist is able to transform 500
attempt to create one dose per Alchemist level pounds of iron into silver (e.g., 1,000 pounds
of experience. A commensurate amount of raw at 12th level) or 100 pounds of lead into gold
materials must be devoted to the overall job, (e.g., 500 pounds at 15th level). This process
however, and success or failure applies to the takes a full week and requires 800 gp worth of
entire batch. raw materials to transform each 500 pounds
Distill Elixir: At 1st level and every odd of iron into silver and 1,700 gp worth of mate-
level thereafter (e.g., 3rd, 5th, 7th, etc.), the rials to transform each 100 pounds of lead into
Alchemist learns a new method to allow him gold. At the conclusion of the attempt, the Al-
to create non-magical elixirs with near-magi- chemist must make a skill check (DC 30 for
cal potency. Choose one elixir from the “Al- silver and DC 35 for gold). If successful, the

60
Chapter 4: Scholars (Alchemist - Archaeologist)

base metal is transformed into the appropriate ated with such an item (e.g., Regenerate, Rein-
precious metal; if failed, the raw materials are carnate, Shapechange).
lost.
Other sorts of transformations may also be Items Associated W ith Alchemists: Alchemist’s
With
possible, with appropriate costs, times, and DCs Lab (4th), furnaces and bellows (7th).
determined by the GM.
If an Alchemist has 5 or more ranks in
Knowledge (Metallurgy)*, he receives a +2 Archaeologist
synergy bonus on attempts to transmute base Archaeologists are Scholars who specialize in
metals. the study of past cultures and the artifacts asso-
Cr eate Philosopher
Create Philosopher’’s Stone: An Alchemist ciated with them. Legendary Archaeologists,
who achieves 20th level acquires the legend- both real and fictitious, include Heinrich Schli-
ary ability to create a Philosopher’s Stone (de- eman, T.E. Lawrence (of Arabia), Indiana Jones,
scribed in the DMG and, for convenience, in and his father, Professor Henry Jones Sr.
Appendix VI: Magic Items in this volume as Adventures: Although Archaeologists are
well). An attempt to create such an item re- scholarly types, the heart of their profession is
quires one week of work and 3,000 gp worth field work. As a result, many such characters
of raw materials, at the end of which the Al- are subject to all the hazards of traveling from
chemist must make a DC 40 Craft (Alchemy) one isolated location to another, exploring
or Profession (Alchemist)* skill check. If suc- possibly hazardous or haunted ruins, and trans-
cessful, the character has created a Philoso- porting and safeguarding valuable finds.
pher’s Stone and is drained of 360 XP; if failed,
the raw materials are lost. An Alchemist with
5 or more ranks in Knowledge (Arcana),
Knowledge (Metallurgy)*, or Knowledge (Na-
ture) receives a +2 synergy bonus on attempts
For a description of Profession (Archaeologist),
to create a Philosopher’s Stone. These bonuses go to Appendix II: Skills; for a description of Ar-
stack. chaeologist Henrietta Lhistoire, go to Appendix
If desired, an Alchemist might be able to IV: Sample Characters; for a description of In-
cense of Identification, go to Appendix V: New
use a Philosopher’s Stone to achieve effects oth-
Magic Items.
er than the True Resurrection normally associ-

61
Chapter 4: Scholars (Archaeologist)

Characteristics: Patience is almost certain- ments of their own races.


ly the most critical personality trait for an Ar- Other Classes: Because they are not adven-
Panama Hat: chaeologist, who might spend months or even turers as such, Archaeologists often seek infor-
Small world, Dr. Jones. years sifting through the debris of a single set mation from Fighters, Rogues, and other char-
of ruins. Because such characters tend to spend acters likely to know about potential sites of
Indiana Jones: a lot of time in the field, physical endurance exploration. Some may even hire individuals
Too small for two of us. can also be useful. or parties to find and secure potentially valu-
Alignment: Archaeologists can be of any able sites—after giving them guidance intend-
Panama Hat: alignment. Because organizational skills are ed to prevent destruction of artifacts or infor-
This is the second time useful in this field, a disproportionate number mation, of course. Archaeologists tend to be
I’ve had to reclaim my of them tend to be lawful. Like any academics, outspoken against thieves that indiscriminate-
property from you. a good number are also willing to put their ly pillage tombs, ruins, and other sites of his-
ethos above their objectivity, and are prone to toric significance—but at the same time many
Indiana Jones: interpret their findings in keeping with pre- are willing to purchase artifacts from such char-
That belongs in a conceived notions (e.g., deciding a ruined city acters, thereby encouraging further pillage.
museum. could not have been created by Orcs, even if
evidence suggests it might have been). Class Skills
Panama Hat: Religion: Apollo, god of civilization is one Intelligence is by far the most important men-
So do you. of the deities most frequently worshipped by tal attribute for an Archaeologist. Wisdom is
Archaeologists, as is Hephaestus, patron of also very important, as it is the key ability for
—Indiana Jones and the physical artifacts, and Hades, keeper of secrets a number of class skills. Constitution is proba-
Last Crusade and subterranean areas. Some are also drawn bly the most important physical characteris-
to worship forgotten deities of the vanished tic. The Archaeologist’s class skills (and the
peoples they devote their lives to studying. key ability for each skill) are Appraise (Int),
Backgr ound: Historically, the field of ar-
Background: Craft (Int), Decipher Script (Int), Disable De-
chaeology did not exist prior to modern times, vice (Int), Concentration (Con) OR Gather In-
although there was a class of Scholars known formation (Cha), Knowledge (all skills, taken
as antiquarians who share many of its charac- individually) (Int), Profession (Archaeolo-
teristics. In a typical fantasy milieu, howev- gist)* (Wis), Search (Int), Speak Language
er—rife with all sorts of ruined, ancient, and (None), Use Magic Device (Cha). *New Skill
abandoned areas filled with treasure—the Ar- Concentration is used both for focusing on
chaeologist could certainly have developed often tedious field and lab work.
into a full-fledged class far earlier than it did in Craft is usually used for manufacturing ar-
reality (albeit with a methodology somewhat chaic, forgotten, or historically significant items
coarser than the modern ideal, probably some- for research purposes, or for producing accu-
where between that of a real-world archaeolo- rate local and regional maps.
gist and Tomb Raider Lara Croft). Recommended areas of Knowledge include
Archaeologists are frequently supported by Geography, History, Local, Nobility and Roy-
academic institutions or other affluent patrons alty, and Religion.
(e.g, a Wealthy wizard who wants access to Speak Language is frequently used for learn-
forgotten knowledge, a prince who wants to ing dead or now-obscure languages.
reveal the history of his people, etc.).
In the Thera playtest milieu, the field of Class Features
archaeology came into its own in the years Following are class features of the Archaeolo-
after the volcanic cataclysm, when Scholars gist.
began delving into the ruins of Theran citadels Weapon and Ar mor Pr
Armor oficiency: Like oth-
Proficiency:
in search of lost technology, magic, and other er Scholars, Archaeologists do not automati-
secrets. cally acquire proficiency with armor or
Races: Archaeologists can be of any race. shields. They do acquire proficiency with Sim-
Such characters will generally be interested in ple weapons, however, as well as light ham-
learning about or promoting the accomplish- mer, warhammer, light pick, and heavy pick.

62
Chapter 4: Scholars (Archaeologist - Artificer)

Items Associated With Archaeologists: Archae- thing that transcends the prevailing technolog-
ologist’s Tools (e.g., small picks, sieves, brush- ical level in his society. At the cost of great
es, pans, sample bags), light hammer, light time, research, and expense, however, a highly
pick, heavy pick, shovels, mattock (treat as a skilled Artificer might be able to advance the
heavy pick), sledge (treat as a warhammer), existing level of technology, one step at a time.
masterwork Archaeologist’s Tools (4th). Although not carpenters or smiths as such,
Artificers often use the services of such char-
acters and usually consider themselves more
Artificer than capable of “improving” the work of their
Artificers are the jack-of-all-trades engineers, lessers. Especially talented Artificers are often
inventors, and mechanics of legend. They are consummate inventors, whereas the majority
masters of applied physics and handy with a merely work off of existing designs and plans.
variety of tools. Some, such as Daedalus, pre- Races: Gnomes are great inventors, and as
fer hands-on building and tinkering; others, such, great Artificers. Dwarves are also good
such as Archimedes, gravitate towards more Artificers, though they excel at construction
theoretical studies. Examples include Gnomes rather than invention.
specializing in steam-powered battle armor, Other Classes: Artificers work especially
toymakers who create puzzle boxes like those well with Blacksmiths and Carpenters, though
in the Hellraiser movies, and Renaissance men they generally consider them to be inferiors.
like Leonardo Davinci. Of the adventuring classes, Rogues often have
Adventures: Artificers are almost never the most in common with Artificers.
found adventuring, although they may be
found in odd locations—designing and build- Class Skills
ing clever tricks and traps in castles and lairs, High Intelligence is the most beneficial trait
constructing bizarre demi-magical clockwork
contraptions, or working with sappers to strip
away layers of fortification during complex
sieges by designing custom-made contraptions
For descriptions of Craft (Artifice), Knowledge
to assault particular defensive works. (Architecture and Engineering), and Knowledge
Characteristics: A quick mind and quick (Metallurgy), go to Appendix II: Skills; for a de-
fingers are typical of a great Artificer, who can scription of Artificer Daedelus McMedes, go to
design and build intricate mechanical devices Appendix IV: Sample Characters; for a descrip-
tion of the Mini Mecha Golem, go to Appendix V:
of all sizes. New Magic Items.
Alignment: Artificers can be any alignment.
Because their work is bound by fixed physical
laws, however, many of them tend to be rigid-
ly lawful.
Religion: Most Artificers worship Hephaes-
tus, the patron deity of inventors, although some
might worship other deities compatible with
their areas of specialization (e.g., Athena, god-
dess of ingenuity in warfare).
Background: Artificers almost always learn
their skills through years of apprenticeship and
study under the strict tutelage of a learned mas-
ter. An Artificer’s Guild is typically found only
in larger towns and cities; the rare Artificer
who lives in a smaller setting is usually inde-
pendent, or a member of an affiliated guild
such as the Guild of Smiths.
Generally, a Artificer cannot create some-

63
Chapter 4: Scholars (Artificer - Astronomer)

for an Artificer. Dexterity is often useful in per- ations; other power sources require Mastery
forming detail work. The Artificer’s class skills of Energy.
… Olympia’s deathly- (and the key ability for each skill) are Appraise Fine Tinkering: Artificers with access to fine
white face possessed no (Int), Concentration (Con), Craft (Artifice)* tinkering can create elaborate clockwork de-
eyes: where the eyes (Int), Craft (Int), Gather Information (Cha), vices no larger than man-sized (Medium) but
should have been, there Knowledge (Architecture and Engineering)
Engineering)* no smaller than a cat (Tiny). A Fine Tinkerer
were only pits of (Int), Knowledge (Mechanics)
(Mechanics)* (Int), Knowl- who is also a Heavy Mechanic may create larg-
blackness—she was a edge (Metallurgy)
(Metallurgy)* (Int), Open Lock (Dex), and er clockwork devices. Devices created by these
lifeless doll! … Search (Int). *New Skill specialists typically involve the interaction of
“After him, after him, Recommended Crafts include Blacksmith- elaborate systems of clockwork-gears, springs,
what are you waiting for? ing* and Carpentry*. and pistons.
Coppelius has robbed me Toymaking (requires Fine Tinkering): Arti-
of my finest automaton— Class Features ficers with this skill may create clockwork de-
it cost me twenty years’ All of the following are class features of the vices smaller than a cat (tiny). These Artificers
work! I have staked my Artificer. typically focus on the creation of expensive
life on it! The clockwork, Weapon and Ar mor Pr
Armor oficiency: Artificers
Proficiency: toys, although a few do devise more sinister
speech, walk—all mine! are proficient with Simple weapons and light creations.
The eyes, the eyes pur- hammer, but with no sorts of armor or shields. Materials Lore: Experts in materials lore
loined from you! Mastery of Specialty Artifice: At 5th, 10th, may create machines and devices out of un-
Accursed wretch, after 15th, and 20th level, Artificers have gained conventional substances. Wood, metal, stone,
him! Get Olympia back enough experience to become experts in nar- bone, paper, cloth, cork, and a slew of other
for me!—and here, here rowly focused aspects of their profession. An substances may be used in place of each other
are the eyes!” Artificer who is a specialist (and only an Arti- to construct devices. Common-sense laws of
ficer who is a specialist) can invent new devic- nature may not, of course, be broken (e.g., no
—E.T.A. Hoffman, es within his or her selected field or fields of amount of expertise will allow the construc-
“The Sandman” specialization. Details of invention are de- tion of a functioning pocket-watch from a bea-
scribed under the Craft (Artifice)* skill. ver pelt).
A specialist can also build any existing com-
mon machine related to his specialty without Items Associated W ith Ar
With tificers: Artisan’s
Artificers:
the benefit of plans or diagrams. He may also Tools (one for each Craft taken as a class skill,
reproduce a rare or unknown machine which maximum of one per level of experience), Ar-
he has had the opportunity to examine for a tificer’s Tools [125 gp, 60 lbs.] (2nd level),
period of time equal to 3d6 minutes times the masterwork Artisan’s Tools (one for each Craft
square of the complexity level, divided by his taken as a class skill, maximum of one per
intelligence modifier (i.e., time in minutes = level of experience over 3rd) (4th), masterwork
(3d6 x complexity2)/Int modifier). Complexi- Artificer’s Tools (5th).
ty level is described in the Craft (Artifice) skill.
At each of the specialty levels the Artificer
may choose one of the following subjects as an Astronomer
area of interest and expertise: An Astronomer is a scholar of space and time
Heavy Mechanics: This area of expertise in their most esoteric forms, delving in a fanta-
allows the creation of size Large or larger de- sy milieu into such diverse disciplines as as-
vices. This does not include the use of com- trology, religion, and mysticism. Historical
plex gears (covered by Fine Tinkering, below). examples of Astronomers include Pythagoras,
Mastery of Energy: This specialty allows the progenitor of the geocentric model of the uni-
mechanic to incorporate external energy verse, and Nicolaus Copernicus, who popular-
sources such as steam, water, and wind into his ized the heliocentric model of the universe.
creations. It is usually used in conjunction with Adventures: Astronomers are usually poor-
one of the other specialty fields. All specialty ly suited to adventure, largely because of their
mechanics are familiar with using springs, ten- need to make geographically fixed observa-
sion, gravity, and pulleys to power their cre- tions over long periods of time. Only rarely

64
Chapter 4: Scholars (Astronomer)

might an Astronomer devise a problem (such coordinate their efforts with less specialized
as an eclipse) that requires observation from intellectuals like Sages and Wizards.
an exotic locale for a short period of time. After years, he began to
Characteristics: Rapacious intellect and Class Skills call the slow-sailing stars
keen observational acuity are paramount at- As Scholars, Intelligence is key to maintaining by name, and to follow
tributes for Astronomers. Renowned Astrono- a body of pertinent knowledge. Wisdom is use- them in fancy when they
mers often benefit from force of personality, ful for spotting fleeting details in an observa- glided regretfully out of
but are generally loathe to admit its role in the tional setting. Charisma may be useful for the sight; till at length his
popular validation of their ideas. endless rhetorical combat Scholars seem to vision opened to many
Alignment: Astronomers can be of any align- encounter when questioning the cosmological secret vistas whose
ment, but the most diligent observers are usu- views of others. The Astronomer’s class skills existence no common eye
ally lawful. (and the key attribute for each) are Diplomacy suspects. And one night a
Religion: Astronomers commonly worship (Cha)
(Cha), Concentration (Con), Craft (Drawing)* mighty gulf was bridged,
the muse Urania, or her father Zeus, god of the (Int), Craft (any) (Int), Knowledge (Arcana) OR and the dream-haunted
sky. A few Astronomers remain adamantly Knowledge (Astrology)* (Int) OR Knowledge skies swelled down to the
secular and worship no gods. (Religion) (Int), Knowledge (Astronomy)* lonely watcher’s window
Background: Astronomers commonly (Int), Knowledge (all skills, taken individual- to merge with the close
study celestial movements in painstaking de- ly) (Int), Perform (Rhetoric)* (Cha), Profession air of his room and make
tail and devise revolutionary mathematical (any) (Wis), and Spot (Wis). *New Skill him a part of their
techniques to define the place of the concrete Crafts taken by Astronomers generally in- fabulous wonder.
world in the larger, abstract universe. The more clude Gem Cutting*, Glass Blowing*, Lens
pragmatic applications of astronomy include —H.P. Lovecraft,
navigation, cartography, and the creation of “Azathoth”
precise calendars.
Astronomers are found in moderately sized
to large communities. Astronomers’ second- For descriptions of Knowledge (Astrology) and
ary roles as instructors, mystics, or diviners Knowledge (Astronomy), go to Appendix II: Skills;
commonly require proximity to urban popu- for a description of Astronomer Sarellan Coriolis,
go to Appendix IV: Sample Characters.
lations, but since ubiquitous artificial light
sources interfere with celestial observation,
such characters generally avoid the largest me-
tropolises. Astronomers often choose highly
predictable and/or arid climates for their most
careful observations.
Races: Astronomers are most commonly
Human or Elven. Astronomers from tradition-
ally subterranean races such as Dwarves and
Gnomes, to whom the movements of the heav-
ens tend to be unimportant, are extraordinari-
ly rare; Halfings tend to lack the patience for
this vocation; and humanoids like Orcs and
their kin are usually oblivious to its applica-
tions.
Other Classes: Astronomers commonly as-
sociate with, and sometimes come into con-
flict with, Clerics, Druids, and Adepts because
of their role in the relation of sentient beings
with their universe. Astronomers often offer
insight into the domains of other Experts, such
as Artificers, Cartographers, Engineer-Archi-
tects, and Navigators. Such characters often

65
Chapter 4: Scholars (Astronomer - Sage)

Grinding, and Navigational Devices*. In addi- Items rrelated


elated to Astr onomers: Transit tables
Astronomers:
tional to an innate familiarity with the mysti- (3rd), spyglass (5th), astrolabe (7th), armillary
cism which gave birth to their science, typical sphere (7th), eclipse tables (9th), observatory
areas of Knowledge pursued by the Astrono- (11th).
mer include Architecture and Engineering, Ge-
ography, Nature, Numerology*, and The
Planes. Professions typically taken by Astron- Sage
omers represent the mundane tasks often nec- Sages are the living encyclopedias of ancient,
essary to earn a living while pursuing lofty medieval, and fantasy societies. They are not
intellectual pursuits, such as Bookkeeper, Nav- generally inventive, reveling rather in the gath-
igator*, Sage*, and Scribe*. ering and interpretation of existing knowledge.
Most delight in splitting hairs and arguing se-
Class Features mantics.
All of the following are class features of the Sages abound throughout history, quite of-
Astronomer. ten being the only credible sources of infor-
Weapon and Ar mor Pr
Armor oficiency: Astrono-
Proficiency: mation about their times. Aristotle, Pliny the
mers are proficient with Simple weapons, but Elder, Herodotus, Alcuin of York, Francis Ba-
not with any sort of armor. con, the Venerable Bede, and Erasmus are but
Peerless T emporal Sense: In addition to tra-
Temporal a handful of the many Sages that have helped
ditional means of marking time, beginning at preserve and sometimes shape societies.
3rd level an Astronomer can use Knowledge Adventures: Sages almost never participate
(Astronomy)* as a means of innately gauging in adventures, although they have been known
the passage of time. Successful skill checks to retain the services of adventurers in order
against DCs of 5, 10, 15, and 20 can allow the to acquire the musty goatskin-bound folios,
character to accurately mark the passage of esoteric clay bas-reliefs, and grotesque green
hours, minutes, rounds, and seconds, respec- idols that enable them to become ever-more
tively. knowledgeable.
Cosmic Nerve: As a result of probing the Characteristics: A Sage who lacks the intel-
very foundations of the universe, at 4th level ligence to memorize prodigious quantities of
an Astronomer gains the benefit of the Iron detail will have a short career indeed. Enough
Will feat. sense and tenacity to find and decipher stray
Bonus Feat: Beginning at 5th level and at bits of knowledge is also of keen importance.
every fifth level thereafter, an Astronomer may Long hours hunched over molding volumes
choose a professional development feat from often leaves Sages in poor health. They tend to
the following: Alternate Key Ability*, Blind be wholly absorbed in their research and typ-
Fight, Endurance, Renaissance Man*, Skill Fo- ically tolerate intrusions from paying custom-
cus in an Astrononmer class skill, and True ers only as a necessary evil that allows them
Faith*. financial stability.
Nighttime Adaptation: The night vision of Alignment: Sages can be of any alignment.
Astronomers continually improves over the The very best, however, are inclined toward
course of their careers. At 7th level, an Astron- neutrality, emulating the impartial nature of
omer gains Low-Light Vision, and those who the knowledge they seek out.
already have this ability have it improved to Religion: Athena, the goddess of wisdom,
twice the normal range. is venerated by many Sages. Those associated
Opportunistic Sleeper: An experienced As- with specific areas of Knowledge might also
tronomer has mastered the art of the “power be propitiated by certain Sages.
nap,” and at 9th level can remove a fatigued Background: Sometimes philosophers,
condition with only half the usual amount of sometimes professors, sometimes radicals,
rest required by their race. Commonly, this is Sages are rarely found outside of the metro-
a period of four hours of sleep for Humans or politan cultural centers that maintain the li-
two hours of trance for Elves. braries they require to feed their addictions

66
Chapter 4: Scholars (Sage)

for information and enlightenment. Class Skills


Sages are found almost exclusively in large A Sage must devote at least half of his skill
towns or cities. A highly developed and so- points into various areas of Knowledge. The One need not pass his
phisticated city might have a university filled best Sages are typically those with both excep- threshold to comprehend
with such characters. A small university may tional Intelligence and superior Wisdom. The all that is under Heaven,
claim but a single school with a half-dozen Sage’s class skills (and the key ability for each nor to look out from his
instructors while a larger campus might have skill) are Appraise (Int), Craft (Int), Decipher lattice to behold the Dao
a dozen colleges and scores of professors. Script (Int), Forgery (Int), Gather Information Celestial. Nay! but the
Ability to afford tuition is typically the pri- (Cha), Knowledge (all skills, taken individu- farther a man goes, the
mary obstacle to admission. Once admitted, ally) (Int), Perform (Cha) OR Search (Int), Pro- less he knows. The sages
however, coursework will quickly weed out fession (Wis), Profession (Sage)* (Wis), Speak acquired their knowledge
those unworthy of advancement. After three Language (None). *New Skill without travel; they
or four years as a student, the student (appren- Crafts often taken by Sages include Alche- named all things aright
tice) will earn a baccalaureate (journeyman). my. Professions pursued by such characters without beholding them;
Another three or four years of effort will result include Instructor, Librarian, and Physician*. And, acting without aim,
in a doctorate (master). Not every Sage has a fulfilled their Wills.
degree, however, and some learn their trade Class Features
from a single tutor or mentor. Such Sages typ- All of the following are class features of the —Aleister Crowley,
ically receive no recognition in areas boasting Sage. translation of the
universities. Weapon and Ar mor Pr
Armor oficiency: Sages are
Proficiency: Tao Teh Ching
Areas unable to sustain a university might proficient with Simple weapons but not with
still include a Sage or two amongst their popu- any sort of armor or shield.
lations, more often than not in an advisory po- Unlimited Knowledge Skill Focus: A Sage
sition to local leaders. Sages rarely form guilds may take Skill Focus (Knowledge) more than
of their own; if involved in guilds at all, they once for the same field of Knowledge with ef-
are typically allied with Alchemists, Physi- fects that stack (e.g., a Sage who this feat twice
cians, or Wizards in an all-inclusive Guild of
Ancient Lore or the like. It should be noted
that the structure of most universities mirrors
that of a guild—although effective Sages typi-
cally do not involve themselves in the politics
For descriptions of the Professions Physician and
so necessary to guild leadership, prefering the Sage, go to Appendix II: Skills; for a description
role of advisor to that of figurehead. of Sage Doctor Georgius Faust, go to Appendix
A fair number of Sages are members of the IV: Sample Characters.
clergy, typically former Clerics. Monasteries,
abbeys, temples, and churches typically have
a Sage or two among their members. Such Sag-
es often run libraries and are veritable (and
often venerable) fountains of knowledge re-
garding the history and customs of their reli-
gions.
Races: Long-lived Elves excel as Sages, as
they think nothing of devoting a decade or two
to problems that might represent the life’s
work of shorter-lived Humans.
Other Classes: Sages occasionally work with
or for Alchemists, Bards, Wizards, and similar
seekers of knowledge. They are rarely tolerant
of Fighters, Rangers, Barbarians, and similar
characters, typically regarding them as buf-
foons unworthy of their patience.

67
Chapter 4: Scholars (Sage - Scribe)

for Knowledge (Nature) would receive a +6 Alignment: Scribes can be of any alignment.
bonus on relevant skill checks). Furthermore, Those who are lawful tend to seek longterm
a Sage can also apply these bonuses to relevant work with regular patrons, while those that
Profession (Sage)* skill checks. are chaotic are more inclined to move around
Skill Focus (Knowledge): At 1st level, the or seek short term work.
Sage may choose any specific sub-field of Religion: Scribes typically worship deities
Knowledge as a personal specialty (e.g., “wars” like Apollo, the Muses, and other gods of the
from History), receiving a +3 bonus on all skill arts. In addition, a wide variety of religions of
checks pertaining to that sub-field. As with his all sorts train members to serve as Scribes.
Unlimited Knowledge Skill Focus, this bonus Background: Scribes can serve in many
can also be applied to relevant Profession roles that require writing, including as copy-
(Sage)* skill checks. ists for monasteries, clerks for businesses or
Bonus Feat: At 6th, 12th, and 18th levels, a bureaucracies, court stenographers, journalists,
Sage may choose either Scribe Scroll or Skill editors, speech writers, and personal secretar-
Focus in an area of Knowledge as a bonus feat. ies. They might also performs jobs like draft-
ing letters for people unable to write.
Items Associated With Sages: Papyrus, vellum, At higher levels, a skilled Scribe can earn a
or parchment; quills, ink, books (see Profes- living creating scrolls for Wizards, Clerics, and
sion (Sage) in Appendix II: Skills for informa- others, or creating lavishly illuminated tomes.
tion about the size of a Sage’s library). Indeed, Wizards sometimes multiclass as Ex-
pert Scribes to enhance their scroll creation
and spell copying abilities, while multiclassed
Scribe Clerics are often members of monasteries or
Scribes are Experts whose profession is based temples dedicated to copying or creating writ-
on their ability to write, take dictation, and ten works. Scribes tend to specialize in spells
copy written works like books and scrolls. involving words, glyphs, sigils, and inscrip-
Members of this class range from those who sit tions (e.g., Read Magic, Glyph of Warding).
in the marketplace and write letters for the Scribes with adequate experience, knowl-
uneducated for a few coppers, to the knowl- edge, or imagination can also become diarists,
edgeable personal secretaries of great mon- historians, or novelists.
archs. Notable Scribes include the 5th B.C. Races: Scribes can be of any race, although
Babylonian priest Ezra, who wrote portions of members of this class tend to be very rare
the Old Testament; Merlin’s secretary Blaise, among non- or semi-literate peoples, such as
who recorded a history of the Holy Grail; and Wild Elves or Orcs.
Adso of Melk, William of Baskerville’s Scribe Other Classes: Scribes can maintain a good
in Umberto Eco’s The Name of the Rose. working relationship with most other classes,
Adventures: In practice, few scribes aspire but tend to get along best with those who fre-
to or partake in adventure. Those serving as quently use the written word, such as Wizards
aides to adventurous patrons, working as forg- and Clerics, and worst with those who disdain
ers, searching for rare ink ingredients, or par- literacy, like Barbarians. Scribes who earn
ticipating in similar activities may find them- their livings through the creation of forged doc-
selves drawn into exciting or hazardous situa- uments tend to get along well with Rogues,
tions in spite of their sedentary profession. corrupt officials, and the like.
Characteristics: Keen intellect is of prima-
ry importance to Scribes, who must have ex- Class Skills
plicit knowledge of languages, alphabets, gram- Intelligence and Wisdom are the most impor-
mar, and related subjects. Patience for copying tant ability scores for a Scribe. The Scribe’s
long texts (a typical book may take up to a class skills (and the key ability for each skill)
year to copy), a steady hand for the proper are Appraise (Int), Craft (Int), Decipher Script
formation of letters, and a sharp eye for detail (Int), Forgery (Int), Gather Information (Cha)
are also helpful characteristics. OR Concentration (Con), Knowledge (all

68
Chapter 4: Scholars (Scribe)

skills, taken individually) (Int), Listen (Wis), expend the requisite raw materials but result
Pr ofession (Scribe)* (Wis), Read Magic T
Profession ext
Text
ext* in no useable product. A critical failure may
(Int), Speak Language (None). *New Skill result in destruction of the original that is be- So these ancient systems
Recommended Crafts include Bookbind- ing copied; if a natural “1” is rolled when mak- soon added other, more
ing*, Drawing*, and Papermaking*. ing the attempt, the Scribe must make another arbitrary signs to
check, and if it is a failure, the original is ru- represent more accurately
Class Features ined. (At the GM’s option, the original spell the actual labyrinth of
Following are the class features of the Scribe. might actually be discharged in such a case.) language, eventually
Weapon and Ar mor Pr
Armor oficiency: Scribes
Proficiency: Erase Magical T ext: At 5th level, Scribes
Text: introducing even symbols
have no proficiency with armor. Like most oth- can disarm traps involving magical inscrip- that represented some of
er Experts, however, they are proficient with tions (e.g., Explosive Runes, Glyph of Ward- the syllabic sounds of a
Simple weapons. ing) using skills such as Disable Device or specific language. The
Scribe Scroll: At 1st level, Scribes gain the Search in the same way a Rogue would. Use of final network of symbols
feat Scribe Scroll. All Scribes can use this feat this ability still requires proficiency in the req- was a combination of
to create copies of scrolls of spells that they uisite skills. Spells that can be deactivated us- pictographs, considerably
have successfully deciphered with the Read ing such methods include a note to this effect stylized and simplified by
Magic Text* skill, if possessed. Scribes that are at the end of their descriptions. generations of scribes,
spellcasters can use this feat to create scrolls of and other complicated
spells they know (following the guidelines for Items Associated With Scribes: Quills, ink, writ- signs and syllabaries.
scroll creation provided in the DMG and Play- ering materials (e.g., parchment, papyrus, vel- These hundreds,
er’s Handbook). lum), small knife, belt or shoulder pouch for sometimes thousands, of
Copy Magical T ext: At 3rd level, Scribes
Text: equipment, signet ring, sealing wax. separate symbols could
gain the ability to copy magical scrolls or pag- be mastered only by those
es from spellbooks, using Profession (Scribe)*, who had years to devote
even if they are unable to read them. To do so, to the study. Such
a Scribe must have a number of ranks in Read cumbersome writing
Magic Text* at least equal to the level of the For descriptions of Profession (Scribe) and Read systems became the fuel
Magic Text, go to Appendix II: Skills; for a de-
spell being copied and a minimum Intelligence
scription of Scribe Gret Inksterlin Peridotte of
on which their
of 10 plus the level of the spell. Thus, for ex- Gravellyvale, go to Appendix IV: Sample Charac- civilizations ran—the oil
ample, a Scribe would need at least 3 ranks in ters; for a description of the Scroll Case of Preser- of the ancient world.
Read Magic Text and Int 13 in order to create a vation, go to Appendix V: New Magic Items.
scroll of a 3rd-level spell. —Thomas Cahill,
Value of a completed magical scroll or spell- Sailing the Wine-
book page is equal to [level of spell] x [level of Dark Sea
caster] x [25]. In order to successfully copy a
scroll or spellbook page, a Scribe must use up
materials costing one-third this price (rather
than the 50% of base price required of less
specialized copyists), and must expend 1/25th
of the total value of the scroll in XP.
A Scribe must also put significant time into
such projects. Less specialized characters can
scribe 1,000 gp worth of scrolls per day. An
Expert Scribe, however, can copy 1,000 gp plus
100 gp for every two levels per day (e.g., 1,100
gp worth at 2nd level, 1,200 gp at 4th, etc. ).
Special inks, papers, and possibly other ma-
terials are necessary for use of this ability. Cost
of these valuable materials for a Scribe is equal
to one-third the total value of a scroll , spell-
book, or spellbook page. A failed check will

69
70
Chap
Chaptter 5: TTrradesmen

T radesmen are a metaclass of Experts who provide skilled services based


on knowledge and training. Animal Trainers, Brewers, Guides, Mer-
chants, Millers, Miners, Sailors, Slaver, and Undertakers are examples
of this type of character, and are all described in the following chapter.

Adventur es: Tradesmen are rarely found ad-


Adventures: The division of labour,
venturing (although professional adventurers however, so far as it can
often seek out their services). When Trades- be introduced,
men do decide to adventure, it is usually relat- occassions, in every art,
ed to attempts to somehow promote their trades a proportionable increase
and businesses. of the productive powers
Characteristics: Successful Tradesmen pos- of labour. The separation
sess better than average physical and mental of different trades and
aptitude and are experts in the skills associat- employments from one
ed with their vocations. The most prosperous another, seems to have
Tradesmen acquire sufficient wealth and sta- taken place, in
tus to place them at the forefront of their com- consequence of this
munities; such characters are often members advantage. This
of political bodies like town councils, guilds separation too is
and trade organizations, and private advisory generally carried furthest
groups. in those countries which
Alignment: Tradesmen may be of any align- enjoy the highest degree of
ment. Lawful types tend to dominate their industry and
fields—at least numerically and politically. improvement; what is the
Maverick individuals tend to be at odds with work of one man in a
the guilds, attempting to do things their own rude state of society, being
way, with their own techniques. These loners, ucts of fairly sophisticated or complex cul- generally that of several
however, are often the best place to turn for tures, providing services that would otherwise in an improved one.
those in need of unorthodox goods or services. be relegated to talented but unspecialized in-
Religion: Many Tradesmen worship Her- dividuals. In a traditional fantasy society, Adam Smith,
mes, god of commerce. Depending on the spe- Tradesmen are typically organized into guilds, The Wealth of Nations
cific natures of their various trades, however, especially within towns and cities.
individual Tradesmen might placate other gods Whereas Commoner Tradesmen are gener-
(e.g., Athena, patroness of owls, by an Animal ally proficient in a single skill, Expert Trades-
Trainer specializing in such birds). men are proficient in an array of complimen-
Backgr ound: Tradesmen tend to be the prod-
Background: tary Professions and other skills, allowing them

71
Chapter 5: Tradesmen (Animal Trainer)

to accomplish tasks that might require a num- fession skill, is of primary importance to
ber of Commoners—or be unachievable by Tradesmen. Intelligence is also important, as it
any number of them. Many Tradesmen are also is the key ability for a number of metaclass
merchants after a fashion, and spend much of skills and can increase the character’s overall
their time selling their services to potential number of skill points.
clients and running their businesses. Alignment: Any.
In some societies, Tradesmen are part of an Hit Die: d6.
affluent middle class that wields significant
political and military power. In such cultures, Metaclass Skills
Tradesmen are often required to own weapons Tradesmen can select their 10 class skills from
and armor or to be members of the local mili- the following list of metaclass skills. At least
tia. Guild organization might even be tied to one and in many cases several of these should
militia organization in some places. be Professions. This selection should allow
For more background information, see the GMs and players to create virtually any kind
individual descriptions of the various types of of Tradesmen.
Tradesmen. The Tradesman’s metaclass skills (and the
Races: Members of any race can be Trades- key ability for each skill) are Appraise (Int),
men, and each race has trades at which it is Balance (Dex), Bluff (Cha), Concentration
especially good or bad (e.g., Half-Orcs make (Con), Craft (Int), Decipher Script (Int), Escape
accomplished Exterminators). See the descrip- Artist (Dex), Forgery (Int), Intimidate (Cha),
tions of the individual Tradesmen types for Knowledge (all skills, taken individually) (Int),
more information. Open Lock (Dex), Profession (Wis), Read Magic
Other Classes: Tradesmen associate most ext* (Int), Ride (Dex), Sear
Text ch (Int), Sense
Search
often with members of their own professions, Motive (Wis), Smell
Smell* (Wis), Speak Language
typically fellow members of guilds or other (none), Spellcraft (Int), Spot (Wis), Survival
organizations. Such characters also deal with (Wis), Taste
aste* (Wis), Use Magic Device (Cha),
whatever classes employ them (e.g., an Ani- Player’’s/GM’
Use Rope (Cha), Player Choice. *New
s/GM’ss Choice
mal Trainer might specialize in training war- Skill
horses for Aristocrats). See the descriptions of A Tradesman might practice one or more
the various Tradesman for more information. Crafts in support of her vocation.
Spellcasting: Tradesmen with spellcasting Areas of Knowledge chosen by Tradesmen
abilities—either because they are multiclassed tend to be those that somehow support their
or have advanced into a prestige class like the vocation. For example, Knowledge (Sea Lore)*
Spellcrafter*—typically use them for purpos- would likely be taken by a Sailor.
es of complementing or enhancing the execu- There are no recommended Professions for
tion of their trades. Those who are Spellcraft- Tradesmen. All are open to and practiced by
ers* generally use Wisdom as the key ability this type of Expert.
for their spells, employ divine magic, and uti-
lize primarily Cleric spells. Class Features
All of the following are class features of the
Game Rule Information Tradesman.
Tradesmen have the following game statistics. Weapon and Ar mor Pr
Armor oficiency: Trades-
Proficiency:
Abilities: Wisdom, key ability for the Pro- men are proficient in the use of Simple weap-
ons and with Light armor (but not shields). Spe-
cific trades often have special weapon profi-
ciencies associated with them (e.g., Miners can
use various hammers and picks).
For a description of the skill Read Magic Text, go
to Appendix II: New Skills. Several new Profes- Human Tradesman Starting Package
sions and other skills usable by Tradesmen are Race: Human.
described in the same section.
Armor: Leather +2 AC, speed 30 ft., 15 lb.

72
Chapter 5: Tradesmen (Animal Trainer)

Weapons: Spear (1d8, crit x3, 6 lb., Medi- of infant animals, monsters, and magical beasts
um, Piercing) or Dagger (1d4, crit 19-20/x2, 1 to raise for profit or use personally.
lb., Tiny, Piercing). Characteristics Animal Trainers typically Tarns, who are vicious
Skill Selection: Pick a number of skills, with are strong-willed and possess a high degree of things, are seldom more
4 ranks in each, equal to 7 + Int modifier. animal magnetism. Some love their animals than half tamed and, like
Feat: Skill Focus [Profession] (any). as though they were children while others see their diminutive earthly
Bonus Feat: Endurance. them only as subordinate beasts. Their specif- counterparts, the hawks,
Gear: Tradesman’s equipment as appropri- ic training methods are often dependent on are carnivorous. It is not
ate (e.g., manacles for a Slaver, an abacus for a this outlook. unknown for a tarn to
Merchant), artisan’s outfit, backpack or chest, Alignment: Animal Trainers may be of any attack and devour his
waterskin, one day’s trail rations, bedroll, sack, alignment but are usually neutral. They often own rider. They fear
flint and steel, hooded lantern, three pints oil. empathize more with their animals than with nothing but the tarn-goad.
Gold: 1d8x10 gp. other people and tend to distance themselves They are trained by men
from extreme ideologies. of the Caste of Tarn
Elven Tradesman Starting Package Religion: Artemis, goddess of animals, is Keepers to respond to it
Same as Human Tradesman, except worshipped by many Animal Trainers. Those while still young, when
Race: Elf. specializing in horses often worship Poseidon. they can be fastened by
Weapons: Longsword (1d8, crit 19-20/x2, Backgr ound: Animal Trainers thrive in so-
Background: wires to the training
4 lb., Medium, Slashing) or Rapier (1d6, crit cieties where beasts are important for trans- perches. Whenever a
18-20/x2, 3 lb., Medium, Piercing) or Short- portation, agriculture, hunting, and warfare. young bird soars away or
bow (and quiver with 20 arrows) (1d6, crit 20/ Trainers often specialize in specific animals, refuses obedience in some
x3, 60 ft., 2 lb., Medium, Piercing). generally those that are commonly sought af- fashion, he is dragged
Skill Selection: Pick a number of skills, with ter in the area. Animal Trainers sometimes back to the perch and
4 ranks in each, equal to 6 + Int modifier. have the peculiar quirk of not selling their be- beaten with the tarn-goad.
Bonus Feat: None. loved animals to individuals they feel will Rings, comparable to
Gold: 1d6x10 gp. abuse or neglect them. those which are fastened
In rural areas, where most Animal Trainers on the legs of the young
Alternative Tradesman Starting Package live and work, animal training is typically a birds, are worn by the
Same as Human Tradesman, except family-run profession, handed down from par- adult birds to reinforce
Race: Dwarf, Gnome, Halfling, Half-Elf, or ent to child with outsiders rarely being admit- the memory of the
Half-Orc. ted as apprentices. In urban areas, such Ex- hobbling wire and the
Armor: Leather +2 AC, speed 20 ft., 15 lb. perts may be organized into guilds, but this is tarn-goad.
(Dwarf, Gnome, or Halfling only). uncommon. The guards and watches of larger
Skill Selection: Pick a number of skills, with cities may have an Animal Trainer or two on —John Norman,
4 ranks in each, equal to 6 + Int modifier. staff, but it is generally more cost effective to Tarnsman of Gor
Bonus Feat: None. just purchase horses and hounds that have al-
ready been trained. This may not be the case
for cities with squadrons of archers mounted
Animal Trainer on hippogriffs or griffon-mounted lancers,
Animal Trainers domesticate, train, and han- which will of necessity have several Animal
dle animals. While most farmers can break a Trainers running their stables and aeries. Some
colt and train it to bit or yoke, the Animal Trainer Animal Trainers exhibit their animals in trav-
can manage animals in quantities sufficient to eling circuses, and such individuals are often
earn a living. Famous Animal Trainers include highly skilled at rearing and training wild and
the Greek hero Bellerophon, who managed to exotic creatures.
capture and tame a pegasus; lion tamers Sieg- Experienced Animal Trainers are often
fried and Roy; and the American Indian hero sought out for their ability to heal all sorts of
Qagwaaz, who was able to run down and cap- animals and beasts. Most Animal Trainers also
ture wild horses and buffalo. run stables or kennels as a side business; their
Adventur
Adventures: es: Animal Trainers are some- apprentices (usually their own children) gen-
times found adventuring, typically in search erally begin their training by working in these

73
Chapter 5: Tradesmen (Animal Trainer)

facilities, cleaning and caring for the creatures. Wisdom, the key ability for most of the Ani-
Races: No one race is especially skilled at mal Handler’s class skills, are the character’s
training animals, although the occupation only most important abilities. The Animal Train-
rarely attracts Dwarves or Half-Orcs. er’s class skills (and the key ability for each
Other Classes: Animal Trainers tend to work skill) are Appraise (Int), Handle Animal (Cha)
most closely with those classes that rely on OR Pr ofession (Animal T
Profession Trainer)
rainer)* (Wis), Heal
their abilities to train domesticated and wild (Wis), Intimidate (Cha), Knowledge (Animals)
animals. In a medieval-style society, this might (Int), Knowledge (Nature) (Int), Ride (Dex),
include Fighters, Warriors, Paladins, and oth- Sense Motive (Wis), Spot (Wis), Survival (Wis).
ers requiring trained warhorses, and Aristo- *New Skill
crats, who enjoy using trained dogs and fal-
cons for hunting. Animal Trainers—particu- Class Features
larly those seeking to acquire fledgling wild All of the following are class features of the
animals—might also find themselves under the Animal Trainer.
watchful eyes of Rangers or Druids. Weapon and Ar mor Pr
Armor oficiency: Animal
Proficiency:
Trainers are proficient with Light armor, Sim-
Class Skills ple weapons, and whips.
Charisma, representing the force of personali- Heal Animals: When using the Heal skill to
ty needed to successfully handle animals, and treat animals, an Animal Trainer with 5 or more
ranks in Knowledge (Animals) orKnowledge
(Nature) receives a +2 synergy bonus from each.
If treating equines, he receives a similar bonus
from 5 or more ranks in Profession (Farrier)*.
For a description of Profession (Animal Trainer), Animal Specialist: At 1st and subsequent
go to Appendix II: Skills; for a description of An- odd levels (i.e., 3rd, 5th, etc.), an Animal Train-
imal Trainer Hassul Ibn Fwesul, go to Appendix er may become especially adept at interacting
IV: Sample Characters.
with a specific species of animal. Examples of

74
Chapter 5: Tradesmen (Animal Trainer - Exterminator)

distinct species would include dogs and their nets, they are not especially skilled in
wolves, owls and giant owls, and griffons. An fighting animals larger than normal dogs.
Animal Trainer gains a +2 bonus on all Profes- Alignment: Exterminators can be of any He was a great gawky
sion (Animal Trainer)* and Heal checks relat- alignment. In practice, most are chaotic, and fellow, dry and bronzed,
ed to animals with which he is specialized. are as likely as anyone else to be good, neutral, with a crooked nose, a
Wild Empathy: At 6th level, an Animal or evil. long rat-tail moustache,
Trainer gains Animal Empathy per the Druid Religion: Most Exterminators worship Ha- two great yellow piercing
and Ranger ability of the same name. des, god of death, although a significant num- and mocking eyes, under
Uncanny Animal Affinity: At 12th level, an ber are drawn to a bizarre subcult of Artemis, a large felt hat set off by a
Animal Trainer is no longer penalized when goddess of the hunt. scarlet cock’s feather. He
using Profession (Animal Trainer)* on a non- Background: Exterminators are typically was dressed in a green
animal creature with an Int score of 1 or 2. guildmembers on contract to city governments, jacket with a leather belt
Additionally, the Animal Trainer may now at- although some may hire themselves out as and red breeches, and on
tempt the diverse uses of Profession (Animal freelancers to citizens with pest problems. The his feet were sandals
Trainer)* on a non-animal creature with an Int Most Honorable Guild of Pest Eradicators tends fastened by thongs passed
score of 3 or 4, with DCs increased by 5. to be allied (covertly) with the Thieves’ Guild, round his legs in the gipsy
the Guild of Beggars (which provides much fashion. That is how he
Items Associated W ith Animal T
With rainers: Har-
Trainers: temporary labor), and the Teamster’s Guild may be seen to this day,
ness and saddle, cages, corrals (7th). Weapon: (which assists in the collection of rubbish). Ex- painted on a window of
Whip. terminators typically are individuals with a the cathedral of Hamel.
spotted past—the work tends to attract down- He stopped on the great
on-their luck rogues, beggars with higher aspi- market-place before the
Exterminator rations, and uneducated orphans with a knack town hall, turned his back
Exterminators are found almost exclusively for ratting. The training is typically rudimen- on the church and went
in urban settings, disposing of the pests that tary and relies heavily on hard-knock school- on with his music, singing:
plague civilization. They are typically charged ing. It is usually the unpleasantness rather than “Who lives shall see: This
with exterminating rats (and are often known the difficulty of the work that weeds out ap- is he, The ratcatcher.”
as Ratcatchers), but might also be responsible prentices. The town council had just
for eradicating pigeons, snakes, feral dogs, in- Master Exterminators rarely operate out of assembled to consider
sects, and other creatures likely to menace or a fixed location, and typically live and work once more this plague of
annoy city dwellers. A medieval version of out of their well-equipped wagons, moving Egypt, from which no one
the health department, Exterminators also typ- with their marks. Guild syndics and guildmas- could save the town. The
ically oversee what passes for sanitary waste ters are typically the only legitimately well- stranger sent word to the
disposal and treatment. Such characters in- to-do members of the guild, and many Exter- counsellors that, if they
clude the Pied Piper of Hamlin, a legendary minators find that the only way to wealth is would make it worth his
Exterminator who used innovative techniques through occasional collaboration with burglars while, he would rid them
to dispose of his prey, and Delbert McClintock, and cutpurses. Exterminators are generally of all their rats before
John Goodman’s character in Arachnophobia. well-regarded, however, as they are sometimes night, down to the very
Adventures: Exterminators are rarely found the first line of defense between a city’s popu- last.”
on adventures, though certain aspects of their lation and the Black Death.
work is by its nature hazardous. When faced Races: Members of any race can be Exter- —Andrew Lang,
with pests beyond their ability to handle (e.g., minators. Halflings, sly, nimble, and able to “The Ratcatcher,”
wererats), Exterminators may occasionally lead squeeze into the nooks that conceal rats and The Red Fairy Book
bands of adventurers to them through sewers squirrels, are typically adept Exterminators.
or similar areas. Half-Orcish Exterminators, accustomed to ver-
Characteristics: Exterminators tend to be min underfoot, are also common.
highly individualistic, relying on tricks and Other Classes: Exterminators typically en-
techniques they have learned through long ex- joy good relations with Rogues as they often
perience. They tend to be intelligent, robust, have information to barter, such as building
and nimble, though they are rarely personable layouts and tidbits found in rubbish piles that
in any normal sort of way. Though quick with can provide valuable tips to housebreakers.

75
Chapter 5: Tradesmen (Exterminator)

Class Skills attacks against pests, including vermin of all


Successful Exterminators have better than av- sizes (“Vermin,” MM) and animals of size Small
erage Wisdom, a key ability for several class or smaller, including badgers, bats, birds, in-
skills. Dexterity, a key ability for some class sects, lizards, spiders, snakes, and rats (a list
skills, is also useful for attacking vermin with which can be expanded upon as desired by the
missile weapons. The Exterminator’s class GM, pests being as varied as the communities
skills (and the key ability for each skill) are they plague). Against such creatures—or
Balance (Dex), Craft (Alchemy) (Int), Gather swarms composed of them (“Swarm,” MM)—
Information (Cha), Handle Animal (Cha), Hide an Exterminator receives +1 on both attacks
(Dex), Intimidate (Cha), Listen (Wis), Profes- and damage. These increases increase by +1 at
sion (Exterminator)* (Wis), Spot (Wis), Sur- each odd level thereafter, to +2 at 5th level, +3
vival (Wis). *New Skill at 7th, and so on.
Compound Pesticides: At 6th level, Exter-
Class Features minators gain the ability to compound ingest-
All of the following are class features of the ed poisons and to utilize them effectively against
Exterminator. vermin and other pests (“Poisons,” DMG). As a
Weapon and Ar mor Pr
Armor oficiency: Extermi-
Proficiency: general rule, Exterminators can only learn to
nators are proficient with Simple weapons and compound ingested toxins comparable to those
Light armor. Exterminators are also proficient valued at 180 gp per dose or less. Some also
with nets. find it expedient to extract the poisons of ven-
Precision Attack (Pests): At 3rd level, Ex- omous creatures they have slain for use on
terminators gain the ability to launch precise traps, weapons, and the like.
Compounding a poison from an appropri-
ate plant (e.g., striped toadstool) or mineral
(e.g., arsenic) or successfully extracting it from
a venomous creature (e.g., a centipede) gener-
ally requires a Profession (Exterminator)* skill
For a description of Profession (Exterminator),
Smell, and Taste, go to Appendix II: Skills; for a check against DC 10 plus the normal save DC
description of Exterminator Markus “Ratling” for the poison (at +2 if the character has 5 or
Thumpertop, go to Appendix IV: Sample Char- more ranks in Craft (Alchemy) or Profession
acters.
(Alchemist)*). Mixing an ingested poison in
with food so that a pest will not notice it, or
properly preparing it to be palatable, general-
ly requires a opposed check against an appro-
priate check by the target (e.g., Smell*, Spot,
Taste*).
Cost of compounding a single dose of poi-
son is one-third that given for purchase of a
similar amount; cost of extracting it from a
venomous creature is free. A failed compound-
ing attempt results in the loss of the compo-
nents being compounded or the poison being
extracted.
Note that one dose is sufficient for achiev-
ing the necessary effect against a size Medium
or larger creature (including swarms conform-
ing to these sizes). A single dose of ingested
poison can conceivably affect up to two Small,
four Tiny, eight Diminutive, or 16 size Fine
creatures if utilized properly.

76
Chapter 5: Tradesmen (Guide)

Items Associated With Exterminators: Pest- portunity for gain.


net, work-wagon (4th), pesticides (6th). Weap- Religion: Guides tend toward worship of
ons: club or spear and light crossbow or net. deities affiliated with the wilderness, like Ar- “… I shall have to see
temis; the weather, like Poseidon; or knowl- about a guide. … A safe,
edge, like Athena. Some are drawn to whatev- intelligent man.” … a tall
Guide er gods are associated with the areas about man, of robust build. This
Guides are Experts knowledgeable about a spe- which they are knowledgeable. fine fellow must have
cific area and willing to lead others through it. Background: Guides tend to specialize in been possessed of great
Best or quickest routes, reliable sources of fresh specific, hard to navigate areas, such as murky strength. His eyes, set in a
food or water, the presence of monsters, natu- forests full of ravines and streams, jagged coast- large and ingenuous face,
ral hazards, and the best places to camp, rest, lines marked by rocks and islets, or rugged seemed to me very
or hide are the kinds of critical knowledge— chains of mountains rife with false passes and intelligent; they were of a
generally unknown to outsiders—that can paths leading to nowhere. Guides might also dreamy sea-blue. Long
make good guides worth their weight in gold. specialize in urban areas, such as towns or cit- hair, which would have
Such a character is sometimes called a drago- ies, which can prove just as confusing or haz- been called red even in
man and often acts as an interpreter, and some ardous as wilderness areas, especially for England, fell in long
Guides extend their services to the point of strangers. meshes upon his broad
being outfitters-for-hire. Notable Guides in- Guides are generally native or longterm in- shoulders. The
clude Richard Cypher in Terry Goodkind’s habitants of such areas, which have to be wild, movements of this native
Wizard’s First Rule; the decidedly evil Gomez, hazardous, or confusing enough to outsiders were lithe and supple; but
from Arthur Conan Doyle’s The Lost World; that they are willing to hire others to guide he made little use of his
the somewhat despondent Joe Paradise in Sin- them. Those who guide others for commercial arms in speaking, like a
clair Lewis’s Babbitt; and the extraordinary purposes often specialize in routes or tours that man who knew nothing or
Hans, from Jules Verne’s A Journey to the Cen- cared nothing about the
ter of the Earth. language of gestures. His
Adventures: Guides who wanted to be ad- whole appearance
venturers would probably be Rangers or some bespoke perfect calmness
other adventuring class. Still, such characters For descriptions of Knowledge (Local) and Pro- and self-possession, not
have more opportunity—and perhaps inclina- fession (Sailor), go to Appendix II: Skills; for a indolence but tranquillity.
description of Guide Anne Pieger, go to Appen-
tion—for adventure than most other Experts. dix IV: Sample Characters; for a description of It was felt at once that he
Adventure possibilities include exploration of Sawdust of Seeing, go to Appendix V: New Mag- would be beholden to
areas adjacent to the area of specialty, investi- ic Items. nobody, that he worked
gation of a previously unknown part of the for his own convenience,
area, such as a newly discovered dungeon, or and that nothing in this
efforts to help expel a party of intruders. world could astonish or
Characteristics: An affinity for the out- disturb his philosophic
doors, and perhaps even a love or special in- calmness. … A negative
terest in a specific area, is a critical character- was expressed by a slow
istic for a Guide. Robust health, important for movement of the head
characters who spend much of their time on from left to right, an
the move or in the wilderness, can also be im- affirmative by a slight
portant. bend, so slight that his
Alignment: Guides can be of any alignment, long hair scarcely moved.
although most tend toward neutrality. Lawful … This grave, phlegmatic,
Guides tend to have a sense of responsibility and silent individual was
for those they are guiding while chaotic ones called Hans Bjelke …
are considerably less concerned with the wel- He was our future guide.
fare of their clients. Good Guides may risk their
own well-being on behalf of those they are —Jules Verne,
guiding, while those that are evil might actual- A Journey to the
ly lead their wards into harm if they see op- Interior of the Earth

77
Chapter 5: Tradesmen (Guide - Merchant)

accommodate the needs of potential clients to reflect a greater understanding of the regions
(e.g., leading pilgrims through a swamp to an with which they are affiliated.
abandoned shrine, or taking hunting parties to Professions useful to Guides include For-
the parts of a forest where they are most likely ester* and, for those who find it useful to trav-
to find certain types of game). el by watercraft, Sailor*.
Scrupulous Guides might choose not to Wilderness Guides will tend to rely on Sur-
guide certain parties, especially if they ques- vival, while those specializing in urban areas
tion their motives (e.g., a city Guide might not might earn part of their livelihoods from a Craft
be willing to lead a band of Rogues into the or Profession.
local catacombs, especially if she suspects they
intend to despoil them). Guides forced into ser- Class Features
vice might decide to abandon or mislead their Following are class features of the Guide.
wards, possibly at inconvenient times or plac- Weapon and Ar mor Pr
Armor oficiency: Like most
Proficiency:
es. Experts, Guides are proficient with Light ar-
Races: Any race can have characters of this mor and Simple weapons.
type, and Guides in most areas will be mem- Track: At 4th level, Guides gain the Track
bers of the predominant race (e.g., Guides in a feat as a bonus.
chain of foothills inhabited primarily by
Dwarves will tend to be Dwarven). In some Items Associated With Guides: Mount (2nd, if
cases, Guides might not be willing to take mem- Ride is a class skill), cart or wagon with draft
bers of another race to places where they have animals (4th, if Handle Animal is taken), boat
no legitimate business (e.g., most Dwarven (4th, if Profession (Sailor)* is taken), compass
guides would not willingly help a band of Hu- (4th). Weapon: Quarterstaff.
mans and Half-Orcs find a Dwarven mine hid-
den deep within the hills).
Other Classes: Individual prejudices aside, Merchant
Guides are able to get along well with mem- Merchants are Experts skilled at buying, sell-
bers of most classes, although they might be ing, trading, and transporting commodities of
irritated with those try to second guess them all sorts. This class also represents bankers,
(e.g., Barbarians or Rangers in the wilderness, whose stock in trade is currency and who fre-
Rogues in the city). quently deal in other goods as well.
Famous Merchants include Marco Polo,
Class Skills who journied to China and the East Indies; Pe-
Intelligence and Wisdom are useful attributes ter Minuit, who traded $24 worth of trinkets,
to Guides who wish to excel at their trade, beads, and knives for the island of Manhattan
while Charisma can be useful both for attract- in the 17th century; Sinbad, whose adventures
ing clients and as a key ability for several class are chronicled in the 1,001 Arabian Nights;
skills. High physical attributes might also and Kurtz, the company man, from Joseph
prove useful to many guides. The Guide’s class Conrad’s Heart of Darkness.
skills (and the key ability for each skill) are Adventures: While adventuring is not gen-
Climb (Str) OR Swim (Str), Craft (Int) OR Pro- erally conducive to good business and would
fession (Wis),, Gather Information (Cha), Han- just as soon be avoided by most Merchants, it
dle Animal (Cha) OR Ride (Dex), Knowledge is often the inevitable result of trying to move
(Local)* (Int), Knowledge (all skills, taken in- quantities of valuable goods through poten-
dividually) (Int), Listen (Wis) OR Spot (Wis), tially hostile territory—a sure way, if success-
Move Silently (Dex), Search (Int), Survival ful, to increase prices and profits.
(Wis). *New Skills Characteristics: Good business sense is the
Knowledge (Local)* is a Guide’s primary most important characteristic for a successful
skill. Other areas of knowledge might also be Merchant. Ability to work well with others,
developed by Guides—such as Architecture ranging from financiers to customers, can also
and Engineering, History, or Nature—in order be key to mercantile success.

78
Chapter 5: Tradesmen (Merchant)

Alignment: Amongst many people, Mer- by local rulers to whom they have made loans.
chants are often considered to be amoral and Races: Members of any race can be Mer-
conniving, but in actuality they are no more chants, although race might affect what sort of Wool is the beginning,
likely than anyone else to be good or evil (al- trading they are inclined to, and some will deal rather than the end, of a
though their alignment in this regard is likely only with members of certain races (e.g., only Troyen wool merchant’s
to affect what they are willing to deal in, who their own, all except for a few). Halflings tend business. When he sells
they are willing to deal with, and how fairly to be shopkeepers, Gnomes peddlers of tech- cloth at the fair to the
they are willing to deal with their customers). nical gadgetry, Half-Orcs purveyors of arms, Italians, he may buy
Lawful alignment is characteristic of most poisons, and unsavory or questionable mate- spices from the Far East,
large-scale Merchants, while chaotic alignment rials, Dwarves dealers in worked metals, and wines from Burgundy, or
is typical of many peddlers and wandering trad- Elves sellers of crafted wooden items. Humans, metal from Germany.
ers. of course, can achieve the full range of diversi- Some merchandise he
Religion: Most Merchants inclined toward ty open to Merchants. can resell immediately to
worship will pay homage to Hermes, god of Other Classes: Besides other Merchants, customers pledged in
commerce, who they placate in order to curry characters of this type are most likely to deal advance. Some he must
divine favor. Some are also drawn to Apollo, on a daily basis with Scribes, who they rely break down into small
god of civilization. Because they frequently upon to help keep records and to translate and lots. Some he may
travel to foreign lands and deal with counter- draft correspondence in foreign languages, and warehouse and hold for a
parts from such places, they are more likely with Warriors, Fighters, and other martial types, rising market. Some, such
than most to worship alien deities. who they frequently need to keep their ware- as wood and metal, he
Background: Depending on the amount of houses and caravans safe from predators. Pros- sends out for finishing. He
capital at their disposal, the sorts of goods in perous Merchants might also hire spellcasters is likely to invest part of
which they traffic, and their personal inclina- to help provide secure movement or storage his profits in real estate.
tions, Merchants can range from humble pro- of their goods. Rogues, more than any other He can rent houses in the
prietors of small urban or village shops; to am- city, perhaps to his own
bitious traders leading strings of pack animals weaver families, and
across dangerous wildlands, hoping to enjoy a outside the city he may
hefty profit on their goods; to trade magnates buy forest land, which
working out of plush urban offices with cara- For descriptions of Knowledge (Local) and Pro- cannot fail to rise in
vans, ships, warehouses, and other resources fession (Merchant), go to Appendix II: Skills; for value, and in the
at their disposal. Of all the characters in a fan- a description of Merchant Grigor “Sharky” Nacht- meantime can be farmed
spiel, go to Appendix IV: Sample Characters.
tasy milieu—apart from the aristocracy and a for timber. He may
few especially fortunate adventurers—Mer- acquire fishing rights in a
chants stand the greatest chance of acquiring stream or pond, operating
great wealth. as a fishing landlord and
Many affluent Merchants are also money- dividing the catch with his
lenders, bankers, and entrepreneurs, and in this fisherman tenants.
capacity are called upon by cities, rulers, and Almost inevitably,
other authorities to finance great projects, rang- whether he wants to or
ing from expeditions, to palace building, to not, the successful
war. More so than almost anyone else, Mer- merchant turns
chants have the opportunity to transcend the moneylender. People who
limits of social class and achieve upward mo- want to borrow money go
bility; the most successful can become the pro- where the money is.
vosts of major fairs, serve as advisors to kings,
and even acquire aristocratic titles. —Frances and Joseph Gies,
Despite the potential for success, Merchants Life in a Medieval City
also take great risks, including the chance of
losing inventory to hazards like bandits, war-
fare, and natural disasters, suffering a bad re-
turn on loans and investments, or being bilked

79
Chapter 5: Tradesmen (Merchant - Miller)

class, are almost universally detested by Mer- Tolkien’s Hobbit miller Ted Sandyman, and
chants. They also tend to be suspicious of char- George Green, a real-life 19th-century miller-
acters that they perceive as potentially larce- turned mathematician (at age 40!) are all nota-
nous or troublesome (e.g., Barbarians). ble individuals who kept their noses to the
Some Merchants specialize in goods for the grindstone.
members of a particular class (e.g., the exotic Adventures: As characters tied to station-
components for potions and magical inks ary facilities, Millers are not generally inclined
sought after by Wizards). toward adventure. Adventure might be thrust
upon such characters, however, in the form of
Class Skills monsters or other detritus washed down into
As key abilities for a number of skills, Intelli- mill apparatus, mishaps on the way to or from
gence and Wisdom are important to a Mer- town to buy new millstones, evil cultists keen
chant, while high Charisma can be useful in on using a mill as a base of operations, and the
making sales pitches and closing deals. The like.
Merchant’s class skills (and the key ability for Characteristics: Millers are often noted for
each skill) are Appraise (Int), Bluff (Cha), De- their common sense, organizational skills,
cipher Script (Int) OR Forgery (Int), Diploma- and—because they deal with almost everyone
cy (Cha), Gather Information (Cha), Handle and see many comings-and-goings—their
Animal (Cha) OR Profession (Sailor)
(Sailor)* (Wis), knowledge of the local area. Some are also
Knowledge (all skills, taken individually) (Int), known for being avaricious, a characteristic
Profession (Merchant)* (Wis), Sense Motive that might place one among the most disliked
(Wis) OR Spot (Wis), Speak Language (None). members of a community.
*New Skill Alignment: Millers can be of any alignment,
Appropriate areas of Knowledge include although most tend to be lawful (but might be
Geography, Local, and Nobility and Royalty. good, neutral, or evil besides).
Religion: Pious Millers are most likely to
Class Features pay reverence to Demeter, goddess of grain.
Following are class features of the Merchant. Some might also worship a variety of other
Weapon and Ar mor Pr
Armor oficiency: Merchants
Proficiency: deities, including Hephaestus, god of Crafts-
are proficient with Light armor and Simple men, Hera, goddess of the home, or Hermes,
weapons. god of commerce. Some might even worship
Eye for Quality: At 3rd level, a Merchant minor deities associated with the local waters.
receives a +2 circumstance bonus on Appraise Background: Millers are a fundamental fea-
skill checks. ture in any culture where agriculture and the
cultivation of grain are a key aspect of the econ-
Items Associated With Merchants: Parchment, omy (i.e., almost all civilized Human societ-
pens, ink, signet ring and wax, ribbon or twine, ies). In such societies, Millers will be very
wax tablets (for record keeping), calculating widepread, and one will be found in almost
board or abacus, trade goods (100 gp/level). every village.
Most Millers earn their daily bread by grind-
ing grain for people and holding back a por-
Miller tion of the meal as a fee, which they can then
Millers are Tradesmen proficient at operating either eat themselves or sell. Indeed, in some
wind- or water-powered mills, primarily for areas, Millers are agents of a local lord or are
the purpose of grinding grain. Skilled Experts licensed to grind grain, an activity prohibited
of this sort may also be capable of repairing, to others upon pain of fine (making consump-
designing, and building such facilities, and craft- tion of pottage a popular form of tax evasion).
ing millstones, manufacturing waterwheels, Some Millers also supplement their incomes
and creating the other sorts of equipment upon by catching eels or fish—for sale and personal
which they depend. Chaucer’s Symkyn, the consumption—from the waters around their
dishonest miller portrayed in The Reeve’s tale, mills. Others might take the grinding of grain a

80
Chapter 5: Tradesmen (Miller - Miner)

step further and operate small bakeries.


Millers tend to be natives of the neighbor- For descriptions of the Crafts Artifice, Carpentry,
and Stonemasonry and Knowledge (Local), go to
hoods in which they do business, a great many There dwelt a miller, hale
Appendix II: Skills; for a description of Miller Milni-
of them carrying on family traditions practiced kin Polimeknis of Gravellyvale, go to Appendix and bold,Beside the river
by several generations of their forebears. Oth- IV: Sample Characters. Dee; He worked and sang
ers might seek out opportunities in newly set- from morn till night—No
tled areas, setting up new operations where lark more blithe than he;
none exist. And this the burden of his
Such characters often keep dogs, cats, or song Forever used to be:
other pets as a deterrent to rats and other pests ”I envy nobody—no, not
that might be attracted to the presence of grain. I—And nobody envies
Races: Any race that depends upon grain is me!”
likely to have Millers. Humans are among the
most common Millers, although Gnomes and “Thou’rt wrong, my
Halflings alike are drawn to this profession and friend,” said good King
show a great degree of aptitude for it. Hal,” As wrong as wrong
Other Classes: On a day-to-day basis, Mill- can be; For could my
ers tend to deal more with farmers, villagers, heart be light as thine,
and other sorts of Commoners than with any- I’d gladly change with
one else. Those in the employ of a local lord thee. And tell me now,
might also interact regularly with his agents. what makes thee sing,
With voice so loud and
Class Skills free, While I am sad,
Wisdom is probably the most important abili- though I am king,
ty score for Millers, as it is the key ability for Beside the river Dee?”
many of their metaclass skills and is the basis man’s tools (e.g., artifice, carpentry, stonema-
of the common sense often associated with sonry), fishing equipment (e.g., poles, nets, The miller smiled and
them. A Miller’s class skills (and the key abili- spears), baking equipment. doffed his cap, ”I earn my
ty for each skill) are Appraise (Int), Craft (Arti- bread,” quoth he; ”I love
fice)* (Int), Craft (Carpentry)* (Int), Craft my wife, I love my friend,
(Stonemasonry)* (Int), Handle Animal (Cha), Miner I love my children three;
Knowledge (Local)* (Int), Profession (Baker Miners delve deep into the surface of the earth I owe no penny I can not
or Fisherman) (Wis), Profession (Miller) (Wis), to recover the mineral resources that allow pay, I thank the river Dee,
Swim (Str), Use Rope (Dex). *New Skill civilization to flourish. They can specialize in That turns the mill that
Class Features a variety of techniques, including surface plac- grinds the corn That feeds
All of the following are class features of the er mining, strip mining, and shaft mining, and my babes and me.”
Miller. spend their lives finding, excavating, and pro-
Weapon and Ar mor Pr
Armor oficiency: A Miller
Proficiency: cessing everything from iron ore to diamonds. “Good friend,” said Hal,
is proficient with all Simple weapons and Light Well-known Miners include Snow White’s Sev- and sighed the while,
armor. en Dwarves and many of Thorin’s Dwarven ”Farewell, and happy be;
Skill Specialization: When using the skills companions from J.R.R. Tolkien’s The Hobbit. But say no more, if
Appraise, Craft (Artifice), Craft (Carpentry), Adventures: Miners are sometimes found thou’dst be true, That no
Craft (Stonemasonry), Handle Animal, or Use on adventures. The search for rich new lodes one envies thee; Thy
Rope in the performance of a function related often takes them to diverse places, including mealy cap is worth my
to the operation and maintenance of a mill, caverns, hilly or mountainous wilderness re- crown, Thy mill my
Millers receive a +2 proficiency bonus. When gions, and the occasional abandoned mine. kingdom’s fee; Such men
using the same skills for other activities, how- Characteristics: Strength, patience, and a as thou are England’s
ever, they suffer a –2 penalty instead. nose for the terrain are a Miner’s hallmarks. boast, O miller of the Dee!
Strong organizational and leadership abilities
Items Associated With Millers: Scales, sacks, can help turn a fresh lode into a thriving mine. —Charles Mackay,
millstones, mills (water or wind) (5th), crafts- Alignment: Miners may be of any alignment. “The Miller of the Dee”

81
Chapter 5: Tradesmen (Miner)

Chaotic types tend to make better prospectors own, seeking out fresh lodes to exploit. Down-
while lawful individuals tend to excel in the on-their-luck Miners may find themselves in-
1 There is a mine for operation of larger facilities. volved in the construction of dungeons, moats,
silver and a place where Religion: Most Miners worship Hephaes- secret passages, wells, and vaults, and the oc-
gold is refined. tus, the patron deity of Miners, or Hades, god casional Miner may be found specializing in
of hidden wealth. A few, mostly prospectors, subsurface excavation, supervising the con-
2 Iron is taken from the are drawn to Tyche, goddess of luck. struction of everything from crypts to wine
earth, and copper is Background: Prospectors—Miners who cellars. Mines usually require large numbers
smelted from ore. specialize in the search for new lodes—typi- of unskilled and semiskilled laborers (often
cally learn the trade by assisting older pros- Commoners) to function effectively.
3 Man puts an end to the pectors in their work. Prospectors tend to be Races: Dwarves are the ultimate Miners,
darkness; he searches the highly individualistic and are rarely found in unrivaled in their ability to find and exploit
farthest recesses for ore in organized groups. any mineral. Gnomes also have a knack for
the blackest darkness. Miners and excavators who are part of larg- mining, though they rarely delve as deep as
er operations are often organized into a Min- the Dwarves and are typically interested only
4 Far from where people
er’s Guild. Cities have been known to grow out in gems.
dwell he cuts a shaft, in
of mining communities in relatively short pe- Other Classes: Miners work well with oth-
places forgotten by the
riods of time; such boom towns are often dom- er Experts, especially Stonemasons and Black-
foot of man; far from men
inated by the Miner’s Guild. Established Min- smiths. They are often at odds with Druids and
he dangles and sways.
ers often find that they have their hands (and Rangers, due to the environmentally destruc-
5 The earth, from which purses) full managing the day-to-day opera- tive nature of their mines.
food comes, tions of existing mines.
is transformed below as Entrepreneurial Miners may set out on their Class Skills
by fire; A successful Miner will have enough Strength
to break, chisel, chip, and carry away a moun-
6 sapphires come from its tain of ore. Miners who expect to survive and
rocks, and its dust prosper also have the Wisdom to recognize
contains nuggets of gold. For descriptions of Profession (Miner), Prospect, potential deposits and looming cave-ins. The
and Smelt, go to Appendix II: Skills; for a de- Miner’s class skills (and the key ability for each
scription of Master Miner Dunsterdelf, go to Ap-
7 No bird of prey knows pendix IV: Sample Characters; for a description skill) are Appraise (Int), Balance (Dex), Climb
that hidden path, no of the Prospector’s Pick, go to Appendix V: New (Str), Craft (Int), Handle Animal (Cha), Knowl-
falcon’s eye has seen it. Magic Items. edge (Dungeoneering, Geography
Geography,, Metallur gy*,
Metallurgy*,
Nature) (Int), Profession (Miner)* (Wis),
8 Proud beasts do not set Search (Int), Spot (Wis), Survival (Wis). *New
foot on it, and no lion Skill
prowls there. Recommended Crafts include Blacksmith-
ing* which, in conjunction with Knowledge
9 Man’s hand assaults the (Metallurgy)* can be used to smelt ore into
flinty rock and lays bare metal (see Craft (Blacksmithing)* for informa-
the roots of the tion).
mountains.
Class Features
10 He tunnels through the
All of the following are class features of the
rock; his eyes see all its
Miner.
treasures.
Weapon and Ar mor Pr
Armor oficiency: Miners are
Proficiency:
11 He searches the proficient with Light armor, Simple weapons,
sources of the rivers and and all sorts of hammers and picks.
brings hidden things Locate Mineral: At 5th, 10th, 15th, and 20th
to light. levels, a Miner may choose a specific mineral
(e.g., quartz, gold, iron) to which he is especial-
—Job 28:1-11 ly attuned. For purposes of skill checks involv-

82
Chapter 5: Tradesmen (Miner - Sailor)

ing this mineral—typically for Profession (Min- many foreign deities they may have been ex-
er)*—the character receives a +2 bonus. posed to in their voyages to distant lands.
Background: Sailors are drawn to their pro-
Items Related to Miners: Mining tools, shovel, fession for a number of reasons. In many cases,
wheelbarrow, prospector’s pan, mule with sad- it is simply because they live near the sea and
dlebags (3rd), timber braces (4th). Weapon: follow in the footsteps of friends and family
Light hammer or light pick, heavy pick. members. In others, it is because they leave
behind the life they have known in order to
fulfill a desire to see new people and places.
Sailor Whatever the case, Expert Sailors have a high
Sailors are Experts adept at operating all sorts level of vocational skill and training and are
of watercraft, including barges on major riv- highly valued as crew members of merchant,
ers, oared galleys along the coasts of inland pirate, fishing, exploratory, or other vessels.
seas, and sailed roundships on the deeps of Skill levels and morale of such Experts are in-
oceans. Sailors from literature, mythology, and variably far superior to that of either slaves or
movies include Billy Budd, from the book of shanghaied Commoners.
the same name; Ishmael, from Moby Dick; Jas- Races: Humans comprise the vast majority
on, leader of the Argonauts (along with many of professional Sailors, although Half-Elves and
of his crewmembers); Lance, Chief, Chef, and Half-Orcs could certainly represent a good pro-
Clean from Apocalypse Now; and the blind portion of many crews. Dwarves, Elves,
captain and the crew of the schooner in Micha- Gnomes, and Halflings are not prohibited from
el Moorcock’s The Sailor on the Seas of Fate. being Sailors, but tend to be the exception to
Adventures: Most Sailors are crewmembers
aboard merchant ships and other vessels with
mundane missions and do not routinely seek
adventure as such. As characters who are con-
stantly exposed to the hazards of the sea and
its denizens, Sailors are more likely to encoun- For descriptions of Knowledge (Sea Lore) and
Profession (Sailor), go to Appendix II: Skills; for a
ter danger and excitement than most people,
description of the Sailor Koire, go to Appendix IV:
however, and are generally regarded as brave Sample Characters; for a description of the Pearl
or adventurous souls. History and literature of Puissant Seamanship, go to Appendix V: New
alike are rife with accounts of their exploits. Magic Items.
Characteristics: A sense of adventure tem-
pered by good common sense are perhaps the
most important characteristics for Sailors. Bet-
ter than average physical attributes—for en-
during long hours on deck, working with ropes
and rigging, and rowing, swimming, and simi-
lar tasks—can also be helpful.
Alignment: Sailors can be of any alignment
and tend to perceive their environment in
terms of their ethos. Chaotic Sailors, for exam-
ple, are likely to regard the sea as a capricious
entity that has great influence over their fate.
Many naval traditions enforce witheringly
strict codes of discipline, however, and char-
acters of chaotic alignment are likely to chafe
or suffer under such conditions.
Religion: Most Sailors worship gods of the
sea, such as Poseidon or Oceanus. A few also
worship Tyche, goddess of luck, or one of the

83
Chapter 5: Tradesmen (Sailor - Slaver)

the rule. Other races, such as humanoids, might


also rarely be Sailors. Slaver
He is the best sailor who Other Classes: Sailors get along best with Slavers are a subclass of Merchant that spe-
can steer within the other seafarers. They might also be friendly cializes in acquiring, selling, and trading intel-
fewest points of the wind, with Merchants, Prostitutes, Innkeepers, Bar- ligent beings as commodities. Unlike most oth-
and extract a motive tenders, and other waterfront denizens. They er sorts of Experts, who are likely to exist in
power out of the greatest are less inclined to have good relations with most typical fantasy societies, the activities of
obstacles. Most begin to Warriors, especially those acting as constables Slavers are frowned upon in many cultures
veer and tack as soon as in port or posted as Marines on board ships. and illegal in others. Historically, however, sla-
the wind changes from very existed in one form or another in most
aft, and as within the Class Skills societies until relatively modern times, and
tropics it does not blow Wisdom is the key ability for a Sailor’s most Slavers might play a significant role in some
from all points of the important skills. Strength and Dexterity are campaigns. Notable Slavers include Limbo,
compass, there are some generally the most useful physical character- from the 2001 remake of Planet of the Apes;
harbors which they can istics. A Sailor’s class skills (and the key ability the pirate slavers from John Norman’s Raiders
never reach. for each skill) are Balance (Dex), Climb (Str), of Gor; Peter Ustinov’s character Batiatus in
Craft (Int), Jump (Str), Knowledge (Sea Lore)Lore)* the movie Spartacus; and Captain Davies in
—Henry David Thoreau, (Int), Profession (Sailor)* (Wis), Spot (Wis), Alex Haley’s Roots.
A Week on the Concord Survival (Wis), Swim (Str), Use Rope (Dex). Adventures: A good many Slavers, especial-
and Merrimack Rivers *New Skill ly those who have spent many long years in
Sailors frequently know one or more of the their profession, would prefer to buy captives
Crafts needed to repair a ship or keep it run- from middlemen and then sell them to clients
ning, including Blacksmithing*, Carpentry*, or at auction. Most, however, have to play some
Painting*, Sailmaking*, and Shipbuilding*. role in capturing, transporting, and disposing
Swimming is not a skill taught to Sailors in of their wares and therefore suffer exposure to
all naval traditions (e.g., the British navy, which the attendant hazards.
used press gangs to enlist new recruits, found Characteristics: Slavers tend to be extreme-
it easier to prevent desertion if its Sailors were ly callous, and while some have a sadistic
unable to swim). streak, most ply their trade out of greed, not
cruelty. Good business sense is a critical at-
Class Features tribute for Slavers, as it is for anyone who hopes
Following are class features of the Sailor. to achieve success as a Merchant. Better than
Weapon and Ar mor Pr
Armor oficiency: Sailors are
Proficiency: average physical attributes can also be extreme-
proficient with Simple weapons and Light ar- ly useful for Slavers who are active in the field.
mor. They will almost never wear armor on a Alignment: Slavers can be of any non-good
regular basis—and may not even have free ac- alignment. While there are some that are neu-
cess to it—but will often be provided with it in tral or chaotic, most tend to be both lawful and
times of danger. Indeed, Sailors frequently ex- evil.
posed to combat may opt to expend feats to Religion: Slavers tend to worship gods that
obtain shield proficiency or even to operate represent rigid hierarchies or allow for the ruth-
heavy shipboard weapons, such as ballistae or less domination of others. Such deities might
catapults (although use of such systems might include Hades, god of the underworld; Ares,
be relegated to marines, warriors trained in sympathetic to concepts like the spoils of war;
naval combat). and even infernal, non-Human deities, such as
Sea Dog: At 3rd level, a Sailor receives a +2 those worshipped by lawful and evil human-
circumstance bonus on Knowledge (Sea Lore)* oids like Hobgoblins.
skill checks. Background: Slavers can range from minor
characters who venture into wild areas with
Items Associated With Sailors: Oilskin ropes and a handful of hirelings in search of
raingear, sea chest, harpoon (if taken as a weap- potential chattel, to affluent individuals in large
on of proficiency). trading centers with wagons, cages, ships, slave

84
Chapter 5: Tradesmen (Slaver)

pens, and large numbers of soldiers and assis- munities, however, where Slavers enjoy the
tants at their disposal. highest status and level of social acceptance.
Slavers tend to acquire their goods in plac- Their place in Human society will be deter-
es like borderlands, war zones, enemy states, mined by prevailing attitudes toward their
and ungoverned regions. They take captives profession.
by any means expedient, including personally Other Classes: Slavers will often have good
capturing them and purchasing them from lo- relationships with non-good Warriors and
cal strongmen. Some work in major seaports, Fighters, from whom they often purchase pris-
shanghaiing drunken travelers and selling them oners of war, and with Rogues willing to way-
to departing ship captains or mercenary com- lay and sell into servitude potential slaves. They
manders. Even societies that allow slavery,
however, generally have laws against the arbi-
trary enslavement of their own citizens.
Races: Slavers can be of any race. Such char-
acters, however, will be extremely rare among For a description of Profession (Slaver), go to
demihuman peoples that tend toward good Appendix II: Skills; for a description of the Slaver
(e.g., Dwarves, Elves, Gnomes, Halflings), and Rodemus, go to Appendix IV: Sample Charac-
will almost certainly be pariahs or members ters; for a description of Drops of Lassitude, go to
Appendix V: New Magic Items.
of outcast subgroups. It is in humanoid com-

85
Chapter 5: Tradesmen (Slaver)

are least likely to get along with Paladins or ties for a Slaver. Physical characteristics, espe-
other good-aligned characters, who might be cially Dex, can also be useful. A Slaver’s class
duty bound to oppose anyone who promotes skills (and the key ability for each skill) are
an institution like slavery. Appraise (Int), Forgery (Int), Gather Informa-
tion (Cha) OR Disguise
Disguise, Handle Animal (Cha),
Class Skills Intimidate (Cha) OR Diplomacy (Cha), Pro-
Intelligence, Wisdom, and Charisma, repre- fession (Slaver)* (Int), Search (Int), Sense
senting force of personality, are all key abili- Motive (Wis) OR Craft (T attoo)
attoo), Spot (Wis),
(Tattoo)

Value of Sla
Slavv es
Historically, Slavery was one of the worst Classed Character 100 gp/level
things that could befall someone, and it is
likely to be just as unpleasant in a fantasy Laborers are typically 1st level/1 HD
world, where—depending on the needs and Human Commoners, demihumans, or hu-
desires of the society that exploits them— manoids who will be used for relatively
its victims might be subject to servitude, unskilled labor like mining, clearing land,
prostitution, gladiatorial combat, living sac- farming plantations, or rowing vessels. In
rifice, reduction to spell components, or most slaveholding societies, the vast ma-
other demeaning fates. jority of slaves will be of this sort.
Following are base prices for slaves in If creatures have more or less than one
societies that openly allow them to be level/hit die, their prices should be adjust-
bought and sold. A number of factors can ed accordingly (based on the premise that
either increase or decrease these base pric- bigger, stronger creatures will be able to
es. accomplish more physical labor). For ex-
In places where Slavery is outlawed, a ample, a ½ HD Kobold would be worth a
slave trade will either be nonexistent or will base 18 gp (36 x ½), a 2 HD Orc corporal
be completely covert and conducted ex- would be worth a base 72 gp (36 x 2), and a
clusively by criminal elements. Under such 15 HD fire giant would be worth a base 540
conditions, the prices of slaves are likely to gp (36 x 15).
be much higher than normal, anywhere Creatures considered especially shiftless
from double to 10 times. or dangerous, especially those that are cha-
If great numbers of slaves suddenly be- otically aligned, might sell for less than what
come available (e.g., if the residents of a their hit dice would suggest. Ogres, for ex-
sacked enemy city are brought back home ample, might move for only half of what
by a conquering army), then the bottom may would be indicated by the formula.
drop out of the slave market, temporarily Experts are kept as slaves because of their
reducing prices to half or even a quarter special skills and are forced to use them on
normal. behalf of their masters. For example, a war-
In general, the price of a slave is equal to lord might purchase an experienced Engi-
what it would cost to hire an equivalent neer-Architect to design and oversee con-
character for a year. struction of a fortress. Cost of purchasing
an Expert is equal to the cost of hiring one
Type of Slave Cost of that effective level for a year (see Appen-
Laborer 36 gp (36 gp/hit die) dix VI: Costs for Expert Services).
Expert 150-1,200+ gp Special Commoners, such as those with
Commoner, Special 50-400+ gp artisan abilities, might also be in demand as
Warrior 75 gp (75 gp/level) slaves. For example, Persian kings kept
Warrior, Special 100 gp (100 gp/level) whole towns of enslaved foreign Craftsmen,

86
Chapter 5: Tradesmen (Slaver)

Use Rope (Dex). *New Skill Weapon and Ar mor Pr


Armor oficiency: Slavers are
Proficiency:
Slavers with the Handle Animal skill are proficient with Light armor and Simple weap-
able to use this skill for attempts to control ons, as well as saps, nets, and whips. Slavers There was much in
either slaves or animals, with +5 to the DCs for that participate in slave raids and other haz- Christianity that was
the former. ardous activities are likely to wear the heavi- destined gradually to sap
est sort of Light armor available and might even the foundations of the
Class Features upgrade their weapon skills by taking profi- slave-system; but we need
Following are class features of the Slaver. ciency in various Martial or Exotic weapons. scarcely wonder that this
humanizing influence was
slow, fitful, and unofficial.
The official church soon
found herself a slave-
and Roman families frequently owned ed- with arms, armor, or other equipment. If owner on a very large
ucated slaves to serve as teachers for their great numbers of such slaves are available scale; and it is no wonder
children. Cost of purchasing a skilled Com- because of a recent battle or war, however, if she accepted this
moner is 1/3 the cost of an Expert of the cut rate armaments might also be readily together with the general
same effective level (effective level, modi- available on the open market. framework of ancient and
fied by racial bonuses and other factors, is Special W ar
War riors are those with special-
arriors medieval society. Where
explained and reflected in Appendix VI: ized combat skills, such as Cavalrymen or she was strongest,
Costs for Expert Services). Marines. Beyond the increased price they servitude sometimes
War riors are characters with combat
arriors command, they are treated like other War- flourished most. The
ability, typically soldiers taken as prison- riors in all respects and, like them, do not Spaniards reduced to
ers of war, most of whom are simple Infan- come with arms, mounts, or any other sort serfdom the hardworking
trymen. Such slaves are returned to armed of gear. Muslim and Jewish
service for special purposes (e.g., as gladia- Classed Characters
Characters—such as Fighters, peasants. The beginnings
tors, guards in isolated areas, or members Wizards, Clerics, and Rogues—will typical- of the modern slave-trade
of special units used for suicide missions or ly be considered even harder to control than date from the later
assassinations), or when there is a short sup- higher-level Warriors; such characters will Middle Ages, where it
ply of expendable troops. Many soldiers will only rarely be kept as slaves, and then only flourished chiefly in Italy
take the opportunity to fight even under to exploit their class abilities. When such and the Mediterranean
such conditions, especially if it is an alter- characters are enslaved, it is typically for countries … Nicholas IV,
native to death or heavy labor. Under most purposes of using them as laborers or glad- in his bulls of 1452 and
circumstances, however, such slaves should iators, or as special Commoners or Experts 1454, granted the king of
be considered extremely dangerous, and if they have some useful skills; in such cas- Portugal the right of
should be handled with care at all times. A es, the appropriate prices for these uses will slavery over all heathens
good example of such slave soldiers are the apply. whom he captured; these
Turkish Jannisaries and the Egyptian Ma- Indeed, buyers will not pay more for bulls were confirmed by
melukes. slaves than their purpose for them would two later popes.
In most cases, only the lowest level war- dictate. For example, even though a 5th level Alexander VI, in 1493,
riors will be used as slave soldiers, and al- Cleric might fetch a price of 500 gp as a gave the South Americans
most always under the command of non- classed character, the foreman of a timber- over to the Spaniards in
slave officers. Higher level warriors might ing operation who needs laborers is not terms which their
sometimes be used in this way, but such going to pay this price for skills he does not theologians interpreted as
elite soldiers and leaders are typically con- need, and will pay only the going rate of 36 including slavery; the
sidered unmanageable and are executed, gp apiece for the slaves he needs. An evil results are well-known.
sent to the salt mines, sold to the gladiatori- Cleric, on the other hand, might be willing
al pits, or otherwise disposed of (e.g., in to pay full price for a priestess of an oppos- —G.G. Coulton,
some societies, skilled soldiers are prime ing cult, in order to offer her up in sacrifice The Medieval Village
candidates for use as sacrificial victims). to his dark deities.
Naturally, enslaved soldiers are not sold

87
Chapter 5: Tradesmen (Slaver - Steward)

Items Associated With Slavers: 100’ rope, man- the 12 Apostles; Sir Kay, King Arthur’s stew-
acles (three sets/level), chains (10’ section/lev- ard of Camelot; and, perhaps the most famous
el), cart (one for every two full levels over 2nd) steward from fantasy, the Castellan from Gary
OR wagon (one for every two full levels over Gygax’s module The Keep on the Borderlands.
4th) OR keelboat (8th) OR sailing ship (13th). Adventures: In times of crisis, Stewards
might be responsible for such diverse activi-
ties as organizing a household staff for defense,
Steward fighting fires, or sandbagging against floods.
This sort of Expert manages the day-to-day Opportunities for adventure tend to be limited
operations of a castle, palace, temple, or other to such misfortunes, or to conducting business
institution on behalf of a lord, abbot, or other on behalf of an employer.
major property owner. Responsibilities include Characteristics: Stewards who are best at
overseeing staff, administering a budget, see- their work and enjoy it most tend to be orga-
ing to repairs, purchasing food, collecting rents nized and honest, have a knack for leading a
from tenants, and maintaining an inventory of staff and managing multiple responsibilities,
supplies. A number of other professions with and do not mind answering to those of higher
similar skills are covered by this class, includ- rank and selflessly looking out for their best
ing the Bailiff, an official responsible for an interests.
individual manor and/or village; the Castel- Alignment: Stewards can be of any align-
lan, responsible for a castle and possibly the ment, although it is unlikely that a chaotic one
lands around it, collectively called a castella- would be very good at his job or enjoy it much;
ny; the Cellarer, responsible for overseeing the most tend to be lawful, whether good, neutral,
mundane affairs of an abbey or other ecclesi- or evil.
astic institution; and Butlers, Majordomos, or Religion: As trusted servitors, Stewards tend
other characters charged with running the day- to worship the same deities as their employ-
to-day operations of large households or es- ers. Others may be inclined toward devotion
tates. Famous practicioners of this vocation to deities of hearth and home, like Hera, or of
include Judas Iscariot, who managed affairs for hierarchies and organization, such as Zeus.
Backgr ound: Historically, a Steward was a
Background:
lord’s official representative throughout his
estate and on all of his manors (if he owned
more than one). Such Experts are absolutely
For descriptions of Profession (Steward) or the critical to the operations of an estate, manor,
Agriculture, Business, Law, or Local areas of Knowl-
edge, go to Appendix II: Skills; for a description castle, or other property, especially those
of the Steward Zenobia the Quick, go to Appen- owned by characters who are constantly off
dix IV: Sample Characters. adventuring and who do not want to attend to
every tiny detail of running a household. In
their absence, characters can be confident that
a competent Steward can run things indefi-
nitely, probably better than they would be able
to themselves. As the representative of a lord
or other powerful personage, a Steward often
speaks with the full authority of his employer.
Some Stewards assume this position after
demonstrating loyalty or ability in another
class, and those that do will generally bring
the weapons, armor, and other possessions that
they acquired previously. Historically, Stew-
ards were often members of the same class as
their employers (e.g., Fighter, Cleric) who were
granted such positions as rewards. Lesser char-

88
Chapter 5: Tradesmen (Slaver - Undertaker)

acters of this type might be the talented young- Class Features


er sons of petty nobles or wealthy peasants. In Following are class features of the Steward.
some societies, such posts might pass heredi- Weapon and Ar mor Pr
Armor oficiency: Stewards
Proficiency: “Unless the king should
tarily from parent to child, or be regulated by are proficient with Simple weapons and Light come again?”
a guild, church, or other governing body. armor. said Gandalf.
Major property owners will typically em- Master of the Domain: At 3rd level, a Stew- “Well, my lord Steward,
ploy a separate Steward to oversee each of their ard receives a +2 circumstance bonus on all it is your task to keep
properties, putting the highest ranking one in skill checks related to the operations and main- some kingdom still
charge of the rest (such suborinate Stewards tenance of a specific property or estate. against that event,
are often called Bailiffs). which few now look to
A Steward’s most important possession is Items Associated With Stewards: Ring of keys, see. In that task you shall
often a ring of keys that allows him access to signet ring and/or professional symbol (e.g., have all the aid that you
more areas of a property than anyone else, per- carved staff, amulet). are pleased to ask for.”
haps even the lord himself. Other prized items
might include a signet ring, amulet, or other —J.R.R. Tolkien,
symbol of authority. Undertaker The Lord of the Rings
Races: Any race can serve as Stewards, al- Undertakers are skilled in preparing or other-
though in practice those that are best at it in- wise disposing of the remains of the dead in
clude Humans and the lawful demihumans, accordance with local tastes and traditions.
notably Dwarves, Gnomes, and Halflings. Notable Undertakers include the family from
Other Classes: Stewards are generally ac- Six Feet Under; the “bring out your dead” cart
customed to working with a broad range of driver from Monty Python and the Holy Grail;
classes, from the Aristocrats whose properties Master Sowerberry from Charles Dickens’ clas-
they manage to the Commoners who work for sic Oliver Twist; Mr. Joyboy, from Evelyn
them. They frequently work with, and may Waugh’s The Loved One; and Jebediah Morn-
even be in charge of, the Warriors assigned to ingside, the “Tall Man” of the Phantasm films.
guard a property. If there is one class most Stew- Adventures: Undertakers are almost never
ards have little tolerance for it is Rogues, whom found adventuring—although they are inti-
they view with distrust and as a source of thefts, mately familiar with the results reaped by poor-
lies, and other mischief. ly-planned expeditions.
Characteristics: Undertakers are a varied
Class Skills lot. Some are lonely pariahs, avoided and
Intelligence and Wisdom, key abilities for most feared by the superstitious masses. Others are
of the Steward’s skills, are her most important astute and gregarious merchants, glib of tongue
attributes. Charisma is a key ability for some and eager to ease pain and suffering (for a
crucial class skills and a useful characteristic price).
for the leader of a household’s personnel. A Alignment: Undertakers may be of any
Steward’s class skills (and the key ability for alignment. Rural Undertakers are typically of
each skill) are Appraise (Int), Craft (Int), Di- the same alignment as the dominant deity. Ur-
plomacy (Cha), Gather Information (Cha), ban Undertakers are rarely of good alignment.
Knowledge (all skills, taken individually) (Int), Religion: A great many Undertakers wor-
Profession (Wis), Profession (Steward)* (Wis), ship Hades, the patron deity of death. Others
Search (Int), Sense Motive (Wis), and Spot (Wis). are drawn to worship of the deities dominant
*New Skill in their communities or the ones worshipped
Recommended Crafts include those that can by most of their clients.
be used for the upkeep and repair of proper- Background: In rural areas, Undertakers
ties, such as Carpentry* or Stonemasonry*. generally learn their trade from a family mem-
Recommended areas of Knowledge include Ag- ber—outsiders rarely being accepted as appren-
riculture*, Business*, Law*, Local*, and No- tices—and are typically followers of the local
bility and Royalty. Recommended Professions deity. It is 90% likely that a rural Undertaker is
include Farmer and Forester*. a member of the dominant deity’s sect; a third

89
Chapter 5: Tradesmen (Undertaker)

of such Undertakers are either multiclassed as (Cha), Disguise (Cha), Handle Animal (Cha),
Clerics (25%) or lay employees of the church Knowledge (Nature) (Int), Knowledge (Reli-
... Above that lay a (75%). Undertakers who are ordained are 90% gion) (Int),, Perform (Cha), Profession
quarter where no layman likely to require a sizable donation for servic- (Undertaker)*(Wis), Search (Int), Sense Mo-
penetrated. It was es rendered in addition to the usual fee; lay tive (Wis). *New Skill
approached by elevator, employees are only 25% likely require such a Craft is generally used for Alchemy, Coffin-
an open functional cage donation. making, Urnmaking, or similar tasks. Perform
eight feet square. On this In cities, Undertakers often operate inde- is typically taken for Oratory and the ability to
top floor everything was pendently, performing their services regard- eulogize.
tile and porcelain, less of the deceased’s faith. Urban Undertakers
linoleum and chromium. are typically organized into a Guild of Under- Class Features
Here there were the takers and Embalmers. Guild Undertakers typ- All of the following are class features of the
embalming rooms with ically are not permitted to offer discounts or Undertaker.
their rows of inclined charge premium rates based solely on the back- Weapon and Ar mor Pr
Armor oficiency: Undertak-
Proficiency:
china slabs, their taps and grounds or religions of their subjects. ers are proficient with Simple weapons and
tubes and pressure Specific skills might vary considerably re- Light armor.
pumps, their deep gutters gionally, and include simple burial, mummifi- Master of Proceedings: At 3rd level, an Un-
and the heavy smell of cation, embalming, and cremation. dertaker receives a +2 circumstance bonus on
formaldehyde. Beyond lay Races: All races have some sort of charac- Charisma-based skill checks related to his vo-
the cosmetic rooms with ters skilled in this vocation. Half-Orcs are well- cation.
their smell of shampoo suited for work in the field of Undertaking.
and hot air and acetone Other Classes: Undertakers often work Items Associated With Undertakers: Under-
and lavender. closely with Clerics. In certain cultures they taker’s Tools (e.g., saw, carving knife, file, plane,
… The busy floor echoed have frequent dealings with Carpenters spe- etc.),embalming table/slab, Death’s Breath
with the swirling and cialized in coffin-making. In urban areas their (formaldehyde) (Alchemist skill create DC15),
gurgling of taps in the ability to discern causes of death is sometimes masterwork Undertaker’s Tools (4th), hearse-
embalming rooms, the sought after by law enforcement personnel. wagon (4th).
hum of electric dryers in
the cosmetic rooms. Class Skills
Aimee worked like a nun, Undertakers need Wisdom, a key ability for
intently, serenely, several class skills. Those with enough Charis-
methodically; first the ma to achieve a certain degree of local popu- For descriptions of the Professions Alchemist and
shampoo, then the shave, larity will most likely succeed professionally. Undertaker, go to Appendix II: Skills; to read about
then the manicure. She The Undertaker’s class skills (and the key abil- Undertaker Bumble Sowerberry, go to Appendix
IV: Sample Characters.
parted the white hair, ity for each skill) are Craft (Int), Diplomacy
lathered the rubbery
cheeks and plied the
razor; she clipped the
nails and probed the
cuticle. Then she drew up
the wheeled table on
which stood her paints
and brushes and creams
and concentrated
breathlessly on the
crucial phase of her art.
Within two hours, the
main task was complete.

—Evelyn Waugh,
The Loved One

90
Appendix I: Prestige Classes

F ollowing are three prestige classes well-suited for Experts and Specialists*, especially Craftsmen,
Professionals, and Tradesmen—those types most likely to congregate into guilds and serve as mem-
bers of militia units. These classes—the Guildmaster, Militia Leader, and Spellcrafter—can be used
by GMs to create civil and military leaders for towns, cities, guilds, and other areas and organizations.
They are, of course, open to anyone who qualifies for them and even members of adventuring classes
might find it useful to advance a level or two in one of them. A Rogue with sufficient rank in a Craft or
Profession, for example, might take the Guildmaster prestige class in order to acquire some easy income,
spellcasting ability, and influence within the local Thieves Guild; a Cleric might advance as a Militia
Leader in order to pick up some new class skills and obtain a chaplaincy in the city guard; and Sorceror
interested in creating magic items might find a few levels of Spellcrafter very useful for this pursuit.

GUILDMASTER
Guildmasters are typically Craftsmen or types of guild officials, including the ac- inspecting goods created by local Crafts-
Tradesmen who have become masters in tual guildmasters and grandmasters of men, serving as a member of guild tribu-
their local guilds and have decided or local and regional guilds; advancement nals, and appraising imported goods so
been selected to serve as officers of such in this class might even be limited by or that they can be taxed.
organizations. Guildmasters are likely to tied to rank in a particular guild. Indeed, A character can also use advancement
be respected and influential members of in any given guild, the master of the or- as a Guildmaster as an opportunity to
their communities, and many even ad- ganization is likely to be the Guildmas- obtain proficiency in a new Craft or Pro-
vance into positions of substantial civil ter with the highest level of experience fession, in order to gain a broader base of
authority beyond their guilds (e.g., town in this prestige class, even if this means experience so as to serve more effective-
councilors, mayors). he is not necessarily the most skilled as a ly as a guild officer.
Most Guildmasters are Experts, al- Craftsman.
though a significant number of Common- Upon obtaining this class, a Guildmas- Requirements
ers and Rogues also manage to advance ter will generally continue to pursue his To qualify as a Guildmaster, a character
into this prestige class. Members of oth- chosen Craft or Profession much of the must meet the following minimum cri-
er classes are much less likely to become time. However, he is also entitled and teria.
Guildmasters, but are certainly allowed expected to serve in various administra- Alignment: Any non-chaotic.
to if they meet the requirements. tive positions within the guild. Duties Skills: Craft (Any) 10 ranks OR Pro-
Characters with this class include all associated with such posts might include fession (Any) 10 ranks.

91
Appendix 1: Prestige Classes (Guildmaster)

Feats: Skill Focus (any Craft or Pro- nomination by the guildmaster, and a suc- to give a –8 modifier on Craft checks as a
fession). cessful juried DC 25 skill check). punishment to Craftsmen found guilty
Special: Become accepted as a mas- of serious infractions.
ter in a guild (typical qualifications in- Class Skills To cast a spell, the Guildmaster must
clude payment of a 100 gp initiation fee, A Guildmaster’s class skills (and the key have an Int score of at least 10 plus the
creation of a masterwork item if a Crafts- ability for each skill) are Appraise (Int), spell’s level (i.e., a Guildmaster must have
man, sufficient demand in that area for Bluff (Cha), Craft (Any) (Int), Diplomacy Int of at least 11 to cast 1st level spells).
another Master-level guildmember, (Cha), Gather Information (Cha), Intim- Guildmaster bonus spells are based on
idate (Cha), Knowledge (Business)* (Int), Int, and saving throws against a Guild-
Knowledge (Law)* (Int), Profession master’s spells have a DC of 10 + spell
(Any) (Wis), Sense Motive (Wis), Speak level + the Guildmaster’s Int modifier (if
Language (None). *New Skill any). When a Guildmaster gets 0 spells
of a particular level, he may cast only
Class Features bonus spells; a Guildmaster without a
All of the following are class features of bonus spell for that level cannot yet cast
the Guildmaster prestige class. a spell of that level. The Guildmaster’s
Hit Die: d6. spell list appears below. A Guildmaster
Skill Points at Each Level: 4 + Int prepares and casts spells in the same way
modifier. a Wizard does. A Guildmaster can uti-
Weapon and Ar mor Pr
Armor oficiency: A
Proficiency: lize scrolls containing arcane spells from
Guildmaster does not gain any weapon the Guildmaster spell list.
or armor proficiencies as a result of be- Eye for Quality: As officials charged
ing a member of this class. with inspecting all sorts of goods, Guild-
Spells: Beginning at 1st level, a Guild- masters acquire an eye for quality—or
master gains the ability to cast a limited lack of it—and consequently receive a
number of arcane spells. Guildmasters +1 bonus on all Appraise skill checks.
are expected to use such spells in their This bonus increases by +1 each level
official capacity as guild officers and to thereafter, to a maximum of +10 at 10th
protect the interests of the organization. level.
For example, Fire Trap might be cast on Concessions: In exchange for serving
behalf of guildmembers willing to pay as guild officers, starting at 2nd level
for the material components; Lesser Geas Guildmasters receive lucrative monetary
might be used to constrain junior guild concessions from the affluent organiza-
members to follow certain courses of tions with which they are associated.
action; and Bestow Curse might be used Such concessions include things like a

TABLE I-1a: The Guildmaster


Level Base Attack Fort Ref Will Special
Bonus Save Save Save
1st +0 +0 +0 +2 Eye for Quality +1, Spells
2nd +1 +0 +0 +3 Concessions, Eye for Quality +2, Skill Focus
3rd +2 +1 +1 +3 Eye for Quality +3, Powers of Investigation
4th +3 +1 +1 +4 Eye for Quality +4, Skill Focus
5th +3 +1 +1 +4 Expand Operations, Eye for Quality +5
6th +4 +2 +2 +5 Eye for Quality +6, Skill Focus
7th +5 +2 +2 +5 Eye for Quality +7
8th +6 +2 +2 +6 Eye for Quality +8, Skill Focus
9th +6 +3 +3 +6 Eye for Quality +9, Guildhouse
10th +7 +3 +3 +7 Eye for Quality +10, Skill Focus

92
Appendix 1: Prestige Classes (Guildmaster - Militia Leader)

portion of guild revenues, stipends for ter of 3rd level or higher is entitled to wholly assume any costs in excess of
serving as officials at seasonal markets, investigate, fine, and even arrest mem- 100,000 gp.
fees for serving as inspectors of crafted bers of his guild if they are suspected of
items, and so on. A character’s conces- or caught engaging in fraud, theft, or oth- Guildmaster Spell List
sions are annually worth 100 gp for each er inappropriate behavior (e.g., baking Guildmasters acquire two spells per pres-
level as a Guildmaster, plus (or minus, if sawdust into bread, selling counterfeit tige class level and must choose their
negative) 100 gp for each point of Cha- gemstones, plagiarizing public domain spells from the following list:
risma modifier. work without giving proper credit). He 0 level: Arcane Mark, Detect Magic,
These amounts assume the character is similarly entitled to undertake related Mage Hand, Message, Open/Close, Read
continues to draw other sources of in- actions, such as confiscation or destruc- Magic.
come as well (e.g., earnings from work- tion of goods and closing of business es- 1st level: Alarm, Comprehend Lan-
ing as a Craftsman, proceeds from ad- tablishments. A Guildmaster who under- guages, Hold Portal, Magic Aura, Float-
ventures). If a character is able to secure takes such actions when they are not jus- ing Disk, Unseen Servant.
full-time employment as a guild official, tified or supportable, however, might be 2nd level: Arcane Lock, Eagle’s Splen-
elected or appointed political official, or subject to censure by his peers, lawsuit dor, Identify, Phantom Trap, Locate Ob-
the like, these figures should all be mul- from aggrieved parties, or other reper- ject, Obscure Object.
tiplied by five (i.e., a base 500 per level cussions. Civil authorities generally rec- 3rd level: Illusory Script, Nondetec-
of Guildmaster and 500 gp per point of ognize the right and authority of a guild tion, Secret Page, Shrink Item, Sugges-
Charisma modifier). Furthermore, the to police its members in crimes that are tion, Tongues.
character receives an additional 500 gp guild or trade related. 4th level: Bestow Curse, Detect Scry-
per point of Intelligence or Wisdom Expand Operations: At 5th level or ing, Fire Trap, Lesser Geas, Locate Crea-
modifier, whichever is higher (if posi- anytime thereafter, a Guildmaster can opt ture, Remove Curse.
tive). to expand his business operations by
At the GM’s option, some of this high purchasing up to 50,000 gp worth of as-
income might be defrayed through sets for just one-third their normal price. MILITIA LEADER
bribes, gifts, donations, and other pay- This action represents the Guildmaster’s Militia Leaders are villagers, townsmen,
ments to help keep the Guildmaster in- ability to call in a number of favors owed or city dwellers who have risen up
fluential and in power. him by his suppliers, creditors, debtors, through the ranks of local defense units
Skill Focus: At 2nd level, a Guildmas- and those who have enjoyed his patron- and achieved positions of authority in
ter gains Skill Focus in any one prestige age. This can be done as many times as both them and their communities. They
class skill, gaining a +3 bonus on skill necessary, so long as the total of the goods are responsible for training bodies of cit-
checks in it. He gains Skill Focus in addi- purchased do not exceed 50,000 gp to- izen soldiers in peacetime and command-
tional prestige class skills at 4th level, tal, and can be used to buy stock, pur- ing them in times of crisis.
6th level, 8th level, and 10th level. chase wagons or a ship, build a ware- Most Militia Leaders are Experts or
Powers of Investigation: A Guildmas- house, or anything else the Guildmaster Commoners, and some are Warriors. It is
wants to do. far less common for Adepts, Aristocrats,
Guildhouse: Once, or members of adventuring classes to be
TABLE I-1b: Guildmaster Spells Per Day upon reaching 9th lev- members of a local militia, much to less
el or anytime thereafter, serve in its leadership, but it is certainly
Level 0 1st 2nd 3rd 4th a Guildmaster may con- possible.
1st 1 0 - - - struct or purchase a Militia Leaders are almost always
2nd 1 1 - - - building/headquarters Craftsmen or Tradesmen, are usually
3rd 2 1 0 - - complex of up to prominent citizens, and are often offic-
4th 2 2 1 - - 100,000 gp value for ers in local guilds. They pursue their
5th 3 2 1 0 - only one-third the nor- Crafts or Trades in times of peace and
6th 3 3 2 1 - mal price, all labor be- prosperity, taking up arms only as need-
7th 4 3 2 1 0 ing provided for free by ed. Such need could include serving
8th 4 3 3 2 1 members of his guild. A terms as commander of the city watch,
9th 5 3 3 2 1 Guildmaster may con- marching in local parades, leading pa-
10th 5 3 3 3 2 struct a more expensive trols of watchmen, commanding militia-
structure, but must men along the walls of their communi-

93
Appendix 1: Prestige Classes (Militia Leader)

responsible for providing their own Hit Die: d8.


arms, armor, and equipment (and are of- Skill Points at Each Level: 2 + Int
ten judged socially for the expenses they modifier.
are willing to incur). Weapon and Ar mor Pr
Armor oficiency: A
Proficiency:
In any given community, the Militia Militia Leader gains proficiency with all
Leader with the highest total level is like- simple and martial weapons and all ar-
ly to be the overall commander of the mor and shields.
armed citizenry. Aura of Confidence: A Militia Leader
gains the ability to bolster the morale of
Requirements militiamen and local residents under his
To qualify as a Militia Leader, a character command who are able to see or hear
must fulfill the following minimum cri- him, giving them a modifier to their sav-
teria. ing throws equal to his Cha bonus (if pos-
Alignment: Any non-chaotic. itive). This effect improves to Cha bonus
Base Attack Bonus: +3, OR Profession +1 at 4th level, to Cha bonus +2 at 7th
(Militiaman)*: 6 ranks. level, and to Cha bonus +3 at 10th level
Craft (Any): 6 ranks OR Profession (treating the Cha bonus as 0 if it is not
(Any other than Militiaman): 6 ranks. positive).
Feats: Leadership OR Cha 14+. Promotion: Upon entering this pres-
tige class and each time in which he ad-
Class Skills vances in it, a Militia Leader gains one
A Militia Leader’s class skills (and the key rank in the skill Profession (Militiaman).
ability for each skill) are Balance (Dex), Note that this cannot allow him to ex-
Climb (Str), Diplomacy (Cha), Handle ceed the normal limits on how many
Animal (Cha), Intimidate (Cha), Jump ranks can be put into a particular skill.
ties or the borders of their states, or lead- (Str), Knowledge (Local) (Int), Ride (Dex), Defensive Combat: Anytime he choos-
ing punitive expeditions against bandits Spot (Wis), Swim (Str). In addition, the es to fight defensively and in order to
or other troublemakers. character may also chose any one class gain a +2 AC bonus, a Militia Leader of
Such characters will usually only ex- skill already held from his membership 2nd level or higher suffers only a –2 pen-
ist in societies where citizens have the in another class. alty to his attack rolls, rather than the
right or responsibility to defend them- usual –4.
selves (e.g., in medieval or Renaissance Class Features Smite Foe: Once per day, a Militia
towns, rather than in areas dominated by All of the following are class features of Leader of 3rd level or higher can attempt
feudal knights). They are almost always the Militia Leader prestige class. to smite an opponent that is threatening

TABLE I-2: The Militia Leader


Level Base Attack Fort Ref Will Special
Bonus Save Save Save
1st +1 +2 +0 +0 Aura of Confidence, Profession (Militiaman) +1 rank
2nd +2 +3 +0 +0 Defensive Combat, Profession (Militiaman) +1 rank
3rd +3 +3 +1 +1 Profession (Militiaman) +1 rank, Smite Foe 1/day
4th +4 +4 +1 +1 Aura of Confidence +1, Profession (Militiaman) +1 rank
5th +5 +4 +1 +1 Profession (Militiaman) +1 rank, Rallying Cry +1
6th +6 +5 +2 +2 Profession (Militiaman) +1 rank, Smite Foe 2/day
7th +7 +5 +2 +2 Aura of Confidence +2, Profession (Militiaman) +1 rank
8th +8 +6 +2 +2 Profession (Militiaman) +1 rank, Rallying Cry +2
9th +9 +6 +3 +3 Profession (Militiaman) +1 rank, Smite Foe 3/day
10th +10 +7 +3 +3 Aura of Confidence +3, Final Defense,
Profession (Militiaman) +1 rank

94
Appendix 1: Prestige Classes (Militia Leader - Spellcrafter)

the interests of his community. This abil- Experts planning on advancing into Weapon and Ar mor Pr
Armor oficiency: A
Proficiency:
ity allows him to add his Cha modifier this prestige class will likely take Spellcrafter does not gain any weapon
(if positive) to his attack roll and 1 point Spellcraft and a pertinent area of Knowl- or armor proficiencies.
per level of Militia Leader experience to edge as class skills initially. Specialists Spells: Beginning at 1st level, a
his damage roll. He gains the ability to have more flexibility can might opt to Spellcrafter gains the ability to cast a lim-
perform this twice per day at 6th level take one of these upon gaining the abili- ited number of spells. The character must
and three times per day at 9th level. ty to select a new class skill. decide whether Int, Wis, or Cha will be
Rallying Cry: At 4th level, a Militia A character who advances into this the ability score keyed to his spells (for
Leader gains the ability to encourage class might obtain his magical capabili- NPCs, the GM should simply assume it is
troops in combat once per day, giving ties through independent research and the highest of these).
them a +1 modifier on all attack rolls. experimentation. Most, however, will ac- Regardless of the key ability score se-
This effect persists for one round per lev- quire Spellcaster prestige class abilities lected, the character may decide wheth-
el of Militia Leader and, as with the Aura through membership in a fraternal orga- er the magic he uses is arcane or divine
of Confidence, applies to militiamen and nization, such as a guild or religious sect in nature. Spellcrafters that wield divine
local residents under command of a lead- (e.g. the Brothers of the Adamant Ham- magic typically worship a deity appro-
er that are able to see or hear him. At 7th mer, a secret fraternity within the Guild priate to their vocation (e.g., Hephaestus,
level, this bonus increases to +2, and at of Blacksmiths). god of Craftsmen, for a Blacksmith).
10th level to +3. Most Spellcrafters are Experts or Spe- To cast a spell, the Spellcrafter must
Final Defense: Upon reaching 10th cialists*, although members of other non- have a relevant ability score of at least
level, a Militia Leader gains the ability spellcasting classes might opt to take a 10 plus the spell’s level (i.e., a Spellcraft-
once per day to present an especially rig- few levels in this class in order to give er must have Int, Wis, or Cha of at least
orous defense for 1 round per level of them the specialized magical capabili- 11 to cast 1st-level spells). Spellcrafter
experience as a Militia Leader. During this ties that can allow them to accomplish bonus spells are based on this key ability
time, the character gains a +2 circum- specific tasks. score, and saving throws against these
stance bonus to AC, a +2 bonus to all sav- spells have a DC of 10 + spell level + the
ing throws, damage reduction 5/–, and a Requirements Spellcrafter’s key ability score modifier
temporary hit point gain of +1 point per To qualify as a Spellcrafter, a character (if any). When a Spellcrafter gets 0 spells
total level of experience. must meet the following criteria. of a particular level, he may cast only
Skills: Knowledge (Arcana, Nature, or
Religion) 8 ranks OR Perform 8 ranks,
SPELLCRAFTER Spellcraft 5 ranks.
Spellcrafters are characters who have Feats: Magical Aptitude OR Skill Fo-
developed specialized spellcasting capa- cus (Knowledge [Arcana, Nature, or Re-
bilities in order to augment their mun- ligion]) OR Skill Focus (Perform) OR
dane skills and abilities, much in the way Skill Focus [Spellcraft].
that Rangers and Paladins acquire the
ability to utilize a limited suite of spe- Class Skills
cialized spells. A Spellcrafter’s class skills (and the key
Spellcrafters are almost always ac- ability for each skill) are Concentration
complished Craftsmen, Entertainers, Pro- (Con), Knowledge (all skills, taken indi-
fessionals, Scholars, or Tradesmen who vidually) (Int), Spellcraft (Int), and Use
have deliberately nurtured a knowledge Magic Device (Cha). She may also chose
of magic in order to transcend the nor- any two class skills already held from
mal capabilities of their classes, crafts, his membership in another class.
and professions. Indeed, most will con-
tinue to pursue their chosen vocations, Class Features
albeit it in an enhanced way (e.g., an Ar- All of the following are class features of
morer might become a Spellcrafter in the Spellcrafter prestige class.
order to craft magic armor, a Physician Hit Die: d6.
might advance in this prestige class in Skill Points at Each Level: 4 + Int
order to expand his ability to heal). modifier.

95
Appendix 1: Prestige Classes

bonus spells; a Spellcrafter without a bo- ing, Brew Potion, Combat Casting, Craft Spellcrafter Spell List
nus spell for that level cannot yet cast a Magic Arms and Armor, Craft Rod, Craft Each time he acquires a level in this pres-
spell of that level. Staff, Craft Wand, Craft Wondrous Item, tige class, a Spellcrafter can choose to
A Spellcrafter prepares and casts Empower Spell, Enlarge Spell, Eschew learn any two spells of a level he is able
spells in the same way a Sorcerer does, Materials, Extend Spell, Forge Ring, Great- to cast that enhance his ability to func-
casting any spell he knows without pre- er Spell Penetration, Heighten Spell, Im- tion in his chosen vocation. The first of
paring it ahead of time. His caster level is proved Counterspell, Knowledgeable, these must be Read Magic, and the oth-
considered to be equal to his level as a Magical Aptitude, Maximize Spell, ers may be selected from a combination
Spellcrafter +5. Quicken Spell, Scribe Scroll, Silent Spell, of any existing spellcaster lists, thereaf-
A Spellcrafter may cast any spell from Skill Focus (in any Spellcrafter class ter becoming Spellcrafter spells of the
a scroll that he is able to cast spontane- skill), Spell Focus, Spell Penetration, Still appropriate level.
ously (i.e., spells on his own list). Depend- Spell, and Widen Spell. The maximum number of spells a
ing on his key ability score, he can also A Spellcrafter receives additional bo- Spellcrafter can learn is equal to the num-
use scrolls that contain spells of the ap- nus feats from the aforementioned list at ber of ranks he has in Knowledge (Arca-
propriate type (i.e., arcane or divine) that 2nd, 4th, 8th, and 10th level. In all cases, na, Nature, or Religion) or Perform, plus
appear on the Wizard (Int), Bard (Cha), the Spellcrafter must meet the prerequi- the number of ranks he has in Spellcraft.
Cleric (Wis), or Druid (Wis + 8 ranks in sites for a particular bonus feat. For these At least one of the two spells taken at
Knowledge (Nature)) spell lists. purposes, however, his caster level is each level must be from a list with a sim-
Bonus Feat: At 1st level, a Spellcraft- considered to be his Spellcrafter level +5 ilar keyed ability (i.e., Spellcrafters us-
er acquires a bonus feat, and can choose (plus any other levels he might have in ing Intelligence must choose at least one
from the following: Augment Summon- another spellcasting class). Wizard spell, those using Charisma must
choose at least on Bard spell, and those
using Wisdom must choose at least one
TABLE I-3a: The Spellcrafter Cleric or Druid spell).
Level Base Attack Fort Ref Will Special Because the number of crafts, profes-
Bonus Save Save Save sions, and other vocations held by
1st +0 +0 +0 +2 Bonus Feat, Spells Spellcrafters is so diverse, it is not prac-
2nd +1 +0 +0 +3 Bonus Feat tical to try to list, dictate, or limit the
3rd +2 +1 +1 +3 spells from which a Spellcrafter may
4th +3 +1 +1 +4 Bonus Feat choose (although they should be appro-
5th +3 +1 +1 +4 priate, are subject to GM approval, and
6th +4 +2 +2 +5 Bonus Feat are subject to the previously listed re-
7th +5 +2 +2 +5 strictions). Spells that affect ability scores
8th +6 +2 +2 +6 Bonus Feat key to a Spellcrafter’s core skills (e.g.,
9th +6 +3 +3 +6 Bull’s Strength, Owl’s Wisdom) are among
10th +7 +3 +3 +7 Bonus Feat the most widely chosen.
For these purposes, Spellcrafter spells
that provide bonuses to attack rolls
TABLE I-3b: Spellcrafter Spells Per Day should also be allowed to enhance skill
Level 0 1st 2nd 3rd 4th 5th checks (an attack is, after all, nothing more
1st 1 0 - - - - than a specific sort of skill check). Spells
2nd 2 1 - - - - like Divine Favor and True Strike are thus,
3rd 3 2 0 - - - for example, also among the most likely
4th 4 3 1 - - - sort to be selected by Spellcrafters.
5th 5 3 2 0 - - As a Spellcrafter advances in level, he
6th 6 3 3 1 - - might not actually be able to apply high-
7th 7 3 3 2 0 - er level spells to his chosen vocation.
8th 8 3 3 3 1 - Metamagic feats like Extend Spell, how-
9th 9 3 3 3 2 0 ever, can allow him to make the most of
10th 9 3 3 3 3 1 applicable lower-level spells by enhanc-
ing their capabilities.

96
Appendix II: New Skills

F ollowing are a wide variety of skills, usable both by Experts of all sorts—whether they be Craftsmen,
Entertainers, Professionals, Scholars, or Tradesmen—as well as by members of the adventuring
classes. (A table showing the various class affiliations for these new skills is available as a free
download at www.skirmisher.com.) In many cases, specializations are listed for certain skills (e.g., Spur-
making for Craft (Blacksmithing)). In most cases, these specializations simply represent a particular occu-
pation that can be practiced with the craft in question. At the GM’s option, however, a PC or NPC could
focus on one of these specializations, receiving a +2 circumstance bonus on all skill checks covered by
the specialization and a –2 circumstance penalty on all other checks covered by the skill.

Craft (Armorsmithing) (Int) gp for 1,500 gp full plate). It costs an Armorer an additional 50
Characters can use this skill to create all sorts of protective gp to create masterwork armor (i.e., one-third of its +150 gp
equipment from a wide variety of materials. While anyone can market value).
take Craft (Armorsmithing)—or even attempt to use it un- Creation of all the following items requires the Armorsmith-
trained—it requires a very high degree of skill to create the best ing skill. An Armorer who has a number of ranks in this skill at
types of armor. least equal to the defensive value of a particular type of armor
Use of this skill assumes access to finished components, need make only a single skill check to successfully create a set
such as chain links, leather undercoats, metal plates and scales, of it from the appropriate components. Thus, for example, an
and the like. Armorers who are not skilled as Blacksmiths, Armorer with at least rank 8 in Craft (Armorsmithing) could
Leatherworkers, Tailors, and Carpenters (as with typical Com- attempt to create a set of full plate with a single skill check.
moner Armorers) will have to hire or work in concert with Less skilled Armorers must make one additional skill check
craftsmen who do have these skills. Armorers who have one or for each rank their skill falls short of the defensive value of the
more of these additional skills (as is the case with most Expert armor. An armorer with 5 ranks in this skill, for example, would
Armorers) will be able to fashion various types of armor com- need to make a total of four checks to create a set of full plate
pletely on their own (although most will still have a number of (i.e., the base check, plus three for the difference between his 5
apprentices or assistants). ranks and the armor’s +8 bonus).
Check: Difficulty for creation of any particular type of ar- Additional Craft skills may be required to create certain
mor is 10 + armor bonus (as reflected on the following table), a kinds of armor, and these are listed on the following table,
formula GMs can use for determining base DCs for creation of along with the minimum necessary rank in them. Armorers
new, unknown, or nonstandard types of armor. All of the fol- that meet these skill requirements need only make a single skill
lowing types of armor and additions (e.g., armor spikes) are check DC when creating a suit of armor, that listed on Table II-
described in the Player’s Handbook; adamantine and mithral 1, on the following page.
are discussed in the DMG. Cost of creating a suit of armor is 1/ If an additional Craftsman of another sort is involved, she
3 of its market value (e.g., 1 gp, 7 sp for 5 gp padded armor, 500 must also make a skill check, against a DC of 10 + 1/2 the

97
Appendix II: New Skills

armor’s defensive bonus. If she fails this check, the time she times this amount, or 1/5 the total value of the item). Time to
spent on the project is lost, as is a quantity of raw materials repair an item of armor is usually one day per point of defen-
equal to 1 gp for a Tailor, 2 gp for a Leatherworker, or 1/6 of the sive value (e.g., three days for a suit of studded leather).
completed item’s total value for a Blacksmith or Carpenter. Retry: No. If a check to create a certain type of armor fails,
Base time to create a suit of armor is five days per point of the amount of time put into it has been lost and 1/2 of the raw
protection (e.g., five days for padded armor). If a suit of armor materials have been expended or ruined (i.e., 1/6 the value of
requires the skills of a blacksmith, the time is doubled to 10 the armor). If a repair skill check is failed, an amount of raw
days per point of protection (e.g., 80 days for full plate). Cost to materials equal to just 1/30th the total value of the armor is
create represents the amount that needs to be invested in raw wasted.
materials for a particular suit of armor (which will generally be Special: Dwarves receive a +2 racial bonus on checks in-
covered by an Armorer for stock items and by the client, as a volving metal armor and shields.
down payment to the Armorer, for custom items). Synergy: Characters with at least 5 ranks in this skill receive
DC for repair of items is the same as for creating them. Cost +2 on Appraise checks to determine the value of all sorts of
of repairs can be variable, depending on the amount of damage armor and shields.
requiring remediation, and can certainly be based on theamount
of hit point damage inflicted upon a suit of armor. For the sake Craft (Artifice) (Int; Trained Only)
of simplicity, however, these can be assumed to generally cost Characters with this skill are trained in building and repairing
an armorer 1/15 the total value of an item (and the client three mechanical devices. This skill is the parent of the Disable De-

Table II-1: Armor Creation Requirements, Times, and Costs


Armor Needed Skills Time to Cost to Cost to Repair
DC Type (ranks required) Create/Repair Create (Armorer/Client)
10 Buckler Blacksmithing (4) 5 days/1day 5 gp 1 gp/3 gp
10 Shield, sm. wooden Blacksmithing (1), Leather. (1),
Carpentry (2) 5 days/1 day 1 gp 2 sp/6 sp
10 Shield, sm. steel Blacksmithing (4) 5 days/1 day 3 gp 6 sp/1 gp, 8 sp
11 Shield, lg. wooden Blacksmithing (1), Leather. (1),
Carpentry (2) 10 days/2 days 2 gp, 4 sp 5 sp/1 gp, 4 sp
11 Shield, lg. steel Blacksmithing (4) 10 days/2 days 6 gp, 7 sp 1 gp, 4 sp/4 gp
11 Shield, tower Leatherworking (2), Carpentry (2) 10 days/2 days 10 gp 2 gp/6 gp
11 Padded Tailoring (1) 5 days/1 day 1 gp, 7 sp 4 sp/1 gp
12 Leather Leatherworking (2) 10 days/2 days 3 gp, 4 sp 7 sp/2 gp
13 Hide Leatherworking (3) 15 days/3 days 5 gp 1 gp/3 gp
13 Studded leather Blacksmithing (2), Leather. (3) 30 days/3 days 8 gp, 4 sp 1 gp, 7 sp/5 gp
14 Chain shirt Blacksmithing (3), Tailoring (2) 40 days/ days 33 gp, 4 sp 6 gp, 7 sp/20 gp
14 Scale mail Blacksmithing (4), Leather. (3) 40 days/4 days 16 gp, 7 sp 3 gp, 4 sp/10 gp
15 Chainmail Blacksmithing (4), Tailoring (2) 50 days/5 days 50 gp 10 gp/30 gp
15 Breastplate Blacksmithing (5), Leather. (2) 50 days/5 days 66 gp, 7 sp 13 gp, 4 sp/40 gp
16 Splint mail Blacksmithing (5), Leather. (2) 60 days/6 days 66 gp, 7 sp 13 gp, 4 sp/40 gp
16 Banded mail Blacksmithing (6), Leather (2) 60 days/6 days 83 gp, 4 sp 16 gp, 7 sp/50 gp
17 Half plate Blacksmithing (6), Leather. (2) 70 days/7 days 200 gp 40 gp/120 gp
18 Full plate Blacksmithing (7), Leather. (2) 80 days/8 days 500 gp 100 gp/300 gp

+1 Armor spikes Blacksmithing (2) +5 days/+1day +16 gp, 7 sp +3 gp, 4 sp/+10 gp


+1 Gauntlet, locked Blacksmithing (4) +5 days/+1day +2 gp, 7 sp +6 sp/+1 gp, 6 sp
+1 Shield spikes Blacksmithing (2) +5 days/+1day +3 gp, 4 sp +7 sp/+2 gp
+3 Exotic metal (e.g.,
adamantine, mithral) Knowledge (Metallurgy) (6) +15 days/+3 days * **

* Additional costs to purchase adamantine and mithral armor are given in the DMG. Additional costs to craft armor of
adamantine/mithral are +667 gp/+334 gp for a shield or Light armor, +1,667 gp/+1,334 gp for medium armor, and +3,334 gp/
+3,000 gp for heavy armor.
** Additional costs to repair adamantine items for the Armorer/client are +134gp/+400 gp for shield or Light armor, +334/+1,000
gp for medium armor, and +667 gp/+2,000 gp for heavy armor. Additional costs to repair mithral items for the Armorer/client are
+67 gp/+200 gp for shield or Light armor, +267/+800 gp for medium armor, and +600 gp/+1,800 gp for heavy armor.

98
Appendix II: New Skills

vice skill and can be used just like that skill as desired.
Check: Artificers know how to use all the tools and proce- Table II-2: Device Complexity Level
dures related to artifice. This skill is used to build, maintain, The unmodified basic complexity level of a given device
and disable all manner of mechanical devices. The complexity or proposed device ranges from 0 to 5. The commonness
of the device as well as the intelligence and level of skill of the (and therefore the complexity) of a device may vary be-
artificer determine the chance of success. Invention is possible tween cultures. Alternate materials (for that type of de-
if the artificer is also an Expert specialist (as described under vice—e.g. a lock made of granite) and special conditions
Expert (Artificer)). This skill also covers the business aspects of may modify the basic complexity level. A specialist must
artifice. have an intelligence bonus equal to or exceeding the mod-
Similar to Disable Device, Craft (Artifice) requires tools. ified complexity level of a device before attempting the
Attempting to use Craft (Artifice) without the proper artificer’s invention of such a device.
tools carries a –2 circumstance penalty. The use of masterwork
artificer’s tools gives a +2 circumstance bonus to the check. Device Complexity:
Check: The amount of time needed to build or repair a de- 0—mundane device (wheel)
vice and the DC for the check depend on the device’s complex- (use 1/2 rather than zero for calculations)
ity (see the “Device Complexity Level” sidebar). Craft (Arti- 1—simple device (key lock)
fice) DC values are shown in the table below the text. 2—tricky device (mill wheel)
Base time to build a known device is 8 hours times the 3—complex device (combination lock)
square of the complexity of the device, all divided by the char- 4—fiendishly clever device (steam engine)
acter’s intelligence bonus. Reduce the time required by 5% for 5—wickedly complex device (robot)
each point that the check exceeds the DC. A minimum of one
hour is required in any event. Extremely large devices (e.g. a Device Complexity Modifiers:
water mill) may take quite a bit longer—when devices are larg- unusual material: +1 to +2 complexity
er than man-sized, substitute days or weeks for hours depend- inadequate tools: +1 complexity
ing on the size of the apparatus. Apply common sense liberally. insufficient funds: +1 to +3 complexity
Appropriate tools and materials are required to create any de- culturally incompatible: +1 to +2 complexity
vice. Costs of construction materials are typically in the range
of 2d6 gp times the square of the complexity of the device.
Failure of the skill check destroys half of the materials in any ligence bonus of the artificer. Reduce the time required by 5%
event. for each point that the check exceeds the DC. A minimum of
Repair costs are typically half of the new construction price. one day is required in any event. The cost of device invention is
Repair time is calculated by dividing the construction time by 3d6 gp times the number of days required. Once invention has
1d4. Very minor repairs on very large devices may cost consid- successfully been completed, use the aforementioned building
erably less. Appropriate tools and materials are required to and repairing rules to build a prototype; double all costs and
repair devices. Failure of the skill check destroys half of the times associated with construction of the prototype. Appropri-
materials in any event. Market rates for devices are typically ate tools and materials are required to create any device. Once
double the cost of the materials, although unique devices (those a successful prototype has been built, all further construction is
newly invented and not in common circulation) may cost sev- at the normal cost and time.
eral orders of magnitude more. It should be noted that some devices may require interme-
Disabling a device is covered in the Player’s Handbook un- diate steps of invention. An artificer may not create a device
der the Disable Device skill. However, any mechanism ren- until all of its components have been individually invented—
dered inoperable by a Craft (Artifice) roll that exceeds the DC for example, a glider may not be built until each of its compo-
by five or more may be re-enabled at will by the artificer in the nent systems have been invented (e.g. wings, superstructure,
same amount of time at a DC of 10. landing gear, control mechanism). Therefore, the creation of a
Artificers who have achieved the Mastery of Specialty Arti- glider requires five inventions—one for each of the compo-
fice (described under the Artificer type of Expert in this book) nents and one for the overall system. A fully functional autom-
may attempt to invent new devices within their specialty or aton might require a dozen or more intermediate steps.
specialties. Device invention is a two-step process: invention Artificers may not “take 10” or “take 20” when inventing or
followed by construction. prototyping; they may, however, do so when working on exist-
Base time to invent a new device is one week times the ing designs or when repairing devices. DCs for working on
square of the complexity of the device, all divided by the intel- devices of various complexity follow below.

99
Appendix II: New Skills

DC Device Complexity than iron, such as brass, bronze, and copper, worked by brass
10 Mundane device (e.g., wheel). smiths, and tin, worked by white smiths (precious metals, such
15 Simple device (e.g., key lock, axle). as gold and silver, are covered by their own Craft skills). Spe-
20 Tricky device (e.g., water mill, simple arrow trap). cialties include Nailsmithing, fabrication of nails; Needling,
25 Complex device (e.g., combination lock, manufacture of pins and needles; Spurmaking, the forging of
shifting walls with counterweights). spurs; and Wiredrawing, the fashioning of wire for chainmail
30 Fiendishly clever device (e.g., steam engine). and other purposes.
35 Wickedly complex device (e.g., robot). Check: This skill does not grant the ability to create weap-
ons as such (although it can be used to support armor- or weap-
–5 repairing device. onmaking by forging the basic pieces that Craftsmen with the
+10 inventing new device. appropriate skills can finish; reduce appropriate creation times
by 10% if an Armorer or Weaponmaker has an assistant with
Retr y: Yes, although half of the materials are destroyed in
Retry: Craft (Blacksmithing)). Weapons and tools created with this
each attempt and must be replaced. skill and without the benefit of Craft (Weaponmaking) that are
Special: Artificers may not disable magic traps unless they used for combat are typically –1 to hit and inflict 1d4 damage
also have levels as Rogues. Gnomes gain a +2 bonus on Craft if size small; –2 to hit and inflict 1d6 damage if medium; and –
(Artifice) checks related to invention but still may not use the 3 to hit and inflict 1d8 damage if large.
skill untrained. Dwarves gain a +2 on Craft (Artifice) checks
related to the construction of existing devices. DC Task
10 Forge simple items like ingots, nails, horseshoes,
Craft (Blacksmithing) (Int) “blanks” that weaponmakers can craft into blades,
This craft, one of the most fundamental in most civilized cul- etc.
tures, allows a character to forge iron into all sorts of basic 15 Forge moderately difficult items like shovels, wheel
items. This skill can also cover the forging of materials other barrow hardware, pruning hooks, frying pans,

100
Appendix II: New Skills

kettles, etc. cialists whose skills conform to the basic characteristics of this
20 Forge somewhat complex or artistic items like weather skill.
vanes, wrought-iron railings, hinges, wire, spring Check: Brewers know how to use all the tools associated
trap pieces, and weapons of reduced efficacy (as with brewing, how to supervise assistants, how to prepare the
described above). raw ingredients required for brewing, and how to manage a
commercial brewery. Make a Brewing check against a DC that
Conver gence T
Convergence ask (Smelting): Characters with at least five
Task reflects the complexity of the fermentation process. Cost of
ranks of Craft (Blacksmithing) and two ranks of Knowledge producing a beverage is typically one-third of the sales price.
(Metallurgy) can use their Craft (Blacksmithing) skill to smelt
raw ores into refined metals. Smelting any substantial quantity DC Task
of ore requires special tools and a furnace. 5 Accomplish mundane work task.
Conver gence T
Convergence ask Check: Make a Craft (Blacksmithing)
Task 10 Brew simple beverages (beer, ale, mead, cider)
check to convert ore into refined metal. This assumes that the (50 gallons a month per rank).
smelter has a coal fire, bellows, proper containers, and other 15 Ferment wines (20 gallons a month per rank).
necessary equipment on hand. 20 Distill spirits (10 gallons a month per rank).
25 Brew masterwork* simple beverages.
DC Substance (1 ton per week) 25 Distill cross-cultural beverages (e.g., Knorsch).
10 Smelt iron (yields 100 to 600 pounds of iron 30 Ferment masterwork* wines.
at 1 sp per pound). 35 Distill masterwork* spirits.
15 Smelt semi-precious metal (yields 100 to 600 pounds 40 Distill masterwork* cross-cultural beverages.
of metal at 5 sp per pound). 45 Devise new recipe that is worth drinking.
20 Craft combination metal (e.g. bronze from copper and
tin, steel from iron and carbon) *Masterwork beverages are worth more than their mun-
20 Smelt precious metal (yields 10 to 100 pounds of metal dane versions. Subtract the rolled skill check from the DC, add
at 5 gp to 500 gp per pound). 2, and use this number as a multiplier to the basic worth (e.g. if
25 Smelt rare metal (mithral) (yields 1 to 10 pounds of brewing masterwork beer (DC 25) and a 15 is rolled, +12 for
pure mithral at 1,000 gp per pound; worked skill = 27. Therefore 27–25 = 2, add 2 = 4, the beer is worth 4
mithral alloys typically contain 50% mithral at times as much as normal beer.) Note that the creation of master-
500 gp per pound). work beverages requires premium ingredients, which doubles
the cost of production. Using extra-premium ingredients (tri-
+10 Smelt without proper equipment. ple normal cost of production) adds +4 to the skill check. Mas-
terwork beverages are rarely produced in large quantities since
Retry: Yes. However, increase the DC by 2 for each retry and
Retry: their price places them beyond the reach of the typical Com-
reduce the value of the ore by 25%. moner’s tongue.
Special: Dwarves have strong natural inclinations toward Retry: No. However, a failed masterwork check may still
Retry:
metalwork and receive a +2 racial bonus to any Craft (Black- produce a potable beverage if the normal beverage DC is met.
smithing) or Smelting skill checks. Special: Gnomes have a +2 racial check on all Brewing
Synergy: Characters with at least 5 ranks in this skill gain a checks because of their sensitive noses and innate ability. At-
+2 synergy bonus on Appraise checks to determine the value of tempting the creation of new recipes requires both a successful
items made primarily from iron (or from whatever sort of metal Knowledge (Brewlore)* skill check and a Brewing skill check.
they are adept at working). Synergy: Characters with 5 or more ranks in this skill re-
ceive +2 on Appraise checks to determine the value of brewed,
Craft (Brewing) (Int; Trained Only) fermented, and distilled products, as well as the raw ingredi-
This skill allows a character to create beers, ales, bitters, stouts, ents used to create them (e.g., grain, sugar, hops, grapes, etc.). If
honey-ales, meads, ciders, wines, spiced wines, and stronger a character has 5 or more ranks in Craft (Alchemy) or Profes-
spirits such as brandy, whiskey, or liqueurs. They can also brew sion (Alchemist)*, he receives a +2 bonus on Brewing checks.
more esoteric delights if they have been exposed to the recipes
or they are standard within their culture. These might include Craft (Carpentry) (Int)
the famous Orcish Knorsch, a strong beverage made of fer- This skill covers the working and carving of wood for the cre-
mented blood, or the tasty Kumiss of the horse-tribes, brewed ation of all sorts of items. Areas of expertise include training in
from fermented mare’s milk. Vintners and Distillers are spe- logging operations, the art of cutting and transporting wood,

101
Appendix II: New Skills

using wood to build an object or structure, and finishing and high degree of craftsmanship.
preserving wood in a long-lasting or decorative manner (using A Carpenter requires appropriate tools (typically a mini-
stains, waxes, or decorative trim-work, for example), as well as mum of an axe, saw, plane, awl, hammer, chisel, file, wooden
the tasks needed to manage a business and earn a living. Spe- levels, guides, pegs, rope, and chalk) to give the best chance of
cialties include Joining, fashioning of cabinets and furniture, success. If the Carpenter is forced to make do with improvised
and Woodturning, woodworking with a lathe. tools, the check is made with a –2 circumstance penalty. If
Check: A character with this skill knows how to use all the using masterwork Carpenter’s tools the check is made with a +2
tools and techniques related to Carpentry, how to supervise circumstance bonus.
both trained and untrained assistants, and how to respond to To determine the amount of time and money it takes to
common mishaps and problems. Make a Craft (Carpentry) check complete a task:
against a DC that reflects the complexity of the task to be ac-
complished. 1. Find the item’s price in the Player’s Handbook or the
The basic function of the Craft (Carpentry) is to allow its DMG, or have the GM set the price for an unlisted task. Put
user to perform tasks related to physically working with wood. the price in gold pieces if a building is constructed, as build-
The DC depends on the difficulty of the task to be performed ings are far more expensive than the typical craft item; else
and the materials at hand. A combination of the DC, the Car- put the price in silver pieces.
pentry check result, and the price of construction determine 2. Find the DC listed or have the GM set one.
the length of time required to complete the task. The price of 3. Pay one-third the item’s price in raw materials.
the finished item also determines the raw material’s cost. 4. Make a skill check representing one week’s work.
A Carpenter may construct a one or two-level building of up
to (1,000 multiplied by Carpentry Rank) square feet or a non- If the skill check succeeds, multiply the check’s result by the
loadbearing wall (e.g. a log palisade) without the assistance of DC. If the result multiplied by the DC equals the price of the
an engineer-architect. More complicated structures with more item in sp, the item has been completed. If the result multiplied
than two floors or larger surface areas require plans drawn up by the DC is double, triple, etc., the price of the item in silver
by Engineer-Architects. pieces, then it has been completed in one-half or one-third the
Carpenters may repair a structure of any size that is at least time, and so on. If the result multiplied by the DC doesn’t equal
25% intact without the assistance of an Engineer-Architect. the price, then it represents progress made during the week.
Failure to utilize an Engineer-Architect’s plans when required Record the result and make a check for the next week (i.e.,
increases the DC by 5, increases the cost by 25%, and results in progress is cumulative). Each week, progress is made until the
the loss of half of the raw materials when a progress check (see total reaches the price of the item in silver pieces (substitute
below) is failed. Additionally, a Carpenter who does not utilize gold pieces for silver pieces if a structure is being built). If this
the plans of an Engineer-Architect must make an accuracy check check is failed, no progress is made for that week.
in a manner identical to that described under the Profession Additionally, if the check is failed by 5 or more, half of the
(Engineer-Architect) skill entry, utilizing Craft (Carpentry) skill raw materials are ruined and need to be replaced for subse-
in place of the Profession (Engineer-Architect) skill. This accu- quent attempts.
racy check is made at the conclusion of construction. Penalties Several Carpenters may collaborate on a project under the
for failing this check are identical to those of the Engineer- supervision of a master Carpenter. A master Carpenter is capa-
Architect (e.g. roll on the Unsound Construction table). Car- ble of supervising one subordinate Carpenter for each rank he
penters may use a single set of plans drawn up by Engineer- has in Craft (Carpentry). Total the levels of Carpentry skill for
Architects for multiple construction sites; in this case the only all the Carpenters involved and make a single skill check for
penalties are that the DC is increased by 2 and the cost is in- that week; the skill ranks of Carpenters in excess of the master
creased by 10%. The loss of raw materials penalty and the Carpenter’s supervisory capability are wasted, losing the least
accuracy checks are eliminated. skilled subordinates first. For example, Master Hood (with eight
Ship construction requires the assistance of a Shipwright in ranks of Carpentry skill) has two journeymen of skill rank 5,
the same manner that building construction requires the help one apprentice of skill rank three, and 10 apprentices of skill
of an Engineer-Architect. See the new Craft (Shipbuilding)* rank two working on a decorative desk for the Baron. When
skill for details. Hood makes his roll, he adds 8 + (2x5) + (1x3) + (5x2) = 31 to
As noted in Player’s Handbook, in some cases, the Fabricate his roll. Five of the skill rank two apprentices’ abilities are
spell can be used to achieve the results of a Craft check with no wasted as they did not receive adequate supervision. A Carpen-
actual check involved. However, an artisan must still make a ter can also supervise four unskilled laborers for each rank he
skill check when using this spell to make articles requiring a has in Craft (Carpentry).

102
Appendix II: New Skills

Progress by the Day: The character can make checks daily given to assist in calculating work progress.
instead of weekly, in which case progress (result multiplied by
DC) is in copper pieces instead of silver pieces. Conver gence T
Convergence ask (T
Task (Trree Husbandr y): Characters with at least
Husbandry):
Creating Masterwork Items: The character can construct 5 ranks of Craft (Carpentry)* and 5 ranks of Knowledge (Na-
masterwork woodwork (an item that conveys a bonus to its ture) can use their Craft (Carpentry) skill to plant and manage
structural integrity and/or displays exceptionally beautiful groves, typically in order to provide a sustainable and readily
craftsmanship, as determined by the GM). To create a master- available source of raw material.
work woodwork version of an item on the table below, create Cover gence T
Covergence ask Check: Make a Craft (Carpentry) check to
Task
the masterwork component as if it were a separate item in manage a tree farm properly. This assumes that the carpenter
addition to the standard item. The masterwork component has has access to land. Grove management includes fire preven-
its own price (double the price of the base item) and DC (base tion, pest management, soil protection, and maintenance of
DC+5). Once both the standard component and the master- tree health.
work component are completed, the masterwork item is fin-
ished. Note that the cost of the masterwork component’s raw DC Task (Roll annually until har vested,
harvested,
materials is one-third of the doubled price. typically 20 or more years
years)
Repairing Items: Generally speaking, a Carpenter can repair 10 Maintain a stand of native trees (<1 acre).
an item at the same DC that is required to construct it. The cost 15 Maintain a stand of exotic (non-native) trees (<1 acre).
of repairing an item is one-fifth the original construction price. 15 Manage small grove of native trees (<5 acres).
Alternatively, the GM may choose to decrease or increase the 20 Manage small grove of exotic trees (<5 acres).
repair cost depending on the actual damage (i.e. prorate the 20 Manage medium grove of native trees (5-50 acres).
damage). 25 Manage medium grove of exotic trees (5-50 acres).
25 Manage large grove of native trees (50-250 acres).
DC Task Price* 30 Manage large grove of exotic trees (50-250 acres).
2 Whittle a trinket 1 sp 35 Manage very large grove of native trees
3 Cut an oar 2 sp (250-1,000 acres).
5 Fell a 1’ diameter by 30’ high tree (23 cf) 1 sp** 35 Manage very large grove of exotic trees
7 Fell a 2’ diameter by 45’ high tree (141 cf) 3 sp** (250-1,000 acres).
9 Fell a 3’ diameter by 60’ high tree (424 cf) 7 sp**
7 Transport 1,000 cubic feet of wood 10 miles 5 gp Retry: Yes. However, decrease the value of the wood by
Retry:
8 Cut 1,000 cubic feet of wood into board 10 gp 10% for each failed roll. If 10 rolls are failed, the entire grove is
9 Finish 1,000 cubic feet of wood 15 gp destroyed (by fire, beetles, etc).
10 Construct furniture 10 gp Special: Elves are especially skilled at working with wood
10 Construct a 10’x10’x2’ section of wall 100 gp in both its living and cut forms, and receive a +2 racial bonus
13 Construct a 20’x30’x2’ 3-room building 1,000 gp on all Craft (Carpentry) checks, including those involving Tree
15 Construct a 40’x60’x2’ 2-floor, Husbandry.
10-room mansion 100,000 gp Characters with the ability to perform Tree Husbandry may
12 Construct a ballista 500 gp add a +2 bonus to any checks related to fighting fire.
14 Construct a catapult 550 gp Synergy: A character with 5 or more ranks of skill in Handle
16 Construct a siege tower 1,000 gp Animal gains a +2 synergy bonus on Carpentry checks related
15 Build a rowboat 50 gp to transporting wood. Characters with this profession receive
22 Build a longship 10,000 gp +2 on Appraise checks to determine the value of all sorts of
wood and finished wood products. This bonus does not apply
+1 Four unskilled laborers assisting –5% to weapons or armor (shields), as construction of weapons or
+1 Add internal rooms +5% armor is outside of the realm of mere Carpentry; these skills are
+2 Rush job (working 24-hour days in shifts) the realm of Weaponmakers and Armorers, regardless of the
in half-time. +25% materials used.
+3 Add decorative carvings over entire object. +50%
Craft (Drawing) (Int)
* Price refers to the typical market sales price of the item in The character is trained in earning a livelihood drawing pic-
question. Masterwork items usually cost twice this much. tures and charts and is familiar with all conventional forms of
** Felling a tree actually costs a Carpenter nothing; the cost is drawing. He is also familiar with the methods used to make

103
Appendix II: New Skills

inks, chalks, and pencils. 500 gp). If successful, the value of the gem is increased by 5%
Check: The character knows how to use drawing tools and for every rank held in gemcutting (e.g., improved by 30% for a
techniques related to the Drawing craft. Make a Craft (Drawing) character with 6 ranks). If failed by up to 5 points, the gem is
check against a DC that reflects the complexity of the task to be damaged and its value halved; if failed by more than 5 points, it
accomplished. Original works of art can be copied but not cre- is completely ruined.
ated with this skill; such works are the realm of an indefinable DCs for cutting gems of various values are reflected on the
inner creative spark. table below; use the DC given for gems up to and including the
given value. Time is determined by rolling as indicated and
DC Task dividing it by the skill rank of the character.
10 Copy a simple ink or drawing (1 square foot/10
minutes). DC Gem V alue*
Value* Time Requir
Requireded
15 Draw a moderately complex landscape or portrait 15 10 gp 1d4 hours/skill rank.
(1 square foot/2 hours). 20 50 gp 1d6 hours/skill rank.
15 Craft pencils, mix inks (1 pint/hour). 25 100 gp 2d6 hours/skill rank.
20 Draw a moderately complex picture from memory 30 500 gp 1d4 days/skill rank.
(1 square foot/2 hours). 35 1,000 gp 1d6 days/skill rank.
40 5,000+ gp 2d6 days/skill rank.
+10 Use an unusual medium (e.g., blood, mud, mercury).
* Current value of gem, whether uncut or cut.
Retr y: Yes.
Retry:
Special: Elves have a +2 racial bonus to all Drawing checks Special: Dwarves and Gnomes are adept gemcutters and
due to native ability. receive +2 on such skill checks.
A character may use either his Dexterity bonus or his Intel- Synergy: Characters with 5 or more ranks in this skill re-
ligence bonus, whichever is higher, when making Drawing skill ceive +2 on Appraise checks to determine the value both cut
checks. and uncut gems.

Craft (Gemcutting) (Int) Craft (Illusory Apparatus) (Int)


Characters with this skill are adept at cutting, polishing, and This skill allows its practitioner to create all sorts of devices
otherwise improving the value of all sorts of gemstones. More used to effect and enhance various “magic tricks,” stage dem-
valuable stones tend to be tougher to work with, and as a result onstrations, theatrical productions, and mundane illusions.
require much tougher skill checks for success. Check: Successful use of this skill allows a character to cre-
Check: To improve the value of an uncut gemstone, a char- ate items that subsequently allow certain “tricks” or stage ef-
acter must make a check against the requisite DC. A successful fects to be attempted by the same or another character (and
check results in the value of the newly cut gem increasing by which are typically resolved with the skill Sleight of Hand). If
50% (e.g., an uncut diamond worth 1,000 gp would be im- the skill check needed to create a specific item is failed by up to
proved to 1,500 gp value). If the skill check fails by up to 5 five places, the device can still be used to effect an illusion, but
points, the value of the gem is reduced by 50% (i.e., the value of at –2 to the skill check. Masterwork items created using this
the 1,000 gp diamond would be reduced to 500 gp). If the check skill grant a +2 bonus on appropriate Sleight of Hand skill
fails by more than 5 points, the gem is destroyed. checks.
If desired, the gem cutter may elect to be somewhat experi-
mental and put twice as much time into cutting a gem. In this DC Task (typical cost/time to cr eate)
create)
case, he can make two skill checks. If both succeed, the value of 10 Modify existing items for a specific purpose (e.g., mark
the gem is increased by 100%; if only one succeeds, what he up a set of playing cards, weight a pair of dice,
tried to do did not really work, and its value is increased only cause a stage trapdoor to drop open when stepped
25%. If both fail by up to 5 points, the value of the gem is upon); 5 sp/10 minutes.
halved; if either fails by more than 5 points, the gem is de- 15 Create simple illusory/theatrical devices (e.g., a
stroyed. cabinet used for “sawing” someone in half, a boom
To improve the value of a gemstone that has already been apparatus that allows an actor to fly across a stage);
cut, a character must make a check against a DC 5 higher than 5 gp/two hours.
the base for improving an uncut stone of the same base value 20 Create moderately complex illusory/theatrical devices
(e.g., a DC of 25 for a gem worth more than 100 but less than (e.g., a mirrored box that can allow someone to

104
Appendix II: New Skills

“disappear,” a likeness of a starry sky with bodies 15 300 Ivory sculpture.


that move across it); 50 gp/one day. 17 400 Fine copper gorget studded w. garnets.
25 Create complex illusory/theatrical devices 20 500 Silver ring set w. tiny emeralds.
(e.g., a functioning “crystal ball”); 250 gp/one week. 22 600 Ornate, filigreed electrum death mask.
25 700 Richly-etched, silvered scimitar.
Special: Gnomes have strong natural inclinations toward 27 800 Heavy, crude gold bracelet with uncut
illusions of all sorts, both magical and mundane, and receive a rubies.
+2 racial bonus on all Craft (Illusory Apparatus) checks. 30 900 Gold necklace with small sapphire
Synergy: Characters with 5 or more ranks in Sleight of Hand pendant.
receive a +2 synergy bonus on attempts to use this skill. Five or 32 1,000 Massive gold bracelet set with
more ranks in a Craft skill appropriate to the illusory/theatri- emeralds.
cal device being created grant a +2 synergy bonus (e.g., Craft 35 2,000 Jeweled, hinged egg with enclosed
(Carpentry) for the creation of a cabinet). miniatures.
37 3,000 Ebony scepter set with gold and
Craft (Jewelrymaking) (Int) diamonds.
This profession allows a character to create all sorts of jewelry 40 4,000+ Fine platinum crown set with large
from virtually any desired materials. It also includes tasks like topazes.
engraving items, silvering weapon blades, and the creation of
many sorts of art objects. Specialties within this craft include Special: Dwarves are adept at working with gems and met-
Enameling, Engraving, and Gilding, the art of applying gold and als and receive +2 on Craft (Jewelrymaking) checks involving
silver leaf or paint to objects. such items. Elves receive a +2 bonus on skill checks involving
Check: DC for creating of a piece of jewelry or an art object wood and similar natural materials.
is based on the value of the raw components used to create it, as Synergy: Characters with 5 or more ranks in this skill re-
indicated on the table below. For example, creating an item ceive a +2 bonus on Appraise checks to determine the value of
with components worth more than 200 gp and up to 300 gp has gems, jewelry, and art objects.
a DC of 15. Time to create an item is usually a number of days
equal to the DC minus 5. Craf
aftt (K
Craf of
(Kof tg
oftg ar
tgar i) (Int)
ari)
A successful skill check indicates that the jeweler has creat- This skill represents the ability to engrave intricate runes and
ed an item worth three times the base value of the components. decorative patterns on hard metal objects—especially steel
For example, 250 gp worth of raw components would produce weapons and plate armor—and to fill them in with precious
a piece of art worth 750 gp. metals like gold or silver. Such tracery, often in floral patterns,
If the jeweler fails his skill check, he can opt to make a can be quite striking, and greatly increases the value of a weap-
second attempt. If the second check succeeds, he has managed on without diminishing its value in combat. The amount of
to create an item that is worth twice that of the raw compo- such increase determines the DC of the skill check and is re-
nents. If this second check fails, nothing has been created but flected below. Greater increases can be extrapolated if desired.
half of the components have been lost, ruined, or otherwise Time to successfully engrave an object is one day per point
expended. of DC (e.g., 20 days if the intent is to triple the value of the object
If the jeweler puts twice the requisite amount of time into a in question). Cost is a number of gp equal to the base cost of the
project and succeeds in two skill checks, he manages to create object plus the DC (e.g., 70 gp for a 50 gp greatsword that a
an item worth four times the value of the raw components. If craftsman wants to triple in value).
only one of these checks succeeds, the item is worth three times
the raw components. If both fail, a third check can be made to DC Result
see if an item worth two times the raw components has been 15 Object base value doubled
produced. If all three checks fail, then the project has come to 20 Object base value tripled
naught and half of the components have been expended. 25 Object base value quadrupled
30 Object base value pentupled
Raw
Base Component Retry: Yes, but half the materials used in the process are
Retry:
DC Value (gp) Example ruined and must be replaced.
10 100 Engraved gold or silver ring. Special: Dwarves receive a +2 racial bonus with this skill.
12 200 Necklace of carved amber beads. Synergy: Characters with 5 or more ranks in the Crafts Gold-

105
Appendix II: New Skills

smithing*, Jewelrymaking*, and Silversmithing* receive a +2 +4 Missing all tools.


synergy bonus for each on Craft (Koftgari) skill checks. Charac- +4 Map is of greater scale (e.g. 1:10,000 instead of 1:300)
ters with 5 or more ranks in this skill receive +2 on attempts to than listed above. Large-scale maps are usually
Appraise the value of objects embellished with koftgari. produced by compiling other maps rather than
surveying anew. This typically takes 1d10 days.
Craft (Mapmaking) (Int)
Characters with this skill are adept at copying, creating, and If a cartography check succeeds, the map is 96+1d4% accu-
using terrestrial (street, dungeon, wilderness, etc.), nautical, and rate. For each additional time period spent mapping increase
astronomical maps, as well as other sorts of abstract spacial the accuracy by 1%, not to exceed 100%. If the check fails, the
representations (e.g., globes). This skill also assumes rudimen- accuracy is 96-(1d4 per point that the roll is below the DC).
tary skills in surveying. Retr
Retry:y: Yes.
Check: Make a Mapmaking check when attempting to use a Synergy: Characters with at least 5 ranks of Craft (Mapmak-
map to navigate or when drawing a map. These checks assume ing) skill gain a +2 synergy bonus when trying to Appraise
that the cartographer has the appropriate tools (level, compass maps. Characters with 5 or more ranks in Craft (Drawing)*
or lodestone, rulers and triangles, alidade, plane table, measur- receive a +2 synergy bonus on appropriate Mapmaking checks.
ing lines, etc.) and an assistant. See Appendix VII: Costs for
Expert Services to determine the costs of having a map made Craft (Navigational Devices) (Int)
based on production time. Characters with this skill can create all sort of devices used as
navigational aids. Characters likely to take this skill include
DC Task ship’s navigators; cartographers specialized in drafting charts;
10 Read a map correctly. and artificers specialized in the creation of sextants, astrolabes,
10 Check accuracy of map in the field. and chronometers.
10 Copy map or chart. Takes 1/10 of the time of creating Check: Difficulty levels for the creation of various devices
one from scratch. appear below, followed by the era such devices were intro-
15 Quickly plot a simple relationship (a 100’ x 10’ duced into European navigation (in parentheses), market value
corridor, a 1,000 square foot room, a cave located of each device, and the bonus each gives to navigation checks.
a mile upstream of a waterfall). Takes 1d4 minutes. Regardless of DC, successful creation of any particular de-
15 Produce a simple but accurate 1:300 map (does not vice assumes the prevailing level of technology has been
include elevation data). Requires only compass, achieved in the game milieu (e.g., a chronometer could not be
ruler, and drawing materials. An example of such a created under any circumstances if the level of technology pre-
map would be a 1”=25’ dungeon map. Takes 1d4 dates that of the 17th century. It takes DC minus 4 days to create
hours per 250’x250’ section. a device. Production cost for a device is 1/3 of its market value.
15 Survey a foundation, grade, or slope (when building a
road, bridge, or aqueduct, for example). A Market
successful survey reduces the DC of construction DC Navigational Device Value Bonus
rolls (masonry or carpentry) by 2. 5 Line and lead weight (any). 5 gp +1
20 Produce a 1:1,200 topographic map (includes 10 Compass (12th century). 10 gp +2
elevation contours as well as linear bodies of 15 Compass card (13th century). 25 gp +2
water like streams and rivers). Such a map at 15 Hourglass (13th century). 25 gp +1
1”=100’ might be of a small town. Takes 1 day per 20 Sextant (13th century). 100 gp +2
square mile. 20 Astrolabe (13th century). 100 gp +2
25 Produce a nautical chart (including depths). Requires 25 Quadrant (15th century). 150 gp +3
lines, weights, and a boat. Takes 1 day per square 25 Chronometer (17th century). 1,000 gp +2
mile. 25 Charts (13th century). 1,000 gp +2
30 Produce an astronomical sky chart suitable for use by 30 Charts, improved. 2,000 gp +3
astrologers. Requires clear night skies. Takes 1d4 35 Charts, masterwork. 5,000 gp +4
weeks.
Retry: No. If a check to create a device is failed, the amount
–2 Able to inspect area from above (e.g., while flying). of time put into it has been lost and 1/2 the raw materials have
+2 No assistant present (map creation only). been expended or ruined (i.e., 1/6 the value of the device).
+2 Missing some tools. Synergy: Five or more ranks in Profession (Artificer) give a

106
Appendix II: New Skills

+2 synergy bonus on creation of compasses, compass cards, plan in gold pieces, then the task has been completed in one-
astrolabes, sextants, and chronometers. Five or more ranks in half or one-third the time, and so on.) If the result multiplied by
Craft (Mapmaking)* give a +2 synergy bonus on the creation of the DC does not equal the price, then it represents progress
charts. Characters with this skill receive a +2 bonus on attempts made that week. Record the result and make a check for the
to Appraise the value of any sort of navigational devices. next week, adding in previous progress. Each week more
progress is made until the total reaches the price of the plans in
Craft (Painting) (Int) gold pieces.
Painters, often called limners, are skilled at compounding pig- If the check is failed, no progress is made during the week.
ments from many types of materials (e.g., garnets and linseed Additionally, if it is failed by 5 or more, the Craftsman loses 30
oil) and using them to create anything from simple tavern signs minus the result in gold pieces of progress that week (mini-
to complex paintings (depending on level of ability of course). mum of 0).
Check: The character knows how to use painting tools, paints, Once the ship plans are completed, the GM makes a final
and solvents, and techniques related to the Painting craft. Make check for accuracy against the same DC made for the final
a Craft (Painting) check against a DC that reflects the complex- progress check. This accuracy check takes no time; it is concur-
ity of the task to be accomplished. Original works of art can be rent with the final progress check. If the check succeeds, the
copied but not created with this skill. plans are sound. If it fails, there is a flaw—roll on the Flawed
Maritime Design table below. The GM may bypass the table
DC Task and impose a flaw of his or her own. A second Shipwright may
15 Craft paint pigments, pencils, mix inks (1 pint/hour). be contracted to review the plans; the reviewing Shipwright
35 Make a perfect copy of a painting (1 square foot/day). makes only the accuracy check. Reviews take one day per 5,000
gp (or fraction thereof) of the final cost of construction and cost
+10 Work in an unusual medium (e.g., blood, mud, a quarter of the design cost. Reviews are a matter of routine at
mercury). larger shipyards, given the cost of a ship.
Shipwrights who supervise the work of construction crews
Retr y: Yes.
Retry: (typically apprentice Shipwrights or Carpenters) double the
Special: If desired, a character may apply his Dexterity bo- rate of construction. For example, in the Craft (Carpenter) skill
nus to Painting checks instead of his Intelligence modifier. description, if Master Hood and his crew were building a ship
Synergy: Five or more ranks in Craft (Drawing)* give a +2 under the supervision of a Shipwright, he would add 31 to his
synergy bonus on this skill. roll (let’s say he rolled a 19) and then double the resulting sum,
for a grand total of 100. Shipwrights do not, however, increase
Craft (Shipbuilding) (Int; Trained Only) the chance of success in a given week (Master Hood “only”
The character is trained in earning a livelihood as a Shipwright. adds 31 to his roll when checking against the DC).
Areas of expertise include the design and supervision of the
construction of all sorts of boats and ships. Craft (Shipbuilding) DC Task
also includes the tasks needed to manage a business and earn a 11 Design a rowboat.
living. 15 Design a sailing ship.
Check: Characters with this skill know how to use tools 20 Design a longship.
associated with ship design and construction, how to supervise 25 Design a warship.
apprentices, Craftsmen, and unskilled laborers, technicalities
of seaworthy construction, and how to manage the various –5 Correct flawed design (assuming flaw is discovered
aspects of a ship-building operation. before construction is begun); one week.
Make a Craft (Shipbuilding) check against a DC that reflects +1 Structure is non-standard (e.g., larger or more ornate).
the complexity of the desired process or design. Ship-building +5 Add multiple levels.
progress is normally calculated each week. The actual physical +2 Add hidden compartments.
construction of ships is typically the realm of the Craft (Car- +5 Design will travel 10% faster than existing design.
penter) skill; most Shipwrights are skilled at Carpentry as well +7 Working with unusual materials (bone, hide, stone,
as Shipbuilding. metal).
If the check succeeds, multiply the check’s result by the DC. +2 Rush job (working 24 hour days in shifts) in half-time.
If the result multiplied by the DC equals the cost of the plans in +0 Supervise construction of own design.
gp then the character has completed the ship plans. (If the result +3 Supervise construction of another’s design.
multiplied by the DC equals double or triple the price of the +2 Review work of another for flaws.

107
Appendix II: New Skills

Crafts
A great number of craft skills are likely to be used in a typical fantasy milieu. A number of those most likely to be used in
the game are described in detail in this appendix; several of the more mundane or esoteric crafts are described below (GMs
can expand upon this list as necessary). A typical Commoner Craftsmen will be proficient in a single craft, while a typical
Expert craftsman will be proficient in two or more, along with a number of complimentary skills.
Historically, many Craftsmen—particularly Commoners—were very narrowly specialized and earned a living perform-
ing just one of the tasks listed under a skill. For example, many medieval Goldsmiths earned a living entirely as Goldbeaters,
manufacturers of gold foil. A number of such specialties are indicated in the following section, and can either be taken as
separate crafts or simply used to give some idea of the specialized nature of many Craftsmen, or of those specific to certain,
non-standard milieux (e.g., Chariotmakers). When using a particular Craft, specialists receive +2 on skill checks related to
their specialization and –2 on checks unrelated to it.
All of the following conform to the general characteristics of the Craft skill, as described in the Player’s Handbook and
have Intelligence as their key ability. Characters with 5 or more ranks in such skills receive +2 on attempts to Appraise
appropriate goods (e.g., a character with Craft (Furriery) receives a bonus on attempts to appraise the value of furs and pelts).

Craft (Basketweaving) Craft (Clockmaking) Craft (Cutlery)


This skill is used for the creation of This skill is used to create all sorts of Cutlers are skilled at manufacturing
all sorts of baskets, woven mats, and clocks. It assumes at least Renaissance- knives, utensils, and similar domes-
similar items. Kobolds receive a +2 level technology. tic implements. Dwarves receive a +2
racial bonus on checks related to this racial bonus on such checks involv-
skill. Craft (Cobbling) ing metal.
This skill is used to repair boots, shoes,
Craft (Bookbinding) and other sorts of footwear. Characters Craft (Dyeing)
A character with this craft is skilled at with 5 or more ranks in Craft (Cordwain- Characters with this skill are adept at
binding books, tomes, codices, and ing) receive a +2 synergy bonus on this coloring cloth using a variety of natu-
similar works, creating covers from a skill. ral and chemical substances.
variety of materials (e.g., cloth, leath-
er, metal, wood), and similar related Craft (Coopering) Craft (Embroidery)
tasks. This skill is used for the manufacture of This skill allows a character to use
wooden tubs, barrels, and casks. thread to create all sorts of designs on
Craft (Calligraphy) cloth.
Characters with this craft are skilled Craft (Coppersmithing)
at inscribing decorative text, illumi- Characters with this skill are able to fash- Craft (Fulling)
nated characters, pictographs, and oth- ion copper and its alloys into cast and This skill is used for the creation of
er written devices. Characters with 5 forged items, such as pots and pans. Spe- felt. Materials include wool and Full-
or more ranks in Craft (Drawing) re- cialties within this craft include Braziery, er’s earth (a dose of which will inci-
ceive a +2 synergy bonus on this skill. the ability to work with brass, and Bell- dentally give +2 on Heal checks to
founding (the skill first used to cast can- treat ingested poisons).
Craft (Cartwrighting) nons). Dwarves receive a +2 racial bo-
This skill is used for constructing wag- nus on checks related to this skill. Craft (Furriery)
ons, wheelbarrows, carriages, and This skill covers the dressing, repair-
other wheeled conveyances. Special- Craft (Cordwaining) ing, and selling of pelts and furs of all
ties include Wheelwrighting and Char- This skill is used to manufacture all sorts sorts. Characters with 5 or more ranks
iotmaking. of footwear, typically from leather. Spe- in this skill receive a +2 bonus on Craft
cialties include Sandalmaking and Slip- (Taxidermy)* skill checks.
Craft (Chandlery) permaking. Characters with 5 or more
This skill is used for the creation and ranks in Craft (Cobbling) receive a +2 Craft (Glassblowing)
selling of candles. synergy bonus on this skill. Characters with this craft are profi-

108
Appendix II: New Skills

cient at creating glass using various DC for opening it. Five or more ranks in wood, and Gnomes receive a +2 ra-
ashes and sands and using it to fash- Open Lock gives a +2 synergy bonus on cial bonus on sculptures with moving
ion vessels, panes of glass, and other Craft (Locksmithing) checks. Five or parts. Specialities include Casting and
objects. Specialists include Glaziers, more ranks in Craft (Locksmithing) gives Carving.
skilled at cutting and setting glass. a +2 synergy bonus on Open Lock checks.
Craft (Silversmithing)
Craft (Goldsmithing) Craft (Papermaking) Characters with this skill are able to
Characters with this craft are skilled This skill can be used for creating parch- craft silver foil, plate, utensils, and
at casting, forging, and otherwise us- ment, paper, vellum, papyrus, or what- almost any sort of cast or handcrafted
ing gold to make jewelry and other ever sort of medium is used to write upon item. Tinkering, work with tin, func-
items. Specialties include Goldbeat- in any given society. tions much the same way, as does Pew-
ing, which is used for creating gold tersmithing, work with an alloy of tin,
foil, and Minting, which is used to cre- Craft (Pottery) copper, and other metals. Dwarves
ate coinage of all sorts. Dwarves re- Characters with this skill are adept at cre- receive a +2 racial bonus on checks
ceive a +2 bonus on checks related to ating all sorts of vessels and implements for this skill.
Goldsmithing. from clay, to include glazing and firing
such items. Equipment includes pottery Craft (Soapmaking)
Craft (Hatmaking) wheels and kilns. This skill is used for transforming ma-
Hatters are proficient at creating all terials like fat, olive oil, glycerine, and
sorts of headgear. Craft (Ropemaking) lye into soap that can be used for ev-
This skill allows characters to create rope, erything from personal hygiene to
Craft (Horning) twine, and string of all sorts from natural laundry.
Characters with this craft are skilled material like flax and hemp. Five or more
at working with horn and using it to ranks in Use Rope grants a +2 synergy Craft (Tanning)
create items such as cups, instruments, bonus on checks related to this skill, and This skill is used by leatherworkers
laminate for composite bows, and 5 or more ranks in this skill grants a +2 to dress, tan, and otherwise transform
similar items. synergy bonus on Use Rope checks. animal skin and hide into leather. Spe-
cialties include Bleaching, used for
Craft (Leatherworking) Craft (Rugmaking) whitening hides.
Characters with this craft are skilled This skill is used for creating and repair-
at manufacturing all sorts of items ing woven rugs, mats, and carpets. Craft (Tattooing)
from leather. Specialist practitioners This skill uses needles and various pig-
of this skill include Girdlers, Glove- Craft (Sailmaking) ments to permanently decorate the
makers, Harnessmakers, Pursemak- Characters with this craft are skilled at skin of living creatures. Branding, rit-
ers, Saddlers, Scabbardmakers, and manufacturing sails for ships. Five or ual scarification, and body piercings
manufacturers of armor components. more ranks in Craft (Tailor) gives a +2 are all covered by this skill.
synergy bonus to this skill.
Craft (Lens Grinding) Craft (Weaving)
This skill can be used for the manu- Craft (Sculpting) This craft is used for the creation of
facture of all sorts of lenses, including This skill covers the ability to cast, carve, cloth, typically from flax, wool, or
those used for eyeglasses, magnifying, and otherwise create sculptures, bas re- cotton, using a loom and spindle. Spe-
and telescopes. liefs, and other three-dimensional imag- cialties include Shearing, the process
es from stone, wood, wax, metal, and of finishing wool cloth by trimming
Craft (Locksmithing) many other media. Dwarves receive a away loose fibers.
Characters with this skill are trained +2 racial bonus on Sculpting checks re-
to create all sorts of locks. DC for cre- lated to stone and metal, Elves receive a
ating a particular lock is equal to the +2 racial bonus on checks related to

109
Appendix II: New Skills

Craft (Stonemasonry) (Int)


Table II-3: Flawed Maritime Design (Roll 1d8) A character with this skill is adept at working with stone, bricks,
and mortar, to include quarrying operations, dressing and trans-
1 Mast improperly set, 25% chance to fail each time porting stone, assembling stone into solid structures, finishing
it is used in severe (or stronger) winds stone in a functional and decorative manner (using stucco or
(“Weather,” DMG). Re-roll if no mast. decorative trim-work, for example), and managing a business
2 Materials unsound, ship begins to leak in 2d6 and earning a living. Specialists within this skill include Brick-
months. layers, who work largely with bricks; Limeburners, who pre-
3 Unsuitable building materials for design, reduce pare lime for mortar; Marblers, who cut and carve marble;
useful life of vessel by d100%. Paviours, who pave streets; Plasterers, who plaster and stucco
4 Vessel is imperfectly built; internal walls and floors walls; Quarriers, who dig and cut stone; Tilemakers, who create
not straight, hatches don’t close properly, roof and floor tiles from clay, terra cotta, slate, and other mate-
structural beams are warped. rials; and Wallers, who set brick and stone walls.
5 Vessel feels unstable, creaks and cracks constantly. Check: Stonemasons know how to use all the tools and tech-
6 Vessel leaks continuously, though not enough to niques related to Stonemasonry, how to supervise untrained
render ship unusable. assistants, and how to respond to common mishaps and prob-
7 Design failure, basic feature overlooked (no keel, lems. Make a Craft (Stonemasonry) check against a DC that
missing rigging). reflects the complexity of the task to be accomplished.
8 Oars not placed correctly, ship is hard to maneuver The basic function of the Craft (Stonemasonry) skill is to
(DC +2). Re-roll if no oars are present. allow a character to perform tasks related to physically work-
ing with stone. The DC depends on the difficulty of the task to
be performed and the materials at hand. A combination of the
Cost: Cost of developing new plans is 1% of total cost of ship DC, the Stonemason’s check result, and the price of construc-
construction. A longship costing 10,000 gp would cost 100 gp tion determine the length of time required to complete the task.
to design. Each BC modification above adds an additional per- The price of the finished item also determines the raw materi-
centage, based on the modification’s size. For example, the same al’s cost.
ship with a hidden smuggler’s compartment (+2) and two lev- A Stonemason may construct a single-level building of up
els (+5) would cost 1% (base) + 2% (compartment) + 5% (sec- to (500 x Stonemasonry Rank) square feet or a non-loadbear-
ond level) = 8%; thus, the longship would cost 800 gp to plan. If ing wall (e.g. a castle curtain wall) without the assistance of an
a second Shipwright reviewed the plans, it would cost 200 gp engineer-architect. More complicated structures with multiple
and take two days. floors or larger surface areas require plans drawn up by Engi-
Cost to supervise construction is double the planning cost; neer-Architects. Stonemasons may repair a structure of any
this is cumulative. Thus, the above ship would cost 1,000 gp size that is at least 25% intact without the assistance of an
(plan and review) + 2,000 gp (supervise) + 10,000 gp (basic Engineer-Architect. Failure to utilize an Engineer-Architect’s
construction cost) = 13,000 gp (total cost of the longship). Re- plans when required increases the DC by 5, increases the cost
using existing plans costs only half as much as developing new by 25%, and results in the loss of all raw materials when a
ones, but most Shipwrights are loath to re-use plans for differ- progress check (see below) is failed. Additionally, a Stonema-
ent clients. son who does not utilize the plans of an Engineer-Architect
Cost of a rushed job is at least double the above amounts. must make an accuracy check in a manner identical to that
Cost to review plans is a flat 25% of total cost of the initial described under the Profession (Engineer-Architect)* skill en-
plans. try, utilizing the Craft (Stonemasonry) skill in place of the Pro-
Retr
Retry:y: Yes. fession (Engineer-Architect)* skill. This accuracy check is made
Synergy: Characters with 5 or more ranks of Shipbuilding at the conclusion of construction. Penalties for failing this check
skill gain a +2 circumstance bonus on attempts to Appraise the are identical to those of the Engineer-Architect (e.g. roll on the
value of water vessels and maritime items such as sails and Unsound Construction table). Stonemasons may use a single
rigging. Successful attempts of this sort will reveal information set of plans drawn up by Engineer-Architects for multiple con-
such as speed, cargo capacity, required number of crew, etc. struction sites; in this case the only penalties are that the DC is
Special: Shipwrights may construct masterwork vessels as increased by 2 and the cost is increased by 10%. The loss of raw
per the rules outlined in the Player’s Handbook; the charge for materials penalty and the accuracy checks are eliminated.
such vessels is typically three times as much as a standard ship. As noted in Player’s Handbook, in some cases, the Fabricate
spell can be used to achieve the results of a Craft check with no

110
Appendix II: New Skills

actual check involved. However, an artisan must still make a son can supervise up to four unskilled laborers for every rank
skill check when using this spell to make articles requiring a he has in this skill.
high degree of craftsmanship. Progress by the Day: A character can make checks daily
A Stonemason requires appropriate tools (typically a mini- instead of weekly, in which case progress (result multiplied by
mum of a sledge, pick, hammer, chisel, file, levels, wedges, DC) is in silver pieces instead of gold pieces.
guides, pegs, rope, and chalk) to give the best chance of success. Creating Masterwork Items: A Stonemason can construct
If the Stonemason is forced to make do with improvised tools, masterwork stonework (an item that conveys a bonus to its
the check is made with a –2 circumstance penalty. If using structural integrity and/or displays exceptionally beautiful
masterwork Stonemason’s tools the check is made with a +2 craftsmanship, as determined by the GM). To create a master-
circumstance bonus. To determine the amount of time and work stonework version of an item on the table below, the
money it takes to complete a task: Stonemason creates the masterwork component as if it were a
separate item in addition to the standard item. The masterwork
1. Find the item’s price in the Player’s Handbook or DMG, or component has its own price (double the price of the base item)
have the GM set the price for an unlisted task. Put the price in and DC (Base +5). Once both the standard component and the
gold pieces. (Stonework is far more expensive than the typical masterwork component are completed, the masterwork item
craft so prices are in gold pieces, not silver pieces.) is finished. Note that the cost of the masterwork component’s
2. Find the DC listed or have the GM set one. raw materials is one-third of the doubled price.
3. Pay one-third the item’s price in raw materials. Repairing Items: Generally, a Stonemason can repair an item
4. Make a skill check representing one week’s work. at the same DC that is required to construct it. The cost of
repairing an item is one-fifth the original construction price.
If the skill check succeeds, multiply the check’s result by the Alternatively the GM may choose to decrease or increase the
DC. If the result multiplied by the DC equals the price of the repair cost depending on the actual damage (i.e., prorate the
item in gp then the Stonemason has completed the item. (If the damage).
result multiplied by the DC equals double or triple the price of
the item in gold pieces, then the Stonemason has completed the DC Task Price*
task in one-half or one-third the time, and so on.) If the result 5 Excavate a 10’x10’x10’
multiplied by the DC does not equal the price, then it repre- (1,000 cubic feet) section of stone. 50 gp
sents progress made that week. Record the result and make a 6 Transport 1,000 cubic feet of stone. 50 gp
check for the next week; add previous progress to the afore- 7 Dress 1,000 cubic feet of stone. 100 gp
mentioned result (i.e., progress is cumulative). Each week the 7 Bake 1,000 cubic feet of brick. 150 gp
characters makes more progress until his total reaches the price 10 Construct a 10’x10’x2’ section of wall. 200 gp
of the item in gold pieces. 12 Construct a 20’x10’x2’ section of wall. 450 gp
If the character fails the check, he makes no progress this 13 Construct a 20’x30’x2’
week. Additionally, if he fails by 5 or more, he ruins half of the five-room building. 3,000 gp
raw materials and has to pay half of the original raw material 15 Construct a 30’x30’x5’ three-floor
cost again. This can lead to continuing delays in a project plagued square tower. 50,000 gp
by bad luck. 17 Construct a 30’x30’x5’ three-floor
Several Stonemasons may work on a project under the su- round tower. 50,000 gp
pervision of a master Stonemason. The master Stonemason is
capable of supervising as many subordinate Stonemasons as he +1 Every four unskilled laborers assisting
has ranks of skill in Stonemasonry. Total the levels of Stonema- (20 maximum). –5%
sonry skill for all the Stonemasons involved and make a single +1 Add a roof. +5%
skill check for that week; the skill ranks of Stonemasons in +1 Add internal rooms. +5%
excess of the master Stonemason’s supervisory capability are –1 Excavate exceptionally soft stone
wasted, losing the least skilled ranks first. For example, Master (sandstone, limestone). –10%
Drugath (with 10 ranks of Stonemasonry skill) has eight jour- +2 Finish job in half-time
neymen of skill rank 5, one apprentice of skill rank four, and (working 24 hour days in shifts). +25%
two apprentices of skill rank three working on a castle. When +3 Exceptional tolerances required
Drugath makes his roll, he adds 10 + (8x5) + (1x4) + (1x3) = 57 (e.g., an aqueduct) +50%
to his roll. One of the skill rank three apprentices’ abilities are
wasted as he did not receive adequate supervision. A Stonema- * Price refers to the typical market sales price for the item in

111
Appendix II: New Skills

question. Masterwork items typically cost twice as much. +1 Small


+0 Medium
Special: Dwarves have a +2 racial bonus on all Stonema- +3 Large
sonry checks relating to stone as they are exceptionally skilled +6 Huge
in such work. +9 Gargantuan
Synergy: A character with 5 or more ranks of skill in Handle +12 Colossal
Animal gains a +2 synergy bonus on Stonemasonry checks
related to transporting stone and +2 on Appraise checks to Base cost in gold pieces to preserve a particular creature is
determine the value of stone and stonework (but not gems or equal to its DC, multiplied by the modifier for creatures larger
jewelry). than Medium and divided by the multiplier for creatures smaller
than Small. Taxidermists usually charge their clients three times
Craft (Taxidermy) (Int) this total amount, and can typically sell such creatures—in
Characters with this skill know how to clean, embalm, and markets where there is a demand for them—for 10 times as
otherwise preserve the remains of many sorts of creatures, us- much or more.
ing techniques and recipes passed on to them by their mentors. Base number of days is increased by a number equal to the
Check: Most Taxidermists are inclined toward the preserva- size modifier (e.g, six extra days to preserve a Huge creature).
tion of normal animals and never attempt to work on many of Taxidermists can simultaneously work with eight Fine, six Di-
the types of creatures listed below, which are progressively minutive, four Tiny, two Small, or one size Medium or larger
more difficult to preserve because of factors like irregular anat- subject. If a character attempts to preserve only the head or
omy, unnatural flesh, and magical composition. another other portion of a subject—rather than the entire crea-
Normal animals like squirrels and bears are relatively easy ture—treat it as if it were one size smaller (e.g., the head of a
to preserve, but magical creatures like basilisks and unicorns— Large dragon would be a size Medium subject).
not to mention creatures from other planes of existence, like Failed skill checks might be the result of a number of fac-
demons or devils—are considerably more difficult. Preserva- tors, including ineffective preserving agents, faulty work on
tion of such exotic creatures requires special materials and the subject itself, etc. In any case, characters receive a +2 famil-
chemicals, as well as greater time and expense, and in the cases iarity bonus on Taxidermy attempts of DC 15 or harder for
of the most difficult creatures becomes practically impossible. subjects exactly the same as those they have already worked on
A Taxidermist who does wish to successfully mount and (e.g., those of the same species).
display such unusual creatures must first learn about them and Some creatures will be impossible for a Taxidermist to pre-
then formulate the best recipes and methods for preserving serve, for a variety of reasons (e.g., they rapidly decompose, do
them. This process is reflected in the DCs given below, along not have a solid body, or are not made of a material that can be
with the time needed to preserve various types of creatures. worked on). Other sorts of creatures are governed by special
Very large or very small creatures are more difficult than aver- rules, as follows.
age to stuff, and size modifiers for working with them are also Constr uct: Taxidermists have no chance or need of preserv-
Construct:
listed. Attempts to graft together parts from multiple creatures ing most sorts of constructs (except maybe for flesh golems and
use the most difficult base DC, plus size modifiers for all in- the like). Working with most constructs falls within the realm
volved creatures, plus 2 (e.g., total DC 18 for a Large humanoid, of the Artificer, Sculptor, or other crafter of non-living materi-
+3 for the Large animal antlers being attached to its head, +2, al.
for a total DC of 25). Elemental: Taxidermists have no way of preserving the non-
organic remains of such creatures, which are often dissipated
DC Days Creatur
Creatur
eatureeType
Type upon their deaths.
5 2 Vermin Shapechanger: Chance of preserving a shapechanger is based
10 4 Animal on the form the creature reverted to at death (e.g., humanoid,
15 6 Giant, Humanoid animal, etc.).
20 8 Fey, Monstrous Humanoid, Plant Undead: Attempts to preserve such a monster are based on
25 10 Aberration, Dragon, Magical Beast, Outsider the original creature type (e.g., humanoid, fey). Making a sub-
30 12 Ooze ject look like it is undead simply requires a less refined proce-
dure and gives a +5 circumstance bonus on the skill check.
+4 Fine Syner gy: Five or more ranks in Craft (Alchemy), Craft (Tai-
Synergy:
+3 Diminutive loring)*, Craft (Tanning)*, and Profession (Alchemist)* will
+2 Tiny each give a +2 synergy bonus on Craft (Taxidermy) checks.

112
Appendix II: New Skills

Craft (Trapmaking) (Int)


Characters with this skill are adept at constructing a wide vari- Craft Skills
ety of traps. In general, the DC to create a particular trap is equal Characters with any of the listed Crafts can use them to
to the DC for avoiding its effects (“Traps,” DMG). make a living, earning about half their check result in
gold pieces per week of dedicated work, as described
Special: Kobolds receive a +2 racial bonus on Trapmaking
under the Craft skill in the Player’s Handbook, which
checks. generally assumes the character is employed as a jour-
Syner gy: Types of traps can vary widely, and GMs can allow
Synergy: neyman with a local master. Most Experts, however—
various synergy bonus as appropriate (e.g., +2 on checks to who have a variety of complimentary skills—are able to
create collapsing passageway traps for characters with 5 or earn considerably more than this (see Appendix VII: Costs
more ranks in Profession (Miner)). for Expert Services).
According to the Player’s Handbook, various types of
Craft can be used untrained. This book follows this pre-
Craft (Weaponmaking) (Int) cedent in most cases, agreeing with the premise that any-
Characters can use this skill to create all sorts of weapons from body can try to create crude or simple handcrafted items
a wide variety of materials. While anyone can take this skill, it if desired or necessary. GMs should note, however, that
requires high rank in it to make many types of arms or consis- DCs for anything but the most basic tasks will be too
tently create masterwork weapons. difficult to accomplish for characters untrained in a par-
Specialties within this skill, each of which can be taken as a ticular Craft—possibly resulting in unusable products or
separate skill if desired, include Arrowsmithing, Bladesmith- wasted time and materials.
ing, and Bowmaking (and Gunsmithing, if prevailing technolo-
gy levels make this a possibility and the GM allows it). Low
level weaponmakers frequently earn a living performing tasks tants).
like sharpening weapons. Check: Difficulty for creation of any particular type of weapon
For every rank a character has in this skill, he can create one is 9 plus half maximum damage for a Bludgeoning weapon; 9
particular type of weapon. For example, someone with a Weap- plus maximum damage for a Piercing weapon; and 12 plus the
onmaking rank of 4 might know how to manufacture short- maximum damage of weapon for a Slashing weapon (use the
bows, arrows, daggers, and short swords. A weaponmaker will highest DC for weapons with multiple types of damage). Me-
often learn to make several similar sorts of weapons, although chanical weapons, like crossbows or firearms, have a DC of 12
this is not required. Attempts to craft weapons other than these plus maximum damage. GMs can use these formulas for deter-
are made with a –4 penalty to the skill check. mining base DCs for creation of new, unknown, or nonstandard
To know how to create a weapon that inflicts multiple types weapons.
of damage, a weaponmaker must already know how to create a
weapon that inflicts one of those types of damage. For example, Weapon Cr eation
Creation
a Craftsman who wants to know how to create a halberd, which Creation of all weapons requires the Craft (Weaponmaking)
inflicts both piercing and slashing damage, would have to know skill. Additional skills required are listed below. Weaponmak-
to make at least one other weapon that inflicted one of those ers that meet these skill requirements need only roll one DC
types of damage. when creating a weapon.
In order to know how to manufacture a weapon peculiar to If an additional craftsman is involved, he must also make a
a particular race—such as an Orc double axe—a weaponmaker skill check, with a skill check at half the normal DC. If he fails
must either be a member of that race or allocate an additional this check, the time he spent on the project is lost as is an
slot to it (i.e., two slots). amount of raw materials equal to 1 gp for a Leatherworker and
Use of this skill assumes access to semi-finished compo- 1/6 of the completed item’s total value for a Blacksmith or
nents, such as “blanks” of the appropriate size for the creation Carpenter.
of sword blades or arrow heads, seasoned wood for bolts or Creation of sword blades, axe, mace, and arrow heads and
weapon hafts, etc. Weaponmakers without the Blacksmithing, the like requires Craft (Blacksmithing). Creation of polearms,
Leatherworking, and Carpentry craft skills will often have to arrows, bolts, hafted weapons, and wooden grips requires Craft
hire or work in concert with Craftsmen who have such profi- (Carpentry). Creation of leather grips, scabbards, whips, and
ciencies (as is the case with most Commoner Weaponmakers). similar things requires Craft (Leatherworking).
Weaponmakers who have one or more of these additional skills Working with adamantite, mithral, or similarly exotic ma-
(as is the case with most Expert Weaponmakers) will be able to terials requires the Knowledge (Metallurgy) skill and adds +3
fashion various types of weapons completely on their own to all appropriate DCs.
(although most will still have a number of apprentices or assis- Time to create a weapon is equal to half a day per maximum

113
Appendix II: New Skills

points of damage. For example, crafting a dagger, which inflicts DC Task


1d4 damage, takes two days; crafting a greatsword, which in- 10 Construct a lean-to or similar improvised shelter;
flicts 2d6 damage, takes six days. 10 minutes. Must be re-attempted every 24 hours
Cost of creating a weapon is 1/3 of its market value (e.g., 2 gp that the shelter is exposed to inclement conditions.
for a 6 gp sickle, 25 gp for 75 gp longbow). It costs a Weapon- 15 Craft snowshoes; 1d4 hours. Will last only 1d4 days
maker an additional 100 gp to create a masterwork weapon unless check is exceeded by 5.
(i.e., one-third of its +300 gp market value). 20 Craft skis; 1d4 hours. Will last only 1d4 days unless
check is exceeded by 5.
Weapon Repair 20 Construct hut (e.g., of wood, stone, snow, or other
DC for repair of items is the same as for creating them. Cost of readily available materials); 4d6 hours for each 5 x
repairs can be variable, depending on the amount of damage to 5 x 5 foot section. Must be re-attempted every week
the weapon. that the shelter is exposed to inclement conditions.
Cost to repair an item typically costs an weaponmaker 1/15
the total value of an item (and the client three times this amount, Retr y: Yes. However, the full amount of time must be ex-
Retry:
or 1/5 the total value of the item). pended for each retry.
Time to repair a weapon is usually two hours per maximum Special: Dwarves receive a +2 racial bonus on all checks
points of damage (e.g., 12 hours for a short sword that inflicts involving stone (e.g., constructing a stone hut). Elves receive a
1d6 damage). +2 racial bonus on all checks involving wood (e.g., manufac-
Retry: No. If a check to create a weapon is failed, the amount turing snowshoes), and Half-Elves receive +1.
of time put into it has been lost and 1/2 the raw materials have Synergy: Characters with at least 5 ranks in Survival receive
been expended or ruined (i.e., 1/6 the value of the weapon). If a a +2 synergy bonus on attempts to use this skill. Five or more
repair check is failed, an amount of raw materials equal to a ranks in appropriate Craft skills can also provide a +2 synergy
mere 1/30th the total value of the weapon is wasted (which bonus (e.g., Carpentry for attempts to create skis). Characters
GMs can simply opt to ignore, if desired). with at least 2 ranks in Craft (Wilderness Items) receive +2 on
Special: Dwarves receive a +2 racial bonus on Weaponmak- Appraise checks to determine the value of any sort of equip-
ing checks—in addition to any other modifiers (e.g., the Weap- ment that could be created with this skill.
onmaker’s racial familiarity bonus)—involving metal weap-
ons, while Elves receive a +2 racial bonus on weaponmaking Knowledge (Agriculture) (Int; Trained Only)
checks related to wooden weapons. Characters with Weapon- This skill represents technical knowledge of things like crop
making skill gain a +2 circumstance bonus on attempts to Ap- rotation systems, proper construction and location of farm build-
praise the value of of all sorts of weapons. Successful attempts ings, what to plant based on soil and climate, regional weather
of this sort will identify whether a weapon is of masterwork patterns, and crop yields.
quality. Synergy: If a character has at least 5 ranks in Knowledge
At the GM’s option, attempts to create weapons that fail (Agriculture), he receives a +2 bonus on Profession (Farmer)
within 5 points of success (e.g, a roll of 10-14 against a DC of skill checks, as well as +2 on Appraise checks related to agri-
15) still produce a usable but inferior weapon. Such arms have cultural goods.
hit and damage modifiers of –2 and break on a natural to hit
roll of 1. They can typically be sold to undiscriminating cus- Knowledge (Architecture and Engineering)
tomers for half normal price. (Int; Trained Only)
This skill involves the study of architecture and building con-
Craft (Wilderness Items) (Int) struction. It supplies knowledge of the history of architecture,
Characters can use this craft to make all sorts of outdoor, moun- the types of architecture extant in various cultures, and the
tain, and cold weather gear, including snowshoes, skis, lean- history and development of various construction techniques.
tos, and huts. Much of the time this skill will be used untrained Synergy: If a character has 5 or more ranks in this skill, he
by characters in need of its benefits, often successfully with a gains a +2 synergy bonus on skill checks for Profession (Engi-
bit of luck and diligence. A number of items and the DCs for neer-Architect), Craft (Stonemasonry), and Craft (Carpentry).
creating them appear below, and can be modified as dictated by
circumstances. Knowledge (Armor) (Int; Trained Only)
Characters can use this skill to identify types of armor, the race
it was created by or for, and special materials from which it was
manufactured.

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Appendix II: New Skills

DC Task Special: Possession of a telescope bestows a +2 bonus on


5 Determine base AC (i.e., without magic Astronomy checks.
bonuses) of a piece of armor. Synergy: If a character has 5 or more ranks in this skill, he
10 + CR Identify race by or for whom a piece of armor gains a +2 synergy bonus on Knowledge (Astrology)* and Pro-
was created. fession (Navigator)* skill checks, and on attempts to use Sur-
10 + (CRx2) Identify exotic components. vival to determine direction at night.
20 + CR Determine AC of natural armor.
Knowledge (Brewlore) (Int; Trained Only)
“CR” refers to the Challenge Rating of a particular type of This skill involves the study of brewing techniques, specific
monster (round up to 1 CRs that are less than 1). This is based brews, and the history of brewing.
on the premise that creatures with a higher Challenge Rating Synergy: If a character has 5 or more ranks in this skill, he
are rarer than those with lower ratings; GMs can feel free to gains a +2 bonus on skill checks for Profession (Brewer).
increase or decrease these DCs as appropriate.
“CR x 2” assumes a piece of armor was created from the Knowledge (Business) (Int; Trained Only)
hide or other parts of a creature. GMs must establish base DCs This skill includes both theoretical and practical knowledge of
for armor made from other exotic components. The DC for basic business practices, including price negotiations (i.e., bar-
identifying adamantite, mithral, or darkwood, if not previous- tering), inventory management, exchange rates, value of com-
ly encountered, is 16. modities, tallying, bookkeeping, and how to read bills of sale,
Special: All characters receive a +2 racial bonus on attempts manifests, and the like.
to determine information about armor created for members of Synergy: If a character has 5 or more ranks in this skill, he
their own race. gains a +2 synergy bonus on all skill checks related to Profes-
Synergy: Characters with 5 or more ranks in this skill re- sion (Merchant)*.
ceive a +2 bonus on attempts to Appraise the value of armor
and shields. Successful attempts of this sort will identify whether Knowledge (Device Lore) (Int; Trained Only)
armor is of masterwork quality. Characters with this skill also This skill involves the study of devices of all sorts, mechanical
receive a +2 bonus on Craft (Armorsmithing)* skill checks. as well as magical. It supplies knowledge of the history of in-
vention, the types of devices present in various cultures, and
Knowledge (Astrology) (Int; Trained Only) the application of such devices.
This skill studies the effects of celestial bodies like planets, Special: Gnomes receive a +2 racial Knowledge (Device
moons, and stars upon the material world and its inhabitants. Lore) skill checks. Characters of all other races receive a +2
Special: Possession of an armillary sphere bestows a +2 bonus on checks related to devices associated with their race.
bonus on Astrology checks. Synergy: If a character has 5 or more ranks in this skill, he
If a character has at least 5 ranks in Knowledge (Astrology) gains a +2 synergy bonus on Craft (Artifice)* and Disable De-
and succeeds at a DC 25 skill check immediately prior to cast- vice skill checks.
ing a divination spell, he is treated as if he were two levels
higher for purposes of that casting. This cannot be used in con- Knowledge (Law) (Int; Trained Only)
junction with the benefit bestowed by another type of Knowl- This skill gives the user knowledge of the laws applicable to a
edge (e.g., Numerology*); only one or another can be used. certain area or people (e.g., medieval England, Iron Age Ger-
Synergy: If a character has 5 or more ranks in this skill, he manic tribes, etc.), including oral or written codes, precedents,
gains a +2 bonus on skill checks for Profession (Physician)*. religious precepts, etc. For every four ranks in this skill, the
character will have in-depth knowledge about a specific area of
Knowledge (Astronomy) (Int; Trained Only) law, such as business, criminal, or ecclesiastic.
This skill involves the study of celestial bodies like the stars, Synergy: If a character has 5 or more ranks in this skill, he
moon, comets, and planets, as well as their movements and gains a +2 synergy bonus on Profession (Barrister)* skill checks.
properties.
Knowledge (Local) (Int; Trained Only)
DC Task This skill gives the user in-depth knowledge about a specific
10 Determine latitude (+/- 5 degrees). area and its inhabitants, lore, personages, laws, mores, and tra-
10 Determine calendar date (+/- three days). ditions. Just how large this area is must be determined by the
15 Determine local time at night (+/- 15 minutes). GM, but it should be some naturally cohesive area, like a castel-
20 Determine local time during the day (+/- 15 minutes). lany, county, forest, or island.

115
Appendix II: New Skills

For every point of rank in this skill, the character will know Synergy: Characters with 5 or more ranks in this skill re-
some secret or obscure fact about the area in question (e.g., the ceive a +2 bonus on any other skill checks for which detailed
location of caves that can be used for storing goods or hiding, a knowledge of the local area might be an asset (e.g., Profession
little-known ford in a stream, the site of a freshwater spring, a (Herbalist)* checks to find a specific plant).
secret entrance to a local fortification).
An urban area such as a town or city can also be chosen. In Knowledge (Mathematics) (Int; Trained Only)
such a case, checks against this skill are modified by the size of Characters with this skill understand mathematical principles
the settlement, with a greater chance of in depth knowledge and can use numbers and symbols to represent measure-
about smaller communities. If a character’s area of knowledge ments, properties, and relationships between various quan-
is a specific section or quarter of a large city or metropolis (e.g., tities and sets of objects.
the Merchant’s Quarter) rather than the entire urban area, such Synergy: If a character has at least 5 ranks in this skill, he
modifiers do not apply to checks of that area. Similarly, if the receives a +2 synergy bonus on any Craft or Profession skill
area in question contains several small communities between checks dependent upon or enhanced by mathematical princi-
the size of a thorp and a small town, the reduction to the DC ples. Skills that might be so affected include appropriate Craft
might be less or nonexistent. Characteristics of settled areas (Mapmaking)*, Profession (Engineer-Architect)*, Profession
like towns are described in the DMG. (Merchant)*, and Profession (Navigator)* skill checks.
A character with 5 or more ranks in Knowledge (Mathemat-
DC Community Size ics) also receives a +2 synergy bonus on Spellcraft and Read
–6 Thorp. Magic Text* attempts to draw diagrams.
–5 Hamlet.
–4 Village. Knowledge (Mechanics) (Int; Trained Only)
–3 Small Town. Characters with this skill understand both the theoretical and
+/–0 Large Town. practical aspects of applied physics. They are familiar with
+3 Small City. concepts like wheels, pulleys, fulcrums, and other basic me-
+6 Large City. chanical devices, among other things.
+9 Metropolis. Synergy: If a character has at least 5 ranks in this skill, he
receives a +2 synergy bonus on appropriate Craft (Artifice)*,
Disable Device, Open Lock, and Profession (Engineer-Archi-
tect)* skill checks (i.e., those involving mechanical principles).

Knowledge (Metallurgy) (Int; Trained Only)


Characters with this skill are familiar with theoretical and prac-
tical knowledge about the properties of metals and alloys.
Special: This skill is required by blacksmiths, jewelers, and
other artisans who desire to work with exotic metals or alloys.
Five or more ranks in this skill grant a +2 synergy bonus to
Craft (Blacksmithing)* skill checks.

Knowledge (Numerology) (Int; Trained Only)


This mystical skill is based on the manipulation of numbers or
numerical symbols to reveal hidden knowledge and ascertain
underlying truths of reality. Metaphysical traditions that incor-
porate this skill include the Cabbala and the I-Ching.
Special: If a character has at least 5 ranks in Knowledge
(Numerology) and succeeds at a DC 25 skill check immediate-
ly prior to casting a divination spell, he is treated as if he were
two levels higher for purposes of that casting. This cannot be
used in conjunction with the benefit bestowed by another type
of Knowledge (e.g., Astrology)*; only one or another can be
used.
Synergy: If a character has 5 or more ranks in this skill, she

116
Appendix II: New Skills

receives a +2 synergy bonus on Profession (Physician)* skill “CR” refers to the Challenge Rating of a particular type of
checks. monster (round up to 1 CRs that are less than 1). This is based
on the premise that creatures with a higher Challenge Rating
Knowledge (Sea Lore) (Int; Trained Only) are rarer than those with lower ratings; GMs can feel free to
This skill represents detailed knowledge about the history, char- increase or decrease these DCs if they deem fit.
acteristics, myths, legends, and folklore associated with the “CR x 2” assumes a weapon was created from one or more
sea, as well as the creatures and plants that live within and near parts of some creature. GMs must establish base DCs for armor
it. Not all of this knowledge will necessarily be factual, al- made from other exotic components. DC for identifying ada-
though it will all be considered to be gospel by someone or mantite, mithral, or darkwood, if not previously encountered,
another. is 16.
Special: If a character has at least 5 ranks in this skill, she Synergy: Characters with 5 or more ranks of such knowl-
receives a +2 synergy bonus on Survival checks related to the edge get a +2 circumstance bonus on attempts to Appraise the
sea and its denizens. value of weapons. Successful attempts of this sort will identify
whether a weapon is of masterwork quality. Characters with 5
Knowledge (Serology) (Int; Trained Only) or more ranks in Knowledge (Weapons) also receive a +2 syn-
This form of divination is based on interpretation and reading ergy bonus on Craft (Weaponmaking)* skill checks.
of various bodily fluids—such as blood, spittle, or bile. It is
most frequently practiced by Physicians or others routinely Profession (Alchemist) (Wis; Trained Only)
exposed to or in contact with the medium of interpretation. This skill functions just like the Craft (Alchemy) skill but—
Special: If a character has at least 5 ranks in Knowledge because it also includes the ability to run a business and earn a
(Serology) and succeeds at a DC 25 skill check immediately living—is more likely to be used by Expert characters.
prior to casting a divination spell, he is treated as if he were two Check: An Alchemist knows how to use all the tools and
levels higher for purposes of that casting. This cannot be used procedures related to alchemy. Make a Profession (Alchemist)
in conjunction with the benefit bestowed by another type of check against a DC that reflects the complexity of the task to be
Knowledge (e.g., Numerology); only one or another can be used. accomplished. This skill subsumes all of the functions of the
Synergy: If a character has 5 or more ranks in this skill, she Craft (Alchemy) skill detailed in the Player’s Handbook and
receives a +2 synergy bonus on Profession (Physician) skill can simply be used in place of it.
checks. Special: Gnomes receive a +2 racial bonus derived from
their keen sense of smell. Additionally, any character with 5 or
Knowledge (Warfare) (Int; Trained Only) more ranks in Smell gets a +2 synergy bonus on checks related
A character with this skill is knowledgeable about the history, to alchemical processes. Characters with this skill receive +2
theory, literature, philosophy, and methodology of warfare. on Appraise checks to determine the value of materials related
Synergy: A character with at least 5 ranks in this skill re- to alchemy, to include all varieties of esoteric spell compo-
ceives a +2 bonus on appropriate Craft and Profession skill nents.
checks. A character knowledgeable about warfare, for exam- Synergy: If a character has 5 or more ranks in this skill, she
ple, might receive a +2 synergy bonus on Craft (Shipbuilding)* receives a +2 synergy bonus on Profession (Physician)* skill
skill checks used to create warships. checks.

Knowledge (Weapons) (Int; Trained Only) Profession (Animal Trainer) (Wis; Trained Only)
Characters can use this skill to identify weapons, the race they Characters with this Profession are skilled at training animals,
were created by or for, and special materials from which they domesticating wild beasts, and teaching them to perform use-
were manufactured. ful tasks.
Check: Characters with this skill know how to use all the
DC Task tools and procedures related to training animals, how to coax
10 Determine weapon base damage or threaten them into performing to their fullest, and how to
(i.e., without magic bonuses). care for their health. Make an Animal Trainer check against a
10 + CR Identify race a weapon was created for or by. DC that reflects the complexity of the task to be accomplished.
10 + (CRx2)Identify exotic components. Animal Trainer Experts may use the Profession (Animal
15 Determine missile weapon base range. Trainer) skill in place of the Handle Animal skill. See the Han-
20 Determine damage range of natural weapons. dle Animal Professionally entry in the Animal Trainer Class
Features section for further information. See specific entries in

117
Appendix II: New Skills

the MM for DCs pertaining to specific creatures and animals. Barrister and has a passing familiarity with the local law (Knowl-
An Animal Trainer may work with a number of animals at edge (Law) is necessary for more exacting expertise), under-
any given time equal to his skill rank. Animals in which the stands how the local legal process functions, has contacts in all
Animal Trainer is specialized count as one-half an animal (round the right places, and can write and interpret legal documents.
fractions up) when calculating the number of animals (for ex- Check: The character knows how to prepare and submit
ample, a third level giant owl specialist with six ranks of Pro- legal documents, how to plead a case in court, and knows a bit
fession (Animal Trainer) skill could train 12 giant owls, six of the local legal code. Make a Barrister check against a DC that
giant owls and three dogs, or one giant owl and five dogs at any reflects the complexity of the task to be accomplished. Failure
given time). Following are some supplemental DCs to the Han- typically results in a document filled with loopholes or an
dle Animal skill. imprisoned—or executed—client.

DC Task DC Task
+5 Teach an animal in half the time. 5 Accomplish mundane work task (e.g., file record).
+5 Rear (domesticate) an animal in half the time. 10 Prepare simple legal document (e.g., will).
15 Prepare complex legal document (e.g., contract).
Retry: For handling and pushing domestic animals, yes. For 20 Gain access to restricted legal records.
rearing and training, no. 20 Successfully plead legal case in court.
Synergy: Characters with 5 or more ranks in Profession (An-
imal Trainer) may apply the same synergy bonuses as charac- To quickly resolve a trial, make opposed d20 checks for the
ters with Handle Animal skill and receive a +2 bonus on Ap- prosecuting and defending Barristers (or a single Barrister and
praise checks to determine the value of animals, both trained a judge) and apply the appropriate modifiers to the roll (see
and untrained. below). The Barrister with the higher roll wins the case. If there
is only one Barrister involved (or none at all) then choose the
Profession (Archaeologist) (Wis; Trained Only) most appropriate PC or NPC (typically a judge) and roll for that
A character with this profession knows how to find, retrieve, individual instead. If untrained in this skill, a character sub-
identify, determine the functions of, preserve, and display his- tracts 2 from this roll and does not receive a Wisdom bonus to
torical artifacts. it. A negative Wisdom modifier, however is still considered,
and Charisma modifiers are applied as usual.
DC Task In certain circumstances (e.g., a corrupt judge, a prejudiced
15 Identify the known culture that produced an artifact. jury) the GM may dispense with the roll and simply apply the
20 Determine relative age of an artifact. desired results.
20 Determine use of a common, mundane
(i.e., non-magic) item. Trial Modifiers
25 Determine use of an uncommon mundane artifact.
25 Determine that a previously unknown culture Modifier Condition
created a certain artifact. +/- bonus Charisma bonus.
30 Determine use of a rare mundane item. + rank Number of ranks of Profession (Barrister).
+2 Barrister’s client is innocent.
Synergy: Characters with 5 or more ranks in this profession –2 Barrister’s client is guilty.
receive a +2 bonus on Appraise checks to determine the value +2 Jury favorable to Barrister.
of historical artifacts (in terms of both historical and monetary –2 Jury prejudiced against Barrister.
value). Five or more ranks in other appropriate skills can grant +2 Judge favorable to Barrister.
+2 synergy bonuses on appropriate Profession (Archaeologist)* –2 Judge prejudiced against Barrister.
skill checks (e.g., Knowledge (Nobility and Royalty) might pro- +2 Evidence vindicates Barrister’s client.
vide a +2 bonus on an attempt to ascertain the meaning of a –2 Evidence implicates Barrister’s client.
mural on the walls of a royal tomb, while Disable Device could –2 Character has no skill ranks in Profession
help in an attempt to determine the use of some archaic me- (Barrister).
chanical device).
Retry: Yes. Double the time required (cumulative) for
Retry:
Profession (Barrister) (Wis; Trained Only) each subsequent attempt. Trial checks may not be re-attempt-
A character with this skill is trained in earning a livelihood as a ed, however.

118
Appendix II: New Skills

Special: Add the Barrister’s Charisma bonus (in addition to 25 Prepare a Scarholla, the ultimate warrior’s drink,
the Wisdom bonus) to all Barrister checks involving interac- consisting of fermented cactus juice, powdered
tion with another being. boraxsalt, three rusty nails, and a cherry.
Halflings receive a +2 racial bonus when using Profession 25 Calm drunken Half-Orc by calling for the guard.
(Barrister) because of their innate charm and gregariousness.
Synergy: If a character has 5 or more ranks in Knowledge Special: Halflings have a +2 racial bonus on all Profession
(Law)*, he gains a +2 synergy bonus on Profession (Barrister)* (Bartender) checks as they are exceptionally stereotyped in
skill checks. filling such roles. Characters with this profession receive a +2
on Appraise checks to determine the value of ales, wines, and
Profession (Bartender) (Wis; Trained Only) spirits.
This skill can be used to interact with customers, mix drinks, Synergy: A character with 5 or more ranks in Craft (Alche-
tap beer without excess foam, and run an orderly and profit- my), Smell*, or Taste* receives a +2 synergy bonus on Profes-
able tavern. sion (Bartender) checks related to preparing beverages. A char-
Check: A Bartender knows how to use all the tools and pro- acter with 5 or more ranks in Sense Motive receives a +2 syner-
cedures related to tending bar, the nuances of mixology, and gy bonus on Profession (Bartender) checks related to interact-
effective methods of humoring customers. Make a Profession ing with customers.
(Bartender) skill check against a DC that reflects the complexi-
ty of the task to be accomplished. Profession (Courtesan)
(Wis; Trained Only; Armor Check Penalty)
DC Task Like all professions, that of courtesan includes a wide range of
5 Accomplish mundane work task (e.g., clean a glass). diverse skills, many of which have variations based on a partic-
10 Brush off inquisitive adventurer by feigning ignorance. ular culture or milieu (e.g., in India it encompasses the “64
10 Tap beer without foam. arts” of Hindu culture and the adornment of idols, in Japan it
10 Appear to listen to a drunk. includes the performance of the tea ceremony). In all cultures,
15 Properly pour a skull of Orcish Knorsch, however, its skills include both the art of seduction and a prac-
made of fermented blood. tical knowledge of etiquette, art, fashion, cosmetics, decor, her-
15 Mix a decent stirred martini. aldry, gossip, witty conversation, and games. (Courtesans can
15 Calm drunken Commoner with threats of ejection. acquire deeper understanding of certain areas through the
20 Mix a good shaken martini. Knowledge skill.)
20 Calm drunken Dwarf with free ale. Check: Courtesans frequently combine their proficiency in

119
Appendix II: New Skills

dance, singing, and other uses of the Perform skill in the appli- Check: Engineer-Architects know how to use all the tools
cation of their profession. Successful use of such a skill can associated with civil engineering and architecture, how to su-
provide a +2 synergy bonus on subsequent Profession (Courte- pervise assistants, the technicalities of sound construction, and
san) skill checks. how to manage a construction operation. Make an Engineer-
A character with 4 or more ranks in Profession (Courtesan) ing-Architecture check against a DC that reflects the complex-
can attempt to seduce other creatures and bend them to her ity of the desired process or design. Engineering-Architecture
will, with effects similar to those produced by Charm Person construction progress is normally calculated each week.
(with caster level being equivalent to the number of ranks in Engineer-Architects who supervise the work of construc-
this skill –3), but potentially much more powerful if attempted tion crews (typically Stonemasons) double the rate of con-
by a skilled practitioner. Such attempts are opposed by a Will struction. For example, in the Craft (Stonemasonry)* skill de-
saving throw. A Courtesan may use either her Wisdom or her scription, Master Drugath would add 57 to his roll (let’s say he
Charisma modifier for such an attempt. rolled a 10) and then double the resulting sum, for a grand total
of 134. Engineer-Architects do not, however, increase the chance
DC Task of success in a given week (Master Drugath “only” adds 57 to
5 Apply cosmetics; appropriately decorate a home, his roll when checking against the DC).
shrine, or other familiar area. When an Engineer-Architect designs construction plans,
10 Determine whether particular decor, clothing, etc., make a skill roll. If the check succeeds, multiply the check’s
are fashionable; compound basic cosmetics or result by the DC. If the result x the DC equals the cost of the
perfumes. plans in gp then Engineer-Architect has completed the plans. (If
15 Determine class or social level of a character after at the result multiplied by the DC is equal to double or triple the
least 10 minutes of observation (+1 to DC for each price of the plan in gold pieces, then he has completed the task
minute less). in one-half or one-third the time, and so on.)
10 Seduce a normal person (e.g., a 1st-level Commoner). If the result multiplied by the DC does not equal the price,
15 Seduce a typical Expert (e.g., a 3rd-level Craftsman). then it represents progress he has made for the week. Record
20 Seduce a tougher than average character (e.g., a 10th- the result and make a check for the next week, adding the pre-
level Cleric). vious results to the new check. Each week the character makes
30 Determine class or social level of a character trying to more progress until his total reaches the price of the plans in
hide it after at least 10 minutes of observation (+1 gold pieces.
to DC for each minute less). If an Engineer-Architect fails the check, she makes no progress
40 Seduce an apparently unseduceable being (e.g., a for that week. Additionally, if she fails by 5 or more, she loses
dragon, a high-level, chaste Paladin or celibate (30—result) [minimum of 0] x the DC gold pieces of progress
Cleric, a semi-intelligent automaton). that week. Once the plans are completed, the GM makes a
final check for accuracy against the same DC made for the final
Retr y: Yes. However, failure can have consequences as de-
Retry: progress check. This accuracy check takes no time; it is concur-
termined by the GM. For example, failure to seduce someone rent with the final progress check. If the check succeeds, the
might lead to them becoming enraged, failure to correctly as- plans are sound. If it fails, there is a flaw—roll on the Unsound
certain a character’s class might improperly influence subse- Construction table below. The GM may bypass the table and
quent actions, etc. impose a flaw of his or her own.
Special: Racial and class preferences can apply to Courtesan A second Engineer-Architect may be contracted to review
skill checks, as can the personal tastes of NPCs (e.g., Elven cour- the plans for the costs and DC listed in the table below; the
tesans suffer –2 on checks against Rangers who have chosen reviewing Engineer-Architect makes only the accuracy check.
Elves as an enemy). Armor penalties on Courtesan skill checks Reviews take one day per 25,000 gp (or fraction thereof) of the
are one greater for all armor types (i.e., –8 rather than –7 for final cost of construction.
half plate). Special armor may reduce these penalties.
DC Task
Profession (Engineer-Architect) (Wis; Trained Only) 5 Plan a 10’x 10’ section of 20’-high curtain wall.
This skill gives a character the ability to design, plan, and su- 10 Plan a 20’x30, five-room building with 2’-thick walls.
pervise the building of structures of all sorts. Engineer-Archi- 15 Plan a 30’x30’, three-floor square tower with 5’-thick
tects are familiar with the techniques used to design solid struc- walls.
tures, select appropriate materials, and manage the building 18 Plan a Keep.
process from start to finish. 21 Plan a Castle.

120
Appendix II: New Skills

The cost to supervise construction is double the planning


Table II-4: U nsound Cons
Unsound tr
Constr uction (R
truction oll 1d1
(Roll 0)
1d10) cost—this is cumulative. Thus, the above roofed tower would
1 Subsurface excavation unsound, collapses cost 2,000 gp (plan) + 4,000 gp (supervise) + 50,000 gp (basic
(roll d100 to determine surface area construction cost) = 56,000 gp (total cost of the tower). Re-
percentage of collapse) in d20 months. using existing plans costs only half as much as developing new
2 Foundation unsound, structure collapses ones, but most Engineer-Architects are loath to re-use plans for
(roll d100 to determine surface area different clients.
percentage of collapse) in d20 months. Cost of a rushed job is at least double the above amounts.
3 Unsuitable building materials for design, reduce Cost to review plans is a flat 25% of total cost of the initial
useful life of structure by d100%. plans.
4 Structure is crooked, internal walls and floors not Retr y: Yes.
Retry:
straight. Special: Dwarves and Gnomes have a +2 racial bonus to all
5 Structure feels unstable, creaks and cracks engineering-architect checks.
constantly. Synergy: Characters with 5 or more ranks in this profession
6 Ventilation design flaw, smoke from fires doesn’t receive +2 on Appraise checks to determine the value of all
vent properly. sorts of structures.
7 Design failure, basic feature overlooked
(no latrines, missing chimney, etc.). Profession (Exterminator) (Wis; Trained Only)
8 Rafters not placed correctly, roof leaks Characters with this skill are trained at eliminating small pests
perpetually. Re-roll if no roof is present. and providing basic sanitary services.
9 Upper floors constructed improperly, 50% upper Check: Exterminators know how to use all the tools and
floors collapse, 50% entire structure collapses toxins associated with exterminating, how to supervise assis-
in d20 months. tant Exterminators, and are experts at tracking down and dis-
10 Roll twice and combine results or GM’s choice. patching pests of all sorts, including vermin (“Vermin,” MM)
and rodents. Make an Exterminator check against a DC that
reflects the complexity of the desired operation.
23 Plan an aqueduct.
25 Plan a Huge Castle. DC Task (duration, typical fee)
5 Accomplish mundane work task (remove garbage).
–5 Correct flawed design (assuming flaw is discovered 10 Clear 40’x40’ area of pests (rat-sized and larger)
before construction is begun); one week. (4 hours, 5 sp).
+1 Structure is not rectangular or square. 15 Clear 40’x40’ area of pests (smaller than rat-size)
+1 Add a roof. (8 hours, 1 gp).
+2 Add hidden passages or chambers. 20 Prevent infestation by pests for one month in
+1 Add a moat or basement. a 40’ x 40’ area (8 hours, 2 gp).
+1 Rush job (working 24 hour days in shifts) in half-time.
+1 Include an arch. Retry: Yes. Each subsequent retry adds +2 to the DC.
Retry:
+1 Supervise construction of own design. Special: Halflings and Half-Orcs have a +2 racial bonus to
+2 Working with unusual materials (bone, earth, metal). all Profession (Exterminator) checks due to their innate ability.
+2 Review work of another for flaws. Synergy: Characters with at least 5 ranks in Profession (Ex-
+3 Supervise construction of another’s design. terminator) gain a +2 synergy bonus on Craft (Alchemy) or
Profession (Alchemist)* skill checks related to toxins and poi-
Cost: Cost of developing new plans is 1% of total cost of sons and a +2 synergy bonus on Knowledge and Survival checks
construction. A 30’x30’x5’ three-floor tower costing 50,000 gp pertaining to pestilential flora and fauna (e.g., weeds, rats).
(see the Craft (Stonemason) entry) would cost 500 gp to design.
Each DC modification above adds an additional percentage, Profession (Farrier) (Wis; Trained Only)
based on the modification’s size—for example, the same tower Characters with this skill are adept at shoeing horses, which is
with a roof (+1) and a hidden passage (+2) would cost 1% (base) usually their primary responsibility. Farriers also acquire a
+ 1% (roof) + 2% (passage) = 4%; thus, the tower would cost good working knowledge of how horses think and function.
2,000 gp to plan. If a second Engineer-Architect reviewed the Specialists within this profession include Grooms.
plans, it would cost 500 gp and take two days.

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Appendix II: New Skills

DC Task Profession (Forester) (Wis; Trained Only)


10 Shoe or reshoe a trained, domesticated horse. This profession gives its user knowledge of how to hunt, forage,
10 Saddle or harness a domesticated horse (–2 to DC if and otherwise live and survive in woodland areas, and func-
working with a mule, +2 if working with a tions exactly like Survival within such areas. Proficiency in
donkey). this skill also includes knowledge of prevailing laws and cus-
20 Shoe, reshoe, saddle, or otherwise harness a wild horse. toms pertaining to forests of the type the character is responsi-
30 Shoe, reshoe, saddle, or otherwise harness a hooved ble for (e.g., who is permitted to hunt within a given area, how
magical beast (e.g., a pegasus). much timber locals are allowed to harvest).
Check: Make a skill check against a DC that reflects the com-
Attempts to shoe, saddle, or harness an intelligent, magical plexity of the task to be accomplished.
hooved creature—such as a nightmare, pegasus, centaur, or the Special: Elves are especially adept at forestry, and enjoy a
like—are affected by the alignment differences between the +2 racial bonus to proficiency checks with this skill. Half-Elves
Farrier and the creature. Attempts are at +4 to the check if they inherit some of that inclination, and receive a +1 benefit on
have the exact same alignment, +2 if they are one place re- forestry skill checks.
moved, +0 if two places removed, –2 if three places removed, Synergy: Characters with 5 or more ranks in Survival re-
and –4 if four places removed (i.e., diametrically opposed). ceive a +2 synergy bonus on Profession (Forester) skill checks
Synergy: Characters with at least 5 ranks in this skill gain a that the former would cover. A Ranger with this skill can apply
+2 synergy bonuses on Appraise checks to determine the value his favored enemy bonus to this skill if using it to gain informa-
of horses or items used with them, such as saddlebags; on Heal tion about such a foe.
attempts on horses; on Blacksmithing checks involving horse-
shoes and other horse furniture; and on Handle Animal checks Profession (Herbalist) (Wis; Trained Only)
involving horses. Similarly, characters with at least 5 ranks in A character with this skill is trained in earning a livelihood as
Handle Animal receive a +2 bonus on Profession (Farrier) skill an Herbalist, can identify many herbs and plants, and is famil-
checks. iar with their properties. He is also able to use these substances

Suggested Properties of Herbs


Following are a number of herbs from around the world, tude saves.
organized by frequency and followed by possible effects CORIANDER: Native to Southern Europe. Digestive, antis-
when successfully administered by a character with the Pro- pasmodic. +1 Fortitude saves.
fession (Herbalist)* skill. Such herbs are also among those LAVENDER: Native to Mediterranean. Relieves depression,
that may be gathered with this skill. Listed effects are cir- rheumatism. +1 Will saves.
cumstance bonuses that typically last 1d6 hours. Such ef- MARIGOLD: Native to Europe. Heals wounds, detoxifies.
fects can stack if an Herbalist successfully makes a skill +1 Fortitude saves, heal 1 additional hit point per day.
check at +5 to the DC for each herb after the first. MILK THISTLE: Native to Southern Europe. Digestive aid,
Format: HERB NAME: Place found. General effect. Game liver aid. +1 Fortitude saves.
effect. MISTLETOE: Native to Europe. Relieves panic, improves
concentration. +1 Will saves.
Common Herbs WORMWOOD (absinthe): Native to Europe. Muscle relax-
ARNICA: Native to Europe. Pain relief, anti-inflammatory. ant, antiseptic, bitters (digestive aid). –1 Reflex saves, +1
Heal 1 additional hit point per day. Fortitude saves.
BELLADONA: Native to Europe. Narcotic, sedative. –1 to
Will saves, –1 Reflex saves, allows restful sleep in Medium Uncommon Herbs
armor. ALOE VERA: Native to Africa. Heals wounds, burn salve.
CELERY: Native to Europe. Anti-rheumatic, diuretic. +1 to Heal 1 additional hit point per day. Heal 2 additional hit
Fortitude saves. points per day of burn damage.
CHAMOMILE: Native to Europe. Relaxant, digestive. –1 to ANISE: Native to Egypt. Reduces colic, muscle spasms. +1
Will saves, +1 Fortitude saves. Will saves, –1 Reflex saves.
CHICORY: Native to Europe. Digestive, liver tonic. +1 Forti- BASIL: Native to India. Reduces fever, fights fungus. +1 For-

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Appendix II: New Skills

to treat a variety of ailments and conditions, typically by pre- in order to find it there (e.g., no amount of skill will find a sprig
paring teas, infusions, ointments, or poultices. See the table of rosemary at the North Pole).
below for suggested properties of various herbs. Retry: Yes.
Retry:
Check: The character knows how to use all the substances, Special: Elves have a +2 racial bonus to all Profession (Herb-
tools, and procedures related to the Herbalist profession. Make alist) checks due to their inborn attunement to nature’s gifts.
a Profession (Herbalist) check against a DC that reflects the Other races might receive a +2 bonus with regard to specific
complexity of the task to be accomplished. The general se- types of herbs.
quence of finding and using herbs involves first finding the Synergy: A character with 5 or more ranks in Survival re-
herb, then preparing the herb into its proper form, and finally ceives a +2 synergy bonus on checks related to finding herbs.
applying the prepared herb to the patient. Characters with 5 or more ranks in Profession (Herbalist) re-
ceive a +2 synergy bonus on Heal and Profession (Physician)*
DC Task checks.
10 Task related to common herb.
15 Task related to uncommon herb. Profession (Investigator) (Wis; Trained Only)
20 Task related to rare herb. A character with this skill is trained at recognizing and corre-
lating physical information (i.e., clues) and at gathering infor-
+/–0 Find herb in correct environment mation through communication with others. Profession (In-
(2d6 applications in 1d4 hours). vestigator) can, if desired, be used identically to and in place of
+5* Find herb in unusual environment the Gather Information skill.
(1d6 applications in 2d6 hours). Check: An Investigator knows how to use all the tools and
+5 Prepare medicinal herb into usable form (1d4 hours). procedures related to conducting investigations, what consti-
+5 Apply medicinal herb correctly (2d6 minutes). tutes evidence and proof in his culture, effective methods of
gathering information and when to employ them, and the intri-
* It must be possible for an herb to grow in a particular region cacies of the local legal code. Make a Profession (Investigator)

titude saves. pectorant. +1 Fortitude saves, heal 1 additional hit point


CARDAMOM: Native to Egypt. Stomach pain. +1 Fortitude per day.
saving throws. CLOVE: Native to Indonesia. Stimulant. +1 Reflex saves, +1
CINNAMON: Native to Southwest Asia. Warming stimulant, Intelligence checks.
antiseptic, anti-viral. +1 Will saves, +1 Fortitude saves. DANDELION: Native to Asia. Diuretic, antibiotic. Heal 1
DILL: Native to Egypt. Fights bad breath, antibacterial. +1 additional hit point per day.
Charisma checks, +1 Fortitude saves. EUCALYPTUS: Native to Australia. Clears congestion, ex-
GARLIC: Native to Central Asia. Antibiotic, expels worms. pectorant. +1 Fortitude saves, heal 1 additional hit point
+1 Fortitude saves, heal 1 additional hit point per day. per day.
GINSENG: Native to China, Russia. Combats stress and dis- GINGER: Native to Southeast Asia. Encourages sweating,
ease, physical and mental aid. +1 Will saves, +1 saves versus kills parasites. +1 Fortitude saves, heal 1 additional hit point
disease. per day.
JASMINE: Native to Central Asia. Calming sedative, antide- GINKGO: Native to China. Anti-microbial, memory loss,
pressant. +1 Will saves, –1 Reflex saves. depression. +1 Will saves.
LEMON: Native to Asia. Resist infection, arteriosclerosis,
Rare Herbs kills germs. +1 Fortitude saves, heal 1 additional hit point
ARROWROOT: Native to South America. Smallpox treat- per day.
ment, antiseptic. +2 saves versus or checks to treat disease. MYRRH: Native to Africa. Cure boils, mouth infections. +2
BITTER ORANGE: Native to Asia. Anti-inflammatory, anti- on Heal attemps to treat disease.
bacterial. +1 Fortitude saves, heal 1 additional hit point per WITCH HAZEL: Native to North America. Anti-inflamma-
day. tory, stops bleeding. +1 Fortitude saves, heal 1 additional
CAMPHOR: Native to China. Antiseptic, reduces pain, ex- hit points per day.

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Appendix II: New Skills

check against a DC that reflects the complexity of the task to be in this profession might be especially knowledgeable about
accomplished. Refer to the Gather Information skill descrip- wool, horses, clothing, iron, and tools.
tion detailed in the Player’s Handbook when using Profession
(Investigator) in place of that skill. Profession (Militiaman) (Wis; Trained Only)
A character with this skill is trained to operate as a member of
DC Task a militia unit, pull sentry duty, drill with weapons and armor in
5 Accomplish mundane work task conjunction with other militiamen (e.g., launching volleys of
10 Locate obvious clue (1d6 minutes) crossbow bolts, forming shield walls), march, properly wear a
10 Cite common legal point uniform, and generally play the part of a soldier as needed.
15 Locate hidden clue (3d6 minutes) Advancement in militia units is often less regulated than in
20 Ascertain most useful information gathering method regular military units, and officers are often elected or simply
(i.e., whether Gather Information, Bluff, assigned a rank that corresponds with their skill ; a squad lead-
Diplomacy, or Intimidate will have the lowest DC er (sergeant) will generally be at least rank 4, a platoon leader
before attempting any of them). Requires 3d6 rounds (lieutenant) rank 6, and a company leader (captain) rank 8.
of conversation or 1d100 rounds of close A character may be able to earn a living with this skill, as
observation. with any other Profession.
25 Discover unusual legal loophole This skill is usually taken by Craftsmen, Tradesmen, or farm-
30 Discover obscure clue (1d6 hours) ers—typically Experts or Commoners—in societies where such
characters are expected to serve in a town watch, defend their
Retr y: Yes. Double the time required (cumulative) for each
Retry: communities in times of trouble, and perform similar martial
subsequent attempt. roles that often go beyond the requirements of their regular
Special: Halflings receive a +2 racial bonus when using Pro- vocations.
fession (Investigator) because of their talents and curiosity. Special: This skill does not bestow proficiency with weap-
An investigator can use his Charisma bonus if it is higher than ons and armor that the character does not already have.
his Wisdom bonus on all investigation checks involving inter- Synergy: A character with 5 or more ranks in Knowledge
action with other creatures. (Warfare)* receives a +2 bonus on Profession (Militiaman) skill
Synergy: Five or more ranks in Knowledge (Law)* or Search checks.
each bestow a +2 synergy bonus on Profession (Investigator)
skill checks. Five or more ranks in Profession (Undertaker)* Profession (Miner) (Wis; Trained Only)
can provide a +2 bonus on Profession (Investigator) skill checks A character with this skill is trained in earning a livelihood as a
related to dead bodies. Miner, knows how to exploit known mineral deposits in the
most efficient manner, and is familiar with techniques used to
Profession (Merchant) (Wis; Trained Only) recover unconsolidated surface deposits as well as deep sub-
This skill represents knowledge of how to acquire, transport, surface lodes. More mundane excavations are also possible
store, and trade all sorts of material goods. It also includes using this skill.
practical mathematical ability, detailed knowledge of curren- Check: The character knows how to use all the tools associ-
cy and exchange rates, and knowledge of how to draft and ated with mining, how to supervise assistants, the technicali-
comprehend things like contracts, manifests, inventories, and ties of subsurface tunnel and chamber construction, and how to
bills of sale. Merchants typically deal in imported trade goods, manage a mining operation. Make a Mine check against a DC
while locally-produced goods are often sold directly by the that reflects the complexity of the desired process. Mining
manufacturer. progress is normally calculated in 10’x10’x10’ units. GMs may
Specialists within this profession include dealers of beer, opt to use larger units for larger operations. Mining assumes the
hay, oil, old clothes, spices, wine, wood, and textiles and/or availability of appropriate equipment at all times (e.g., picks,
silks (called Mercers). Specific types of merchants include the shovels, carts, shoring braces).
Chapman, a traveling peddler most often found in small villag-
es; the Draper, a cloth merchant; the Fishmonger, a dealer in sea DC Task (time rrequir
equired for one miner
equired miner,, material cost in gp)
food; the Grocer, a wholesaler of everyday items; the Haber- 5 Accomplish mundane work task.
dasher, a trader of small items like needles and thread; and the 10 Construct tunnel (10’x10’x10’) in igneous rock
Ironmonger, a dealer in iron goods and ingots. (granite, basalt) (28 days, 3 gp).
Synergy: For every rank a character has in this skill, he can 15 Construct tunnel (10’x10’x10’) in consolidated
apply a +2 synergy bonus to Appraise checks about a particular sedimentary materials (sandstone, limestone)
type of commodity. For example, a merchant with a rank of 5

124
Appendix II: New Skills

(14 days, 3 gp).


15 Excavate pit in loose sediment (10’x10’x10’) Table II-5: Mineral Availability
(3 days, 1 gp). Roll once per square mile. The amount of material present
15 Recover ore (1 ton of material yielding 500 pounds in a given mineral vein ranges in raw (unsmelted) weight
[50 gp value] iron or 1 pound [50 gp value] of gold) from 1 to 10,000 tons (d100 x d100).
(7 days, 1 gp).
20 Construct tunnel (10’x10’x10’) in unconsolidated Roll (d100) Result
materials (sand) (7 days, 5 gp). < –30 No mineral this roll.
20 Construct room (>10’ wide or high) in igneous rock –30 to –20 Calcium carbonate (chalk).
(28 days per 1,000 cubic feet, 5 gp). –19 to –10 High quality quartz sand (glass).
25 Construct room in consolidated materials –9 to 0 Evaporites such as gypsum and
(14 days per 1,000 cubic feet, 5 gp). phosphate (“drywall” and fertilizer).
30 Construct room in unconsolidated materials 1 to 10 Salt (food preservation).
(7 days per 1,000 cubic feet, 7 gp). 11 to 20 Clay (pottery).
21 to 30 Pigment or dye mineral
+10 Any construction below the water table (requires (cinnabar, azurite).
pump) (time x2, cost x2). 31 to 55 No mineral this roll.
56 to 65 Flint, chert, obsidian (weapons, tools).
Additional miners: Divide time required by number of min- 66 to 70 Roll twice on this table or GM’s choice.
ers (up to four size Medium beings per 1,000 cubic feet section 71 to 80 Copper.
or 10’x10’x10’ tunnel). Up to three quarters of the miners present 81 to 86 Tin (required for bronze).
may be unskilled laborers, but at least one skilled miner is 87 to 90 Lead.
required in any event. Presence of at least one work animal per 91 to 96 Iron.
four miners reduces time by 25%. 97 to 99 Silver.
Retr y: Yes. However, if a Miner check is failed, immediately
Retry: 100+ Roll on Precious Substance table, below.
make a second check. If the second check fails, the failure was
catastrophic and will set work back by one increment (10’ –40 Sedimentary environment
unit). Make a Reflex save (DC 15) to avoid taking 1d6 points of (river delta, sandy desert).
damage. Continue making Reflex saves until one is successful, +5 Plutonic environment
taking an additional 1d6 damage for each failed save. (granitic or metamorphic mountains).
Conver gence T
Convergence ask (Pr
Task ospecting): Characters with at least 5
(Prospecting):
ranks of Profession (Miner), 4 ranks of Search, and 2 ranks of Roll (d100) Precious Substance
Knowledge (Geography) can use their Profession (Miner) skill 01—80 Gold.
to prospect for raw ores. Characters can use this task to ascer- 81—90 Platinum.
tain the likely location of ore deposits and to identify minerals 91—95 Gemstones (“Gems,” DMG).
of all types. It is worth noting that a character can only find a 96—99 Mithral.
mineral that is present in that region. No amount of prospect- 00 Adamantine.
ing, for example, will turn up a motherlode of gold in the mid-
dle of a silty marsh. Igneous and metamorphic mountains are
often, although not exclusively, the best places to prospect.
Conver gence T
Convergence ask Check: Make a Profession (Miner) check
Task
against a DC that reflects the scarcity of the mineral. Some
minerals may be common in one region but rare in another.
The Substance table applies if searching for a particular miner-
al. Note that a mineral may only be found if it is present; there-
fore, the GM first secretly rolls once on the Mineral Availabil-
ity Chart (right) to determine which (if any) minerals are present
in a given area.
A prospector might instead choose to survey an area for all
available minerals instead of looking for a specific one. In this
case, the GM first secretly determines which minerals (if any)

125
Appendix II: New Skills

are present as outlined above. The GM then rolls the prospec- 55 Exceptionally rare minerals (mithral).
tor’s Profession (Miner) skill check with an additional penalty
of –5 and compares it to the Substance table. If the skill check Retr y: Yes. However, increase the DC by 4 for each retry. At
Retry:
exceeds the listed DC of a substance that is present, the miner some point, there will be nowhere left to look.
has located an outcrop or placer of that mineral. A separate Special: Dwarves have a +2 racial bonus to all mining skill
Profession (Miner) skill is required to extract the minerals. For checks because of their exceptional innate ability.
game purposes, any non-living solid substance in its raw state Synergy: Characters with 5 or more ranks in this profession
is considered a mineral. receive +2 on Appraise checks to determine the value of ores
and mining equipment.
DC Substance (1 check per day per square mile) Special: Dwarves have a knack for prospecting and add a +2
5 Common minerals (sand). to any checks. Gnomes are also good at prospecting and may
20 Uncommon minerals (coal). add +2 to checks, but only when prospecting above ground.
30 Scarce minerals (copper, flint, iron, agate). Individuals with Survival, Appraise, or certain Knowledge skills
35 Rare minerals (obsidian, silver, tin, tourmaline). may also identify (but not locate) minerals, albeit with less
40 Very rare minerals (gold, corundum [ruby, sapphire]). precision than someone with the Profession (Miner) prospect-
45 Extremely rare minerals (platinum, diamonds). ing ability.

Professions
A great number of Professions are likely to be used in a typical fantasy milieu, some of which are described below (and
which GMs can add to as necessary). A typical Commoner tradesman will be proficient in one of the following professions
and little else, while a typical Expert tradesman will be proficient in one or more Professions and a number of complimen-
tary skills. All of the following conform to the general characteristics of the Profession skill described in the Player’s
Handbook and have Wisdom as their key ability. Characters with such skills receive a +2 bonus on attempts to Appraise
appropriate goods (e.g., a character with Profession (Teamster) would receive a bonus on attempts to appraise the value of
wagons, carts, and draft animals). Some reflect a historic tendency toward practice by one gender or another (e.g., Profession
(Laundress)), but this can certainly be different in any given fantasy milieu and does not limit who can use such skills.

Profession (Apothecary) Profession (Bather) components (e.g., dragon steaks). Spe-


This skill, taken by chemists, drug- A character with this skill is proficient at cialists include sauciers, cooks espe-
gists, and pharmacists, is used to com- operating and maintaining public or pri- cially skilled at making sauces, and
pound, mix, and otherwise prepare vate bathhouses of the sort used in an- chefs, talented cooks who manage the
medicines. cient and medieval cities. operations of large kitchens.

Profession (Baker) Profession (Butcher) Profession (Farmer)


This skill gives characters the ability Characters with this skill are adept at This skill includes all of the tasks as-
to bake bread, cakes, pies, and all sorts skinning, gutting, cutting up, and other- sociated with planting and growing
of other baked goods. Specialists cov- wise preparing animal carcasses for con- crops, such as plowing and harvest-
ered by this skill include pastrycooks. sumption. Butchers often specialize in ing, and is statistically the most prev-
meat, poultry, or fish. Other specialists alent profession in any civilized soci-
Profession (Barber) include Skinners, who prepare animal ety. Gardeners, a subtype of farmer,
This skill gives its practitioner the abil- skins for tanning. typically pursue their skill within vil-
ity to cut hair, shave beards, remove lages or other built up areas.
teeth, let blood, perform minor sur- Profession (Cook)
gery, and similar functions. Profession Members of this profession are adept at Profession (Fisherman)
(Barber) can be used identically to preparing all sorts of foods, dressing and Practitioners of this skill use nets,
Heal, but with +2 to the DCs of tasks cleaning raw components, and the like. hooks, spears, traps, and other imple-
covered by that skill (and with bene- Particularly skilled cooks might be able ments to catch fish in lakes, oceans,
fit of the same synergy bonuses). to create palatable meals from exotic streams, and other bodies of water.

126
Appendix II: New Skills

Synergy: Characters with 5 or more ranks in this skill re- check each week in order to stay on course. Adverse conditions
ceive +2 on checks to Appraise the value of minerals. can increase the difficulty class of navigational tasks. These are
Characters with at least 5 ranks of Search skill may add a +2 not cumulative; only the worst applies.
synergy bonus to Profession (Mining) checks related to pros-
pecting. Additionally, characters with at least 5 ranks of Spot DC Task
skill may add a +2 synergy bonus to Profession (Mining) checks 15 Going from one point to another along the same coast.
related to prospecting. These bonuses are cumulative. 25 Going from a coastal location to a point at sea
(e.g., an island, a reef) or on another coast.
Profession (Navigator) (Wis; Trained Only) 30 Going from one point at sea to another point at sea.
This skill allows characters to guide vessels from one point to
another using dead reckoning, knowledge of the sea, its cur- –5 Within sight of land entire time.
rents, the stars, experience, and common sense. +2 Partial lack of visibility (e.g., mist, rain).
Check: One skill check is generally necessary for each day +5 Total lack of visibility (e.g., heavy fog, total darkness).
of navigation and multiple checks may be necessary for pro- +10 Severe storm conditions.
longed tasks. For example, a Navigator attempting to guide a
ship across an ocean might have to make a successful Navigator Retry: No. If a Navigator check is failed, there could also be

Five or more ranks in this skill give a bies (i.e., up to a year old). Profession (Restaurateur)
+2 synergy bonus on Survival checks A character with this profession is
related to fish. Profession (Miller) skilled at running an eating establish-
This skill includes all the tasks needed to ment, overseeing a staff of cooks and
Profession (Innkeeper) operate and maintain (but not construct) servants, and the like. Characters with
This skill covers all of the tasks re- a water- or windmill and use it to per- 5 or more ranks in this skill receive
quired to run an inn or similar estab- form useful mechanical functions, such +2 on attempts to Appraise the value
lishment. A character with this skill as grinding grain into flour. Assuming a of foodstuffs and equipment used to
might also be called a Hosteler. high enough level of skill and technolo- prepare them.
gy, this skill could also be applied to op-
Profession (Laundress) erating more complex mill-driven devic- Profession (Roofer)
Characters with this skill are adept at es, such as mechanical hammers for forg- Such characters are trained to build
cleaning clothes and other accessories ing metal. roofs from a variety of materials, in-
and accouterments. cluding straw, slate or terra cotta tiles,
Profession (Nurse) and lead.
Profession (Maidservant) This skill covers all the tasks needed for
Characters with this skill are adept at raising the children of others. It subsumes Profession (Shepherd)
performing all sorts of domestic the abilities of the Heal skill, but only This skill covers all the tasks neces-
chores, attending to the needs of a with respect to pre-adolescents (i.e., up sary to caring for herds of animals,
master or mistress, and following the to 13 years old). particularly sheep, but also goats, cat-
protocols of a household. A male char- tle, pigs, or any other sort of domesti-
acter with this skill is typically known Profession (Porter) cated stock.
as a valet. This skill is used by characters who per-
sonally transport all sorts of goods, usu- Profession (Teamster)
Profession (Midwife) ally within a town or specified area. Spe- Also called Carters, characters with
This skill covers all the tasks neces- cialists include Carriers, who deliver this profession are trained at safely
sary for monitoring pregnancy and small items or messages, and Water Car- transporting goods by cart or wagon.
delivering babies. It subsumes the abil- riers, who typically carry water from Characters with 5 or more ranks in
ities of the Heal skill, but only with wells or rivers to people’s homes or busi- Handle Animal receive a +2 synergy
respect to pregnant individuals or ba- nesses. bonus on Teamster skill checks.

127
Appendix II: New Skills

unfortunate consequences, such as going off course, becoming ters who administer to the medical needs of the masses are
lost, ending up in the wrong place, sailing off the edge of the often Commoners, Rogues, or other non-Experts who have tak-
world, or running aground. Furthermore, a successful check en a few ranks in this skill (often through the application of the
after an undetected failure might have unexpected results. Be- Cross-Class Proficiency* feat).
cause of this, the GM should, in general, determine the results Special: Characters proficient with this skill receive a –2
of navigation-related skill checks in secret. circumstance modifier when treating members of other races.
Special: Successful use of Survival to determine direction Synergy: Five or more ranks in the skills Craft (Alchemy),
gives a +2 bonus on Navigator checks. Knowledge (Astrology)*, Knowledge (Nature), Knowledge
Various devices give a circumstance bonus on Navigator (Numerology)*, Knowledge (Serology)*, Profession (Alche-
checks. Such bonuses are cumulative, although not all devices mist)*, or Profession (Herbalist)* each give a +2 synergy bonus
are compatible with each other, and not all may be available in on checks for the Physician skill (several of these, while they
a particular milieu. would not seem relevant to a modern physician, were regular-
Bonuses are: line and lead weight (+1); hourglass (+1) or ly employed by doctors well into the Renaissance). Characters
chronometer (+2); compass (+2); compass card (+2, if compass with 5 or more ranks in this skill receive a +2 bonus on at-
is available) or astrolabe (+2) or quadrant (+3); sextant (+2); tempts to Appraise the value of medicines and medical devices
declination tables (+1, if compass also available); and charts of of all sorts.
the area being navigated (+2 to +4). Characters with this skill
receive a +2 bonus on attempts to Appraise the value of all Profession (Sage) (Wis; Trained Only)
navigational devices (see Craft (Navigational Devices). Characters with this skill are trained to earn a livelihood as a
Synergy: Five or more ranks Knowledge (Astronomy)*, Sage. Profession (Sage) can also be used to search for non-ver-
Knowledge (Sea Lore)*, or Survival each give a +2 synergy bal information (verbal information is in the realm of the Gath-
bonus on Profession (Navigator) skill checks. er Information skill).
Check: Sages know how to ferret out information in various
Profession (Physician) (Wis; Trained Only) forms and compile it into useful documents. They can also
This skill includes all of the benefits of the Heal skill, as well as manage a library or archive.
knowledge of anatomy and how to work with patients, con- When answering a question, a Sage first makes a Knowledge
duct medical research, and earn a living as a Physician. It is the skill check to determine if he already knows the answer. If this
requisite skill for the Physician Expert. skill check fails, the Sage may make a Profession (Sage) check
Barbers, traveling snake oil salesmen, and similar charac- against a DC that reflects the complexity of the question and
thereby attempt to research an answer.
A Sage must have access to a library equivalent to his level
of Profession (Sage) in order to make such a check (as shown
below). Without reference and source materials the Sage is
limited by his Knowledge skill. A highly skilled Sage may use
a smaller library at a lower effective skill level, being con-
strained by the library size; a larger library, however, doesn’t
help a novice Sage any more than a small library. That is, a Sage
with 10 ranks in Profession (Sage) needs access to a library
with at least 1,500 books. If it only has 600 books, he functions
(at least when researching) as though he had a skill rank of 7. If
the library had 2,000 books, he would still only function as a
skill rank 10 Sage.
A Sage generally acquires many books as he advances; there-
fore, a Sage in his own quarters typically has the requisite li-
brary on hand. Note that most universities have a library that is
sized at one skill level higher than the institution’s highest rank-
ing Sage.
A Sage will typically charge according to the length of time
required to answer the question. When attempting to answer a
question, a Sage may add any levels of a pertinent Knowledge
skill to his Profession roll (in addition to ranks of Profession

128
Appendix II: New Skills

Profession (Sailor) (Wis; Trained Only)


Table II-6: Sage Library Requirements Sailors are trained to operate, maneuver, and maintain vessels
of all sorts, either as individuals or members of a crew. Specific
Skill Level Library Size (minimum) tasks include ability to variously steer, row, or sail, conduct
1 1 book routine maintenance and repair work, oversee subordinate sail-
2 5 books ors, and perform other functions needed to operate various
3 25 books types of vessel.
4 50 books Check: Sailors do not need to make proficiency checks to
5 200 books operate a ship under normal conditions. When subjected to
6 300 books severe weather, combat, and other adverse effects, however, a
7 500 books check might be necessary to determine whether an individual
8 800 books Sailor or the crew as a whole is successful at a particular task. In
9 1,100 books cases where a single helmsman is able to steer a ship, one skill
10 1,500 books check will usually suffice to determine success or failure. In
11 2,000 books cases where a crew must be directed, however, two simulta-
12+ +1,000 books per level beyond 11 neous checks might be necessary: one by the sailor directing
the efforts of the crew, and one for the crew (using their average
Each book is worth 2d6 gp on average, but some might skill rank).
be worth far more. A typical book weighs 3 lbs.
DC Task
5 Accomplish mundane work task
[Sage]) when using a library appropriate to his skill level. (e.g., row a boat, raise a sail).
10 Move fully-functional ship in fair weather.
DC Task (example): time rrequir
equir ed/appr
equired/appr oximate cost
ed/approximate 10 Maintain a ship.
0 Answer query with Knowledge skill check: 1 minute/ 15 Perform moderately difficult maneuver
10 gp. (e.g., tack against the wind).
5 Accomplish mundane task (e.g., locate a common book 15 Sail a ship into an area more than double its width.
in a library): 1d6x10 minutes/20 gp. 15 Repair ship.
10 Find the answer to an easy question (e.g., Do Orcs eat 20 Perform difficult maneuver.
vegetables?): 1d6 minutes/10 gp. 20 Maneuver a ship into an opening up to twice its width.
15 Find answer to general question (e.g. Is the breath of a 25 Guide a ship into an opening slightly wider than itself.
larger dragon hotter than the breath of a smaller 30 Perform extremely difficult maneuver
dragon?): 1d6x10 minutes/20 gp. (e.g., sail through an iceberg-filled sea at full speed
20 Find answer to specific question (e.g. Did King in a storm at night).
Leopold of Bavaria, now dead these 500 years past,
like his beer served at room temperature or –2 Ship is a Masterwork vessel.
chilled?): 1d6 hours/100 gp. +2 Sailor/crew has been on ship less than one full week.
30 Find answer to an exacting question (e.g. What +2 Ship requires more crewmembers than ship’s
became of the quasit injured by Roland the Paladin captain has skill levels.
on the 10th layer of the Abyss 100 years ago last +4 Sailor/crew is culturally unfamiliar with a ship
Friday? Was the quasit promoted or destroyed? And (e.g., a Viking on a cog).
what was its name? And, by the way, who was in +5 Moving against a moderate current (e.g., a river, a tide).
life, before before he became a demon?): 1d6 days/ +15 Moving against a strong current (e.g., a whirlpool).
500 gp. +10 Operating under very windy or stormy conditions.

Retr y: Yes. Double the time (and cost) required (cumula-


Retry: Repair ship assumes a vessel that is 10% damaged. Add 2 to
tive) for each subsequent attempt. DC for each additional 10% damaged. A ship that is 100%
Special: Elves have a +2 racial bonus when using Profession damaged has sunk and is beyond repair. In cases where Sailors
(Sage) because of their long lives, innate talent, and love of lore. attempt to repair damage to a ship, add the Craft (Carpenter)*
Availability of a library is a prerequisite for the use of this skill skill rank of the most skilled Carpenter on board to the roll (see
(as noted on Table II-6, above). Craft (Carpenter)* skill if multiple Carpenters are present).

129
Appendix II: New Skills

Retry: No. If a check is failed, there could be consequences Profession (Slaver) (Int; Trained Only)
that might preclude a retry. For example, if an attempt to keep Characters with this skill are proficient in obtaining, buying,
a ship from running onto a reef is failed, the ship might be selling, transporting, and managing enslaved beings. They know
grounded or destroyed. where to find clients, how to run an auction, and where to
Special: This skill covers the ability to operate a ship, not obtain new merchandise.
navigate it (which many Sailors historically lacked the ability Check: A Slaver working for a trading house or higher level
to do). Navigation falls under the provisions of the skills Pro- character can earn an amount in gold pieces each week equal to
fession (Navigator) and, to some extent, Survival. half his proficiency check. Independent Slavers might earn much
Synergy: Characters with 5 or more ranks in Profession (Sail- more than this or nothing at all, depending on their fortunes.
or) receive a +2 synergy bonus on Use Rope skill checks. Retry: Checks to earn an income can only be made once per
week and cannot be retried. Checks to accomplish specific tasks
Profession (Scribe) (Int; Trained Only) might be retried, assuming there are no penalties for failure.
Characters can use this skill to earn a living drafting letters, Synergy: Characters with 5 or more ranks in Profession
taking dictation, bookkeeping, keeping records, and perform- (Slaver) get a +2 synergy bonus on Appraise checks for deter-
ing similar tasks that involve writing. Characters using this mining the values of slaves, and are able to determine specific
skill include Clerks, Copyists, Scriveners, and true Scribes. information, such as probable Con or Str bonuses, combat abil-
Check: A successful check allows the Scribe to perform the ity, etc. Similar synergy bonuses might apply to other skills if
following tasks, as well as those of a similar nature. Scribes will used appropriately (e.g., attempts to use Gather Information to
generally “take 10” for the accomplishment of routine work. learn when a rival trading house is expected to receive a con-
Multiple checks may be required for long or complex tasks. signment of slaves).

DC Task Profession (Undertaker) (Wis; Trained Only)


5 Create quills from raw materials; seal a letter. This skill allows a character to earn a livelihood as an Under-
10 Take dictation from someone speaking a language in taker by preparing corpses and conducting funerary services in
which the Scribe is fluent. accordance with local customs.
15 Maintain business records and perform limited Check: Undertakers know how to use all the tools associat-
accounting. ed with undertaking, how to supervise assistants, and the cus-
20 Create works that incorporate calligraphy, toms and methods of undertaking common in their home re-
incunabula, illumination, and other special gions. Undertakers are often familiar with other methods, even
characteristics. if they are not expert in them. Common methods include buri-
20 Reseal an opened letter so that it looks unopened. al, embalming, mummification, and cremation. More unusual
20 Phonetically take dictation from an unknown Human, methods include burial at sea, being fed to animals, being dis-
humanoid, or demihuman language (e.g., Orc). solved in acid, or being frozen in ice. Make an undertaking
30 Phonetically take dictation from an unknown alien check against a DC that reflects the complexity of the desired
language (e.g., Abyssal, Draconic, Ignan). preparatory method.

Retr y: Yes. However, failure can have consequences as de-


Retry: DC Task (duration, typical fee)
termined by the GM. In the case of a critical failure during a 5 Accomplish mundane work task.
complex attempt (e.g., attempting to take dictation from an 10 Select and construct grave site safe from animal
unknown language), the Scribe will think he has succeeded but interference (1d4 hours, 5 s.p.).
will have created an incorrect inscription. 10 Prepare corpse for burial (1d4 hours, 2 gp).
In some cases, it may be necessary to pass a check in another 15 Prepare moderately damaged corpse for viewing
skill before making a Scribe check. For example, a Scribe un- or perform cremation (1d6 hours, 5 gp).
able to hear someone from whom he wishes to take dictation 20 Embalm corpse or prepare mummy
will have to successfully use the “Read Lips” function of the (3d6 hours, 10 gp).
Spot skill before attempting to use his Scribe abilities. 20 Design sarcophagus (1d6 hours, 5 gp).
Synergy: Characters with 5 or more ranks in this skill re- 25 Prepare corpse using non-standard method,
ceive a +2 synergy bonus on Appraise checks to determine the such as acid dissolution (6d6 hours, 25 gp).
value of things like books, magic scrolls, rare ink or paper, 25 Ascertain cause of death of an undamaged corpse,
written works, and the like, and a +2 synergy bonus when using or determine if apparent cause of death of a
the skills Decipher Script, Forgery, and Read Magic Text*. damaged corpse was the actual cause (e.g., whether

130
Appendix II: New Skills

someone died from hanging or was actually


poisoned first). Profession Skills
Characters with any of the listed Professions can use them
+5 Prepare non-humanoid natural corpse (+1d6 hours if to make a decent living, earning about half their check
Medium-sized, +1d6 days if larger than Medium- result in gold pieces per week of dedicated work, just as
sized, +25 gp). described in the Player’s Handbook. This generally as-
+10 Prepare unnatural corpse (e.g., abberation, magical sumes the character is employed as a journeyman with a
beast)(+2d6 hours if size Medium, +1d6 days and local master. Because Experts have a variety of compli-
+25 gp per size category larger). mentary skills, however, not just those assumed within
+15 Prepare corpse in such a manner to prevent successful any given Profession, they are usually able to earn con-
Animate Dead or return as an undead (+2d6 hours, siderably more than this (see Appendix VII: Costs for
+5 gp). Certain methods—such as cremation— Expert Services).
make this superfluous. Several of the Professions described in this book—
including Alchemist, Animal Trainer, Investigator, and
Note that these DCs assume that burial and embalming are Physician—function as the “parents” of existing skills—
the common local methods of undertaking. Adjust as needed to Craft (Alchemy), Animal Handling, Gather Information,
account for local culture. Rates charged by Undertakers are and Healing, respectively—and broaden their parame-
often higher during times of disease. ters, reflecting the sort of expertise attainable by Experts
Retr y: Yes. Each subsequent retry adds +2 to the DC.
Retry: who make such Professions their vocations, rather than
Special: Half-Orcs who were raised among Orcs have a +2 as adjuncts to careers as adventurers. Craft (Artifice)*
racial bonus to all Undertaker checks because of their unusual functions similarly, subsuming the functions of the Dis-
familiarity with death. able Device skill.
Undertakers who spend at least six months practicing their
trade in an area that uses different undertaking methods may
treat those methods as their home area (i.e., as a DC 10 task). Emulate an Ability Score: To cast a spell from a scroll, a
Syngery: Characters with 5 or more ranks in this skill re- character needs a high score in the appropriate ability. His ef-
ceive +2 on appropriate Profession (Investigator)* skill checks. fective ability score (appropriate to the class you’re emulating
when you try to cast the spell from the scroll) is your Read
Read Magic Text (Int; Trained Only) Magic Text check result minus 13. If he already has a high
This skill is similar to both the skills Use Magic Device and enough score in the appropriate ability, he does not need to
Spellcraft, but is much narrower in scope, in that it can only be make this check.
used on scrolls, spellbooks, or other magical inscriptions (not Retr y: Yes, except as noted above or under specific sections
Retry:
wands or other items). It can accomplish some things with a of Spellcraft or Use Magic Device.
greater chance of success that either of those skills, however, as Special: If the user is a spellcaster, she can use this skill to
well as things of which neither is capable. perform the other tasks listed under Spellcraft or Use Magic
Check: With noted exceptions, the following tasks work just Device whenever they apply to written materials. If the user is
like those described under the previously mentioned skills, but otherwise able to use Detect Magic or Read Magic (e.g., by
only with regard to magical text. using a magical device), he may similarly use the tasks listed
under Spellcraft that refer to these spells, provided they apply
DC Task to written materials.
18 Emulate a class feature. Synergy: Five or more ranks in Decipher Script, Profession
18 + caster level Use a scroll (Scribe)*, Spellcraft, and Use Magic Device each provide a +2
20 Draw a diagram (no retry). synergy bonus on Read Magic Text skill checks.
23 Activate Blindly
23 Emulate a race. Smell (Wis)
23 + spell level Decipher a written spell (one try/day). Use this skill to detect or identify substances or distinguish
28 Emulate an alignment. between similar scents. Although anyone can identify a com-
See below Emulate an ability score. mon odor, training is required to discern the fine nuances be-
tween similar substances.
Draw a diagram allows the user to create inscriptions such Check: Make a Smell check against a DC that reflects the
as magic circles, pentagrams, thaumaturgic triangles, etc. commonness of the substance.

131
Appendix II: New Skills

25 Rare substances, legendary potions, or fabled poisons.


Smell and Taste 30 Alien, unique, or theoretical substances.
Two of the new skills
in this section—Smell Retr y: Yes. However, increase the DC by 2 for each retry.
Retry:
and Taste—can be
Using a palette neutralizer (a mild cheese, for instance) will
used untrained. Play-
ers who think either of lower the DC increase to 1 for each retry.
these might be useful Conver gence T
Convergence ask (Food T
Task asting): Characters with at least 2
Tasting):
should consider add- ranks of Taste, 1 rank of Smell, and a Constitution of at least 12
ing them to their char- can use the Taste skill to identify specific combinations of sub-
acter sheets—even if stances present in food and drink. Individuals with this ability
they don’t plan on add- are often employed in the courts of nobles to check meals and
ing any skill points to
beverages for unsavory additives (e.g., drugs, poison, vermin
them—so that they
will remember to use feces, or other forms of contamination).
them in appropriate Conver gence T
Convergence ask Check: Make a Taste check to identify
Task
situations. substances in meals. Roll for each meal event regardless of
length or size.

DC Substance DC Task
5 Detect strong scent. 15 Identify specific ingredients in a common meal or
10 Identify common scent (apples, oranges). beverage (e.g. chicken ala king, beef stew, cherry
15 Detect weak scent. nut cake) (1 minute).
20 Identify uncommon scent (Goblin, troglodyte). 20 Identify specific ingredients in an unusual meal or
25 Identify rare scent (dragon, ghoul, certain poisons). beverage (e.g., griffon nuggets) (1-6 minutes).
25 Identify specific ingredients in a rare meal or
–5 Essence of substance at hand for comparison. beverage (e.g., elemental pudding) (1-20 minutes).
+2 Attempting to distinguish very similar substances.
+2 Cumulative for each consecutive smell attempt in +2 Cross-cultural dish (e.g. Elves tasting Orc chowder).
a 10-minute period. +5 Common drug or poison present.
+10 Rare drug or poison present.
Retry: A character may attempt retries, but increase the DC
by 2 for each retry within a 10-minute time period. Retr y: Yes. However, increase the DC by 5 for each failed
Retry:
Special: Gnomes, well known for their keen sense of smell, roll. If poison or a drug is present in the meal or beverage the
add a +2 to any Smell checks. Characters with the Scent feat food tester may make a DC 15 Reflex save to attempt to avoid
receive a +5 bonus on Smell checks. being affected by the substance. Consequences for failing to
Synergy: Characters with 5 or more ranks in this skill re- identify a poison or drug prior to ingestion by the tester’s em-
ceive a +2 synergy bonus on attempts to Appraise perfumes ployer tend to be played to the tune of Danny Deever.
and other commodities valued for their scent. Any character Special: Gnomes and Halflings receive a +2 bonus on Taste
with 5 or more ranks in Smell receives a +2 synergy bonus on or Food Tasting skill checks. In some campaigns, magic potions
Taste* skill checks. can be characterized by taste, and this skill is especially useful
in those instances, both to laymen and to those with 5 or more
Taste (Wis) ranks in Taste who attempt to analyze potions using the skills
This skill can be used to identify substances or distinguish be- Craft (Alchemy) or Profession (Alchemist)*. Use of the Taste
tween similar beverages. skill does not require swallowing, so at the GM’s option it can
Check: Make a Taste check against a DC that reflects the be used to detect certain poisons without any ill effects.
commonness of the substance. Syner gy: A character with 5 or more ranks in Taste receives
Synergy:
a +2 synergy bonus on Smell skill checks. Characters with the
DC Substance Food Tasting ability may add a +2 synergy bonus to any
5 Common foods. Spellcraft, Craft (Alchemy), or Profession (Alchemist)* skill
10 Common beverages. checks related to identifying ingested substances. Characters
15 Uncommon foods. with 5 or more ranks in this skill receive +2 on attempts to
20 Uncommon beverages, common poisons. Appraise foodstuffs and beverages.

132
Appendix II: New Skills

Skill Checks
Following are some suggestions that Game Masters can draw es 5 ranks of an appropriate skill, allow the lead character to
upon to help advance the action and increase excitement add a +2 synergy bonus. At the GM’s option, the assisting
during skill-based encounters and to assist player in under- character with the synergizing skill might need to make a
standing how their characters can succeed at skill checks DC 10 skill check in order to successfully impart the +2
with very high DCs. bonus. You can also allow synergies for skills that are not
Taking 10: We recommend limiting how often charac- explicitly listed but that are logically related. For example,
ters can take 10. Forcing players to roll routine skill checks if a character is disguising himself as a noble, grant a +2 each
reintroduces a much needed element of randomness and for 5 ranks of Diplomacy, Knowledge (Nobility and Royal-
suspense. In conjunction with this, however, we also recom- ty), and Sense Motive, in addition to the +2 synergy to Dis-
mend not requiring a skill roll for every trivial task; if a task guise for 5 ranks of Bluff. In order to make it more challeng-
is so mundane that any character can succeed at it, there is ing, consider requiring a DC 15 skill check for each such
no reason to bother rolling it al all. Finally, not allowing additional skill before allowing the supplemental +2 bonus.
characters to take 10 has the pleasant side-effect of reducing Also, see Appendix IX: Expert Work Areas, for bonuses
the metagaming that necessarily takes place when players that might be obtained from certain sorts of equipment.
“calculate the odds” of taking 10 versus rolling the dice. Other Synergies: Another method of increasing the par-
Taking 20: You should allow characters to take 20, al- ty’s chance of success is by allowing synergies for relevant
lowing them the maximum chance of success when suffi- magic items or feats. For example, a character with the Pow-
cient time is at hand. Opening a lock, finding a secret door, er Attack feat might be allowed a +2 bonus to Swim checks
and escaping from the bonds of Gnoll captors may all be in strong currents, or a +2 to Strength checks that rely on
essential ingredients to successfully completing an adven- short bursts of energy, such as battering down doors.
ture, and if characters opt to use their time wisely, they Caution: Do not allow players to overuse these types of
should generally succeed at such tasks. And there is not synergies or bonuses. You should allow them in order to
much of a point of hiding a well-deserved treasure behind a keep the plot moving, but should not allow them to become
secret door that the party has no chance of finding. a constant crutch for players who refuse to invest skill points
Aid Another: The standard rules allow one character to in background skills. Restrict their use to critical situations
assist another by succeeding in a DC 10 skill check. We where success or failure hangs on a few skill rolls.
recommend that you allow as many characters to assist as is
reasonable or possible, with each such successful character
adding another +2 to the lead character’s skill check. Addi-
tionally, consider granting a +4 bonus to assisting characters
that succeed in a DC 20 skill check as opposed to the afore-
mentioned DC 10.
Skill Synergy: While a great number of obvious synergy
bonuses have been listed in this book, it is not possible to
anticipate every possible synergy bonus that might be ob-
tained from the interaction of two skills. With that in mind,
GMs should take a liberal attitude toward logical and sensi-
ble synergy bonuses suggested by players (which should
usually be dependent on 5 or more ranks in a complimenta-
ry skill). For example, even though “everyone” speaks the
Common tongue, a GM might decide to give a character +2
circumstance bonus on a Diplomacy skill check for decid-
ing to use (and having the ability to use) a chieftain’s native
Germanic language during negotiations.
In addition, if a party is having a particularly difficult
time, consider liberalizing the restrictions normally imposed
on skill synergies and, as long as any party member possess-

133
134
Appendix III: New Feats

F ollowing are a number of new feats intended to help GMs and players alike customize and add
variety to their Expert, Specialist, and other characters. Most have been designed to affect or en-
hance the way skills are performed. Many are also especially appropriate for characters advancing
into one of the prestige classes described in this book.

Alternate Key Ability [General] Benefit: A character with Creative Touch can use an art-
This feat allows a character to approach the performance of related skill in which he has at least 8 skill ranks to create
certain skills in a different way than most people. original work, including drawings, paintings, sculptures, cho-
Benefit: A character with this feat can substitute one physi- reography, plays, fiction, musical compositions, and other items
cal or one mental key ability for another for purposes of skill of aesthetic value. Roll the DC as usual when using a skill to
checks. For example, an Expert craftsman could opt to use her create artwork. If the roll meets or exceeds the DC, a normal
Wis score instead of her Int score for score normally governed object of normal value is created. If a doubled DC is met or
by Intelligence, such as Craft and Search. Or, a Rogue might exceeded, the creation is original art; multiply the base value of
choose to substitute Dex for skills keyed to Str, such as Climb the finished product by 2d4. If a tripled DC is met or exceeded,
and Swim. a masterpiece has been created; multiply the base value of the
Special: This feat can be taken multiple times to affect dif- finished product by 2d8. On a natural roll of 20, multiply the
ferent combinations of physical or mental ability scores. base value by 2d20 instead.
Normal: A character with Craft skills but not this feat may
Creative Efficiency [General] create original work, but it is not of exceptional uniqueness or
A character with this feat has an active imagination and is able value.
to accomplish tasks more quickly than usual. Special: The Creative Touch feat effects stack with master-
Prerequisite: Int 12, Wis 12, Cha 12. work benefits. Time and monetary requirements, however, in-
Benefit: A character with Creative Efficiency is able to per- crease accordingly. Note that masterwork items are extremely
form the equivalent of eight hours of work in just five hours. well made normal objects without exceptional artistic value;
This usually applies to tasks covered by the skills Craft and works of art are merely aesthetically pleasing normal items.
Profession. Use the masterwork value of the object as the base value (i.e.,
Special: If a character with this feat has Con of at least 12, he apply the masterwork adjustment first, then multiply by the
can routinely accomplish two days worth of work in a single 2d4 to 2d20 artistic modifier).
day.
Cross-Class Proficiency [General]
Creative Touch [General] A character with this feat can choose a non-class skill and ad-
A character with this feat is able to create original works of art vance in it as if it were a class skill, rather than a cross-class
in a variety of mediums. skill.
Prerequisite: Skill rank 8 or higher in any skill capable of Benefit: This feat allows a character to advance one rank per
producing a work of art, including an applicable Craft (e.g., skill point—rather than half a rank—in what would normally
Drawing*, Sculpting*, Writing) and Perform (Oratory). be a cross-class skill. This feat can be used to allow a character

135
Appendix III: New Feats

to continue to advance in a class skill, even if he has decided to Keen Intellect [General]
advance in a class other than the one to which the skill is tied. A character with this feat is able to tap into and apply his natu-
Special: A character can take this feat multiple times, each rally high Intelligence.
time affecting a different non-class skill. Prerequisite: Int 13.
Benefit: A Keen Intellect receives a +3 circumstance bonus
Devout [General] to all straight Int checks. This does not apply to skill checks in
Faithful following of the tenets of a religion are ingrained into which the character has training, but does apply in circum-
the being of a character with this feat. stances where an Intelligence check is allowed in lieu of a skill
Prerequisite: Adherence to a particular religion. check.
Benefit: A Devout character receives a +2 sacred (or pro- Special: The bonuses provided by this feat never stack with
fane) bonus to skill checks for Knowledge (Religion). He also those derived from havng an Ecelctic Mentality*.
receives a +2 bonus on checks a single other skill appropriate
to his religion or deity (e.g., Profession (Farrier)* for a follower Knowledge Correlation [General]
of Poseidon, patron of horses). A character with this feat perceives universal connections be-
tween disparate fields of knowledge and has some comprehen-
Eclectic Mentality [General] sion of how they interrelate.
A character with this feat is frequently able to succeed at skills Prerequisite: Int 18, a total of 18 or more ranks in three or
in which he has no training or experience. more Knowledge skills (e.g., 8 ranks in one Knowledge skill
Prerequisite: Int 12 OR Wis 12 OR Cha 12. and 5 ranks each in two others).
Benefit: Once per day—plus once for each point of Cha bo- Benefit: Whenever a character with this skill makes a Knowl-
nus, if any—a character with an Eclectic Mentality may apply a edge skill check in an area in which he has 6 or more ranks, he
+2 circumstance bonus to any check with a skill in which he receives a circumstance bonus equal to the total number of
has no ranks. If the character is attempting a skill that cannot Knowledge skills in which he has this many ranks (e.g., a +4
normally be used untrained, then he is entitled instead to an bonus if he has 6 or more ranks in four different Knowledge
appropriate ability score check. skills).
Special: The bonuses provided by this feat never stack with
those derived from a Keen Intellect*. Knowledgeable [General]
A character with this skill is very studious and has the ability to
Famine Survivor [General] absorb all sorts of knowledge.
Through wit, luck, or divine providence, a character with this Benefit: A Knowledgeable character receives a +1 bonus on
feat has survived ‘the starving time.’ all skill checks for areas of Knowledge in which he is trained.
Benefit: A Famine Survivor gets a +1 bonus to all Fortitude
saving throws and a +2 circumstance bonus to Survival checks Paranoid [General]
when foraging for food and water. “They” probably really are out to get the character with this
feat—and he is going to be ready for them!
Handy [General] Benefit: A paranoid character gets a +1 bonus to all Reflex
A character with this skill is good with their hands and at mak- saving throws and a +2 circumstance bonus to Sense Motive
ing all sorts of things. checks.
Benefit: A Handy character receives a +1 bonus on all Craft
checks, even untrained ones. Performer [General]
A character with this skill has a natural inclination toward
Intellectual Synergy [General] singing, dancing, acting, comedy, oratory, musical instruments,
A character with this feat is able to derive benefits from ad- and all other sorts of performance.
vanced knowledge. Benefit: A Performer receives a +1 bonus on all Perform
Prerequisite: Int 13, 8 or more ranks in at least one area of skill checks, even untrained ones.
Knowledge.
Benefit: A character with Intellectual Synergy receives im- Professional [General]
proved synergy bonuses from Knowledge skills. These improve A character with this skill is good at understanding processes
from the standard +2 at 5 ranks to +3 at 8 ranks, +4 at 10 ranks, and executing the tasks associated with specific occupations.
+5 at 13 ranks, +6 at 15 ranks, +7 at 18 ranks, +8 at 20 ranks, and Benefit: A Professional character receives a +1 bonus on all
so forth. skill checks for Professions in which he is trained.

136
Appendix III: New Feats

Renaissance Man [General] True Faith [General]


Through careful practice or exceptional talent, a character with The faith and sense of purpose of a character with this feat has
this feat has gained extraordinary mastery of his profession. been hardened to crystalline clarity as a result of some life-
Benefit: A Renaissance Man gains six skill points. altering experience.
Note: Normal class and cross-class skill rank limits still ap- Benefit: A character with True Faith receives a +1 bonus to
ply. This feat may be taken multiple times, each time providing all Will saving throws and a +2 circumstance bonus to Concen-
six additional skill points. tration skill checks.

Sensory Awareness [General] Windfall [General]


A character with this feat is acutely aware of his senses of hear- Fortune has smiled upon the character with this feat and grant-
ing, touch, smell, sight, and taste. ed her unexpected material wealth.
Prerequisite: Int 12 OR Wis 12 OR Cha 12. Benefit: A character who benefiting from a Windfall receives
Benefit: A character with Sensory Awareness receives a +1 a one-time bonus of coins, goods, and/or magic items or his
bonus on all Listen, Search, Smell*, Spot, and Taste* checks. choice, equal in value to his current level times 300 gp. For
instance, a character who chooses this feat upon reaching 6th
Shrewd [General] level receives 1,800 gp of wealth.
A character with this feat has a knack both for gleaning infor- Note: This feat may be taken multiple times, each time pro-
mation from written material and for reproducing it. viding a separate wealth bonus appropriate to the character’s
Benefit: A Shrewd character receives a +2 bonus on all Deci- current level.
pher Script and Forgery skill checks.

137
138
Appendix IV
IV:: Sample Char
Sample act
Character
erss
acter

T hirty-three sample NPCs—one for each of the major types of Expert and prestige classes described
in this book—appear in this section, in alphabetical order by type of Expert, from Alchemist to
Weaponmaker. They are all designed to be both “ready-to-use” and easily modifiable for a wide
variety of situations and campaigns. These fully detailed characters also represent a great range of races,
genders, alignments, and levels of ability, from 1st to 20th.

These sample characters are not necessarily intended to repre- “bonus,” characters have obtained them because of the type of
sent “average” members of the Expert class, but were created in Expert they are (e.g., Expert Physicians gain Brew Potion as a
keeping with the idea that all Experts are interesting or excep- bonus feat at 3rd level).
tional in some way. The one thing most of them have in com- Items marked with an asterisk (*)—Skills, Feats, and Magic
mon is that they are very good at and dedicated to what they do Items—are new elements that are fully described in Appendix
(reflected in part by generally having maximum possible rank II: Skills, Appendix III: Feats, and Appendix V: New Magic Items,
in their primary class skills). respectively. All other Skills, Feats, and Magic Items are de-
Skills are followed by both the total normal check modifier scribed in the appropriate sections of the Player’s Handbook
and the number of ranks held in the skill [in brackets]. Total and DMG.
skill modifiers are adjusted for ability scores, feats, armor when Class features and racial abilities specific to each character
applicable, and race and synergy bonuses that always apply. are also listed. In cases where a class ability is simply a bonus
Adjusted scores for permanent magic items are listed after a feat, it is listed in the section on Feats and labeled (bonus).
slash (e.g., +11/+14) and the relevant item identified before the A number of the following characters have some spellcast-
skill listings. ing abilities. Several—including the Alchemist, Armorer, Jew-
Modifiers for charged or temporary magic items (e.g., po- eler, Merchant, Sage, and Sailor—are multiclassed with spell-
tions) are not taken into consideration, nor are race or synergy casting classes (Wizard, Spellcrafter*, Assassin, Guildmaster*,
bonuses that do not always apply or modifiers for special cir- Sorcerer, and Adept, respectively).
cumstances, which may differ from situation to situation. Finally, most of the following characters were created as
A number of the characters presented here have been as- NPC Experts, but two—the Cartographer and Merchant—are
signed languages based on those of the real world—such as tougher, more player-character-oriented Specialists. GMs who
Celtic, Germanic, and Latin—appropriate to the traditional fan- wish to can quickly convert the other sample Experts provided
tasy milieu for which they were developed (i.e., the Thera here to this PC class, for use as tougher NPCs or even player
playtest campaign setting, where Greek is the universal Com- characters.
mon tongue). GMs should feel free to retain these, to substitute The easiest method for doing this is simply to give any such
suitable languages from their own campaign settings, or to sim- character two class skills with the maximum ranks in each; two
ply use some of those listed in the Player’s Handbook or most cross-class skills; or one class skill and one cross-class skill,
often associated with a particular race. each with the maximum number of ranks possible. Then, as-
Feats are given in the order they were acquired. Simple sign the character however many bonus feats to which a Spe-
Weapon and Light Armor proficiency, possessed by all Experts cialist of that level would be entitled. Finally, increase his chal-
except Scholars, are not listed. In cases where Feats are labeled lenge rating by one if that is relevant.

139
Appendix IV
IV:: Sam ple Char
Sample act
Charact er
erss
acter

Randell Fleur: Male Half-Elf Expert 10 (Actor); CR 9; Medium- Royal Alchemist to the High
sized humanoid (Half-Elf); HD 10d6; hp 40; Init +3; Spd 30 ft.; Queen of Britannia. Dee began his
AC 19 (touch 15, flat-footed 16); Atk +12/+7 melee (1d6+2, crit career as a Wizard but found that
18-20, X2, +2 rapier); AL CN; SV Fort +3, Ref +6, Will +8; Str he was far more interested in al-
11, Dex 16, Con 9, Int 16, Wis 13, Cha 18. chemy. His three apprentices and
Bio: Abandoned to the care of a traveling actor troupe as an able journeyman assistant con-
infant, Randell has become a regionally famous actor and rec- trive to keep his huge laboratory
ognized leader of the Baron’s Golden Company. The Company spotless despite Dee’s constant ef-
has established a reputation for performing an astonishing di- forts to the contrary. John Dee is
versity of works throughout Frankland, but are most lauded by quite young for a master Alche-
common audiences for their bawdy comedies. Randell spent mist—he just turned 40. He is thin
most of his adult life seeking out his biological parents, but was as a rail and has aquiline features
left with bittersweet satisfaction in this quest when he finally that he hides behind a long pointy beard which he dyes white to
met with and was rejected by his birth mother. Of late, he has make himself look older. Dee is incredibly intense, well-edu-
turned to perfecting his stagecraft as a consolation. Randell is cated, and very talkative. He typically wears a thick wool robe—
often seen wearing leather armor and sporting a light weapon it was gray once, but years of work in his laboratory have
to reinforce his persona as a “swashbuckler.” Randell is also bestowed a most impressive prismatic look upon it. He is rare-
known for his portrayal of foppish nobility, a skill which has ly armed with anything beyond his Alchemist’s Staff. Dee is in
earned him and the Company a handful of powerful enemies. favor with the High Queen and thus has access to almost limit-
Randell’s cohort is the lovely Esmeralda, an accomplished tum- less resources if he needs them.
bler, bodyguard, confidant, and consort (Ranger 2/Rogue 8). Skills: Appraise +17 [12], Craft (Alchemy) +26 [18], Heal
Skills: Appraise +7 [4], Bluff +16 [12], Craft (Carpentry)* +9 +12 [8], Knowledge (Arcana) +18 [13], Knowledge (Nature)
[6], Craft (Cobbling)* +7 [4], Diplomacy +21 [14], Disguise +11 +18 [13], Listen +8 [2], Profession (Herbalist)* +22 [15], Smell*
[7], Gather Information +12 [8], Knowledge (Geography) +9 +18 [14], Spellcraft +23 [18], Spot +8 [2]. Languages: Common,
[6], Knowledge (Nobility) +13 [10], Perform (Comedy) +14 Latin, Celtic, Elven, Sylvan, Draconic.
[10], Perform (Drama) +14 [10], Perform (Fighter)** +21[14], Feats: Alertness, Endurance, Great Fortitude, Brew Potion
Perform (Aristocrat)** +15 [8], Sense Motive +3 [2]. Languag- (bonus), Iron Will, Leadership, Skill Focus [Profession (Alche-
es: Common, Elven, Gnome, Latin, Celtic. mist)*], Skill Focus [Profession (Herbalist)*].
**Using Perform to emulate a character class is described Class Featur es: Multitasking, Distill Elixir (Aqua Vitae,
Features:
on page 42. Feuerwehr Saft, Icewurm Saft, Blitzen Saft, Aqua Verti, Aqua
Feats: Improved Feint, Leadership, Martial Weapon Profi- Vitae Maximus, Poison Antidote), Create Homonculus, Trans-
ciency (Longsword), Skill Focus (Diplomacy), Skill Focus (Per- mute Base Metal.
form [Fighter]), Skill Focus (Perform [Aristocrat]), Weapon Fi- Possessions: Ring of Protection +5, Alchemist’s Staff with
nesse. 37 charges [treat as a Staff of Power that is usable only by an
Class Features/Racial Abilities: The Great Pretender; Im- Expert (Alchemist)], Evergrinding Pestle*, Vial of Infinite Fac-
munity to Sleep, +2 on saving throws against enchantments, ets*, dozens of potions and elixirs, numerous arcane scrolls.
Low-Light Vision, +1 on Listen, Search, and Spot checks, +2 on Spells in Book: 0th: Arcane Mark, Detect Poison, Daze, De-
Diplomacy and Gather Information checks, Elven Blood. tect Magic, Open/Close, Prestidigitation, Read Magic; 1st:
Possessions: Noble’s outfit, various costumes (approximate- Change Self, Identify, Magic Missile, Obscuring Mist, Shocking
ly 500 gp worth), personal stage wagon, +2 Rapier, Gloves of Grasp, Unseen Servant.
Storing (2), +2 Glamered Mithral Chirt, access to company Usual Spells Memorized: 0th: Detect Poison, Daze, Detect
stores of magic and equipment (approximately 75,000 gp Magic; 1st: Change Self, Shocking Grasp.
worth).
Violetta Spita: Female Half-Orc Expert (Acrobat) 4; CR 3; Me-
John Dee: Male Human Expert (Alchemist) 14/Wizard 1; CR dium-size humanoid (young Half-Orc); HD 4d6+4; hp 22; Init
14; Medium-size humanoid (middle-aged Human); HD 14d6+42 +3; Spd 30 ft.; AC 15 (touch 13, flat-footed 12); Atk +3 melee
plus 1d4+3; hp 94; Init +1; Spd 30 ft.; AC 16 (touch 16, flat- (1d4+2, 19-20/x2, dagger); AL CN; SV Fort +2, Ref +3, Will +4;
footed 15); Atk +12/+7 (1d6+2 crit x2, +2 quarterstaff); AL NG; Str 14, Dex 15, Con 12, Int 12, Wis 10, Cha 14.
SV Fort +9, Ref +7, Will +17; Str 11, Dex 12, Con 16, Int 20, Wis Bio: Violetta Spita is a sturdy, attractive Half-Orc Acrobat
19, Cha 17. and mime—attractive enough, indeed, that she is generally able
Bio: Nicknamed “Prospero” by his peers, John Dee is the to disguise the more unfortunate aspects of her pedigree. She is

140
Appendix IV
IV:: Sam ple Char
Sample act
Character
erss
acter

almost perpetually in disguise, in fact, passing herself off as a


Human unless it is to her advantage to be recognized as a Half-
Orc. She is quite personable, sociable, and likable, but is ulti-
mately self absorbed and cannot be counted on for loyalty. She
is also not above using her charms to inveigle some lonely
person out of a few expensive gifts (but is not inclined toward
violence). Violetta prefers to travel with a troupe when on the
road, but dwells alone when in a town.
Skills: Balance +7 [5], Climb +7 [5], Disguise +9 [7], Escape
Artist +8 [6], Jump +7 [5], Perform +9 (Physical Shtick) [7],
Tumble +9 [7], Use Rope +8 [6]. Languages: Common, Orc,
Germanic.
Feats: Improved Unarmed Strike, Deflect Arrows, Dodge
(bonus).
Class Features/Racial Abilities: Darkvision 60 feet, Orc
Blood.
Possessions: Leather armor, makeup and disguise kit; dag-
gers, throwing (three); masterwork recorder; three days rations;
traveling clothes; two costumes; dagger; 40 gp.
+4 melee (1d4+2/x4, +1 Light Pick) or +4 ranged (1d8, 19-20/
Hassul Ibn Fwesul: Male Human Expert (Animal Trainer) 3; CR x3, light crossbow); AL LN; SV Fort +3, Ref +3, Will +6; Str 12,
2; Medium-size humanoid (young Human); HD 3d6+3; hp 17; Dex 13, Con 13, Int 16, Wis 13, Cha 13.
Init +0, Spd 30 ft.; AC 12 (touch 10, flat-footed 12); Atk +3 Bio: Henrietta Lhistoire is much more fit and robust than
(1d3+1 [subdual], unarmed strike); AL NG; SV Fort +2, Ref +1, many scholars, and spends almost all of her time exploring,
Will +8; Str 13, Dex 10, Con 12, Int 12, Wis 16, Cha 18. excavating, or working at various archaeological sites. She is
Bio: Hassul Ibn Fwesul is a dashing young man of good birth. distinguished by her unruly, graying hair and clothes patterned
He is typically dressed in colorful flowing robes of silk and after a disused archaic style; at her side is an enchanted pick,
prides himself on never being which she uses mainly for work but has been known to wield
armed. Hassul only recently in- in defense of herself or one of her sites. Henrietta has built her
herited a thriving race-horse academic career upon revealing the past accomplishments of
ranch from his father and is de- the Germanic and Frankish people, many of which have been
termined to carry on the fami- eclipsed by the movement in their homelands toward the foun-
ly’s success. He is as comfort- dation of Greek-style city states and adoption of Hellenic cul-
able dealing with the decadent ture. Her attitudes have encouraged derision and even enmity
nobles of Giza as with his hors- from many of her more “cultured” colleagues.
es. Though polite and well- Skills: Appraise +9 [6], Decipher Script +10 [7], Forgery +9
mannered, he is strong-willed [6], Knowledge (History) +10 [7], Listen +6 [3], Profession (Ar-
and not at all a pushover. chaeologist)* +11 [7], Search +10 [7], Spot +6 [3], Use Magic
Skills: Appraise +7 [6], Heal +9 [6], Knowledge (Nature) +7 Device +8 [7], Survival +3 [3] (cc). Languages: Common, Ger-
[6], Profession (Animal Trainer)* +12 [6], Ride +11 [6], Sense manic, Celtic, Latin.
Motive +9 [6], Spot +9 [6]. Languages: Common, Egyptian. Feats: Skill Focus (Profession [Archaeologist]*), Endurance,
Feats: Iron Will, Skill Focus (Ride), Skill Focus (Profession Alertness.
[Animal Trainer]*). Possessions: Light Pick +1, light hammer, heavy pick, exca-
Class Features: Heal Animals, Animal Specialist (Horses, vation kit, 64 archaic coins of various denominations; four
Hippogriffs). pieces of archaic jewelry worth 50-60 gp each; 40 miscella-
Possessions: Leather Armor, Potion of Cure Moderate neous artifacts worth 1-10 gp each.
Wounds.
Durden Ironbender: Male Dwarf Expert (Armorer) 6/Spellcraft-
Henrietta Lhistoire: Female Human Expert (Archaeologist) 4; er 4; CR 9; Medium-size humanoid (middle-aged Dwarf); HD
CR 3; Medium-size humanoid (middle-aged Human); HD 4d6+4; 10d6+20; hp 58; Init +0, Spd 20 ft.; AC 14 (touch 10, flat-footed
hp 28; Init +1, Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Atk 14, armored apron) or 24 (touch 10, flat-footed 26, +3 Full

141
Appendix IV
IV:: Sam ple Char
Sample act
Charact er
erss
acter

Plate and +3 Heavy Steel Shield); Base Atk/Grp +7; +11 melee Daedalus McMedes: Male Human Expert (Artificer) 10; CR 9;
(1d8+5/x3, +3 Warhammer) or +9 ranged (1d10, 19-20/x3, Medium-size humanoid (middle-aged Human); HD 10d6; hp
masterwork heavy crossbow and masterwork bolts); AL LN; 45; Init +3, Spd 30 ft.; AC 13 (touch 11, flat-footed 12); Atk +7/
SV Fort +5, Ref +3, Will +10; Str 14, Dex 11, Con 15, Int 17, Wis +2 melee (1d4/x2 light hammer); AL LG; SV Fort +3, Ref +8,
13, Cha 10. Will +10; Str 8, Dex 16, Con 10, Int 17, Wis 12, Cha 12.
Bio: Durden Ironbender is a skilled, highly focused Armor- Bio: Daedalus McMedes is the best toymaker in the thriving
er whose abilities allow him to meticulously and tirelessly metropolis of Hellenic Troy. His first love is the creation of new
create only masterwork, magic, or custom-made armor and to mechanical toys to delight his nine children. He spends most of
discard items that fall short of his standards. Durden also stud- his time inventing new toys, leaving the more tedious con-
ies the use of magic as a member of a brotherhood of spellcast- struction work to his three able journeymen and six apprentic-
ing Craftsmen and is accomplished at forging armor with both es. Daedalus is middle-aged, tall, gaunt, and completely bald.
fire and magic. Durden has an apprentice—Mordrin, a 5th level He has never been known to frown. Being thoroughly color-
Expert Dwarven Armorer—but because of his irascible mas- blind, he is typically found dressed in garish mismatched garb.
ter’s coarse manners, this individual is constantly vowing to The toys he builds himself are equally garish, much to the
quit, resolving to stay on only because of what he hopes to delight of the children lucky enough to receive one. He is rarely
learn. While working, Durden wears a leather apron into which armed with anything beyond Icarus, his lucky fix-it hammer
he has incorporated a masterwork chain shirt, but will don and never wears armor (he is, after all, a toymaker). One of the
better armor if necessary. He typically uses the best armor he accomplishments of which he was most proud was his Mini
has created, selling it once he has crafted a replacement. Mecha Golem*, an item that was, unfortunately, stolen (and
Skills: Appraise +8 [5], Concentration +6 [4], Craft (Armor- badly damaged) by an unscrupulous band of adventurers.
smithing)* +21 [13], Craft (Blacksmithing)* +11 [7], Craft (Koft- Skills: Appraise +16 [13], Concentration +10 [10], Craft (Ar-
gari)* +13 [9], Craft (Leatherworking)* +9 [5], Craft (Tailor- tifice)* +19 [13], Craft (Blacksmithing)* +11 [8], Craft (Carpen-
ing)* +9 [5], Craft (Carpentry)* +9 [5], Knowledge (Armor)* try)* +8 [5], Knowledge (Device Lore)* +16 [13], Gather Infor-
+13 [9], Knowledge (Arcana) +12 [8], Knowledge (Metallur- mation +11 [10], Knowledge (Architecture and Engineering)*
gy)* +13 [9], Spellcraft +12 [9], Use Magic Device +7 [4]. Lan- +16 [13], Knowledge (Mechanics)* +16 [13], Listen +3 [2], Open
guages: Common, Dwarven, Gnome, Orc, Undercommon. Lock +7 [4], Search +8 [5], Spot +3 [2]. Languages: Common,
Feats: Handy*, Skill Focus (Craft [Armorsmithing]*), Tow- Celtic, Indo-Aryan, Gnome.
er Shield Proficiency, Weapon Focus (Warhammer), Shield Pro- Feats: Skill Focus (Craft [Artifice]*), Alertness, Iron Will,
ficiency (bonus), Medium Armor Proficiency (bonus), Heavy Weapon Focus (Light Hammer), Lightning Reflexes.
Armor Proficiency (bonus), Craft Magic Arms and Armor, Class Featur es: Mastery of Specialty Artifice (Fine Tinker-
Features:
Knowledgeable*, Skill Focus (Use Magic Device). ing, Toymaking).
Class Features/Racial Abilities: Darkvision 60 feet, Stone- Possessions: Sovereign Glue, Bag of Holding, potions of
cunning, Stability, +2 vs. poison, +2 vs. spells and spell-like Bull’s Strength and Cure Serious Wounds.
effects, +1 on attacks vs. Orcs and Goblinoids, +4 AC vs. Giants,
+2 on Appraise and Craft skill checks related to stone and metal Sarellan Coriolis: Female Elf Wizard 1/Expert 7 (Astronomer);
items (not reflected in the above section of skills). CR 7; Medium-sized humanoid (Elf); HD 1d4 plus 7d6+8; hp
Possessions: +3 Full Plate, +3 Heavy Steel Shield, +3 War- 39; Init +2; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Atk +8
hammer, masterwork heavy crossbow, masterwork bolts (20), melee (1d6, 18-20/x2, masterwork silvered rapier); AL CG; SV
masterwork Armorer’s Tools, ancient stone tower set up as a Fort +3, Ref +4, Will +8; Str 11, Dex 14, Con 12, Int 17, Wis 16,
fully-equipped armor-smithy (e.g., anvils, forge, bellows, blast Cha 11.
furnace). Durden crafted his armor and shield himself and is Bio: Enamored of heretical cosmological worldviews since
willing to sell them at market value if someone offers to pur- her youth, Sarellan was expelled from formal arcane schooling
chase them. They are both heavily embellished with fine koft- in the academies of the Elven nation of Albion. Alternating
gari work depicting Dwarven runes, heroes, and monsters, and long periods of study at the libraries of the north with tutoring
worth a base four times their normal value, a total of 15,150 gp positions in Anglia and the Hanseatic League, Sarellan has es-
for the armor and 9,230 gp for the shield. tablished an international reputation as an outstanding, albeit
Spells Known: 0th (4/day): Detect Magic, Guidance, Read controversial, teacher and scholar. Sarellan has recently ac-
Magic; 1st (4/day): Endure Elements, Shield; 2nd (2/day): Bear’s cepted a resident scholar position at the Observatory of Havn
Endurance, Bull’s Strength, Protection From Arrows, Resist under the sponsorship of King Sven IV. Sarellen is a diminu-
Energy. Durden casts spells and creates magical armor at the tive, quiet, and unimposing middle-aged Elf woman who has
9th level of ability. professionally suffered by being unable to articulate her radi-

142
Appendix IV
IV:: Sam ple Char
Sample act
Character
erss
acter

cal ideas to her peers. Oddly enough, this has not impaired her Skills: Bluff +10 [5], Diplomacy +7 [5], Gather Information
reputation as a tutor and her clients often praise her ability to +7 [5], Knowledge (Law)* +6 [5], Perform (String Instruments)
inculcate even the most problematic of pupils. +2 [0], Perform (Oratory) +7 [5], Profession (Barrister)* +7 [5],
Skills: Concentration +8 [5], Craft (Artifice)* +8 [5], Craft Sense Motive +7 [5]. Languages: Common.
(Drawing)* +9 [6], Knowledge (Arcana) +10 [6], Knowledge Feats: Iron Will, Skill Focus (Bluff).
(Astronomy)* +18 [11], Knowledge (Nature) +15 [11], Knowl- Possessions: Barrister’s wig and robes, mandolin, 90 gp.
edge (Engineering & Architecture) +12 [8], Knowledge (Me-
chanics)* +12 [8], Knowledge (Nobility and Royalty) +11 [7], Kormac: Male Human Expert (Blacksmith) 5; CR 4; Medium-
Profession (Sage)* +11 [8], Spellcraft +7 [4], Spot +7 [4]. Lan- size humanoid (middle-aged Human); HD 6d6+12; hp 33; Init
guages: Common, Elven, Draconic, Sylvan, Gnome. +0, Spd 30 ft.; AC 15 (touch 10, flat-footed 15); Atk +7 melee
Feats: Weapon Finesse, Skill Focus (Knowledge [Astrono- (1d8+4/x3, Warhammer +1); AL N; SV Fort +4, Ref +2, Will +8;
my]*), Knowledgeable*, True Faith* (class bonus), Martial Str 17, Dex 11, Con 14, Int 14, Wis 16, Cha 15.
Weapon Proficiency (Longsword, Rapier, Longbow, Composite Bio: Well regarded for both his professional abilities and his
Longbow, Shortbow, Composite Shortbow) (racial bonus). kindness to animals, Kormac is Blacksmith for a large village
Class Featur es/Racial Abilities: Peerless Temporal Sense,
Features/Racial in a riverine, forested region of Celtic Britain. His work in-
Cosmic Nerve (Iron Will feat), Nighttime Adaptation; Immuni- cludes shoeing mounts, forging parts for carts and war chariots,
ty to magic sleep, +2 on saving throws against enchantments, and treating ill or troublesome horses. Indeed, Kormac is espe-
Low-Light Vision, +2 bonus on Listen, Search, and Spot checks, cially well disposed toward horses, an affinity that tends to
automatic Search check when passing within 5 feet of a secret make him very good at his job. He also traveled extensively in
or concealed door. his early years, and often regales the people of his village with
Possessions: masterwork silvered rapier, spyglass, astrolabe, stories of his experiences (which included learning how to speak
armillary sphere, personal library (valued at approximately to horses, something many do not believe he is actually capa-
5,000 gp), Portable Hole. ble of doing). All of his major possessions are gifts for the fine
Spells Known: Level 0-All; Level 1-Charm Person, Compre- work he has done.
hend Languages, Floating Disk, Identify, Mount, Silent Image, Skills: Appraise +10 [8], Craft (Blacksmithing)* +10 [8], Dis-
Shield, Unseen Servant. able Device +10 [8], Gather Information +10 [8], Heal +11 [8],
Spells T ypically Pr
Typically epar
Prepar ed: Level 0-Detect Magic, Message,
epared: Knowledge (Metallurgy)* +10 [8], Profession (Animal Train-
Presidigitation; Level 1-Charm Person, Unseen Servant. er)* +11 [8], Profession (Farrier)* +14 [8], Ride +8 [8]. Languag-
es: Common, Celtic, Elven, Equine.
Ricardo Bonitelli: Male Human Expert (Barrister) 2; CR 1; Me- Feats: Endurance, Mounted Combat, Skill Focus (Profession
dium-size humanoid (young Human); HD 2d6+2; hp 12; Init [Farrier]*).
+0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Atk +1 (1d3–1 Class Features: Horse Doctoring.
[subdual], unarmed strike); AL LG; SV Fort +0, Ref + 0, Will +5; Possessions: +1 Chain Shirt, +1 Warhammer, matching set
Str 8, Dex 10, Con 12, Int 12, Wis 15, Cha 14. of bronze torque and bracelets set with carnelians (worth 600
Bio: Ricardo Bonitelli, a native of Malta, is a newly-appoint- gp total); six fine horses of various types.
ed journeyman Barrister
with the local branch of the Brewmaster Glimmster Greentongue: Male Gnome Expert
renowned trading house (Brewer) 7; CR 6; Small humanoid (young Gnome); HD 7d6+21;
Schmidt und McDondan. He hp 46; Init –2, Spd 20 ft.; AC 12 (touch 11, flat-footed 14); Base
works for a master Barrister Atk/Grp +5/+2; Atk +7 melee (1d6+1/x2, club); AL NG; SV
and is quickly picking up the Fort +7, Ref +0, Will +8; Str 12, Dex 6, Con 17, Int 12, Wis 16,
intricacies of business, trade, Cha 11.
and maritime law. Ricardo is Bio: Brewmaster Glimmster Greentongue is short but very
only 20 and looks even stout (three feet tall and 55 pounds). He has dark tan skin, long
younger (he has been trying blonde hair with an equally blonde beard, and eyes that are
to grow a proper mustache naturally a deep blue (but which are usually more of a blood
for years). He has a bright fu- red). Glimmster enjoys drinking his creations almost as much
ture ahead of him and looks as making them. He is usually dressed in tan and green pied
forward to the decade when pantaloons, a baggy brown shirt, sandals, and a thick full-length
he will himself be the master Barrister of his firm. He is always leather apron (AC +1). Although armed only with a dagger, he is
unarmed and unarmored. able to use the gigantic wooden brewing spoon he carries as a

143
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IV:: Sam ple Char
Sample act
Charact er
erss
acter

club. The Everfull Brewpot* he inherited from his former mas- Possessions: Travelers outfit, +1 Longsword, masterwork
ter has provided him with a ready source of liquid profits, studded leather armor, portable desk, magnifying glass, trigo-
which he continually invests back into his converted wind- nometric tables, astrolabe, masterwork navigational charts and
mill-brewpub. maps (worth approx. 2,000 gp), Wheel of Distance*.
Skills: Appraise +11 [10], Hide +2 [0], Knowledge
(Brewlore)* +11 [10], Profession (Alchemist)* +15 [10], Pro- Olympia: Female Human Expert (Courtesan) 5; CR 4; Medium-
fession (Brewer)* +18 [10], Search +11 [10], Spot +13 [10], size humanoid (young Human); HD 5d6+5; hp 23; Init +2, Spd
Taste* +13 [10]. Languages: Gnome, Common, Dwarven. 30 ft.; AC 12 (touch 12, flat-footed 10); Atk +3 melee (1d4+2,
Feats: Endurance, Great Fortitude, Skill Focus (Profession 19-20/x2, dagger); AL CE; SV Fort +3, Ref +3, Will +4; Str 12,
[Brewer]*). Dex 14, Con 13, Int 16, Wis 10, Cha 19.
Class Features/Racial Abilities: Specialty Brew (Beers and Bio: Stunningly beautiful, depraved, and manipulative—and
Ales [Porter], Spirits [Brandy]; Low-Light Vision, +2 on saves a bit deranged—Olympia has a devoted clientele among a par-
versus illusions, +1 on DCs of illusions, +1 on attacks versus ticular segment of the petty aristocracy of Southern Europe.
Kobolds and Goblinoids, +4 dodge bonus versus giants, +2 on She also has certain physical defor-
Listen checks, Speak With Animals (burrowing mammals) 1/ mities and apparent skill at divina-
day, Dancing Lights 1/day, Ghost Sound 1/day, Prestidigitation tion, leading some to believe she
1/day. has oracular powers (which she half
Possessions: Ring of Protection +2, Everfull Brewpot*. believes herself). Her machinations
have led to numerous murders, frat-
Vigo Kor nis
Kornis
nis, Human, Male Human Specialist 7 (Cartographer); ricides, thefts, and other crimes—
CR 7; Medium-sized humanoid (Human); HD 7d6+14; hp 41; most committed on her behalf—
Init +2; Spd 30 ft.; AC 15 (touch 12, flat-footed 13); Atk +8 causing her to relocate regularly.
melee (1d8+2, 19-20/x2, +1 Longsword); AL LN; SV Fort +5, Olympia has, however, divined that
Ref +8, Will +7; Str 13, Dex 14, Con 15, Int 19, Wis 11, Cha 8. she will die by falling into an active
Bio: Bastard son of a Frankish serving girl and a Carthagin- volcano, and goes to great pains to
ian sailor, Vigo grew up around tales of adventure on the high give such phenomena a wide berth.
seas in the Theran port of Masilia. A family friend identified She worships nothing but her own drives and inclinations. Her
Vigo’s keen eye for free hand drawing and saw to it that he was preferred form of Perform (Physical Shtick) is sword-swallow-
apprenticed to the local trade guild’s mapmaker. After many ing.
years spent copying map after map and acquiring something of Skills: Appraise +11 [8], Diplomacy +12 [8], Disguise +12
a local reputation for quality, Vigo decided to join an expedi- [8], Gather Information +12 [8], Knowledge (Seromancy)* +11
tion to the northern seas and has lent his talents to such field [8], Perform (Knowledge [Seromancy]*) +9 [5], Perform (Phys-
ventures ever since. Vigo is, in the modern parlance, mildly ical Shtick) +9 [5], Perform (Oratory) +9 [5], Profession (Cour-
obsessive compulsive and keeps his work space meticulously tesan)* +15 [8], Sleight of Hand +9 [7]. Languages: Common,
clean. Vigo is prone to mumbling, and staring off into space, Latin, Albanian, Abyssal.
and hence, is often dismissed as “eccentric” by strangers who Feats: Endurance, Alternate Key Ability* [Cha for Wis] (bo-
know nothing of his actual talents or abilities. Among Vigo’s nus), Skill Focus (Profession [Courtesan]*), Blind-Fight.
various quirks are his inability to swim, and an inexplicable Possessions: Ring of Regeneration; makeup and disguise kit;
taste for shellfish. travelling clothes; two costumes; chest of costume jewelry (50
Skills: Appraise +6 [2], Concentration +6 [2], Craft (Map- gp worth); masterwork dagger; 600 gp.
making)* +18 [11], Craft (Drawing)* +8 [4], Forgery +6 [2],
Knowledge (Geography) +18 (11), Knowledge (Nature) +9 [5], Ruwdolf Regenschlager: Male Half-Elf Expert (Engineer-Ar-
Knowledge (Business)* +11 [7], Knowledge (Sea Lore)* +15 chitect) 2; CR 1; Medium-size humanoid (young Half-Elf); HD
[11], Listen +2 [0], Profession (Navigator) +6 [6], Search +10 2d6+2; hp 13; Init +0, Spd 30 ft.; AC 10 (touch 10, flat-footed
[6], Sense Motive +2 [0], Spot +8 [6], Survival +10 [10]. Lan- 10); Atk +1 melee (1d8, crit 19-20/x2, longsword); AL CG; SV
guages: Common, Latin, Celtic, Punic, Baltic. Fort +1, Ref +0, Will +5; Str 11, Dex 10, Con 12, Int 15, Wis 15,
Feats: Alertness, Iron Will, Paranoid*, Renaissance Man*, Cha 10.
Skill Focus (Craft [Mapmaking]*), Skill Focus (Knowledge [Ge- Bio: Ruwdolf Regenschlager, a journeyman from the depths
ography]), Track. of the Schwartzwald, is currently traveling across the conti-
Class Featur es: Exceptional Direction Sense, Spatial Aware-
Features: nent, ultimately desiring to visit the Theran ruins of the Medi-
ness. terranean. Ruwdolf is a shy, quiet Half-Elf, and is generally

144
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IV:: Sam ple Char
Sample act
Character
erss
acter

uncomfortable with the atten- Move Silently checks, +1 bonus on all saving throws, +2 mo-
tion his heritage draws to him. rale bonus against fear, +1 bonus on attacks with thrown weap-
He keeps his brown hair neat- ons and slings.
ly coifed, sports a stylish mus- Possessions: Gem of Seeing, Medallion of Thoughts, Periapt
tache and goatee, and usually of Health.
is dressed in brown robes. He
is quite adept at designing and Anne Pieger: Female Half-Elf Expert (Guide) 1; CR 1/2; Medi-
supervising the construction of um-size humanoid (young Half-Elf); HD 1d6; hp 6; Init +1, Spd
houses—his long-term goal be- 30 ft.; AC 13 (touch 11, flat-footed 12); Atk +1 melee (1d4, 19-
ing to emulate cutting-edge 20/x2 masterwork dagger) or +1 ranged (1d8, 19-20/x3, light
Theran residences, once he fi- crossbow); AL CG; SV Fort +0, Ref +1, Will +3; Str 10, Dex 13,
nally sees one. Con 11, Int 14, Wis 13, Cha 14.
Skills: Appraise +7 [5], Concentration +6 [5], Craft (Draw- Bio: Half-Hun, Half-Elf, Anne Pieger is a native of the coastal
ing)* +7 [5], Decipher Script +7 [5], Knowledge (Architecture trading city of Kos, where her father serves as an officer of the
and Engineering)* +7 [5], Profession (Engineer-Architect)* +10 guard. It is not her home city she is interested in, however, but
[5], Search +7 [5], Spot +7 [5]. Languages: Common, Elven, rather the nearby ruins of Cnidus, destroyed decades before in
Germanic, Latin. a great cataclysm. For several years she has ventured into the
Feats: Skill Focus (Profession [Engineer-Architect]*). ruins, exploring them, learning their secrets, and retrieving
Class Features/Racial Abilities: Immunity to Sleep, +2 on small items—statuettes, chunks of carved masonry, pieces of
saving throws against enchantments, Low-Light Vision, +1 on mosaic, and the like—and selling them to vendors in the mar-
Listen, Search, and Spot checks, +2 on Diplomacy and Gather kets of Kos. She has accumulated enough wealth from her ex-
Information checks, Elven Blood. peditions to outfit herself with a modest array of weapons,
Possessions: Furlow’s Fabulous Tablet*, Potion of Fox’s Cun- armor, and equipment, which she keeps hidden in the bottom
ning. of her boat, donning them only after making the passage across
the straits to the ruined city. She has recently noticed that the
Markus “Ratling” Thumpertop: Male Halfling Expert (Exter- region around Cnidus is becoming more dangerous, and has
minator) 11; CR 10; Small humanoid (middle-aged Halfling); resolved to return as the paid guide for a group of adventurers
HD 11d6+33; hp 67; Init +2, Spd 20 ft.; AC 13 (touch 12, flat- in order to learn more about it.
footed 11); Base Atk/Grp +8/+5; Atk +10/+5 melee (1d6+1/x2, Skills: Craft (Shipwright)* +4 [2], Gather Information +4
club) or +13/+8 ranged [+18/+13 vs. pests] (1d3+1 [1d3+6 vs. [2], Knowledge (Local)* +9 [4], Spot +5 [4], Move Silently +5
pests], Small masterwork sling with masterwork bullets); AL [4], Profession (Sailor)* +5 [4], Search +6 [4], Swim +4 [4],
N; SV Fort +9, Ref +6, Will +10; Str 13, Dex 15, Con 16, Int 10, Survival +6 [4]. Languages: Common, Elven, Indo-Aryan,
Wis 14, Cha 14. Turkic.
Bio: Markus “Ratling” Thumpertop is a pleasant-faced, Feats: Skill Focus (Knowledge [Local]*).
charming, stout, middle-aged Halfling who lives in Ettinburgh, Class Features/Racial Abilities: Immunity to Sleep, +2 on
the capital city of North Albion. He typically wears a tattered saving throws against enchantments, Low-Light Vision, +1 on
cape made of rat-fur, has thick red hair, and beefy arms scarred Listen, Search, and Spot checks, +2 on Diplomacy and Gather
by innumerable rat-bites. Markus lives in his shop-wagon, a Information checks, Elven Blood.
gaudily painted affair drawn by a mangy brown pony. His rates Possessions: Masterwork dagger, dagger, light crossbow, 10
are high, but as he has never been known to fail he never lacks bolts, leather armor, explorer’s
for work. Markus is a favorite of the Thieves Guild, as his pro- outfit, backpack, waterskin, one
fessional standing gives him access to some of the most desir- day’s trail rations, bedroll, sack,
able targets in the city. flint and steel, hooded lantern,
Skills: Balance +8 [6], Craft (Alchemy) +5 [5], Gather Infor- three pints oil, Potion of Invisi-
mation +14 [11], Hide +11 [5], Listen +13 [9], Profession (Exter- bility, Sawdust of Seeing* (10
minator)* +19 [14], Spot +13 [9], Survival +14 [12]. Languages: pinches), small sailboat (16 feet
Halfling, Common. long, 100 gp value, five person
Feats: Run, Track, Alertness, Skill Focus (Profession [Exter- maximum).
minator]*).
Class Features/Racial Abilities: Precision Attack (Pests) +5, René Cardillac: Male Human Expert (Jeweler) 14/Rogue 2/
Compound Pesticides; +2 bonus on Climb, Jump, Listen, and Assassin 1; CR 16; Medium-size humanoid (old Human); HD

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Sample act
Charact er
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17d6+34; hp 71; Init +2, Spd 30 ft.; AC 16 (touch 12, flat-footed ears, and nose of the infamous Zuringer Gnomes, a cabal of
14); Atk +13/+7 melee (1d4+5, 17-20/x2, keen dagger +3); AL peerless financiers and political manipulators that threaten to
NE; SV Fort +7, Ref +12, Will +8; Str 14, Dex 14, Con 14, Int 18, eclipse the fading remnants of the Theran trade houses.
Wis 5, Cha 14. Skills: Appraise +19 [16], Bluff +19 [13], Craft (Alchemy)
Bio: René Cardillac is a Jeweler par excellence and the most +15 [12], Diplomacy +12 [8], Forgery +13 [10], Hide +5 [0],
admired in all of Paris. His clients include the wealthiest mer- Knowledge (Business)* +23 [19], Knowledge (Geography) +18
chants and the most affluent members of the aristocracy, who [15], Knowledge (Law)* +13 [10], Knowledge (Local)* +13
vie for inclusion on the long list of people waiting to commis- [10], Knowledge (Nobility and Royalty) +11 [8], Gather Infor-
sion a piece of jewelry from him. Cardillac is also somewhat mation +25 [17], Perform (Comedy) +10 [6], Profession (Mer-
mad, believes he is cursed, and is a rather peculiar serial killer. chant)* +27 [19], Sense Motive +17 [12], Spot +7 [4], Use Magic
Over the past few years, and unbeknownst to anyone but him- Device +16 [12]. Languages: Gnome, Common, Baltic, Under-
self, he has been drawn to thievery and murder. Once a month, common, Germanic.
Cardillac must make a Will save (DC 15). Failing it means that Feats: Dodge, Lightning Reflexes, Mobility, Paranoid*, Per-
“the stars are right” and that he is compelled to stalk and kill suasive, Renaissance Man (x2), Skill Focus (Profession [Mer-
one of his clients with a dagger stroke to the heart and retrieve chant]*), Skill Focus (Knowledge [Business]*) (bonus), Skill
the jewelry they bought from him. He secretly worships Sat- Focus (Gather Information) (bonus), Spring Attack, Weapon
urn, an extremely ancient being whose existence predates that Finesse (Dagger), Windfall*.
of the Olympian deities. Class Features/Racial Abilities: Concessions, Eye for Qual-
Skills: Appraise +21 [17], Craft (Gemcutting)* +21 [17], Craft ity +7, Powers of Investigation, Expand Operations; Bardic Mu-
(Goldsmithing)* +21 [17], Craft (Jewelry Making)* +27 [20], sic, Bardic Knowledge, Countersong, Fascinate, Inspire Cour-
Disable Device +12 [8], Disguise +16 [14], Forgery +18 [14], age +1, Inspire competence; Low-Light Vision, +2 on saves ver-
Hide +9 [8], Knowledge (Astrology)* +14 [10] (cc), Listen –1 sus illusions, +1 on DCs of illusions, +1 on attacks vs. Kobolds
[0], Knowledge (Nobility and Royalty) +18 [14], Move Silently and Goblinoids, +4 dodge bonus vs. giants, +2 on Listen checks,
+9 [8], Open Lock +10 [8], Spot –1 [0], Use Magic Device +19 Speak With Animals (burrowing mammals) 1/day, Dancing
[17]. Languages: Common, Latin, Abyssal, Undercommon, Lights 1/day, Ghost Sound 1/day, Prestidigitation 1/day.
Gnome. Possessions: +2 Keen Frost Dagger of Speed, +3 Glamered
Feats: Alertness, Skill Focus (Craft [Jewelry Making]*), En- Mithral Shirt of Spell Resistance 15, Boots of Striding and
durance, Iron Will. Springing, Brooch of Shielding, Circlet of Blasting (Major),
Class Featur es: Sneak Attack +2d6, Trapfinding, Evasion,
Features: Ring of Spell Storing (Minor), Ring of Chameleon Power, ap-
Death Attack, Poison Use, Spells. proximately 5,000 gp worth of scrolls, potions, and poisons.
Possessions: +3 Keen Dagger, Loupe of the Master Jeweler*, Spells Known: Bard—0th: Detect Magic, Light, Mage Hand,
spellbook, masterwork chain shirt, death blade poison [3 dos- Message, Open/Close, Prestidigitation; 1st: Charm Person,
es]. Cardillac is rather well to do, and his total estate—includ- Comprehend Languages, Cure Light Wounds, Undetectable
ing his sumptuous townhouse, workshop, jewelry, etc.—is worth Alignment; Guildmaster—0th: Arcane Mark, Read Magic; 1st:
about 100,000 gp. Alarm, Floating Disk, Hold Portal, Unseen Servant; 2nd: Ea-
Spells Known: 1st: Disguise Self, True Strike. gle’s Splendor, Identify; Level 3: Nondetection, Suggestion.

Grigor “Sharky” Nachtspiel: Gnome Specialist 8 (Merchant)/ Milnikin Polimeknis of Gravellyvale: Male Gnome Expert
Bard 3/Guildmaster 5; CR 16; Small humanoid (Gnome); HD (Miller) 4; CR 3; Small humanoid (Gnome); HD 4d6+4; hp 21;
8d6+16 plus 3d8+6 plus 5d6+10; hp 74; Init +2; Spd 30 ft.; AC Init +1; Spd 20 ft.; AC 15, Touch 9, Flatfooted 15; Base Atk/Grp
20 (touch 16, flat-footed 17); Base Atk/Grp +11/+7; Atk +16/ +3/-1; Atk +4 melee (1d6, small masterwork morningstar) or
+16/+11 melee (1d4+1d6+3, 17-20/x2, +2 Keen Frost Dagger +6 ranged (1d8/19-20, small masterwork heavy crossbow with
of Speed); AL NE; SV Fort +8, Ref +11, Will +16; Str 11, Dex 14, masterwork bolts); AL N; SV Fort +2, Ref +2, Will +6; Str 10,
Con 15, Int 17, Wis 16, Cha 19. Dex 12, Con 13, Int 14, Wis 14, Cha 11.
Bio: Grigor, an unusually cruel and foul-tempered Gnome, Bio: Milnikin Polimeknis is both an accomplished Miller
began his career as a caravaner along overland routes to the and an aspiring Artificer who loves gadgets of all sorts and is
Orient and has seen much of the Eurasian continent, always on constantly striving to improve the mechanical functioning of
the lookout for the next big business opportunity. After a few the water mill that he inherited from his eccentric uncle in the
lucky breaks and well-timed “accidents,” Grigor has become a village of Gravelyvale. He is very handy in any case, and at-
guildmaster in Aemstelredamme, a key port of the Hanseatic tends to all of his own repair work, when he is not grinding
League. Grigor’s operations in Aemstelredamme act as the eyes, grain for the local villagers in exchange for a portion of the

146
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IV:: Sam ple Char
Sample act
Character
erss
acter

flour or as payment for other goods and services. He is also a (Metallurgy) +13 [12], Profession (Miner)* +28/+34 [22], Search
member of the local militia, a charge which he takes very seri- [22], Spot [22], Survival +25 [22]. Languages: Common, Dwar-
ously, equipping himself with the very best arms and armor he ven, Undercommon.
can afford and training with them regularly. His most prized Feats: Cleave, Great Cleave, Leadership, Power Attack, Skill
possession, which he employs in lieu of an apprentice, is his Focus (Profession [Miner]*), Skill Focus [Prospect], Weapon
Mini Mecha Golem*, which he obtained damaged from some Focus (Light Pick).
adventurers and restored over a period of years. While gregar- Class Features/Racial Abilities: Locate Mineral (+2 on skill
ious, he is still a bit of a loner, and is usually kept company by checks involving gold, sapphires, or salt); Darkvision 60 feet,
his gadgets and about a dozen cats (which help keep the rats Stonecunning, Stability, +2 vs. poison, +2 vs. spells and spell-
under control in the mill). like effects, +1 on attacks vs. Orcs and Goblinoids, +4 AC vs.
Skills: Appraise +7 [5], Craft (Artifice)* +10 [7], Craft (Car- Giants, +2 on Appraise and Craft skill checks related to stone
pentry)* +10 [7], Craft (Stonemasonry)* +10 [7], Handle Ani- and metal items (not reflected in the above section of skills).
mal +5 [5], Hide +4 [0], Knowledge (Local)* +9 [7], Listen +4 Possessions: +2 Prospector’s Pick*, Cloak of Resistance +3,
[0], Profession (Militiaman)* +6 [4], Profession (Miller)* +12 two Ioun Stones (Dusty Rose, +1 AC; Iridescent, sustain with-
[7], Use Rope +8 [7]. Languages: Common, Gnome, Elven, Dwar- out air), Ring of Blinking; six random potions.
ven.
Feats: Skill Focus (Profession [Miller]*), Handy*. Peter Beukelszoon: Male Human Expert (Navigator) 1; CR 1/2;
Class Features/Racial Abilities: Skill Specialization (+2 when Medium-size humanoid (young Human); HD 1d6+1; hp 7; Init
using Appraise, Craft (Artifice)*, Craft (Carpentry)*, Craft +0, Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Atk +0 melee
(Stonemasonry)*, Handle Animal, or Use Rope for functions (1d8/x3, shortspear) or +1 ranged (1d8, 19-20/x2, light cross-
related to mills, –2 for all other activities); Low-Light Vision, bow); AL N; SV Fort +1, Ref +1, Will +3; Str 12, Dex 13, Con 13,
+2 on saves versus illusions, +1 on DCs of illusions, +1 on Int 14, Wis 15, Cha 12.
attacks versus Kobolds and Goblinoids, +4 dodge bonus versus Bio: Apprenticed by his parents to the Hanseatic League
giants, +2 on Listen checks, Speak With Animals (burrowing upon his thirteenth birthday, Peter has served on board a mer-
mammals) 1/day, Dancing Lights 1/day, Ghost Sound 1/day, chant vessel as a trainee navigator, the lowest level of ship’s
Prestidigitation 1/day. officer, for about two years. He is smart and alert and, although
Equipment/Possessions (all Small): Masterwork chain shirt, he is still intimidated by the power of the sea and the responsi-
masterwork heavy steel shield, masterwork morningstar, mas- bilities associated with his profession, his ultimate goal—and
terwork heavy crossbow, masterwork bolts (20), mules (4), one he is confident of achieving—is to one day be master of his
water mill, Mini Mecha Golem*, additional miscellaneous own ship.
possessions worth about 400 gp. Skills: Balance +5 [4], Climb +5 [4], Concentration +4 [2],
Knowledge (Sea Lore)* +4 [2], Listen +6 [2], Profession (Navi-
Master Miner Dunsterdelf: Male Dwarf Expert (Miner) 19; CR gator)* +9 [4], Spot +6 [2], Survival +6 [4], Swim +5 [4], Use
18; Medium-size humanoid (middle-aged Dwarf); HD 19+57; Rope +5 [4]. Languages: Common, Germanic, Baltic.
hp 128; Init +0, Spd 20 ft.; AC 13 (touch 10, flat-footed 13); Atk Feats: Alertness, Skill Focus (Profession [Navigator]*).
+20/+15/+10 melee (1d4+6/x4, +2 Prospector’s Pick*); AL LG; Possessions: Two sets of clothes, oilskin slicker, hat, wooden
SV Fort +12, Ref +9, Will +17; Str 18, Dex 11, Con 16, Int 13, spoon and bowl, tin cup. He does not own any arms or armor
Wis 17, Cha 12. but can draw leather armor and a weapon from the ship’s weap-
Bio: Master Dunsterdelf, also known as Dunster, is a Miner ons locker when needed (although he does not routinely use
of great reknown. After discovering a major lode of salt near such items).
Basle, Dunsterdelf secured a small loan from the coffers of the
Zuringer Gnomes and opened his mine. It has evolved from a Galenne Demassilia: Female Hu-
single shaft into an enormous Dwarven mining complex cov- man Expert (Physician) 9; CR 9; Me-
ering nearly a hundred square miles. His mine produces a for- dium-size humanoid (young Hu-
tune in salt, copper, and gold; Dunster’s wealth rivals that of man); HD 9d6; hp 30; Init 0, Spd 30
royalty and is equally well protected. Dunsterdelf is generally ft.; AC 10 (touch 10, flat-footed 14);
found at his mine, dressed in a battered and dirty suit of black Atk +6/+1 melee (1d4+1 19-20/x2,
masterwork leather armor, with a trusty enchanted pick named dagger +1) or +6/+1 ranged (1d8, 19-
“Shattertooth” at his side. 20/x3, light crossbow); AL LG; SV
Skills (with Pr ospector
ospector’’s Pick): Appraise +23 [22], Climb
Prospector Fort +3, Ref +3, Will +8; Str 11, Dex
+23 [18], Knowledge (Dungeoneering) +13 [12], Knowledge 11, Con 10, Int 17, Wis 14, Cha 12.

147
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IV:: Sam ple Char
Sample act
Charact er
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acter

Bio: Talented beyond her years, Galenne hones her skills youth. His familiar is Johann the Raven (HD 3, hp 14, claws +3,
and her knowledge by practicing her profession from a small Dmg 1d2–5, Listen +6, Spot +6).
coastal sailing ship outfitted as a clinic and laboratory. In her Skills (with Skullcap of Intellect): Craft (Alchemy) +15/18
more than 15 years as a Physician, she has treated wounds and [11], Concentration +3 [3], Decipher Script +16/19 [12], Forg-
illnesses everywhere from villages to battlefields. Her wealthy ery +8/11 [4], Knowledge (Arcana) +16/19 [10], Knowledge
merchant family hails from a large Greek trading colony on the (History) +13/16 [7], Knowledge (Nature) +11/14 [7], Knowl-
coast of southern France. edge (The Planes) +11/14 [7], Knowledge (Religion) +5/8 [1],
Skills: Craft (Medical Devices) +15 [12], Diplomacy +10 [9], Perform (Oratory) +8 [5], Profession (Sage)* +17 [14], Spellcraft
Gather Information +12 [11], Knowledge (Astrology)* +8 [5], +7/10 [3]. Languages: Common, Elven, Germanic, Latin, Abys-
Knowledge (Nature) +12 [9], Knowledge (Numerology)* +8 sal, Infernal.
[5], Listen +4 [0], Profession (Alchemist)* +14 [12], Profession Feats: Weapon Finesse (Rapier), Skill Focus (Knowledge
(Herbalist)* +14 [12], Profession (Physician)* +16 [12], Spot [Arcana]) (bonus), Skill Focus (Knowledge [History]) (bonus),
+10 [6]. Languages: Common, Latin, Egyptian, Sylvan. Iron Will, Expertise.
Feats: Skill Focus (Profession [Physician]*), Alertness, Ex- Class Features/Racial Abilities: Unlimited Knowledge Skill
pertise, Brew Potion (bonus), Dodge, Endurance. Focus, Knowledge Specialization (“summonings,” from Arca-
Class Features: Pacifism, Compound Medicine (Soothing na); Immunity to magic sleep, +2 on saving throws against en-
Balm, Copper Booster, Healing Draught, Silver Booster, Gold- chantments, Low-Light Vision, +2 bonus on Listen, Search, and
en Booster). Spot checks, automatic Search check when passing within 5
Possessions: Surgical equipment, masterwork chain shirt, feet of a secret or concealed door.
Caduceus of Galen*, Dagger +1, medical (alchemical) lab, three Possessions: +2 Rapier, Fortunado’s Mysterious Mirror*, +6
doses of each known medicinal compound [15 total]. Skullcap of Intellect (as Headband of Intellect, DMG), Cape of
the Mountebank, Arcane Scroll (Dispel Magic, Fireball, Wall
Doctor Georgius Faust: Male Elf Expert (Sage) 11/Sorceror 2; of Iron, Plane Shift).
CR 12; Medium-size humanoid (middle-aged Elf); HD 11d6 Usual Spells: 0th: Ray of Frost, Light, Detect Poison, Detect
plus 2d4; hp 28; Init +1, Spd 30 ft.; AC 11 (touch 11, flat-footed Magic, Read Magic; 1st: Identify, Shocking Grasp.
10); Atk +10/+5 melee (1d6+2, crit 18-20/x2, +2 Rapier) or +8/
+3 ranged (1d8, 19-20/x3, light crossbow); AL NE; SV Fort +2, Koire: Male Human Expert (Sailor) 14/Adept 4; CR 17; Medi-
Ref +2, Will +11; Str 10, Dex 13, Con 11, Int 18 (24 with Skull- um-size humanoid (venerable Human); HD 18d6+36; hp 87;
cap of Intellect), Wis 16, Cha 16. Init +0, Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Atk +16/
Bio: Doctor Faust (few people know his first name) has been +11/+6 melee (1d10+4, 19-20x2, Harpoon of Wounding +2) or
a fixture in the city of Ingolstadt for two centuries. His position +16/+11/+6 ranged (1d10+4, 19-20x2, 30 ft., Harpoon of Wound-
as Professor of Transphysical Arcana gives him a great deal of ing +2); AL N; SV Fort +9, Ref +5, Will +18; Str 14, Dex 10, Con
status among the local nobility, most of whom have been ob- 14, Int 14, Wis 16, Cha 14.
sessed by divinations and astrology ever since the revelation Bio: Koire, an ancient Human sailor of indeterminate origin,
that the Great Prophecy of Nuremberg correctly predicted the is still an imposing figure at the zenith of his life, and swims
destruction of the island city state of Thera. Faust, arrogant and every day to maintain his health and vigor. His gaunt frame
self-centered, thrives on the attention he receives because of stands nearly seven feet in height, his blackened, weathered
this situation. It is said (incorrectly) that Faust discovered the flesh is completely covered with vivid tatoos of every form
revelation, and he does nothing to dispel this error. He is often and color, and his left arm is missing from the elbow down.
found enjoying the fine vin- Retired from a life at sea, he now lives in a wrecked, overturned
tages of the Rhyneland at the longship that he has converted into a lodge. He buys his sup-
Perlacher Keller, typically at plies and drinks in the tavern of a small, nearby village, where
the expense of a vain and the people respect and are somewhat wary of him, suspecting
gullible noble. Faust wears him of being a Wizard. He has, in fact, dwelled with and studied
rich black velvet clothing, a under a number of primitive adepts during his travels through
bright red cape with beauti- seven seas, four continents, and innumerable islands, and his
ful gold trim, and a silver lodge is full of items he has brought back from around the
skullcap. He has been bald world. No one but he knows whether his fortune is worth 50 gp
(not a common Elven trait) or 50,000 gp, however. He wears little but a pair of ragged
since he was cursed by Fr- breaches on a daily basis, but can accouter himself as needed
ere Hatto Rattenfutter as a when necessary. His familiar is a seagull.

148
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IV:: Sam ple Char
Sample act
Character
erss
acter

Skills: Balance +10 [10], Climb +12 [10], Craft (Carpentry)* Sound 1/day, Prestidigitation 1/day.
+8 [5], Jump +12 [10], Knowledge (Sea Lore)* +19 [17], Profes- Possessions: Scroll Case of Preservation* with three arcane
sion (Sailor)* +23 [20], Spellcraft +7 [5], Spot +18 [15], Surviv- scrolls (Cat’s Grace, Explosive Runes, Mage Armor), quills (2),
al +20 [17], Swim +19 [17], Use Rope +10 [10]. Languages: ink (6 vials); parchment (60 sheets), pen knife, shoulder pouch
Common, Arabic, Aquan. for equipment, signet ring with an etched peridot, sealing wax,
Feats: Exotic Weapon Proficiency [Harpoon], Precise Shot, six Gnomish history books (worth 30-80 gp each), light cross-
Point Blank Shot, Far Shot, Improved Critical [Harpoon], En- bow, 10 bolts, 300 gp.
durance, Great Fortitude, Iron Will.
Class Features: Sea Dog. Sabine Duvec: Female Human Expert (Sculptor) 8/Ranger 2/
Possessions: Studded Leather +1, Dagger +1, Harpoon of Militia Leader 4; CR 13; Medium-sized humanoid (Human);
Wounding +2, Pearl of Puissant Seamanship*, Potion of Water HD 8d6+2d8+4d8+14; hp 72; Init +2; Spd 30 ft.; AC 23 (touch
Breathing (x2), four small, primitive idols. 14, flat-footed 19); Atk +12/+7 melee (1d10+5, crit 18-20, X2,
Usual Spells: 0th (3): Create Water, Purify Food and Drink, +1 keen bastard sword) or +16/+11 ranged (1d8+1d6+2, crit
Mending; 1st (3): Burning Hands, Comprehend Languages, En- 19-20, X3, +2 shocking burst composite longbow); AL NG; SV
dure Elements; 2nd (1): Cat’s Grace. Fort +10, Ref +8, Will +10; Str 14 [18], Dex 14, Con 12, Int 16,
Wis 13, Cha 15.
Gret Inksterlin Peridotte of Gravellyvale: Female Gnome Ex- Bio: As an accomplished sculptor from the artist’s colony of
pert (Scribe) 3; CR 2; Medium-size humanoid (young Gnome); Aleria, raven-tressed Sabine created a handful of masterworks
HD 3d6+9; hp 21; Init +3, Spd 20 ft.; AC 9 (touch 9, flat-footed in her island’s native granite before turning her eyes north to-
9); Base Atk/Grp +2/-3; Atk +1 melee (1d6–1, 19-20/x2, Small ward the marbles of Etruria where, with financial backing from
heavy mace) or +1 missile (1d6, 19-20/x2, Small light cross- Corsican benefactors in Karrara, a new marble quarry was es-
bow); SQ Cantrips, Copy Magical Text; AL N; SV Fort +4, Ref tablished. Every stone extracted from the mainland draws the
+0, Will +5; Str 8, Dex 8, Con 16, Int 13, Wis 15, Cha 12. further ire of the native population, however, ire manifest in
Bio: Gret Inksterlin Peridotte of Gravellyvale lives in a small, brigandage upon on the quarries or, less commonly, large-scale
dry, semi-excavated cave complex in the rocky foothills of a raids on the port of Karrara itself. Although Sabine’s career as
large, arid mountain chain. She en- an artist has suffered as a result, her acceptance of administra-
joys reading and writing, and is in tive and martial duties at Karrara have ensured the safe flow of
the process of compiling a detailed marble to Corsica and much of the rest of Theran Europe.
geneaology and history of her fam- Skills: Appraise +8 [5], Concentration +6 [5], Craft (Draw-
ily. She supports these activities by ing)* +11 [8], Craft (Sculpting)* +23 [17], Craft (Stonemason-
turning her expertise to scribing ry)* +23 [17], Diplomacy +7 [5], Handle Animal +7 [5], Knowl-
scrolls and other documents for ad- edge (Architecture and Engineering) +13 [10], Knowledge (Ge-
venturing Gnomes (as well as the ography) +11 [8], Knowledge (Nature) +10 [7], Knowledge (No-
occasional other demihuman or bility and Royalty) +10 [7], Profession (Militiaman)* +11 [10],
Human). Gret also has an abiding Profession (Miner)* +12 [11], Search +11 [8), Spot +10 [9],
hatred for Goblins and their kind, Survival +9 [8]. Languages: Common, Latin, Giant, Sylvan.
and can be easily induced to sup- Feats: Iron Will, Skill Focus: Craft (Sculpting), Skill Focus:
port any activity that is directed against them (short of outright Craft (Stone Masonry), Dodge, Exotic Weapon Proficiency (Bas-
adventuring, that is). tard Sword), Improved Critical (Longbow).
Skills: Appraise +5 [4], Craft (Bookbinding) +3 [2], Decipher Class Features: Materials Mastery (Granite, Marble), Sub-
Script +6 [5], Forgery +6 [5], Gather Information +5 [4], Hide ject Mastery (Columns); Favored Enemy (Giants +2), Track,
+3 [0], Knowledge (History) (cc) +3 [2], Profession (Scribe)* Wild Empathy, Combat Style (Archery).
+10 [6], Read Lips +7 [6], Read Magic Text* +9 [6]. Languages: Possessions: +2 Shocking Burst Composite Longbow, +1 Keen
Gnome, Common, Goblin. Bastard Sword, Ring of Force Shield, +2 Elven Chain, +4 Belt
Feats: Skill Focus (Read Magic Text)*, Skill Focus (Profes- of Giant’s Strength, approximately 20,000 gp worth of minor
sion [Scribe]*), Scribe Scroll (bonus). magical arms and armor distributed amongst subordinate of-
Class Featur es/Racial Abilities: Copy Magical Text; Low-
Features/Racial ficers.
Light Vision, +2 on saves versus illusions, +1 on DCs of illu-
sions, +1 on attacks versus Kobolds and Goblinoids, +4 dodge Jason Archimedes: Male Human Expert (Shipwright) 7; CR 6;
bonus versus giants, +2 on Listen checks, Speak With Animals Medium-size humanoid (old Human); HD 7d6–4; hp 25; Init
(burrowing mammals) 1/day, Dancing Lights 1/day, Ghost +0, Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Atk +6 melee

149
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IV:: Sam ple Char
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Charact er
erss
acter

(1d4+1, crit 19-20/x2 dagger); AL NE; SV Fort +2, Ref +2, Will Zenobia the Quick: Female Hu-
+5; Str 13 Dex 11 Con 8 Int 16 Wis 12 Cha 13. man Expert (Steward) 6; CR 5;
Bio: Jason Archimedes is an elderly miser. He is the owner of Medium-size humanoid (young
the most profitable shipyard on the important trading island of Human); HD 6d6+12; hp 33; Init
Aegina, his six partners having expired through a series of bi- +1, Spd 30 ft.; AC 11/16 (touch
zarre accidents and illnesses over the past three years. Jason 11/11, flat-footed 10/15); Atk +6
hates the sea; he doesn’t know how to swim and has never set melee (1d8+2, crit x3, Short-
foot on a ship. He is, however, an excellent businessman, shrewd spear +1) or +6 (1d4+1, crit 19-
and cunning. Jason is typically dressed in a moldy brown robe 20/x2, masterwork dagger), or
that smells of stale sweat and cheap wine. +5 ranged (1d10, crit 19-20/x2);
Skills: Appraise +13 [10], Balance +10 [10], Craft (Carpen- AL LG; SV Fort +6, Ref +5, Will
try)* +13 [10], Craft (Shipmaking)* +15 [10], Diplomacy +6 +8; Str 12, Dex 12, Con 14, Int
[5], Knowledge (Sea Lore)* +13 [10], Search +13 [10], Use Rope 16, Wis 16, Cha 14.
+10 [10]. Languages: Common, Turkic, Latin, Goblin. Bio: Accomplished and dedicated to her vocation, Zenobia
Feats: Skill Focus [Shipwright], Endurance, Run, Toughness. is chief steward for the temple of Athena in the island city-state
Class Features: Mastery of Ship Design (Galleys, Sailing of Kos. In this position, she is responsible for managing the day-
Ships). to-day secular activities of the temple and its properties; man-
Possessions: Fireseal Wax* [3 tuns], Eyes of Charming, ship- aging the acquisition and expenditure of food, equipment, and
yard, 18,000 gp. other supplies; and overseeing the temple’s non-Clerical staff.
She is good natured but very serious, and is highly regarded for
Master Rodemus: Male Human Expert (Slaver) 8; CR 7; Medi- her dedication, intelligence, and organizational abilities. She
um-sized humanoid (young Human); HD 8d6+8; hp 35; Init +3, does not wear armor or carry more than a dagger on a daily
Spd 30 ft.; AC 17 (touch 13, flat-footed 14); Atk +7/+2 melee basis, but in time of crisis she will don arms and armor in
(1d4+1/19-20 x3 masterwork dagger) or Atk +10/+5 melee defense of her temple. Her most prized charge is the ring of
(1d6 subdual/x2 masterwork sap); +10/+5 ranged (*/*, mas- keys that give her access to all but the most secret areas within
terwork net) or (1d2+1 subdual/x2 masterwork whip) or (1d10/ the temple. She is close friends with one of the Clerics in the
x2 masterwork heavy crossbow); AL LE; SV Fort +3, Ref +5, temple, who keeps her well supplied with potions.
Will +7; Str 12, Dex 16, Con 12, Int 14, Wis 11, Cha 11. Skills: Appraise +12 [9], Diplomacy +11 [9], Gather Infor-
Bio: Ambitious and ruthless, Rodemus the Slaver commands mation +11 [9], Bluff +12 [9], Knowledge (Business)* +12 [9],
a small slaving concern and its inventory of coastal watercraft, Knowledge (Religion) +12 [9], Listen +5 [0], Profession (Stew-
weapons, and manacles. He and his band of Human, Half-Orc, ard)* +14 [9], Search +12 [9], Sense Motive +12 [9], Spot +5 [0].
and humanoid thugs (8-18 of them) work sparsely settled Languages: Common, Celestial, Turkic, Gnome.
stretches of coast along the Mediterranean, selling their unfor- Feats: Alertness, Skill Focus [Profession (Steward)], Great
tunate victims to interested clients on a number of pirate-run Fortitude, Lightning Reflexes.
islands. In his early 30s, Rodemus is lithe, of somewhat muscu- Class Features: Master of the Domain.
lar physique, and very impressed with himself. Even when in Possessions: +1 Shortspear, +1 Chain Shirt, masterwork dag-
the field, he favors expensive, gray leather and silk clothing ger, masterwork heavy crossbow, bolts (10), silver holy sym-
(loose enough to hide his mail shirt), swirling capes, feathered bol, potions of Heroism, Intelligence, Invisibility, See Invisibil-
hats, and monocles. He has a cohort who rarely leaves his side, ity, Vision, and Wisdom, 600 gp.
a 5th level Half-Orc warrior.
Skills: Appraise +11 [9], Bluff +9 [9], Gather Information +9 Master Drugath: Male Half-Orc Expert (Stonemason) 7; CR 6;
[9], Handle Animal +5 [5], Intimidate +9 [9], Listen +2 [0], Pro- Medium-size humanoid (middle-aged Half-Orc); HD 7d6; hp
fession (Slaver)* +11 [11], Search +11 [9], Sense Motive +8 [8], 35; Init +0, Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Atk +11/
Spot +12 [10], Use Rope +12 [9]. Languages: Common, Punic, +5 melee (1d4+6/x2, +2 Light Hammer); AL NE; SV Fort +2,
Orc. Ref +3, Will +5; Str 14 (18), Dex 10, Con 11, Int 12, Wis 11, Cha
Feats: Weapon Finesse [Sap], Leadership, Alertness, Point 12.
Blank Shot. Bio: Master Drugath (so he calls himself, although it has
Possessions: Masterwork chain shirt, masterwork silvered been years since he has been a member of any guild) is a mid-
dagger, masterwork sap, masterwork whip, masterwork net, dle-aged outlaw Half-Orc of coarse appearance. His beard has
masterwork heavy crossbow, quiver with 20 bolts, bottle with turned a dull grey, matching his grey skin perfectly. Despite his
20 Drops of Lassitude*, 800 gp. appearance, however, Drugath is a cunning diplomat and has

150
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IV:: Sam ple Char
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Character
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acter

survived a decade as a fugitive outlaw in the rugged hills just Grand Guild of the Restful Soul. He is tall, gaunt, and large-
beyond the reach of the forces of Hellenic Troy. He hires out jointed, typically clad in the black robes and grey skullcap that
himself and his mobile construction platoon of five wagons, characterize the members of the guild. Bumble has a morbid
five journeymen, five apprentices, and 10 laborers to the high- sense of humor, exasperated perhaps by his hen-pecking wife.
est outlaw bidder. His glib tongue and exceptional skill have He finds it quite amusing that he profits from the grief of others.
kept him unaffiliated and filled his chests with gold. Master Sowerberry is widely acknowledged (especially by him-
Skills (with Belt of Giant Strength): Appraise +11 [10], Bal- self) as the best low-rate Undertaker in the city. He has kept his
ance +5 [5], Climb +7/+9 [5], Craft (Stonemasonry)* +13 [10], rates low by taking the innovative step of establishing his shop
Diplomacy +9 [8], Handle Animal +4 [3], Jump +7/+9 [5], Knowl- on a barge; the freshly dead fish which perpetually surround
edge (Architecture and Engineering)* +11 [10], Search +6 [5], the aft end of the barge (where the Death’s Breath embalming
Use Rope +5 [5]. Languages: Common, Orc, Goblin. fluid is kept is countless leaky barrels) he sells through an agent
Feats: Power Attack, Sunder, Skill Focus (Craft [Stonema- at the local fishmarket. Sowerberry somewhat mysteriously
sonry]*). inherited the barge from one of his corpses, a certain Captain
Class Features/Racial Abilities: Secrets of Stonemasonry Grundig. Bumble was fortunate enough to discover a previous-
(Fortifications, Subterranean Stonework), Darkvision 60 feet, ly unseen will granting him title in the corpses’s coat-pocket
Orc Blood. (the fact that Captain Grundig had never met Sowerberry until
Possessions: +2 Light Hammer, Stonecutter’s Level*, Belt of after his death raised a few eyebrows, but as Grundig was a
Giant Strength (+4), potions of Cure Moderate Wounds and Fly. rather unpopular Half-Orc, no further comment arose). Sower-
berry rarely leaves his ship-shop, preferring to send his miser-
Bombal of Chievr
Chievre:e: Male Human Commoner 1/Expert (Taxi- able apprentice Halfling Oliver to do his footwork. Oliver, once
dermist) 1; CR 1; Medium-size humanoid (middle-aged Hu- a street urchin, sometimes wonders if life on the streets would
man); HD 1d4+5 plus 1d6+2; hp 14; Init +0, Spd 30 ft.; AC 12 not have been preferable to that of an Undertaker’s apprentice.
(touch 10, flat-footed 12); Atk +1 melee (1d6+1, crit x2, club) Skills: Craft (Carpentry)* +15 [14], Diplomacy +16 [14],
or +0 ranged (1d8, crit 19-20/x2, light crossbow); AL N; SV Knowledge (Religion) +15 [14], Profession (Alchemist)* +16
Fort +2, Ref +0, Will +3; Str 14, Dex 11, Con 14, Int 13, Wis 13, [14], Profession (Undertaker)* +19 [14], Search +15 [14], Sense
Cha 14. Motive +16 [14]. Languages: Common, Undercommon.
Bio: Rotund, hard drinking, and a bit gamey, Bombal of Feats: Alertness, Endurance, Run, Skill Focus (Profession
Chievre is a former Commoner laborer who taught himself the [Undertaker])*, Weapon Finesse (Dagger).
arts of taxidermy. He now earns a living tanning pelts and pre- Class Features: Master of Proceedings.
serving tropies for hunters in around the Belgae village of Possessions: +3 Dagger of Wounding, Necklace of Adap-
Chievre. Unfortunately, he has not yet perfected his techniques— tion, potions of Sneaking, Ghoul Touch, Glibness, and Haste.
many of his subjects are not very well preserved, and they have
a tendency to smell bad or have their snouts fall off—so most of Ionna Steelwillow: Female Elf Expert (Weaponmaker) 12/Mi-
his clients are people on a budget, undiscriminating human- litia Leader 2; CR 13; Medium-size humanoid (middle-aged
oids, and the like. Still, Bombal would like to get better at what Elf); HD 12d6; hp 39; Init +0, Spd 30 ft.; AC 19 (touch 14, flat-
he does, and is working hard to improve his techniques. footed 15); Atk +16/+11 melee (1d8+3, 17-20/x2, Longsword
Skills: Craft (Alchemy) +1 [1], Appraise +3 [2], Craft (Tailor- +2); or +12/+7 (1d8+3, 17-20/x2, Longsword +2) and +11/+6
ing)* +6 [5], Craft (Taxidermy)* +6 [5], Knowledge (Nature) +2 (1d6+2, 19-20/x2, Short Sword +1); or +16/+11 ranged (1d8/
[1], Survival +6 [5]. Languages: Common, Celtic. x3, masterwork composite strength (+1) longbow); AL NG; SV
Feats: Endurance, Toughness. Fort +4, Ref +8, Will +6; Str 13, Dex 19, Con 10, Int 16, Wis 8,
Possessions: Leather armor, light crossbow, bolts [12], dag- Cha 17.
ger, a dozen mounted heads, animal skin rugs, and stuffed ani- Bio: Ionna is the most prominent weaponmaker of Sylaire,
mals, 20 gp. an ancient region only sparsely populated by humans but at the
heart of a large, decentralized Elven community. She spends
Master Bumble Sowerberry: Male Human Expert (Undertaker) most of her time creating masterwork swords (many of which
11; CR 10; Medium-size humanoid (middle-aged Human); HD are subsequently enchanted) that incorporate precious metals
11d6+22; hp 42; Init +1, Spd 30 ft.; AC 11 (touch 11, flat-footed and jewels and feature ornately etched blades for the local war-
10); Atk +12/+7 melee (1d4+2, crit 19-20/x2, +3 Dagger of leaders and their followings. Nonetheless, she thrives on vari-
Wounding); AL LE; SV Fort +4, Ref +4, Will +9; Str 9, Dex 13, ety, and will almost always drop everything if presented with
Con 13, Int 13, Wis 14, Cha 14. the opportunity to perform some particularly interesting cus-
Bio: Master Sowerberry is a vocal member of Canterburg’s tom work. She is a captain in the local militia (although, while

151
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IV:: Sam ple Char
Sample act
Charact er
erss
acter

popular, not necessarily a very good one), and does not hesitate Bladed Sword) (bonus).
to take the field against the enemies of her friends or people. Class Features/Racial Abilities: Racial Familiarity Bonus;
Skills: Appraise +15 [12], Craft (Blacksmithing)* +19 [15], Aura of Confidence, Defensive Combat, Profession (Militia-
Craft (Carpentry)* +16 [12], Craft (Jewelry Making)* +19 [15], man) +2 ranks (reflected under Skills); Immunity to magic sleep,
Craft (Leatherworking)* +12 [8], Craft (Weaponmaking)* +19 +2 on saving throws against enchantments, Low-Light Vision,
[15], Knowledge (History) +15 [12], Knowledge (Local)* +8 +2 bonus on Listen, Search, and Spot checks, automatic Search
[5], Knowledge (Metallurgy)* +15 [12], Knowledge (Weapons)* check when passing within 5 feet of a secret or concealed door.
+18 [15], Profession (Militiaman)* +7 [8]. Languages: Elven, Possessions: +3 Longsword, +2 Short Sword, +1 Elven Chain
Common, Sylvan, Celtic, Orc. Shirt, masterwork composite strength (+1) longbow, Potion of
Feats: Handy*, Two-Weapon Fighting, Improved Two-Weap- Endurance (3), 27,000 gp worth of gems, jewelry, coinage, cloth-
on Fighting, Weapon Finesse [Longsword], Improved Critical ing, 30 masterwork weapons, tools, furnishings, a dwelling and
[Longsword], Exotic Weapon Proficiency (Bastard Sword, Two- workshop, and the like.
Appendix VV:: N
Neew Magic Items
Items

A ll of the following magic items were created with an eye toward being useful to a variety of
different Experts or Specialists*. Under the right circumstances, of course, some of them might
prove useful to adventuring parties in general, and all can prove interesting or intriguing if placed
cleverly by a GM.

Caduceus of Galen: This magical rod, decorated with the forms Brewpot, Everfull: When the user speaks the appropriate com-
of wings and intertwining serpents, is useful to characters with mand word, this magical ceramic brewpot will instantly pro-
at least four ranks in the skills Heal or Profession (Physician)*. duce a 50 gallon batch of masterwork beer, ale, or mead. The
When used by such a character, the caduceus can be used to value of each batch of masterwork brew has a base value of 20
heal 2 hit points of damage to any number of characters once gold pieces, plus 20 gp for each rank the user has in Craft (Brew-
per day each; if at least 5th level, allows the character to cast ing)* (if any). It functions once per week.
Cure Disease once per day; and if at least 7th level allows the Strong transmutation; CL 9th; Craft Wondrous Item, Fabri-
character to use Neutralize Poison once per day. It also gives its cate; Price 9,000 gp; Weight 40 lb. (empty), 440 lb. (full).
user a +2 circumstance bonus on attempts to use either skill.
Bridle of Control: When this well-made leather bridle is placed
on a wild animal it causes it to behave as if domesticated. The
creature may attempt a DC 25 Will save to avoid succumbing
to this enchantment. The animal may then be taught tasks with
the Handle Animal skill. Once it has learned a task, the enchant-
ment becomes permanent (i.e., the animal becomes perma-
nently domesticated) and the bridle may be removed and used
on a different animal. The Bridle has no effect on creatures with
an Intelligence of 3 or higher.
Strong enchantment; CL 7th; Craft Wondrous Item, Charm
Person orAnimal; Price 4,000 gp; Weight; 2 lb.

Dipolar Spherions: These are rock crystal orbs nested in hol-


low crystal spheres, roughly 1 inch in diameter, that are always
magically crafted in pairs (Tiny object, hardness 10, hp 10).
When a command word is invoked, the inner orb of a Spherion
will spin in three dimensions and point towards its paired Sphe-
rion, while telepathically imparting to the user the distance
from one Spherion to the other. Assuming sufficient distance
between the Spherions, this use can effectively provide a bonus
Moderate conjuration; CL 7th; of up to +10 on Craft (Mapmaking)* and Profession (Naviga-
Craft Wondrous Item, Neutralize Poison; tor)* skill checks. There is no limit to the distance apart under
Price 10,000 gp; Weight 5 lb. which these items will function, but they cannot detect each
Appendix VV:: N
Neew Magic Items
Items

other if located on different planes of existence (e.g., elemental (depending on the com-
or outer planes). mand word used). This
A Spherion can also be suspended in mid-air at a location effect lasts for one hour
relative to its surrounding by the use of an appropriate com- and may be invoked
mand word. A Spherion suspended in such a manner is as- once every 24 hours. The
sumed to resist physical perturbation with the equivalent of vision is purely visual,
Strength 18. though a savvy user
One Spherion can be recalled might be able to use the
to the position of its match with Spot skill at a DC of at
the invocation of a command least 15 to follow each minute of a conversation. Although the
word. If one of a pair of Spherions user has no control over and cannot know the exact time of the
is destroyed, the other will effec- vision, the scene is viewed as though through an Arcane Eye
tively lose its magical properties. and can be controlled or moved in a similar fashion (300 feet
Strong conjuration; CL 16th; Craft per minute). Such control requires that a Concentration skill
Wondrous Item, Arcane Eye, Message, check be made once per session with a DC of 15 (days), 18
Teleport Object; Price 9,800 gp (pair); Weight (weeks), 21 (months), or 24 (years). When not used for visions,
—. the mirror functions as a masterfully crafted mundane reflec-
tive surface.
Drops of Lassitude: If ingested—usually after being added to Strong divination; CL 11th; Craft Wondrous Item, Arcane
food or water—this tasteless, odorless herbal distillation makes Eye, Legend Lore; Price 10,000 gp; Weight 25 lb.
its imbiber uncoordinated and mentally fuzzy and, as a result,
easier to manage. While it does not lower ability scores per se, Furlow’
Furlow’ss Fabulous T ablet: This two-foot by three-foot piece of
Tablet:
while under its influence creatures suffer penalties on skill magical talc allows the quick copying of texts and drawings.
checks and in combat. Characters imbibing this toxin are enti- When placed on any flat non-magic drawing, picture, graph,
tled to saving throws, which, if failed, result in initial and rune, or other symbolic or graphic representation, it will “re-
secondary damage of a –2 penalty on all skill checks and at- member” that design until it is placed on another flat surface,
tacks for each failed save (i.e., –4 if both are failed). Its effects upon which the tablet releases the design in the form of a near-
last 1d3 days. perfect copy. The tablet can cycle twice per day (that is, it can
Moderate conjuration; CL 5th; Craft Wondrous Item, Ray of absorb information twice and release it twice each day). The
Exhaustion; Price 100 gp (bottle of 10 drops); Weight 1 lb. quality of the copy is excellent although not absolutely perfect
(if used for forgery, treat the tablet as if it had a skill rank of 10).
Fir eseal W
Fireseal ax: This wonderful sub-
Wax: Moderate conjuration; CL 7th; Craft Wondrous Item, Minor
stance, a glittering, deep red wax, typ- Creation, Mirror Image; Price 5,000 gp; Weight 12 lb.
ically comes packed in a 30-gallon
keg. It renders resistant to fire any
object to which it is applied, absorb-
ing the first 12 points of fire damage
each round. An application of the wax
will last for 1d4+1 years and stains
the object a deep shimmering red col-
or. One keg will treat up to 3,000
square feet.
Strong abjuration; CL 9th; Craft Wondrous Item, Permanen-
cy, Resist Elements; Price 8,000 gp; Weight 40 lb.

Fortunado’
tunado’ss Mysterious Mir
Fortunado’ Mirrror: This magical mirror is an oval,
three feet wide and two feet high, bordered by an elaborately
carved mahogany frame. When one of four command words is
spoken while looking at the mirror, it will show a scene from
the past. The vision shows the events that occurred in that
location in the previous 1d100 days, weeks, months, or years

154
Appendix VV:: N
Neew Magic Items
Items

Incense of Identification: When a piece of this incense is burned, Strong divination; CL 9th; Craft Wondrous Item, True Strike;
it allows its user to experience a vision that will reveal the uses Price 1,500 gp; Weight —.
and properties of a specific item, either magical or mundane.
This effect is similar in most ways to the spell Identify, and Philosopher
Philosopher’’s Stone: This rare substance appears to be an ordi-
functions at the 7th level of ability (or the effective level of an nary, sooty piece of blackish rock. If the stone is broken open
Expert (Archaeologist), whichever is higher); the main differ- (break DC 20), a cavity is revealed at the stone’s heart. This
ence is that it will reveal mundane as well as magical proper- cavity is lined with a magical type of quicksilver that enables
ties (e.g., that a chalice was used for holding blood, that the clay any arcane spellcaster to transmute base metals (iron and lead)
it is made from came from the bed of a nearby river, etc.). Two into silver and gold. A single philosopher’s stone can turn from
or more pieces of such incense will usually be found, typically up to 5,000 pounds of iron into silver, or up to 1,000 pounds of
stored in a small historical artifact, such as a lacquered box. lead into gold. However, the quicksilver becomes unstable once
Moderate divination; CL 7th; Craft Wondrous Item, Identify; the stone is opened and loses its potency within 24 hours, so all
Price 250 gp; Weight —. transmutations must take place within that period. The quick-
silver found in the center of the stone may also be put to anoth-
Loupe of the Master Jeweler: This small, polished magnifying er use. If mixed with any cure potion while the substance is still
lens, typically mounted in a setting of platinum or gold, is potent, it creates a special oil of life that acts as a true resurrec-
magically enchanted to reveal the properties of jewelry and tion spell for any dead body it is sprinkled upon. Minor arti-
gemstones. As a result, any skill check for cutting gems, creat- facts are not necessarily unique items. Even so, they are magic
ing jewelry, or appraising such items are at +10 when the loupe items that no longer can be created, at least by common mortal
is used. Looking through it is somewhat exhausting, however, means.
and it consequently cannot be used more than once per day. Strong transmutation; CL 20th; Price 50,000 gp; Weight 3 lb.
Moderate abjuration; CL 5th; Craft Wondrous Item, 5 ranks
of Craft (Gemcutting)*; Price 1,000 gp; Weight —. Pestle, Evergrinding: Upon use of the appropriate command
word, this pestle can be set to work grinding ingredients, which
Mini Mecha Golem: This fantastic construct is identical to an it will do tirelessly as if it had a
iron golem except that it does strength of 13. Inflections of tone and
not breath gas and is only one volume can be used to adjust the
foot tall. It is a 2d10 HD crea- speed and intensity of the grinding.
ture with 15 hp, can move 10 A mundane mortar is required to
feet per round, has AC 25, and make full use of this item.
is capable of 1 attack at +6 for Moderate transmutation; CL 3rd;
1d6+1 of slam damage. It is oth- Craft Wondrous Item, Bull’s Strength,
erwise similar to an iron golem, Unseen Servant; Price 3,000 gp;
excepting that it is hollow and Weight 2 lb.
filled with gears and pistons. It
will obey the commands of its Prospector
ospector’’s Pick, +2: This light pick imparts upon its wielder
Prospector
owner to the best of its ability. a +6 bonus on Profession (Min-
Strong conjuration; CL 10th; er)* skill checks. Upon utter-
Craft Wondrous Item, 13 ranks ing the command word “sol,”
of Knowledge (Device Lore)*, the user can cause the Prospec-
Unseen Servant; Price 8,000 gp; tor’s Pick to glow as a Light
Weight 12 lb. spell. Repeating the word will
extinguish the light. Once per
Pearl of Puissant Seamanship: Upon mundane examination, week, the owner may Trans-
this appears to be merely a large, blue-green pearl worth about mute Rock to Mud, a great
500 gp. Once per day, however, it will allow a character ex- boon when excavating igneous
posed to seawater—even sea spray will suffice—to automati- rock.
cally receive a die roll of 20, plus applicable modifiers, on any Strong transmutation; CL 9th;
appropriate skill check. Skills affected by this item include Craft Magic Arms and Armor,
Knowledge (Sea Lore)*, Profession (Sailor)*, Profession (Nav- Light, Transmute Rock to Mud;
igator)*, appropriate uses of Survival*, and Swim. Price 32,300 gp; Weight 4 lb.

155
Appendix VV:: N
Neew Magic Items
Items

Quadrant, Mithral: This magical quadrant, constructed of mith- Stonecutter


Stonecutter’’s Level: This level—a sturdy, three-foot-long oak
ral and diamonds, grants a +2 bonus to all Profession (Sailor) rod containing assorted mercury-filled mithral-glassed floats—
skill checks. It gives a +8 grants its user a +6 bonus on all skill checks related to the skill
bonus to all checks relat- Craft (Stonemasonry)*. In order to be effective, it must be used
ed to the Profession (Nav- the entire time covered by a skill check (typically a week).
igator)* skill. Once per Moderate conjuration; CL 5th; Craft Wondrous Item, Major
week it can be used to Creation, Wall of Stone; Price 7,500 gp; Weight 3 lb.
cause a vessel of any size
to move at double its max- Sword of Ezekiel: This exceptionally sharp bronze +2 Keen
imum movement rate for Short Sword is etched with a number of ancient runes sugges-
up to one day. If the speed tive of healing and hygiene. When worn or used in any situa-
is reduced for any reason tion where a razor or knife would normally be employed, it
during this time, this ef- bestows upon its owner 4 ranks (or an additional 4 ranks) of
fect cannot be renewed for Profession (Barber)*.
another week. Moderate enchantment; CL 6th; Craft Magic Arms and Ar-
Strong divination; CL 9th; Craft Wondrous Item, Discern mor; Price 8,950 gp; Weight 3 lb.
Location, Haste; Price 12,000; Weight 1 lb.
Vial of Infinite Facets: This diamond
Sawdust of Seeing: Typically created by a Druid, this dry pow- elixir vial has thousands of facets and is
der allows a character with the appropriate skills to observe imbued with special properties. Once
events within a geographic area of familiarity. When a pinch of per day it can create any known alchem-
this sawdust is scattered on a puddle, pond, or other body of ical elixir whose name is spoken while
water within the area of knowledge, it creates an effect identi- the vial is held by the speaker (these elix-
cal to the spell Scrying for up to seven minutes. During this irs are described under the Alchemist
time, up to seven different locations within the character’s area Expert type in this book). If the Sol In-
of knowledge—one per minute—can be observed. A single area victus elixir is either placed or created
can be observed for multiple within the vial, it will create an effect
minutes or even the entire du- identical to the Daylight spell. This ef-
ration of the effect. Typically, fect will last as long as the Sol Invictus
five to 10 pinches of this pow- elixir is in the vial.
der are found, stored in a soft Strong conjuration; CL 9th; Craft
leather pouch. Wondrous Item, Daylight, Fabricate;
Moderate divination; CL Price 21,000 gp; Weight 0.5 lb.
7th; Craft Wondrous Item,
Scrying; Price 400 gp; Weight Wheel of Distance: First fabricated by the geometers of Alexan-
—. dria, the Wheel of Distance is a magically hardened crystal
wheel mounted on the end of a metallic rod that is typically
Scroll Case of Preservation: This normal-looking leather tube three feet in length. By rolling the wheel across any generally
is magically enchanted to protect scrolls, maps, letters, and level surface, the user may precisely determine any distance
similar materials enclosed within it from harm. It is water- across which it is rolled. This distance is visually displayed in
proof and immune to fire, acid, cold, electricity, and other ele- the handle of the rod, and by invoking the proper command
mental attacks. It has no special resistance to physical attacks, words can be reported in any unit of measure. The wheel
but can be easily opened, and so provides no incentive for provides a situational +10 equipment bonus to Craft
attempts to open by force. Such a tube can hold up to 100 sheets (Cartography)* checks (i.e., it is used on rela-
(and scrolls containing that many spell levels). Its user can both tively small distance scale), and may ad-
move and find any item inside the tube within a round of search- ditionally be used to cast Find the
ing. If inappropriate items are placed within the tube (e.g., gems, Path once per week.
a dagger), it will not close properly and will fail to properly Strong divination; CL 12th;
protect its contents. Craft Wondrous Item, Fabri-
Strong conjuration; CL 9th; Craft Wondrous Item, Resist El- cate, Find the Path; Price 2,900
ements; Price 2,500 gp; Weight 1 lb. gp; Weight 1 lb.

156
Appendix VI: Guilds

A variety of Guilds (from gild, for the payment that a group’s member’s made) can be found in
many towns and cities. Most of the Experts described in this book organize themselves into
Guilds or similar institutions (e.g., universities). A small town with an economy based on a single
commodity might have but a single craft Guild, while a large city might be ruled by a council consisting
of the masters of a hundred craft, trade, and professional Guilds. Experts and Commoners alike can be
Guildmembers, but the latter are unlikely to ever wield much power within a Guild.

The primary purpose of Guilds is to foster a stable business capital to start their own business apart from their Master’s, but
environment, thereby furthering the economic interests of their many Journeymen are successful independent businessmen for
members. Guilds also provide a powerful and united political years before they become acknowledged as Masters. Time re-
voice for the Guildmembers. In some towns only Guildmem- quired varies from craft to craft, and in areas where there are
bers may vote, while in others they are merely a strong voting already many Masters, Journeymen may have to wait until the
bloc. Some important Guilds are actually organized on a re- Guild determines there is a vacancy.
gional basis, with the Guildmasters of various towns and cities In smaller towns, the Guild’s Masters meet periodically as a
meeting as a Grand Council to establish broader regulation. Council of masters, or Guild Council, to decide trade matters,
In a traditional fantasy milieu, Guilds tend to be either Greater issue decrees related to their professions, plan social events,
(Professional) Guilds or Minor (Craft) Guilds. Greater Guilds and, when necessary, elect a Guildmaster to lead them. In larger
are typically made up of the wealthiest and most powerful towns, these Masters elect Syndics to a Great Council, which is
Professionals and Scholars. Minor Guilds are made up of skilled typically made up of the seven most experienced Masters. Just
Craftsmen, Tradesmen, and Entertainers. as the collective masters do in smaller towns, this Great Coun-
cil chooses the figurehead and leader of the Guild—the Guild-
Guild Organization master. Typically the wealthiest and most experienced mem-
In areas where Guilds exist, membership is usually mandatory ber of the Guild, the Guildmaster is normally elected for a 10-
for anyone who wants to earn a living practicing a craft, trade, year term. A Guildmaster has the power to veto any actions of
or other vocation. Advancement in a Guild tends to be based on the Great Council or Guild Council and may issue decrees that
a number of factors, including a prerequisite period of time at can remain in force for up to a month.
each stage of advancement, demonstrated ability (as defined by When a specific Guild is organized nationally or regionally,
class level and creation of a masterwork), and payment of a fee. Guildmasters from each of the area’s towns typically meet an-
Guilds have a hierarchical organization. Greatly overworked nually as a Grand Council in the largest city. This Grand Coun-
and largely unpaid Apprentices form the base of the pyramid. cil elects a Grandmaster for life when necessary, negotiates
After seven years of hard work, study, and summary beatings, privilege and policy with the leadership of various countries
Apprenticeship ends and the newly graduated Journeyman is and provinces, and establishes broad decrees for the Guild as a
free to pursue his trade, typically through employment at a whole. A Grandmaster can no longer serve as a Guildmaster,
shop or factory. Once the Journeyman acquires enough skill to but members of a Grand Council may practice their trade with-
create a masterwork, he achieves the rank of Master. For some, out geographical restriction, as they are considered members
this happens at the same time they have accumulated sufficient of every branch of the Guild.

157
Appendix VI: Guilds

Guilds in the Game branch of the Guild (e.g, the Blacksmith’s Guild in another town),
Normally, a character can only have membership in a single and a successful DC 20 skill check. Add charisma bonus to this
Guild (other than membership in a Thieves Guild or other se- skill check in addition to any other bonuses.
cret society, of course). If a character decides to renounce mem- Master (Level 7+): Payment of 100 gp initiation fee, creation
bership in a Guild or somehow has his membership revoked, it of a Masterwork, proof of sufficient demand in that region to
is unlikely that another Guild will be willing to accept such a support another Master-level Guildmember, nomination by
candidate (DC 25 instead of 15 for Apprenticeship skill check). the Guildmaster, and a successful DC 25 skill check.
Following are requirements for advancement within a Guild, Syndic (10+): Master in a Guild and election by the Guild
along with the typical level of an Expert or Commoner mem- Council (sometimes contingent on payment of large bribes).
ber at each step. Levels for Masters, Syndics, Guildmasters, and Guildmaster (13+): Syndic of a Guild Council—typically
Grandmasters might be a bit lower in smaller communities. the highest level Expert in the Guild with the highest profes-
Apprentice (Level 1-2): Payment of 1 gp initiation fee, score sional skill level—and election by fellow Syndics.
of 10 or better in the relevant key ability (usually Int or Wis), Grandmaster (16+): Guildmaster of a Guild—typically the
nomination by a Master, and a successful DC 15 skill check. one with the highest level and the highest professional skill
Many of these lowest ranking Guildmembers were former Ap- level—and election by fellow Guildmasters.
prentice-level apprentices. A Council of Masters is 25% likely to be organized with a
Journeyman (Level 3-6): Payment of 10 gp initiation fee leadership council of seven master Syndics. This Great Council
(sometimes paid by the Apprentice’s Master) and seven years elects a Guildmaster, typically for 10 years. Depending on the
experience in the profession, OR six or more ranks in the rele- influence of the Guilds, Guildmasters may organize locally
vant Craft or Profession skill, nomination by three Masters, and into a weak Guild Board or strong Master’s Council composed
a successful DC 20 skill check. of all the local Guildmasters. Guildmasters of a given Guild
Associate Journeyman (Level 3+): Payment of a 2d6x10 gp generally organize regionally into a Grand Council of Guild-
initiation fee, proof of at least journeyman status in another masters for that Guild and elects a Grandmaster-for-life.

Table VI-1: Specific Guild Regulations


d100 Regulation 76-80 Masters may only hire Guildmembers
0-5 No competing goods related to that Guild may be (Apprentices or Journeymen). Unskilled
imported into the Guild’s sphere of influence. laborers may not be hired.
6-10 Guildmembers must own weapons and armor and 81-85 All journeymen are guaranteed employment 1d6
serve in a local militia (80%) or are prohibited days per week. Journeymen without work are
from owning such items (20%). randomly assigned to masters whether needed
11-15 Guildmembers may only work between sunrise or not.
and sunset. 86-90 Guild denies membership to a specific race or
16-20 Only family members of Guildmembers may join nationality. Roll d8 to determine on the
the Guild. subtable below. If a specific non-Human race is
21-25 Family of Guildmembers may not join the Guild. precluded in a Guild of the same race,
26-35 Masters may only have one Apprentice at any substitute Humans instead (e.g., Humans might
given time (50%) or up to 1d6+1 Apprentices be denied membership in a particular Dwarven
(50%). Guild). 1: Demi-humans (e.g., Gnomes, Elves,
36-40 Apprentices must serve at least 1d6+1 years, Dwarves, Halflings); 2: Dwarves; 3: Elves;
regardless of other qualifications. 4: Humanoids; 5: Specific or foreign Human
41-45 Apprentices must complete a Masterwork nationality or culture (e.g., Germans);
to advance to Journeyman. 6: Halflings; 7: Gnomes; 8: Mixed Race
46-50 Journeymen must complete 1d4+1 Masterworks Individuals (e.g., Half-Elves, Half-Orcs)
instead of just one to advance to Master level. 91-95 Guild requires adherence to a specific alignment,
51-60 Guildmembers must wear a certain style of religion, or diety.
clothing at all times. 96-98 Guild operates a school or academy for the
61-75 Guildmembers are subject to frequent onerous children of its members.
social events and charitable duties. 99-100 GM’s choice or imagination.

158
Appendix VI: Guilds

Common Guild Regulations


Guilds regulate the business and social activities of their mem- Table VI-2: Guild Presence
bers. Specific rules vary, but typically include the following: d100 Guild Structure
z No artisan may work within the town’s sphere of influence 0-10 No Guild structure
unless he or she is a Guildmember (associate memberships are 11-30 Single Guild Structure (go to Table VI-3)
sometimes available to traveling artisans). 31-50 Dual Guild Structure (go to Table VI-4)
51-100 Standard Guild structure (see text and
z New methods and techniques must be approved by the Guild
go to Tables VI-3, VI-5, VI-6, and VI-7)
Council before they may be implemented and must then be
shared among all the Masters. –70 Thorp
z No Guildmember may advertise his or her services in a –60 Hamlet
competitive manner. –50 Village
z Specific guidelines governing the quality of goods and ser- +/–0 Small town
vices must be followed. +30 Large town
z Specific guidelines governing the acceptable ranges of the +40 Small city
price of goods and services must be followed. +50 Large city, metropolis
z Masters may not take their own children as Apprentices.
z Masters must tithe 10% of their earnings to the Guild. These
funds are managed by either the Guildmaster (25%) or the
Great Council (75%). If a Grand Council exists, 10% of each
local Guild’s tithe is donated to the Grandmaster (25%) or the Table VI-3: Single Guild Structure
There is but a single all-inclusive Guild for all Craftsmen
Grand Council (75%).
and Professionals, and all such characters are members
Guilds are headquartered in Guildhouses. These vary in size
of it. Roll on the following table to determine structure.
and grandeur but typically include a meeting area, administra-
tive offices, lodgings, a tavern, a library, and a workshop. The d100 Structure
workshop may be used for a small fee—typically 1d4 sp per 0-25 No ruling structure
day, plus expenses. It may not be used more than one week out 26-50 Guildmaster elected by all Guildmembers
of a month by any given individual. Members of a Guild may 51-75 Council of Masters elect Guildmaster
lodge and dine in the Guildhouse for a nominal fee, typically 76-100 Council of Masters rule by majority
half that charged at a local inn. Traveling Guildmembers may
use the Guildhouses of the same or closely related Guild. They A Council of Masters is 25% likely to have a Leadership or
Great Council of seven elected Syndics. In this case, the
may not, however, practice their trade unless they acquire an
syndics elect the Guildmaster.
associate Journeyman membership. In very small towns, mul-
tiple Guilds may share a single house. Each specific Guild may
have from 0-5 (1d6–1) additional regulations, as indicated on
Table VI-1: Specific Guild Regulations. Table VI-4: Dual Guild Structure
There are two Guilds—one a Minor (Craft) Guild and the
Random Guild Generation other a Greater (Professional) Guild—and all Craftsmen
and Professionals must be members of one of them. Roll
Work through the following tables to randomly determine lo-
on the following table to determine their structure.
cal Guilds. After completing town generation, roll on Table VI-
2: Guild Presence, using the modifiers that follow. Then, roll on d100 Structure
the appropriate table to determine Guild Structure. 0-10 No ruling structure
If a community has Standard Guild Structure, determine 11-40 Both Guilds share power equally in a joint
the number of individual guilds within it (one of which will Council of Masters and elect one
always be a Blacksmiths Guild) by rolling 1d4-1 for Thorps, Guildmaster
1d4-2 for Hamlets, 1d4-3 for Villages, 1d4 for Small Towns, 41-50 Minor Guild holds majority of council seats
1d4+3 for Large Towns, 2d4+6 for Small Cities, 3d4+9 for and elects one Guildmaster
Large Cities, and 4d4+12 for Metropolises. 51-100 Greater Guild holds majority of council seats
and elects one Guildmaster
Only Experts for whom a Guild has been established (or one
that is closely related) will be Guildmembers; others will oper- A Council of Masters is 25% likely to have a Leadership
ate independently. Roll on Table VI-5: Common Guilds (and Council of seven Syndics who elect the Guildmaster.
Table VI-6: Rare Guilds if necessary) for each Guild, re-rolling

159
Appendix VI: Guilds

duplicate results, or choose Guilds as appropriate (e.g., a port is


Table VI-5: Common Guilds more likely to have a Shipbuilders Guild than a Smelters Guild).
d100 Guild Then, roll on Table VI-3: Single Guild Structure for each
1-3 Animal Trainers (M) Guild to determine its organization.
4-5 Armorers (M) Then, roll on Table VI-7: Local Guild Organization to deter-
6-8 Bakers (M) mine how the various Guilds co-exist.
9 Bards and Entertainers (M)
10 Barristers (G)
11-12 Beggars (M)
13-16 Blacksmiths (M) Table VI-6: Rare Guilds
17-18 Brewers and Vintners (M) d100 Guild
19-21 Brickmakers (M) 1-5 Alchemists (G)
22-24 Butchers (M)
6-10 Apothecaries (G)
25-26 Carpenters (M)
11-13 Archaeologists (G)
27-29 Chefs (M)
14-16 Astrologers (G)
30-32 Cobblers (M)
17-18 Astronomers (G)
33-34 Courtesans (M)
19-24 Bankers (G)
35-36 Dyers and Tanners (M)
25-27 Cartographers (G)
37 Exterminators (M)
28-34 Engineer-Architects (G)
38 Foresters (M)
35-36 Executioners (M)
39-40 Glassblowers (M)
37-38 Herbalists (G)
41 Goldsmiths (M)
39-40 Historians (G)
42-44 Grocers (M)
41-42 Interpreters (G)
45 Guides (M)
43-45 Investigators (G)
46-47 Innkeepers and Taverners (M)
48-50 Stonemasons (M) 46-50 Jewelers and Gemcutters (M)
51 Mechanic-Artificers (G) 51-55 Navigators (G) (re-roll if not in a coastal area)
52-54 Mercenaries and Guardians (G) 56-59 Perfumers (M)
55-56 Merchants and Traders (G) 60-68 Sages (G)
57-59 Millers (M) 69-70 Sappers (M)
60 Miners (M) 71-72 Smelters and Metallurgists (M)
61-62 Moneylenders (M) 73-76 Slavers (M)
63-65 Ostlers (M) 77-78 Spice-makers (M)
66 Paper Makers and Ink Makers (M) 79-83 Stewards (M)
67-68 Peddlers (M) 83-90 Taxidermists (M)
69 Physicians (G) 91-100 Wizardry and Arcane Secrets (G)
70-72 Potters (M) (M) = Minor Guild (G) = Greater Guild
73 Ropemakers (M)
74 Sailmaker (M) (re-roll if not a coastal area)
75-77 Sailors (M) (re-roll if not a coastal area)
78 Scribes (M) Table VI-7
VI-7:: Local Guild Or
Orgganization
79-81 Servants (M) Roll on this chart to determine how various Guilds with
82 Shipbuilders (M) (re-roll if not a coastal area) Standard Guild Structure are organized within an area.
83 Shipwrights (G) (re-roll if not a coastal area)
84-86 Tailors and Weavers (M) d100 Guild
87-89 Teamsters (M) 1-25 Independent Guilds, no overall structure.
90-91 Thieves (G) (90% likely to be a secret Guild) 26-50 Guilds loosely confederated as a Guild Board
92 Undertakers (M) of all Masters (25%) or Syndics (75%).
93 Weaponmakers (M) 51-100 Guilds organized into a Master’s Council of
94-100 Roll on Rare Guilds Table all Guildmasters.

–5 Large Town (or smaller) +20 More than five Guilds present in
(M) = Minor Guild (G) = Greater Guild community.

160
Appendix VII: Costs ffor
Costs or Exper
Expertt Services
Services

E xpertise costs. When player characters have to hire NPC Experts to provide goods and services for
them, GMs need to have a good idea of what they should demand for their services. Likewise, PC
Experts need to have some idea of what their time and efforts are worth. Determining these costs is
the function of the following table. A good number of factors (i.e., supply and demand) can affect costs of
Expert goods and services, and GMs should feel free to adjust costs as they see fit. In most cases, however,
the following guidelines can allow gamemasters to quickly and easily determine appropriate costs.

Daily costs for Experts services assume six to 12 hours of labor gence bonus of +3 or +4, three places for an Intelligence bonus
(depending on prevailing standards) under relatively normal of +5 or +6, etc.
conditions, typically in a workshop. Longterm costs assume Racial bonus: Some races are considered especially good at
five or six days of work per week for a single patron or employ- some things and worth considerable additional cost. For every
er. To obtain weekly costs for such services, multiply by 5; to class skill for which a racial bonus is received, move up one
obtain monthly costs, multiply by 25; to obtain annual costs, place on the table. For example, while a 1st level Human Al-
multiply by 250. chemist earns a base rate of 12 sp per day, a gnomish Alchemist
At a glance, base figures on the following table might seem a with the skills Profession (Alchemist) and Smell—who receives
little low. They compare favorably, however, with the earnings a +2 racial bonus to each of these two skills—would move up
of non-Experts whose income is based on single skills (i.e., [d20 two places on the table and earn 15 sp per day.
+ skill rank] / 2 per week, or [10.5 + skill rank] x 52 per year on Skill Focus bonus: Experts who put additional effort into
average), rather than complementary arrays of them. Higher their work can demand better remuneration for it. For every
level, bonuses for race or Intelligence, and cost multipliers for class skill enhanced by the Skill Focus feat, move up one place
special conditions can all ensure that skilled, industrious Ex- on the table.
perts will earn far more than other characters who happen to Thus, for example, a 1st level Expert can charge a base 12 sp
have similar skills. per day for his services. A 1st level Dwarf Armorer, however,
Costs are reflected in silver pieces throughout for consisten- with an Int bonus of +3, a single racial bonus, and the feat Skill
cy. Pay might be tendered in gold, goods, or other forms ac- Focus in a class skill, moves up four places on the table and has
cording to the GM’s preference and the norms of his milieu. a higher overall level of skill that can command a base 18 sp
per day.
Table Modifiers
For purposes of calculating costs on the following table, the Cost Multipliers
effective level of an Expert is a function of actual character Base costs on the table assume fairly routine Expert services.
level, along with bonuses for Intelligence, race, and the Skill For services that go above and beyond the ordinary, clients can
Focus feat. expect to pay more. Costs aside, however, there are some things
Intelligence bonus: Experts with higher than average Intelli- that some Experts simply will not do. When running NPC Ex-
gence have higher total rankings in their skills and more skills perts, GMs will have to take into account things like their align-
to work with. Move up one place on the table for an Intelli- ments, their levels, the apparent motivations of PC clients, etc.
gence bonus of +1 or +2, two places on the table for an Intelli- Similarly, PC experts will have to decide what their limits are

161
Appendix VII: Costs for Expert Services

(although they are likely to be more adventurous than NPC total of 270 sp. This multiplier can be used anytime an Expert is
Experts). expected to travel through relatively safe areas or remain with
x2: Exclusivity
Exclusivity.. Client expects the Expert to devote all of her a client during the course of employment.
time for the period of hire. A Steward, for example, is expected x2-10: Hazar dous Duty
Hazardous Duty.. Client expects the Expert to work
to be at the beck and call of her master at all times, to swear an under unsafe conditions. For purposes of travel or residence in
oath of loyalty, and to eschew employment by any other cli- wilderness or dungeon areas, GMs can use the Encounter Level
ents. As a result, a 9th level Steward would have a yearly salary of such areas as the cost multiplier.
equivalent to 6,000 sp x2, or 12,000 sp. This multiplier nor- GMs will have to determine appropriate rates for special
mally only applies to weekly, monthly, and yearly—but not circumstances. For example, a Miner contracted to retrieve a
daily—rates. box of treasure from a flooded mine would certainly demand
x2-4: Overtime. Client expects the Expert to work hours in at least five times his normal rate, and probably 10 times as
excess of the normal amount. A Guide who is effectively 5th much if monsters or other hazards were involved. Hazardous
level, for example, who is required to travel and camp with a duty that would pay 10 or more times normal will probably be
party, might demand triple the normal weekly fee of 90 sp, or a considered virtually suicidal, and most Experts will accept em-
ployment under such conditions only if extremely desperate.
Multipliers are cumulative, when applicable, and should be
TABLE VII-1: Costs for Expert Services treated as factors (e.g., as with damage multipliers).

Effective Base Cost (in silver pieces) Per Cash Equivalents


Level Day Week Month Year In cash poor societies, like the historical Middle Ages, GMs
1 12 60 300 3,000 should feel free to create (or assume) compensation packages
2 14 70 350 3,500 that include things such as room, board, raw materials, tools
3 15 75 375 3,750 and equipment, workspace, and other things that characters
4 17 85 425 4,250
would otherwise have to pay for.
5 18 90 450 4,500
A Miller, for example, might receive 10 percent of any grain
6 20 100 500 5,000
7 21 105 525 5,250 he ground into flour, rather than money equal to its value. A
8 23 115 575 5,750 Courtesan, on the other hand, is likely to receive much of her
9 24 120 600 6,000 pay in the form of paid rent, gifts of clothing and jewelry, etc. In
10 26 130 650 6,500 cash rich societies, on the other hand, GMs should ensure that
11 27 135 675 6,750 player character Experts cover such expenses from the fees that
12 29 145 725 7,250 they earn as the cost of doing business.
13 30 150 750 7,500
14 33 160 800 8,000 Costs for Other Goods and Services
15 33 165 825 8,250 Costs for various goods and services and the fees hirelings can
16 35 175 875 8,750
expect to earn for their labors can be found throughout the
17 36 180 900 9,000
Player’s Handbook and DMG.
18 38 190 950 9,500
19 39 195 975 9,750 In the Player’s Handbook, under the descriptions of the skills
20 41 205 1,025 10,250 Craft and Profession, it states that characters with these skills
21 42 210 1,050 10,500 can expect to earn a number of gold pieces a week equal to half
22 44 220 1,100 11,000 of what they roll on a skill check. Experts have a wide array of
23 45 225 1,125 11,250 complementary skills, however, and draw upon them as a whole
24 47 235 1,175 11,750 to earn a living, a situation this section takes into account.
25 48 240 1,200 12,000 Costs for a number of basic hireling services can be found in
26 50 250 1,250 12,500 the DMG, and these prices can be used to gauge costs for servic-
27 51 255 1,275 12,750 es provided by Commoner craftsmen and tradesmen. More
28 53 265 1,325 13,250
often than not, however, PCs end up needing something be-
29 54 270 1,350 13,500
yond “basic” services, and this section provides guidelines for
30 56 280 1,400 14,000
what those expanded, Expert services are likely to cost.
Effective Level refers to actual character level, plus bo-
nuses for Intelligence, race, and Skill Focus.

162
Appendix VIII: Expert XP Awards

U nlike adventurers, most Experts do not earn the bulk of their experience points from slaying Orcs,
exploring the wilderness, or stomping through dungeons (although, like other characters, they
do receive normal XP awards for such activities, and Specialist* characters are likely to engage in
them). Rather, they tend to gain experience from working in their chosen occupations.

The number of points an Expert earns for working in his field is


based on his highest skill rank. Experts can also earn bonus TABLE VIII-1: Expert Base XP
awards for things like creating exceptional items or otherwise
excelling in their crafts and occupations. (Characters earn some- Skill Minimum XP Per XP Per
what more for working for a full, uninterrupted year than they Rank Level Month Year
do from the individual monthly rates.) 1 0 42 546
Experts who have the Skill Focus feat in a class skill—not 2 0 44 572
necessarily the one they have the highest rank in, although this 3 0 46 598
would be usual—count as two ranks higher for these purposes 4 1 48 624
(e.g., a 1st level Expert maxed out in his highest skill rank who 5 2 50 650
also has Skill Focus will earn 676 XP per year). Minimum Level 6 3 52 676
refers the minimum level an Expert would need to be to have a 7 4 54 702
skill at this rank (e.g., a character has to be at least 5th level to 8 5 56 728
have a skill rank of 8). 9 6 58 754
XP progression slows down after the first few levels, mean- 10 7 60 780
ing Experts who do not earn bonus points will not advance 11 8 62 806
very quickly in their professions (as it should be). Experts do 12 9 64 832
derive more from their work as they improve in it, but they 13 10 66 858
need to take exceptional steps to progress at exceptional rates. 14 11 68 884
One way to do this is by creating exceptional items or accom- 15 12 70 910
plishing exceptional feats relevant to the vocation in question. 16 13 72 936
For creating masterwork items, Experts receive bonuses of 17 14 74 962
an additional 100 XP for each item. For example, if a vintner 18 15 76 988
were able to create an exceptional (i.e., masterwork) cask of 19 16 78 1,014
wine valued at 300 gp, he would earn a bonus of 100 XP. An 20 17 80 1,040
Expert cannot receive more than one such bonus a month. 21 18 82 1,066
Bonuses can also be awarded to Experts who do not actually 22 19 84 1,092
create anything. For example, if an Exterminator were to em- 23 20 86 1,118
ploy extraordinary cleverness to rid an entire castle of rats in a 24 21 88 1,144
single night, he might receive his normal Expert experience 25 22 90 1,170
point award, plus an additional amount appropriate to the chal- 26 23 92 1,206
lenge rating of the rats.

163
164
Appendix IX: Exper
Expertt Wor
orkk Ar
Wor eas
Areas

I n a typical fantasy setting, a great many Experts and Specialists will live and work in one of the
types of structures described and illustrated in this section. Several of the illustrations are derived
from digital photography of three-dimensional models, including those created by two companies
in particular, the Miniature Building Authority and Dwarven Forge. Game Masters can use these areas as
generic Expert workplaces that require little or no modification whenever they are used; as bases for
specific non-player characters; as encounter areas during adventures; and as models that players can
modify and build upon as desired when creating workplaces for their own Experts and Specialists.

Rural Areas
In rural areas, villages, and other small communities—like the
hamlet pictured on the following page—Experts tend to reside
and work in two types of buildings, longhouses and sunken
huts (styles of building which persisted in Europe from the
Neolithic period right up to the dawn of the modern age).
Rectangular and typically made of plaster-covered wood,
longhouses generally have living space at one end, a workshop
in the middle, and an area for livestock or storage at the other.
Square or round and built on top of a three-foot-deep exca-
vated area, roundhouses tend to be about 10 or 15 feet across
and consist of a single room, which is used as a living area,
workshop, or both.

Urban Areas
In towns and cities, Experts tend to live and work in townhous-
es, a large example of which is pictured at right (a trio of small-
er townhouses appear behind it).
Such structures might be made of stone, brick, or plaster-
covered wood and timbers, with wood shingle, ceramic tile,
slate, or even lead roofing, depending on the use to which the
building is being put and the financial resources of its owner.
Ground level is used for business, as a workshop, for storage
of inventory, or the like, depending on the Expert’s particular
line of work, the front part used as a shop if the master has
wares to sell. First floor usually consists of a large dining area
toward the front of the house and a kitchen toward the rear.

165
Appendix IX: Expert Work Areas

Second floor is devoted to the master’s bed chambers, and regularly succeed at progressively difficult skill checks can
perhaps rooms for other family members or guests. Third floor also provide an incentive for player characters to expand their
is usually used for servant and apprentice living quarters. Fourth businesses and invest in vocational infrastructure.
floor/attic, if present, is generally used for storage or extra liv- GMs can use the following method to calculate an equip-
ing space. Basement, if present, is generally used for storage or ment bonus. If the item is listed in the “Items Associated With”
additional work space. section of an Expert type (e.g., a Blacksmith’s equipment list
Other areas Experts might use as dwellings or workshops includes a forge at 7th level and a blast furnace at 13th level),
are as diverse as such characters. Craftsmen might be found in divide the level at which the item becomes available by 2 and
castles or religious complexes, Entertainers in village squares use that number as the equipment bonus (e.g., for a forge, 7
or grand metropolitan opera houses, Professionals in well-ap- divided by 2 = 3.5, rounded down to 3). If no level is given for
pointed urban offices, Scholars on university campuses, Trades- the item, or it is not listed in this book and is newly introduced
men traveling around in covered wagons, and yet others in into the campaign, assign it a straight value of just +2.
caves, ruins, dungeons, or almost anywhere else. In any case, only one non-kit equipment bonus (usually the
highest) can generally be used for any given check. This equip-
Equipment Bonuses ment bonus, however, does stack with the masterwork artisan’s
At the Gamemaster’s discretion, very difficult checks for cer- tools bonus. Additionally, the equipment must be relevant to
tain skills (e.g., Craft (Alchemy), Craft (Blacksmithing)*, Pro- the task (e.g., an expensive new blast furnace will not help an
fession (Miller)*), might gain additional bonuses from appro- Armorer to construct wooden shields or suits of leather or hide
priate advanced equipment, such as a large laboratory, bel- armor).
lows, blast furnaces, mills with double or sophisticated over- Costs for such facilities and equipment is either 100 gp per
shot wheels (examples of such equipment are given under the the level at which it is normally obtained, or the price given in
“Items Associated With” sections for various Expert types, at the Player’s Handbook or DMG (regardless of whether this is
the end of Class Features). A need for such bonuses in order to higher or lower than the amount derived from the formula).

166
Appendix IX: Expert Work Areas (Mill)

P
ictured here is a small, three-story watermill used for
grinding grain that would be common in a typical fanta-
sy environment; in well-established areas, there might
be as many as one such mill for every 40 or 50 households.
Watermills of this sort can produce a phenomenal amount of
energy (relative to what a person can accomplish) and might
also be used in operations as diverse as blacksmithing, wood-
cutting, clothingmaking, or winepressing. (Image created us-
ing The Old Mill by The Miniature Building Authority.)
The following descriptions assume north is at the top of the
page, but mills are built in response to sources of water, not
points on the compass, and could be aligned in any direction.
Construction of this mill is fieldstone with clay tile roof, but
might just as easily be of almost any other materials (e.g., a
brick, wattle-and-daub, log, or plank building with a slate, wood
shingle, or thatch roof).
The small, two-story structure at the west or landward end
of the mill is likely to be living quarters for the Miller and his
family, or an office for a company-owned mill. Note the place-
ment of the chimney, which could be used for heating both
sides of the building (but only for cooking on one, as open
flame could ignite airborne powdered flour with disastrous
consequences). The great wooden wheel from which the mill
derives its power can be seen at the east end of this mill.
The top level of the mill proper can be accessed by a ladder
through a trapdoor and features five gabled windows (visible
in the image of the roof), a winch-and-pulley at the south end of
the room used for hauling sacks of grain up to it (the covering
for which is also visible in the image of the roof), and a hopper
into which grain would be poured.
The most prominent feature of the middle level is a great
millstone, which grinds the gravity-fed grain directed down
from the hopper above into flour, which is then re-bagged.
The lower level of this mill contains the gears connected to
and driven by the water from the stream (such equipment might
also be kept in basement area, particularly in the case of a mill
with a more powerful overshot wheel, rather than the earlier
undershot variety depicted here). These gears might be made of
either wood or metal, depending on the prevailing technology
level and the economic resources of the Miller.

167
Appendix IX: Expert Work Areas (Alchemist’s Laboratory)

An Ideal Alchemist’s Laboratory

A
lchemist Andreas Libavius published this idealized design for an alchemical institute in his 1606 treatise Alchymia.
Set within a walled yard, the complex includes a main laboratory with furnaces for water-baths, ash-baths, and
steam-baths, distillation apparatus for upward and downward distillation with and without cooling, sublimation
apparatus, fireplace, a reverberatory furnace, and large bellows; an analytical laboratory with assay furnaces and analytical
balances, some in cases; and a private laboratory with a philosopher’s furnace. There are also in the institute a preparation
room with press, a pharmacy, and a crystallisation room. Other features include running water and outdoor facilities for the
creation of alum, vitriol, and saltpeter. A plan of the ground floor is shown below. Upper levels are devoted primarily to
living quarters.

1. South-east front. (coagulatotorium). ii Reverberatory furnace.


2. North-east front (with the main P. Wood store. kk Distillation apparatus.
laboratory's chimney-stack). Q. South store room. ll Distillation apparatus with spiral
A. East entrance with small door. R. Fruit store. condenser.
B. Main room with galleries. S. Bathroom. mm Dung bath.
C. Spiral staircase. T. Aphodeuterium (closet). nn Bellows, which can also be
D. Garden. V. Vegetable cellar. brought into the laboratory.
E. Drive. X. Wine cellar. oo Coal store.
F. Vestibule of the laboratory. Y. Laboratory cellar. pp Philosopher’s furnace in the
G. Chemical laboratory. Z. Water supply. private laboratory.
H. Private laboratory with spiral aa Doors to the laboratory cellar. qq Assay furnaces.
stairs to the study. bb Entrance to the wine cellar. rr Analytical balances in cases.
J. Small analytical laboratory. cc Steam-bath. ss Tubs and vats.
K. Chemical pharmacy. dd Ash-bath furnace. tt Distillation "per lacinias"
L. Preparation room. ee Water-bath. (table with vessels).
M. Bedroom for laboratory assistant. ff Apparatus for upward distillation. xx Equipment and benches for
N. Store room. gg Sublimation apparatus. preparations.
O. Crystallisation room hh Ordinary fireplace. zz Water tanks.

168
Appendix IX: Expert Work Areas (Theater)

Theaters

I
n urban areas, a great many Entertainers practice their trade
in and are affiliated with theaters. Many of these are Actors,
but a great many others are Acrobats, Courtesans, and oth-
er sorts of character proficient with the Perform skill.
Theaters can take many forms, from simple halls or taverns
with a stage at one end, to complex structures like the Globe
Theater of Shakespeare’s day. The ancient Greek theater shown
here is suitable for use in campaigns set in a Classical milieu, or
almost any other setting where cultures reminiscent of Greece
or Rome appear (such as that of the Thera campaign setting).
Such a theater—which could typically accommodate sev-
eral hundred or even thousands of spectators—was usually set
in the curving slope of a hillside, into which were built concen-
tric rows of stone benches that were divided by staircase-aisles
at regular intervals. (in traditional Greek productions) to elaborate (in Roman pro-
Action took place both in the orchestra, the large circular ductions).
area in the middle of the theater, and the proscenium, a raised Many such theaters were part of temple complexes dedicat-
platform in front of the long hall that served as a backdrop of ed to appropriate deities (Dionysus in both the Classical world
the theater. Props, scenery, and machinery ranged from simple and the Thera milieu).

169
Appendix IX: Expert Work Areas (Blacksmithy)

28’
D epicted here is a small smithy of the sort that would be
used by a Blacksmith. A workshop of this size would like-
ly be used by a single Human-sized Craftsman along with per-
haps one apprentice, although a whole crew of smaller beings
like Gnomes or Halflings might operate in such a space. (Im-
age created using the Blacksmith Shop from The Miniature
Building Authority.)
Such a facility might be a stand-alone workshop in a village
or other small community, or serve as an adjunct to comple-
mentary operations, like a stable full of mounts needing to be
shoed, an armory requiring a steady supply of links, plates,
rivets, and other hardware, or smelter from which raw iron
could be shaped into transportable plugs or transformed into
23’ the beginnings of weapons or tools.
Construction of this building is of heavy fieldstone with a
wood shingle roof, but could just as easily be of almost any
other locally available materials. Non-flammable materials
would likely be the preference in a workshop where open
flame is a factor (e.g., stone or brick walls with ceramic or slate
roofing), but economic and other factors might dictate use of
less resilient but more affordable materials (e.g., wattle-and-
daub, log, or plank walls with wood shingle or thatch roof).
A workplace of this size would probably not also be used as
a dwelling by any but the poorest and most miserable Crafts-
man. A door on the inside, however, just to the right of the
entrance, might be used to connect the smithy to an adjoining
25’ dwelling or other structure.
As configured, this building cannot be easily locked up, so
the assumption is likely that it is located within a secure area
(e.g., the courtyard of a castle), that theft is inconceivable, or
that easily-portable tools are secured somewhere else during
non-work hours (e.g., behind the afore-mentioned door, in a
hidden lock-box set into the floor).
The most prominent features in this smithy are forge near
the top of the illustration and, nearby it, a large, iron anvil
mounted upon a heavy oak stump. Other equipment would
include a sturdy wooden workbench, appropriate artisan’s
tools, and a barrel of water for tempering heated metal. Tem-
peratures within the smithy would regularly exceed 200 de-
18’ grees F.

170
Appendix IX: Expert Work Areas (Guildhouse)

S hown here is a small guildhall of the sort that might


serve as the headquarters of a single, all-encompassing
guild in a community of village size or smaller, or as the
43’
65’ facility for a specific vocational guild in a community of
small town size or larger. A possible plan for such a hall is
described here.
Administrative functions practiced by a hall of this sort would
include collecting dues from members; inspecting and levying
fees on goods being produced, sold, or transported through the
area (generally 5%); maintaining guild records; and providing
services for both local and visiting members (e.g., issuing tem-
porary permits to newcomers to pursue their vocations in the
surrounding area, making available room and board to eligible
guests for half the prevailing local rate ). Furnishings through-
out the guildhall are utilitarian and somewhat austere.
Presiding over such a hall would be a master who would
probably be a level 5 Expert with 1-4 levels of Guildmaster*.
This official is very influential, and his favor or dislike will be
reflected in the way characters are treated by the locals. Other
personnel include two clerks (level 1-3 Expert (Scribes)); two
servants who keep the facility clean, cook, and do other neces-
38’ sary chores (level 1-3 Commoners); and security in the form of
60’ four level 1 Warriors—two on the ground floor, and two on the
upper level—equipped with chain shirts, large wooden shields,
shortspears, and longswords. All are dedicated guild members
and will obey almost any orders from the master.
The ground floor includes the Guildmaster’s office, an eight-
bunk dormitory for guests, and a common room used for guild
meetings and meals (at which no intoxicants are served). A
lever in the Guildmaster’s desk can be used to drop guild fees
placed in it through a chute and into a vault in the basement.
The upper level includes four bedrooms, a small suite with
a private balcony belonging to the Guildmaster, a room shared
by the two clerks, and two private rooms available to visitors.
A basement includes quarters for the two servants, a kitchen
with a dumbwaiter connecting it to the ground floor , a pantry
and storage areas, and a secure vault for guild valuables (which
currently contains 712 gp worth of mixed coinage, most of it in
38’ the form of silver pieces). Rumors suggest that there is also
60’ some sort of secret door leading out of the basement.

171
Appendix IX: Expert Work Areas (Halfling or Gnome Home/Workshop)

S hown here is a typical submerged home


and workshop that might be used by a
Halfling (if built into a mound, as depicted
here) or a Gnome (if completely subterra-
nean). Such a structure could be suitable for
a wide variety of Expert or Specialist types.
(Image created using the painted resin
Halfling House from The Miniature Build-
ing Authority.)
A work area of this sort would almost cer-
tainly have stone walls, whether built from
the ground up and then roofed and covered
over with an earthen mound, following the
custom of the Halflings, or excavated from a
hillside and reinforced as necessary with new
masonry, as would be more typical for Gnomes.
In either case, the dwelling/workplace would
be built and appointed with an eye toward com-
fort, and would likely include some combina-
tion of wood paneling, tapestries, and paper-
ing on the walls, and smoothed planking and
thick rugs on floors that would otherwise be
rather cold and damp. Multiple fireplaces—
the chimneys of which are visible at the left
and right sides of the topmost image—would
also help keep the place dry and cozy, in addi-
tion to be used for cooking and possibly as a
source of heat for some industry or vocational
activity.
Security measures should be commensu-
rate with the value of the resident Expert’s op-
erations and appropriate to his income and
abilities (e.g., Glyphs of Warding for a Scribe,
packs of hounds or dire weasels for an Animal
Trainer, cleverly hidden storage compartments
or secret boltholes for an Artificer or Engineer-
Architect). Mundane measures like reinforced
wooden doors, good locks, one or more guards,
and and easy access to quality arms and armor
for masters and apprentices alike might also
be employed.

172
Appendix IX: Expert Work Areas (Mine)

Old Dunster Mine


1
F ollowing is a description of a small, abandoned mine,
which GMs can use as-is in any number of Expert-
oriented adventures (for which different or no mon-
sters at all can be used). Possibilities include prospecting
and re-opening by a Miner, converting into a safe haven by a
Guide, or searching for rare minerals or other components
by an Alchemist. It can also be re-keyed and used in any
other way for which a small dungeon area might be useful.
(Image created using a reproduction of a Louis Marx Toys
model sold as a Mine Entrance and a Bunker Entrance.)
Fifty years earlier, the prosperous Dunster Mine was abrupt-
ly abandoned, a fact known by most everyone in the immedi-
ate area, who consider it haunted, dangerous, and of no value
anyway. Knowledge (Local) can reveal other information about 2) Cave-In
the mine, as follows, the higher the roll the more learned. “Rubble and earth fill the chamber before you, clearly the re-
sult of a cave-in many years before.”
DC 5: The mine was founded and operated by Dwarves
DC 7: The Dwarven leader’s name was Dunster. What has not caved in is relatively stable and not likely to
DC 10: The mine was abandoned after being struck by a power- collapse, facts the party can determine as described in area 1,
ful earthquake. above. Probing the area of the cave-in to a depth of just a foot or
DC 15: Soon thereafter, some sort of horrible monster began to so, however, will reveal the presence of a mine cart (Search DC
prey upon the miners. 20); there is also a chance that a character might notice that the
DC 20: Before its destruction, it was unrivaled as a source of rubble is bumped out in a box-like shape (Spot DC 25). If re-
high-grade gold ore, and probably various sorts of gemstones trieved, characters will find it full of dirt that appropriate skill
as well. checks will reveal to be an especially rich gold ore. The cart
DC 25: About a year ago, a band of strangers ventured up to the contains 1,000 pounds of ore, which, if refined, will produce a
mine, but never bothered to come back through town to relate full 10 pounds of pure gold (500 gp worth).
their experiences.
DC 30: In addition to gold, the mine was also prized as a source 3) Rent Chamber
of sapphires. “A huge rift, five feet at its widest and some 30 feet long, splits
this large natural chamber, the floor around it buckled and
A character with 5 or more ranks in Knowledge (Dungeoneer- torn. Rotting crates and barrels, mixed in with piles of rusting
ing) or Profession (Miner)* receives a +2 synergy bonus on this picks, mauls, and other tools, are stacked up along the north-
check. western edge of the cavern. Timber beams, some of them bent
or splintered, support the 20-foot high ceiling.”
1) Entrance
“A dark, excavated cleft—framed and supported by thick, an- Spot or Search DC 5 will reveal a battle axe imbedded in one of
cient oak beams and choked with thick brush and weeds— the chamber’s support beams.
leads into the side of the mountain.” The area around the rift is uneven and unstable. Anyone
within 5 feet of the edge must make a Balance check each round
Spot or Search DC 10, as appropriate, will reveal a rune etched (DC 15) or suffer –2 on all attack rolls and skill checks. The rift
in the stone above the upper right corner of the entryway. Any- is uneven, with many ledges and indentations, and its true 120-
one who is able will recognize it as Dwarven rune, and anyone foot depth is not obvious. Spot DC 15 will reveal bones scat-
who can read that language will see that it is the name “Dun- tered on a narrow ledge about 40 feet down however, and Lis-
ster.” ten DC 20 within 10 feet of the rift will reveal low rasping and
The tunnel beyond the entrance extends, in a relatively clicking sounds from far below.
straight line, for 100 feet before reaching the point where the There are a dozen tools, and if any are used, they will break
map begins, sloping gently downward. Successful skill checks on a natural attack or skill check roll of 1 or 2. The other
can reveal both this slope and that the tunnel is structurally contents of the barrels and boxes include rotting ropes, spikes
sound and not prone to collapse; difficulty for both these checks and other ironware fused into a mass of rust, and the like.
is the same, and can be accomplished with Profession (Miner)* Monsters: A horrible monster, a Colossal monstrous centi-
DC 15, Knowledge (Architecture and Engineering) DC 15, pede (MM, hp 132), dwells within the cleft. It will not emerge
Knowledge (Dungeoneering) DC 15, or Search DC 20 for a completely, but will wait for intruders to pass through the cham-
Dwarf (at +2 for Stonecunning). Five or more ranks in any of ber and then attempt to block their exit from it, half emerging
these skills and the Stonecunning will each provide a +2 syner- from the rift but not fully leaving it unless necessary.
gy bonus to this check. Eight Tiny monstrous centipedes hide in and around the

173
Appendix IX: Expert Work Areas (Mine)

crates and barrels (MM, hp 1 each). They are the offspring of the Profession (Merchant)* check (DC 20) or an Appraise check
giant monster in the rift but fled from it when it began to eat (DC 25). Fluency in Dwarven grants a +2 synergy bonus on this
them. check, as will 5 or more ranks in Knowledge (Mathematics)*
Cave-Ins: A skill check will reveal that this room is very or Profession (Miner)*. Exactly what the records say is up to
unstable and that it will probably collapse naturally sometime the GM, but at the very least they should indicate that this mine
within the next few years—if not subjected to earthquake or would be extremely valuable to anyone able to reopen and
other shock sometime sooner. This can be determined with work it.
Profession (Miner)* DC 15, Knowledge (Architecture and En-
gineering) DC 15, Knowledge (Dungeoneering) DC 15, or Search 5) Dead End
DC 20 for a Dwarf. A natural hole in the rock, just three feet wide, leads into this
An interested character who successfully makes this check area. It is too narrow for the Colossal centipede to fit through.
will know that some well-placed blows to a handful of the
dozen support beams might achieve the same thing (Break DC “Earth and rock spill into this small, natural cyst in the rock,
20, Hardness 5, Hit Points 60). Make another check as above, which apparently once segued into a now-collapsed passage-
and if the result is 25 or greater, the character can identify the way. A rotted body, clad in the remains of studded leather ar-
single beam to destroy to make this happen. DC 20 will require mor, lies sprawled across the debris, its hollow eye sockets
destruction of two beams, DC 15 three, DC 10 four, and DC 5 turned toward you.”
five or less five of the beams supporting the chamber. This can
be attempted either with an attack roll or with a skill check, As with the other cave-in, this area is no less stable than the rest
whichever is likely to be most successful. If this is done to of the surrounding passageways. The body is that of a prospec-
deliberately dump as much of the roof as possible on the centi- tor who entered the mine with companions and, after they
pede or another opponent, a “critical hit” for double damage is were slain by the centipede, was afraid to leave this alcove and
possible, with a threat on a natural roll of 20 (with either an died of starvation rather than face the monster. Most of his
attack or a skill check). Any beams that are somehow ignited possessions are rotted and worthless, but his Prospector’s Pick
will suffer 1d6 points of fire damage per round. +2* might prove useful to anyone who finds it, along with 90
Characters who precipitate a cave-in can make a Reflex sav- gp, an uncut sapphire worth a base 100 gp, and three vials of
ing throw (DC 20) to avoid being buried in the area of the Alchemist’s Fire.
collapse, receiving +2 bonuses if they have 5 or more ranks in If the other collapsed passageway has been discovered, a
Profession (Miner)*, Knowledge (Dungeoneering), and/or Craft (Mapmaking)*, Knowledge (Dungeoneering) DC 15, or
Knowledge (Architecture and Engineering). Those who fail this Profession (Navigator)* skill check (DC 15) will determine that
save are still entitled to DC 15 Reflex saves for half damage, but they likely connected at an intersection that led deeper into the
are buried either way. mine prior to its cave in. (And if the other passageway has not
Cave-in damage is 8d6, and anyone within 10 feet of the yet been discovered, DCs 5 points higher can still allow a char-
room is subject to 3d6 “slide damage,” with a DC 15 Reflex acter to deduce that this passageway probably connects up with
save for none. Even if the cave-in does not actually kill the giant the one that leads to area 2.) What actually lies beyond the
centipede, it will force it back down into the rift and block this cave-ins, however, is completely up the Game Master, and can
hole (at least temporarily). be used as the basis for a continuing adventure.
A trapped party may decide to dig itself out, despite the
4) Bunker Office uncertainty of not knowing for sure whether the collapsed pas-
The door to this room is barred from within, but it is not in very sageways link up, and perhaps in the hope that they lead to
good shape and can probably be breached fairly easily (Break some as-yet-unknown exit. A single character can dig a tunnel
DC 18, Hardness 5, Hit Points 15). 5 feet wide, 5 feet high, and 10 feet long in one day, covering the
distance from one tunnel to the other in eight days; multiple
“Cut stone slabs form the floor and walls, of this small, vaulted characters can reduce this time accordingly.
chamber. A pair of toppled chairs, the remains of a desk, and If desired, the GM can require daily Profession (Miner)* or
heaps of soggy papers are its only furnishings. A rotting corpse, Wisdom checks to successfully construct a sound tunnel that
its chain shirt scaly with rust, lays slumped in the northeastern will not collapse, modified with appropriate bonuses for syn-
corner.” ergy, “aid other,” and the like (DC 20 maximum, and perhaps
allow a catastrophic cave-in only in the case of a “critical fail-
The corpse’s only unruined possessions are a silvered dagger, ure”). In any case, a critical success will allow a character to
the armor (3/4 normal hit points and just +3 to AC), and a large accomplish twice as much as usual.
steel shield (3/4 normal hit points). Note that a lack of food and water might end up being an
Stuck face-down to the floor is a sheet of parchment that issue for a trapped party and could lead to consequent ill effects
characters might notice (Search DC 20, Spot DC 25). Upon it is (“Starvation,” “Thirst,” DMG), and that characters fatigued as a
drawn a crude line drawing of what appears to be a many- result can only dig at half the normal rate. Such a situation
legged insect. might lead to desperate measures (e.g., leather, studded leather,
A literate character can take four hours to organize and sift and hide armors can be cut up and treated with Purify Food and
through the disheveled records, and which he can attempt to Drink, providing two days rudimentary rations for the leather
determine what they indicate, making either an Int check or a armors and three for the hide).

174
Old Dunster Mine

10 FFee
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175
Appendix X: OPEN GAME LICENSE VVer
GAME ersion 11.0a
ersion .0a
The following text is the property of Wizards of the Coast, Inc. and 6. Notice of License Copyright: You must update the COPYRIGHT
is Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights NOTICE portion of this License to include the exact text of the
Reserved. COPYRIGHT NOTICE of any Open Game Content You are copy-
ing, modifying or distributing, and You must add the title, the
1. Definitions: (a) “Contributors” means the copyright and/or trade- copyright date, and the copyright holder’s name to the COPYRIGHT
mark owners who have contributed Open Game Content; (b) “De- NOTICE of any original Open Game Content you Distribute.
rivative Material” means copyrighted material including deriva-
tive works and translations (including into other computer lan- 7. Use of Product Identity: You agree not to Use any Product Iden-
guages), potation, modification, correction, addition, extension, tity, including as an indication as to compatibility, except as ex-
upgrade, improvement, compilation, abridgment or other form in pressly licensed in another, independent Agreement with the own-
which an existing work may be recast, transformed or adapted; (c) er of each element of that Product Identity. You agree not to indi-
“Distribute” means to reproduce, license, rent, lease, sell, broad- cate compatibility or co-adaptability with any Trademark or Reg-
cast, publicly display, transmit or otherwise distribute; (d) “Open istered Trademark in conjunction with a work containing Open
Game Content” means the game mechanic and includes the meth- Game Content except as expressly licensed in another, indepen-
ods, procedures, processes and routines to the extent such content dent Agreement with the owner of such Trademark or Registered
does not embody the Product Identity and is an enhancement over Trademark. The use of any Product Identity in Open Game Content
the prior art and any additional content clearly identified as Open does not constitute a challenge to the ownership of that Product
Game Content by the Contributor, and means any work covered Identity. The owner of any Product Identity used in Open Game
by this License, including translations and derivative works under Content shall retain all rights, title and interest in and to that Prod-
copyright law, but specifically excludes Product Identity. (e) “Prod- uct Identity.
uct Identity” means product and product line names, logos and
identifying marks including trade dress; artifacts; creatures charac- 8. Identification: If you distribute Open Game Content You must
ters; stories, storylines, plots, thematic elements, dialogue, inci- clearly indicate which portions of the work that you are distribut-
dents, language, artwork, symbols, designs, depictions, likenesses, ing are Open Game Content.
formats, poses, concepts, themes and graphic, photographic and
other visual or audio representations; names and descriptions of 9. Updating the License: Wizards or its designated Agents may
characters, spells, enchantments, personalities, teams, personas, publish updated versions of this License. You may use any autho-
likenesses and special abilities; places, locations, environments, rized version of this License to copy, modify and distribute any
creatures, equipment, magical or supernatural abilities or effects, Open Game Content originally distributed under any version of
logos, symbols, or graphic designs; and any other trademark or this License.
registered trademark clearly identified as Product identity by the
owner of the Product Identity, and which specifically excludes the 10. Copy of this License: You MUST include a copy of this License
Open Game Content; (f) “Trademark” means the logos, names, with every copy of the Open Game Content You Distribute.
mark, sign, motto, designs that are used by a Contributor to identify
itself or its products or the associated products contributed to the 11. Use of Contributor Credits: You may not market or advertise
Open Game License by the Contributor (g) “Use”, “Used” or “Us- the Open Game Content using the name of any Contributor unless
ing” means to use, Distribute, copy, edit, format, modify, translate You have written permission from the Contributor to do so.
and otherwise create Derivative Material of Open Game Content.
(h) “You” or “Your” means the licensee in terms of this agreement. 12. Inability to Comply: If it is impossible for You to comply with
2. The License: This License applies to any Open Game Content any of the terms of this License with respect to some or all of the
that contains a notice indicating that the Open Game Content may Open Game Content due to statute, judicial order, or governmental
only be Used under and in terms of this License. You must affix regulation then You may not Use any Open Game Material so
such a notice to any Open Game Content that you Use. No terms affected.
may be added to or subtracted from this License except as de-
scribed by the License itself. No other terms or conditions may be 13. Termination: This License will terminate automatically if You
applied to any Open Game Content distributed using this License. fail to comply with all terms herein and fail to cure such breach
within 30 days of becoming aware of the breach. All sublicenses
3. Offer and Acceptance: By Using the Open Game Content You shall survive the termination of this License.
indicate Your acceptance of the terms of this License.
14. Reformation: If any provision of this License is held to be
4. Grant and Consideration: In consideration for agreeing to use unenforceable, such provision shall be reformed only to the extent
this License, the Contributors grant You a perpetual, worldwide, necessary to make it enforceable.
royalty-free, non-exclusive license with the exact terms of this
License to Use, the Open Game Content. 15. COPYRIGHT NOTICE: Open Game License v 1.0 Copyright
5. Representation of Authority to Contribute: If You are contribut- 2000, Wizards of the Coast, Inc. Experts v.3.5 copyright 2007 by
ing original material as Open Game Content, You represent that Skirmisher Publishing LLC.
Your Contributions are Your original creation and/or You have
sufficient rights to grant the rights conveyed by this License.

176
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