Professional Documents
Culture Documents
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.
Experts v.3.5
A Comprehensive OGL Sourcebook for Fantasy Role-Playing Games
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-
and the d20 System Trademark License by permission of Wiz- matic elements, and concepts contained herein.
ards of the Coast. The “d20 System” and the “d20 System” logo Images on pages 26, 32, 95, 153, 154, 155, and 156 are
are Trademarks owned by Wizards of the Coast and are used copyright 2008 by Sharon Daugherty. Images on pages 167,
according to the terms of the d20 System License version 1.0. A 170, 171, 172, 173, and 175 are copyright 2008 by Skirmisher
copy of the d20 System Trademark License can be found at Publishing. The image on page 119 is copyright 2008 by Phil
www.wizards.com . “Dungeons & Dragons” and “Wizards of the “Shade” Kightlinger. Images on pages 8, 54, 137, and 164 are
Coast” are registered trademarks of Wizards of the Coast Inc. copyright 2008 by Lissanne Lake. Images on pages 70 and 138
and are used with permission. are copyright 2008 by Russell Prime. Images on page 141 (right)
Designation of Open Game Content: Open Game Content and 149 are copyright 2008 by Cassandra Rogers. The image
may only be used in accordance with the terms of Open Game on page 152 is copyright 2008 by Geoff Weber. Images on pages
License version 1.0a, which is found on page 111. Open Game 5, 10, 14, 19, 21, 23, 27, 29, 30, 34, 37, 39, 41, 45, 48, 49, 51, 61,
License version 1.0a allows you to use Open Game Content in 67, 69, 74, 77, 79, 81, 82, 83, 85, 88, 90, 92, 100, 125, 128, 132,
your own works as long as you follow the terms of the d20 140, 141 (left), 143, 144, 145, 147, 148, 150, and 166 are from
System Trademark License. Anyone having questions or con- the Dover Pictorial Archive Series and are used by permission
cerns about reproducing Open Game Content contained in this of Dover Publications Inc.. All other images are from a variety
book in their own works should contact Skirmisher Publishing of historical reprints, vintage books, and other materials and
in writing at the snail mail or email addresses listed above. The are in the public domain.
following portions of Experts v.3.5 are designated as Open Game All contents of this book, regardless of other designation,
Content and may be used pursuant to the terms of Open Game are Copyright 2021 Skirmisher Publishing. All rights reserved.
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.
ence to this book by anyone using Open Game Content con- This book is protected under international treaties and the
tained in Experts v.3.5 in a subsequent work. copyright laws of the United States of America. Mention or
Designation of Product Identity: Product Identity is not Open reference to any company, product, or other copyrighted or
Game Content. The following is hereby designated as Product trademarked material in no way constitutes a challenge to the
Identity in accordance with section 1(e) of Open Game License respective copyright or trademark concerned. This book is a
version 1.0a: Skirmisher Publishing and any and all associated work of fiction and any resemblance of its contents to actual
logos and identifying marks, including all Skirmisher Publish- people, organizations, places, or events is purely coincidental.
ing products and product line names, the Thera campaign set- First release: August 2005; revised August 2021. ISBN
ting, and any elements of that setting; any and all artwork, 0-9722511-9-7.
designs, depictions, illustrations, maps, likenesses, symbols, Cover Image: "The Alchymist, in Search of the
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
4
For
oreewor
ordd bbyy Gar
Garyy Gy
Gyggax
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
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
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
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
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
16
Introduction
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
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.
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)
23
Chapter 1: Craftsmen (Brewer)
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)
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)
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)
34
Chapter 2: Entertainers
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)
37
Chapter 2: Entertainers (Acrobat - Actor)
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)
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)
42
Chapter 3: Professionals
43
Chapter 3: Professionals
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)
49
Chapter 3: Professionals (Navigator - Physician)
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)
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
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)
57
Chapter 4: Scholars (Alchemist)
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)
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)
66
Chapter 4: Scholars (Sage)
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
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)
76
Chapter 5: Tradesmen (Guide)
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)
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)
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)
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)
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
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)
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-
* 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
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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.
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Appendix II: New Skills
105
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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.
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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).
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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
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Appendix II: New Skills
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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
112
Appendix II: New Skills
113
Appendix II: New Skills
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Appendix II: New Skills
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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).
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
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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.
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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
121
Appendix II: New Skills
122
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)
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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
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.
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
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).
130
Appendix II: New Skills
131
Appendix II: New Skills
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
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
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
145
Appendix IV
IV:: Sam ple Char
Sample act
Charact er
erss
acter
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
Appendix IV
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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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
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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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(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
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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
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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.
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
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.
158
Appendix VI: Guilds
159
Appendix VI: Guilds
–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).
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.
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)
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.
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)
171
Appendix IX: Expert Work Areas (Halfling or Gnome Home/Workshop)
172
Appendix IX: Expert Work Areas (Mine)
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-
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1. Definitions: (a) “Contributors” means the copyright and/or trade- copyright date, and the copyright holder’s name to the COPYRIGHT
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rivative Material” means copyrighted material including deriva-
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guages), potation, modification, correction, addition, extension, tity, including as an indication as to compatibility, except as ex-
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3. Offer and Acceptance: By Using the Open Game Content You shall survive the termination of this License.
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