TEXT:  
   
  THE 
  Complete  
  Book of Skills 
  And Supplemental Non-Combat Options 
   
   
        
   
   
  A Supplemental Guide for Use with the Dungeons & Dragons 4th Edition Role-Playing Game 
  By Christopher King for Implement Games Studios 
  
  The Complete Book of Skills and Supplemental Non-Combat Options 
  By Christopher King 
   
   
  DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D, PLAYER’S 
  HANDBOOK, DUNGEON MASTER’S GUIDE, and MONSTER MANUAL are trademarks of Wizards 
  of the Coast, Inc. in the USA and other countries and are used with permission. Certain materials, 
  including 4E References in this publication, D&D core rules mechanics, and all D&D characters and 
  their distinctive likenesses, are property of Wizards of the Coast, Inc., and are used with permission 
  under the Dungeons & Dragons 4th Edition Game System License. All 4E References are listed in the 
  4E System Reference Document, available at HUwww.wizards.com/d20UH.  
  DUNGEONS & DRAGONS 4th Edition PLAYER’S HANDBOOK, written by Rob Heinsoo, Andy 
  Collins, and James Wyatt; DUNGEON MASTER’S GUIDE, written by James Wyatt; and MONSTER 
  MANUAL, written by Mike Mearls, Stephen Schubert and James Wyatt © 2008 Wizards of the Coast, 
  Inc. All rights reserved. 
   
   
   
   
  All original material © 2010 Christopher King and Implement Games Studio. All references to 
  Dungeons & Dragons, to include books, manuals, logos, names, and descriptions are the sole 
  property of Wizards of the Coast, Inc. No attempts to challenge any copyrights, trademarks, or 
  intellectual properties are being made by the author, nor should any be implied. 
   
   
   
  
  Introduction: 
   
  The combat mechanics of 4th edition are some of the most detailed, rich, and involved combat systems that have 
  ever been published in a fantasy role-playing game. It is easy and intuitive, yet as tactical as the players and the 
  DM want it to be. What seems to have taken a back seat in 4th edition, however, are the skills. The skill list for 
  4th edition is a fully-functioning one, but many have expressed a desire for more depth and more choices when 
  it comes to what their characters know outside of combat. The default skills can function in a full capacity, but 
  there is a high degree of abstraction that is necessary to make this possible. What this guide hopes to accomplish 
  is to restore some of the specifics to the skill system from editions past. 
   
  First and foremost, if you and your group enjoy the skill mechanics of 4th edition, then this is not the guide for 
  you. You have made the system do what it is you want it to do, and no further assistance is needed. However, if 
  you feel that the default skill list for 4th edition is a bit lacking, or simply doesn’t seem to do what it is you need 
  it to do to better immerse your players, then read on.  
   
  The goal of this guide is to offer alternatives to the skill system of 4the edition. There are 17 skills that make up 
  the default skill system, and those 17 skills cover a lot of ground, but there are times when a character performs 
  an action that simply doesn’t seem to fit into the scope of one of these skills or another. What do you do? 
  Usually, you pick a skill that seems to closest represent the action, set the DC rating for it, and carry on with the 
  game, often hand-waving the believability of the decision. This is fine, but can leave you with a bit of distaste in 
  retrospect.  
   
  The player wants his character to sail a boat down a dangerous river. That sounds simple enough. Nature would 
  be the best skill for this…right? The player suggests using Perception, as his character has to keep a close eye 
  out for rocks, bends, and other potential hazards. Another player suggests Endurance, as it is very physically 
  taxing to maintain control of a boat on troubled waters. Who is right? Technically, they all are. What if the 
  character had the Boating skill, though? This eliminates the need to force a character’s action into a skill that 
  might or might not be best-suited for the action they wish to attempt. 
   
  What if the player wants his character to dance with the princess to woo her? What would be the best skill for 
  this? Would he use Acrobatics? What about Bluff? Either could work, as dancing is an acrobatic exercise and 
  the attempt to woo the princess could be a bluff matter, but what if the character has the Dancing skill? Well, 
  that basically removes all doubt about which skill he should use, and there is no forcing of the character’s action 
  into a skill that might not best represent what he’s trying to do.  
   
  Use a Skill Challenge, some would say. This is an option, true, but not one that everyone wants to make up on 
  the spot. Good Skill Challenges require planning and forethought, and sometimes players want to do things 
  spur-of-the-moment. Stopping to make a Skill Challenge can slow the game and break immersion for the 
  players.  
   
  Examples like those just listed were the motivation behind this guide. If you agree that the skill system could 
  use a little growth or a bit of expanding, then this is the guide for you. Three methods are detailed for 
  implementing the extra skills, from simply using them as background information to completely replacing the 
  default skill system entirely. Pick a method, try it out, and you might be surprised at how big a difference it can 
  make in your games and the enjoyment of your players and yourself.  
  
  Method 1: Background Skills 
   
  If your game seems to be running just fine with the default skill list, then you might see no need to add anything 
  else into it. However, an option often overlooked is to allow a set number of skills to be used as background 
  skills. There are times when a player might claim that his character has a background in one specific area or 
  another. Many DMs simply accept this, and hand-wave the knowledge as having little importance. The capacity 
  for abuse is inherent in this mindset, though.  
   
  Perhaps a player claims that his character has a background in metal-working. Most DMs would see little 
  problem with this. But…to what degree is the character knowledgeable? Can he make only simple nails or 
  tools, or does he have the capability to make suits of armor and finely-crafted weapons? Let’s say that a player 
  claims his character has a background in sailing. Does this mean his character can captain his own ship without 
  assistance? Can he repair his vessel if it should be damaged? Can he navigate on the open sea during inclement 
  weather? The examples could go on and on, but the point remains simple: The vaguer a situation is, the easier it 
  is to manipulate that situation. That brings us to using skills as backgrounds. 
   
  Each character can benefit from a basic background that includes such information as where they came from 
  and what they did before beginning their adventuring career. Many players will have well thought-out 
  backgrounds in-place long before the dice actually come out and game-play begins. Many, though, have a 
  difficult time coming up with unique, interesting backgrounds that would make their character stand apart from 
  any others. A simple solution for either type of player is to pick some background skills. Simply having a visual 
  reference is often enough to spark the imagination that leads to good backgrounds. 
   
  The mechanical process of Method One can be done either by the player hand-picking five skills apart from the 
  default skills, or to randomly roll for five of them. Many scorn the process of randomization when it comes to 
  their characters. They want to be in charge of every possible aspect, and that’s wonderful. This method works 
  fine whether the results are hand-picked or randomly rolled. The stated limit of five might sound strict, but 
  handing out too many skills tends to create super-characters who seem to be highly knowledgeable in almost 
  every occurrence that should arise. Five is a good starting number for this reason. Should the DM feel that the 
  limit is too low, he is free to alter it however he sees fit. 
   
  - Is this the right method for my game?  
   
  This method works best for groups that are comfortable with the default skills for the game, but want a more 
  precise way to define what the characters know as background skills. All of the default skills function the same 
  way they were designed to work. The skills granted by this method are for assisting players in fleshing out their 
  characters’ backgrounds. The characters gain no further skills except those granted by the retraining rules and 
  other skill-based default rules. 
   
  - How do I use this method? 
   
  During character creation, the DM should have his players either hand-pick five skills or randomly roll for five 
  of the skills that are listed in Table 1: Compiled Skill List. These skills should be used to help flesh out the 
  characters’ backgrounds. 
   
  
  Method 2: Skills and Sub-Skills 
   
  The second method of skill selection is much more involved than Method One. The implementation of Method 
  Two does not involve characters’ backgrounds, though the players may use the skills they receive as a basis for 
  their backgrounds. Method Two takes the default skill list and branches it outward with sub-skills that are 
  directly related to the primary skills. It also adds two more skills to the list, which are Knowledge and Craft, 
  each of which contain their own sets of sub-skills. 
   
  Method Two has a more direct impact on regular game-play than Method One, as the characters can gain 
  additional skills as the game progresses, and often have a better chance of using them during play. The 
  character’s skills will grow along with them, and they will have access to a wider variety of specialties than the 
  default skill list provides. 
   
  - Is this the right method for my game? 
   
  Method Two takes the default skill list and adds to it. This method is best used with groups who want a more 
  accurate portrayal of what their characters know without having to rely on DM fiat and background 
  information. Additionally, the characters will gain more skills as they progress through the levels, showing what 
  they have learned along the way. If you want a more detailed skill-list, then Method Two might be for you. 
   
  - How do I use this method? 
   
  At character creation, each character begins play with the default skill list plus two additional skills called 
  Knowledge and Craft along with three sub-skills. These sub-skills are chosen by the players, and may be any 
  from Table 2: Skills and Sub-Skills that they desire. After the three sub-skills are chosen during initial 
  character creation, the characters gain an additional skill every three levels that they progress. Should the 
  characters progress all the way to level 30, they will have 12 sub-skills on top of the 17 default skills and 2 
  additional skills of Knowledge and Craft for a total of 31 skill-use opportunities. For example, a new character 
  would receive 3 sub-skills at level 1, then an additional sub-skill at level 4, 7 10, and so on. 
   
  Sub-skills are implemented just like the default skills in regards to skill checks and Skill Challenges, though the 
  calculations are different. A character with a sub-skill receives a +1 bonus to any rolls involving the use of that 
  sub-skill. If the character has a sub-skill in a default skill he is trained in, he receives the +1 bonus on top of the 
  +5 bonus for being trained in that skill for a total of a +6 bonus. If the character has a sub-skill in a default skill 
  that he is not trained in, he receives only the +1 bonus. For example, a character has the sub-skill ‘disguise’. He 
  will receive a +1 bonus to die rolls involving disguising himself. If that character is trained in Bluff, which is 
  the parent skill of ‘disguise’, he would receive a +6 bonus to die rolls involving disguising himself. 
   
  Additionally, as the character progresses, he can choose to improve an existing sub-skill instead of gaining a 
  new one. Instead of choosing a new sub-skill, the player would simply add another +1 bonus to the sub-skill he 
  has chosen to improve. This makes for even more precise customization of characters. The only stipulation to 
  this rule is that no sub-skill can be improved beyond +5 from allocating points. For example, a character has 
  the sub-skill ‘disguise’ at level one. At level four, the player can decide to allocate another point to the existing 
  sub-skill, making the ‘disguise’ sub-skill +2 instead of choosing a new sub-skill. 
   
  
  Method 3: Replacing the Default Skill List 
   
  Method Three is the most drastic of the methods, as it takes the default skill list and completely replaces it with 
  the various sub-skills. The only exceptions to this would be the default skills of Heal, Insight, Intimidate, 
  Stealth, and Thievery. These default skills grant specific abilities that are better left untouched by the inclusion 
  of sub-skills. The other 12 default skills would be completely removed and replaced by sub-skills. This 
  replacement would include, of course, the skills of Knowledge and Craft with their various sub-skills. 
   
  - Is this the right method for my game? 
   
  Great care should be taken if the group decides to go with Method Three, as many key concepts and mechanics 
  will be altered drastically by its implementation. Skill Challenges will have to be more specifically tailor-suited 
  to the characters. Feats that affect skills will have to be re-written or removed. Every rule within the game 
  books that involve skill use will have to amended, replaced, or removed to incorporate this method. If the group 
  is sure that this is something they wish to do, as they are not fond of the default skill list in any way, then this 
  method might be for you. 
   
  - How do I use this method? 
   
  This is an extremely intrusive method to insert into the game. Before any characters are created, the DM will 
  have the tasks of: 
   
  - Removing or replacing all feats that affect default skills. 
  - Rewording all Skill Challenges and skill checks to include the new skills. 
  - Remove all class-based skill selections, to include class-trained skills. 
  - Modifying the character sheet to remove all default skills except Heal, Insight, Intimidate, Stealth, and 
  Thievery, and make room for whatever sub-skills the players choose to acquire. 
   
  Once this is done, then the players receive six sub-skills that they begin the game trained in, picked from Table 
  3: Replacement Skills, and receive the +5 bonus for such. After that, the bonuses received for skills would 
  progress in the default manner based on relevant ability scores and half-level bonuses. Every three levels, the 
  character receives an additional sub-skill that they become trained in. At this rate, by the time the character 
  reaches level 30, they will be trained in 15 sub-skills. Keep in mind that the character still has access to all of 
  the sub-skills, but receives the +5 bonus for only the sub-skills they are trained in.  
   
  The default skills of Heal, Insight, Intimidate, Stealth, and Thievery remain unchanged, and the various abilities 
  granted by these skills are still relevant. If a class begins play with any of these skills as trained skills, those also 
  still remain relevant, or may be altered by the DM to better suit this sub-skill system. 
   
  In the end, it is up to the DM and the players as to which, if any, of these alternate skill methods will be used in 
  their games. It is strongly advised that if the group decides to use an alternate method, they use only one of 
  them. Otherwise there is a risk of the characters becoming too powerful too quickly, and putting more work on 
  the DM to create opportunities that actually pose a challenge to the characters. Ultimately, the best advice is to 
  do whatever is considered the most enjoyable for the DM and the group. 
   
  
  Table 1: Compiled Skill List 
   
  1. Acting 
  2. Agriculture 
  3. Anatomy 
  4. Ancient History 
  5. Animal Noise 
  6. Appraising 
  7. Armorer: Chain 
  8. Armorer: Cloth 
  9. Armorer: Hide 
  10. Armorer: Leather 
  11. Armorer: Plate 
  12. Armorer: Scale 
  13. Armorer: Shields 
  14. Astrology 
  15. Begging 
  16. Boating 
  17. Boatwright 
  18. Brewing 
  19. Bureaucracy 
  20. Camouflage 
  21. Carpentry 
  22. Cartography 
  23. Ceremony 
  24. Charioteering 
  25. Cobbling 
  26. Cooking 
  27. Craft Instrument 
  28. Crowd Working 
  29. Dancing 
  30. Direction Sense 
  31. Disguise 
  32. Distance Sense 
  33. Engineering 
  34. Etiquette 
  35. Feign Sleep 
  36. Fire Building 
  37. Fishing 
  38. Gaming 
  39. Gem Cutting 
  40. Glass Blowing 
  41. Grade Detection 
  42. Heraldry 
  43. Herbalism 
  44. Hunting 
  45. Jeweler 
  46. Jousting 
  47. Juggling 
  48. Languages: Ancient 
  49. Languages: Modern 
  50. Law 
  51. Leadership 
  52. Leatherworking 
  53. Local History 
  54. Massage 
  55. Military Science 
  56. Mining 
  57. Mountaineering 
  58. Musical Instrument 
  59. Navigation 
  60. Necrology 
  61. Numerology 
  62. Occult Recognition 
  63. Oratory 
  64. Painting 
  65. Paper Making 
  66. Poetry 
  67. Politics 
  68. Pottery 
  69. Reading Lips 
  70. Reading / Writing 
  71. Riding: Airborne 
  72. Riding: Land-based 
  73. Rope Use 
  74. Rune Recognition 
  75. Running 
  76. Scribe 
  77. Sculpting 
        78. Seamanship 
        79. Seamstress / Tailor 
        80. Set Snares 
        81. Signaling 
        82. Sign Language 
        83. Singing 
        84. Sound Analysis 
        85. Spellcraft 
        86. Stonemasonry 
        87. Survival 
        88. Survival: Underground 
        89. Tattooing 
        90. Tithing 
        91. Trailing 
        92. Veterinary Healing 
        93. Voice Mimicry 
        94. Weaponsmithing: 
              Military Melee 
        95. Weaponsmithing:  
              Simple Melee 
        96. Weaponsmithing:  
              Military Ranged 
        97. Weaponsmithing: 
              Simple Ranged 
        98. Weather Sense 
        99. Weaving 
        00. Wine Making 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Table 2: Skills & Sub-Skills 
   
  Acrobatics: 
  Dancing 
  Juggling 
   
  Arcana: 
  Astrology 
  Necrology 
  Numerology 
  Spellcraft 
   
  Bluff: 
  Acting 
  Animal Noise 
  Disguise 
  Feign Sleep 
  Singing 
  Voice Mimicry 
   
  Diplomacy: 
  Bureaucracy 
  Ceremony 
  Crowd Working 
  Etiquette 
  Heraldry 
  Law 
  Leadership 
  Oratory 
  Politics 
   
  Dungeoneering: 
  Grade Detection 
  Mining 
  Mountaineering 
  Survival: Underground 
   
  Endurance: 
  Running 
  Survival 
   
  History: 
  Ancient History 
  Local History 
  Military Science 
   
  Nature: 
  Agriculture 
  Camouflage 
  Fishing 
  Hunting 
  Navigation 
  Set Snares 
  Weather Sense 
   
  Perception: 
  Appraising 
  Direction Sense 
  Distance Sense 
  Reading Lips 
  Sound Analysis 
  Trailing 
   
  Religion: 
  Occult Recognition 
  Rune Recognition 
  Tithing 
   
  Streetwise: 
  Begging 
  Gaming 
   
  Craft: 
  Armorer: Chain 
  Armorer: Cloth 
  Armorer: Hide 
  Armorer: Leather 
  Armorer: Plate 
  Armorer: Scale 
  Armorer: Shields 
  Boatwright 
  Brewing 
  Carpentry 
  Cobbling 
  Cooking 
  Craft Instrument 
  Glass Blowing 
  Jeweler 
  Leatherworking 
  Painting 
  Paper Making 
  Poetry 
  Pottery 
  Sculpting 
  Seamstress / Tailor 
  Stonemasonry 
  Tattooing 
  Weaponsmithing: Military 
  Melee 
  Weaponsmithing: Simple Melee 
  Weaponsmithing: Military 
  Ranged 
  Weaponsmithing: Simple 
  Ranged 
  Weaving 
  Wine Making 
   
  Knowledge: 
  Anatomy 
  Boating 
  Cartography 
  Charioteering 
  Engineering 
  Fire Building 
  Gem Cutting 
  Herbalism 
  Jousting 
  Languages: Ancient 
  Languages: Modern 
  Massage 
  Musical Instrument 
  Reading / Writing 
  Riding: Airborne 
  Riding: Land-based 
  Rope Use 
  Scribe 
  Seamanship 
  Signaling 
  Sign Language 
  Veterinary Healing 
   
   
   
   
   
  
  Table 3: Replacement Skills 
   
  Acting 
  Agriculture 
  Anatomy 
  Ancient History 
  Animal Noise 
  Appraising 
  Armorer: Leather 
  Armorer: Chain 
  Armorer: Plate 
  Armorer: Cloth 
  Armorer: Hide 
  Armorer: Scale 
  Armorer: Shields 
  Astrology 
  Begging 
  Boating 
  Boatwright 
  Brewing 
  Bureaucracy 
  Camouflage 
  Carpentry 
  Cartography 
  Ceremony 
  Charioteering 
  Cobbling 
  Cooking 
  Craft Instrument 
  Crowd Working 
  Dancing 
  Direction Sense 
  Disguise 
  Distance Sense 
  Engineering 
  Etiquette 
  Feign Sleep 
  Fire Building 
  Fishing 
  Gaming 
  Gem Cutting 
  Glass Blowing 
  Grade Detection 
  Heal 
  Heraldry 
  Herbalism 
  Hunting 
  Insight 
  Intimidate 
  Jeweler 
  Jousting 
  Juggling 
  Languages: Ancient 
  Languages: Modern 
  Law 
  Leadership 
  Leatherworking 
  Local History 
  Massage 
  Military Science 
  Mining 
  Mountaineering 
  Musical Instrument 
  Navigation 
  Necrology 
  Numerology 
  Occult Recognition 
  Oratory 
  Painting 
  Paper Making 
  Poetry 
  Politics 
  Pottery 
  Reading Lips 
  Reading / Writing 
  Riding: Airborne 
  Riding: Land-based 
  Rope Use 
  Rune Recognition 
  Running 
  Scribe 
  Sculpting 
  Seamanship 
  Seamstress / Tailor 
  Set Snares 
  Signaling 
  Sign Language 
  Singing 
  Sound Analysis 
  Spellcraft 
  Stealth 
  Stonemasonry 
  Survival 
  Survival: Underground 
  Tattooing 
  Tithing 
  Thievery 
  Trailing 
  Veterinary Healing 
  Voice Mimicry 
  Weaponsmithing: Military 
   Melee 
  Weaponsmithing: Simple 
   Melee 
  Weaponsmithing: Military  
   Ranged 
  Weaponsmithing: Simple  
   Ranged 
  Weather Sense 
  Weaving 
  Wine Making 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Skill Descriptions:
  This section will cover the descriptions of all of the 
  skills. Presented in alphabetical order, the skills will 
  be fully detailed, to include what ability they rely on 
  for die rolls, what default skill they are branched 
  from, and the benefits of each. Each skill is broken 
  down as follows: 
   
  SKILL NAME 
  PAR: Primary Ability Reliance.  
  DSA: Default Skill Attachment.  
  Constant: Constant Granted Abilities.  
  Roll: Skill Roll Benefit. 
   
  PAR: Primary Ability Reliance. This tells you 
  which of the six abilities the skill relies on for die 
  rolls, such as Wisdom or Dexterity. 
   
  DSA: Default Skill Attachment: For those using 
  Method 2, this tells you what default skill the sub-
  skill is attached to. 
   
  Constant: This tells you what the constant benefits 
  of the skill are. These benefits are considered to be 
  always active, and no die rolls are required to use 
  them. 
   
  Roll: This tells you the abilities granted by the skill 
  that require die rolls to use. The DM is responsible 
  for setting appropriate DCs for skill rolls. 
   
   
  ACTING 
  PAR: Charisma 
  DSA: Bluff 
  Constant: You can recognize various styles of 
  dance, and can roughly judge the performance of an 
  individual who is dancing. 
  Roll: You can dance to impress others. This can be 
  used for money-making reasons, or simply to 
  impress other with your prowess. 
   
   
   
  AGRICULTURE 
  PAR: Wisdom 
  DSA: Nature 
  Constant: You can visually inspect crops and 
  determine their relative healthiness, as well as 
  inspecting land to determine if it is suitable for 
  growing crops. If the area is healthy enough, you 
  can grow crops with no rolls needed. 
  Roll: You have the ability to grow crops in areas 
  otherwise unsuitable for crop growth, to include 
  wastelands, deserts, and so on. 
   
  ANATOMY 
  PAR: Wisdom 
  DSA: Knowledge 
  Constant: You have a good working knowledge of 
  anatomy, and can recognize various body parts from 
  natural creatures when you see them. 
  Roll: You have the ability to recognize body parts 
  from all creatures, natural or otherwise, and have a 
  chance of knowing any particularly vulnerable areas 
  on a creature’s body. 
   
  ANCIENT HISTORY 
  PAR: Intelligence 
  DSA: History 
  Constant: You know the ancient history (100 years 
  or more) of a specific region or area, to include 
  major personalities of the area and any events that 
  might have changed or been deemed important to 
  the area. This area is limited to a county, fiefdom, 
  kingdom, or otherwise limited region. 
  Roll: You know very detailed information about the 
  ancient history of a specific region or area, to 
  include lesser-known names, places, and events. 
  This area is limited to a county, fiefdom, kingdom, 
  or otherwise limited region. 
   
   
   
   
   
   
  
  ANIMAL NOISE 
  PAR: Charisma 
  DSA: Bluff 
  Constant: You can recognize the calls, cries, and 
  other vocal noises of creatures both natural and 
  otherwise, and associate them properly. 
  Roll: You can mimic any creature’s vocal sounds, 
  provided you have heard them before and they are 
  within the range of your vocal capacity. For 
  example, a demonic grunt would be possible, but a 
  dragon roaring at full volume would not. 
   
  APPRAISING 
  PAR: Wisdom 
  DSA: Perception 
  Constant: You know the approximate value of 
  objects that would be considered tradable or sellable 
  in a market environment. You can recognize 
  obvious defects in craftsmanship. 
  Roll: You know within a few coins the value of 
  objects considered tradable or sellable in a market 
  environment. You can recognize even minute 
  defects in craftsmanship. 
   
  ARMORER: CHAIN 
  PAR: Intelligence 
  DSA: Craft 
  Constant: You have a good understanding of the 
  manufacturing and maintenance of chain armor. 
  You can build your own chain armor with the 
  proper materials, assistance, and ample time. 
  Roll: You have an expert understanding of chain 
  armor. You can manufacture your own chain armor 
  with the proper materials and time. This does not 
  grant the ability to make masterwork armor. 
   
  ARMORER: CLOTH 
  PAR: Intelligence 
  DSA: Craft 
  Constant: You have a good understanding of the 
  manufacturing and maintenance of cloth armor. 
  You can build your own cloth armor with the proper 
  materials, assistance, and ample time. 
  Roll: You have an expert understanding of cloth 
  armor. You can manufacture your own cloth armor 
  with the proper materials and time. This does not 
  grant the ability to make masterwork armor. 
   
  ARMORER: HIDE 
  PAR: Intelligence 
  DSA: Craft 
  Constant: You have a good understanding of the 
  manufacturing and maintenance of hide armor. You 
  can build your own hide armor with the proper 
  materials, assistance, and ample time. 
  Roll: You have an expert understanding of hide 
  armor. You can manufacture your own hide armor 
  with the proper materials and time. This does not 
  grant the ability to make masterwork armor. 
   
  ARMORER: LEATHER 
  PAR: Intelligence 
  DSA: Craft 
  Constant: You have a good understanding of the 
  manufacturing and maintenance of leather armor. 
  You can build your own leather armor with the 
  proper materials, assistance, and ample time. 
  Roll: You have an expert understanding of leather 
  armor. You can manufacture your own leather 
  armor with the proper materials and time. This does 
  not grant the ability to make masterwork armor. 
   
  ARMORER: PLATE 
  PAR: Intelligence 
  DSA: Craft 
  Constant: You have a good understanding of the 
  manufacturing and maintenance of plate armor. You 
  can build your own plate armor with the proper 
  materials, assistance, and ample time. 
  Roll: You have an expert understanding of plate 
  armor. You can manufacture your own plate armor 
  with the proper materials and time. This does not 
  grant the ability to make masterwork armor. 
   
   
   
   
   
  
  ARMORER: SCALE 
  PAR: Intelligence 
  DSA: Craft 
  Constant: You have a good understanding of the 
  manufacturing and maintenance of scale armor. 
  You can build your own scale armor with the proper 
  materials, assistance, and ample time. 
  Roll: You have an expert understanding of scale 
  armor. You can manufacture your own scale armor 
  with the proper materials and time. This does not 
  grant the ability to make masterwork armor. 
   
  ARMORER: SHIELDS 
  PAR: Intelligence 
  DSA: Craft 
  Constant: You have a good understanding of the 
  manufacturing and maintenance of shields. You can 
  build your own shields with the proper materials, 
  assistance, and ample time. 
  Roll: You have an expert understanding of shields. 
  You can manufacture your own shields with the 
  proper materials and time.  
   
  ASTROLOGY 
  PAR: Intelligence 
  DSA: Arcana 
  Constant: You can recognize constellations with 
  ease, and have a working understanding of 
  astrological signs and phenomena. 
  Roll: You have a masterful talent of recognizing 
  constellations, and have the ability to make limited 
  predictions based on the alignment of the stars. 
   
  BEGGING 
  PAR: Charisma 
  DSA: Streetwise 
  Constant: You can make enough begging in a day 
  to afford a single meal or a single night’s stay at a 
  relatively inexpensive inn.  
  Roll: You have the ability to recognize if beggars 
  are faking conditions or have alternative purposes 
  other than being homeless or hungry. You can make 
  enough in a day begging for a week’s worth of 
  meals, or three nights’ stay at an inexpensive inn. 
  BOATING 
  PAR: Intelligence 
  DSA: Knowledge 
  Constant: You have a good understanding of any 
  small water crafts, from rafts up to 6-person boats. 
  You can captain these vessels under normal 
  conditions with no checks needed. 
  Roll: You have expert understanding of water 
  crafts, all the way up to longboats and frigates. You 
  can captain these vessels under rough conditions. 
   
  BOATWRIGHT 
  PAR: Intelligence 
  DSA: Craft 
  Constant: You can manufacture small vessels such 
  as rafts and canoes with no checks needed, and 
  perform repairs and maintenance on these vessels. 
  Roll: You can manufacture larger vessels such as 
  barges, and perform maintenance and repairs with 
  limited assistance and the correct tools. 
   
  BREWING 
  PAR: Intelligence 
  DSA: Craft 
  Constant: You have the ability to distill alcohol 
  and create cheap-quality spirits with the proper 
  supplies and time. 
  Roll: You can create very high-quality, high-
  potency, flavorful alcoholic beverages with the 
  proper supplies and time.  
   
  BUREAUCRACY 
  PAR: Charisma 
  DSA: Diplomacy 
  Constant: You have the ability to work within the 
  structure of bureaucratic legislature, and formulate 
  edicts and contracts. 
  Roll: You have the ability to influence the actions 
  of bureaucratic legislators through your edicts, 
  contracts, and formulaic thought processes. This can 
  be used for the creation of laws and the day to day 
  functioning of government offices. 
   
   
  
  CAMOUFLAGE 
  PAR: Wisdom 
  DSA: Nature 
  Constant: You have the ability to camouflage items 
  and structures from casual observers with whatever 
  materials happen to be nearby. 
  Roll: You have the ability to completely obfuscate 
  items and structures from even close scrutiny with 
  whatever materials happen to be nearby. When 
  complete, a subject attempting to locate your hidden 
  object must spend at least 10 minutes closely 
  inspecting the object and may be subject to a 
  Perception check by the DM. 
   
  CARPENTRY 
  PAR: Intelligence 
  DSA: Craft 
  Constant: You can construct simple household 
  items and structures no more complicated than basic 
  lean-tos with the proper materials and time. 
  Roll: You can construct large homes and elaborate 
  works of wood such as fine furnishings with the 
  proper materials and time. 
   
  CARTOGRAPHY 
  PAR: Intelligence 
  DSA: Knowledge 
  Constant: You can make simple maps and layouts 
  from memory that are accurate to within a few 
  squares. 
  Roll: You can make large, elaborate maps of vast 
  areas that are accurate to within 1 square. 
   
  CEREMONY 
  PAR: Charisma 
  DSA: Diplomacy 
  Constant: You have a familiarity with royal and 
  religious ceremonies, and can function within them 
  without drawing attention to yourself. 
  Roll: You are extremely familiar with all the ins 
  and outs of formal ceremonies, and can host such 
  affairs as well as attend them without drawing 
  negative attention to yourself. 
   
  CHARIOTEERING 
  PAR: Intelligence 
  DSA: Knowledge 
  Constant: You have a basic understanding of 
  chariots, and can operate them under normal 
  conditions without need for checks. 
  Roll: You are very familiar with chariots, and can 
  participate in races and maintain control even under 
  bad conditions. 
   
  COBBLING 
  PAR: Intelligence 
  DSA: Craft 
  Constant: You are able to layout and construct 
  simple roads and pathways with stone cobbles. 
  Roll: You are able to construct very elaborate 
  works of cobblestone, from chimneys and sidewalks 
  to houses and patterned streets. 
   
  COOKING 
  PAR: Intelligence 
  DSA: Craft 
  Constant: You can cook simple meals and have 
  enough knowledge to determine how long to cook 
  meats and make relatively tasty meals. 
  Roll: You can cook with the precision and skill of a 
  trained chef. Your meals are both delicious and 
  satisfying. You could make money with your food, 
  if the DM allows it. 
   
  CRAFT INSTRUMENT 
  PAR: Intelligence 
  DSA: Craft 
  Constant: You can make minor repairs to most 
  musical instruments, and manufacture very simple 
  instruments such as flutes and drums. 
  Roll: You can create musical instruments of lasting 
  quality and beauty, as well as make any repairs 
  needed to such items. You could easily sell your 
  musical creations with DM approval. 
   
   
   
   
  
  CROWD WORKING 
  PAR: Charisma 
  DSA: Diplomacy 
  Constant: You can draw a small crowd to listen to 
  your words, and have a certain amount of influence 
  over them, based on what it is you are telling them. 
  The exact terms of this are ultimately up to the DM. 
  Roll: You can completely change the mood of a 
  large crowd, exciting them, angering them, or 
  calming them as you see fit based on nothing but 
  your words. 
   
  DANCING 
  PAR: Dexterity 
  DSA: Acrobatics 
  Constant: You are relatively knowledgeable of a 
  few different forms of dancing, and can dance 
  without obvious errors. 
  Roll: You are a masterful dancer, skilled in many 
  different forms of dance and can perform for royalty 
  without error. 
   
  DIRECTION SENSE 
  PAR: Wisdom 
  DSA: Perception 
  Constant: You always have a basic knowledge of 
  what direction is what if the conditions are good 
  and you are unhurried. This applies at night, as well. 
  Roll: You always know what direction is what, 
  even under harsh conditions and under duress. This 
  applies to cloudy nights, in storms, and so on. 
   
  DISGUISE 
  PAR: Charisma 
  DSA: Bluff 
  Constant: You have the ability to disguise yourself 
  so that casual observers will not recognize you. This 
  can be done with clothing, makeup, and so on. 
  Roll: You have the ability to completely mask your 
  identity from even careful inspection by others.  
  This can be done with clothing, makeup, and 
  whatever else you can find to use. The effect is so 
  good that the DM is to assign a high DC Perception 
  check for the person trying to identify you. 
  DISTANCE SENSE 
  PAR: Wisdom 
  DSA: Perception 
  Constant: You always have a basic knowledge of 
  how far away a location is from you, accurate to 
  within a few minutes travel. You must have been to 
  the location to know its distance, however. 
  Roll: You know exactly how far away a location is 
  from you, accurate to within a few squares. You 
  must have either been to the location or know its 
  position on a map to know its distance, however. 
   
  ENGINEERING 
  PAR: Intelligence 
  DSA: Knowledge 
  Constant: You have a basic understanding of how 
  mechanical items work, and can make simple 
  repairs to such items. 
  Roll: You are very skilled with the creation and 
  maintenance of mechanical items, as allowed in the 
  game by your DM. 
   
  ETIQUETTE 
  PAR: Charisma 
  DSA: Diplomacy 
  Constant: You have a basic understanding of 
  courteous social behavior, and can conduct yourself 
  appropriately in social settings. 
  Roll: You have intimate knowledge of all manner 
  of social graces, and can host ritzy parties and 
  entertain even royal guests. 
   
  FEIGN SLEEP 
  PAR: Charisma 
  DSA: Bluff 
  Constant: You have the ability to pretend to be 
  asleep to casual observers, and can maintain this 
  through moderate activity around you. 
  Roll: You can not only appear to be asleep, but you 
  can appear to be dead to casual observers through 
  controlled breathing and body positioning. The 
  effect is so convincing that the DM may call for the 
  observer to make a Perception check with a high 
  DC to see through the ruse. 
  
  FIRE BUILDING 
  PAR: Intelligence 
  DSA: Craft 
  Constant: You can make fire with simple twigs in 
  short time, and maintain it easily. 
  Roll: You can make precise fires, as an arsonist 
  does, and maintain them no matter the size even in 
  high winds and light rain. 
   
  FISHING 
  PAR: Wisdom 
  DSA: Nature 
  Constant: You can easily recognize different 
  species of fish, and have enough skill to survive off 
  of fishing should you find a likely spot to do so. 
  Roll: You can easily recognize pond, lakes, 
  streams, etc. where fishing would be very 
  fortuitous. You can catch enough fish to survive 
  indefinitely. 
   
  GAMING 
  PAR: Charisma 
  DSA: Streetwise 
  Constant: You are familiar with several types of 
  gaming and the different variations of each game 
  that might be played in a specific area. 
  Roll: You are very familiar with all popular forms 
  of gaming, and have the ability to cheat to win 
  under the right circumstances, as determined by the 
  DM. 
   
  GEM CUTTING 
  PAR: Intelligence 
  DSA: Knowledge 
  Constant: You are familiar with the various styles 
  of cut gems, and can recognize quality work when 
  you see it. 
  Roll: You can cut your own gems from rough 
  gemstones, and are skilled at recognizing even the 
  minutest flaws in gemstones. 
   
   
   
   
  GLASS BLOWING 
  PAR: Wisdom 
  DSA: Craft 
  Constant: You are relatively skilled at glass 
  blowing, and can make your own small bottles, 
  vases, or other low-quality glass items. 
  Roll: You can create masterful works of glass, 
  including valuable vases, stemware, and other such 
  artistic creations. 
   
  GRADE DETECTION 
  PAR: Wisdom 
  DSA: Dungeoneering 
  Constant: You can spot slanting grades in tunnels 
  and caves, and approximate the degree of the grades 
  to within a 10 degree variance of accuracy. 
  Roll: You can determine the grade of tunnels and 
  caves when traveling through them. You are 
  accurate to within 1 degree. 
   
  HERALDRY 
  PAR: Charisma 
  DSA: Diplomacy 
  Constant: You can recognize the various coats of 
  arms, banners, and symbols of notable nobles in a 
  specific location. This location can be a city, small 
  barony, or small kingdom. 
  Roll: You can recognize the various coats of arms, 
  banners, and symbols of all nobles within a large 
  area. This area can include bordered regions, large 
  kingdoms, or entire small continents, as determined 
  by the DM. 
   
  HERBALISM 
  PAR: Intelligence 
  DSA: Knowledge 
  Constant: You have a working knowledge of 
  herbalism, and can recognize useful plants on sight. 
  Roll: You can create poultices, herbal teas, and 
  other mildly medicinal concoctions, the limit and 
  degree of which are determined by the DM. 
   
   
   
  
  HUNTING 
  PAR: Wisdom 
  DSA: Nature 
  Constant: You know the most likely areas where 
  game animals would likely be, and also know what 
  kind of game animals are likely to be in an area. 
  You can successfully hunt so that you can eat for a 
  day in only two hours. 
  Roll: You can successfully hunt so that you can eat 
  well from your kills for a full week in only 3 hours. 
   
  JEWELER 
  PAR: Wisdom 
  DSA: Craft 
  Constant: You can easily recognize good quality 
  jewelry apart from poor quality. You can spot minor 
  imperfections in jewelry, and estimate the worth of 
  crafted jewelry to within a few coins of its actual 
  worth. 
  Roll: You can craft fine quality jewelry if you have 
  the proper equipment and time. You can spot even 
  the tiniest imperfections in all makes of jewelry. 
   
  JOUSTING 
  PAR: Intelligence 
  DSA: Knowledge 
  Constant: You have an intimate understanding of 
  the rules and regulations of formal jousting 
  competitions, and a working knowledge of combat 
  jousting. 
  Roll: You are highly knowledgeable in the arts of 
  both formal jousting and combat jousting. You can 
  spot weaknesses in competitors’ forms, and could 
  train others in jousting. 
   
  JUGGLING 
  PAR: Dexterity 
  DSA: Acrobatics 
  Constant: You can juggle small items with ease, 
  such as apples and balls, and entertain people with 
  your skills. 
  Roll: You can juggle dangerous items, such as 
  knives, short swords, flaming torches, and so on. 
   
  LANGUAGES, ANCIENT 
  PAR: Intelligence 
  DSA: Knowledge 
  Constant: You can read the ancient languages of a 
  specific small area, such as a kingdom, fiefdom, or 
  island territory. The languages must be ones that are 
  no longer used. This knowledge does not count 
  toward your default number of known languages. 
  Roll: You can read the ancient languages of a 
  specific region, such as a large kingdom, barony, or 
  small continent. The languages must be ones that 
  are no longer used. This knowledge does not count 
  toward your default number of known languages. 
   
  LANGUAGES, MODERN 
  PAR: Intelligence 
  DSA: Knowledge 
  Constant: You can read and write all of the modern 
  dialects of languages used in a specific small area, 
  such as a small kingdom, fiefdom, or island 
  territory. This skill does not count toward your 
  default number of known languages. 
  Roll: You can read and write all of the modern 
  dialects of languages used in a specific region, such 
  as a large kingdom, barony, or small continent. This 
  skill does not count toward your default number of 
  known languages. 
   
  LAW 
  PAR: Charisma 
  DSA: Diplomacy 
  Constant: You are well versed in all of the local 
  laws and lawmakers in a specific region, such as a 
  kingdom, barony, or small empire. 
  Roll: You know even the smallest details in the 
  local laws of a specific region, such as a kingdom, 
  barony, or empire. You are so intimately familiar 
  with these laws that you are able to spot loopholes 
  and errors that could be used to your advantage. 
  You are also very familiar with the lawmakers in 
  this particular area. 
   
   
   
   
  
  LEADERSHIP 
  PAR: Charisma 
  DSA: Diplomacy 
  Constant: Used only in militaristic applications, 
  this skill grants you the ability to raise the morale of 
  troops under your command, inspiring them and 
  giving them reason to continue with their missions. 
  Roll: When dealing with troops under your 
  command, or other friendly forces, you are assumed 
  to have a Diplomacy bonus of +5 in addition to any 
  normal bonuses you might have for this skill. 
   
  LEATHERWORKING 
  PAR: Intelligence 
  DSA: Craft 
  Constant: You have a good familiarity with 
  leatherworking in a small capacity. You can easily 
  make small pouches, bags, and other items of 
  simple nature with no rolls needed. 
  Roll: You can make fine crafts out of leather, from 
  decorative book bindings to furnishings. These 
  items are of exceptional quality and can be sold if 
  approved by the DM. 
   
  LOCAL HISTORY 
  PAR: Intelligence 
  DSA: History 
  Constant: You are moderately familiar with the 
  local history (up to 200 years in the past) of a 
  specific region, kingdom, or empire. This 
  knowledge includes major battles, disasters, and 
  most highly notable figureheads of the area. 
  Roll: You are intimately familiar with the local 
  history (up to 200 years in the past) of a specific 
  region, kingdom, or empire. This knowledge even 
  goes into the specifics of lesser-known personalities 
  of the area’s past, and includes lawmakers, 
  politicians, criminals, and any other noteworthy 
  people that might have had an influence on the area. 
   
   
   
   
   
   
  MASSAGE 
  PAR: Dexterity 
  DSA: Knowledge 
  Constant: You know the basics of simple massage 
  techniques, and can comfort weary or battle-sore 
  people with your skills. 
  Roll: You can apply expert massages, quickly 
  relieving weariness and stress. Once per day, this 
  skill can be used to cut the extended rest time of an 
  individual by 1 hour. 
   
  MILITARY SCIENCE 
  PAR: Intelligence 
  DSA: History 
  Constant: You have a good understanding of battle 
  techniques, to include formations, attack patterns, 
  and strategy. Your skills could allow you to be 
  utilized as a military tactician. 
  Roll: You are very familiar with tactics and military 
  decision-making. You have a 75% chance to 
  accurately predict enemy troop movements to 
  within a mile of their destination, and a 50% chance 
  of accurately predicting what types of troops will be 
  where within an enemy force’s ranks. This includes 
  leaders, skirmishers, minions, and so on. 
   
  MINING 
  PAR: Wisdom 
  DSA: Dungeoneering 
  Constant: You are familiar with the processes of 
  mining, to include knowing the proper tools and 
  likely sites where minerals are apt to be. 
  Roll: You can accurately predict the location of 
  mineral deposits (gems, metals, specific stones, and 
  so on) to within 1 square in an underground setting. 
   
   
   
   
   
   
   
   
  
  MOUNTAINEERING 
  PAR: Wisdom 
  DSA: Dungeoneering 
  Constant: You are skilled at knowing the safest 
  routes up mountains, and can spot the potential for 
  landslides, avalanches, and possible ambush 
  locations. 
  Roll: While on a mountain, your Perception skill is 
  assumed to have a +3 bonus in addition to any 
  default bonuses you might receive for this skill. 
   
  MUSICAL INSTRUMENT 
  PAR: Intelligence 
  DSA: Knowledge 
  Constant: You are moderately skilled in 
  performing with any 3 regular musical instruments, 
  and can make a meager income from street 
  performing, with approval of the DM. The three 
  instruments must be chosen when this skill is taken. 
  Roll: You are highly skilled in performing with the 
  same musical instruments you chose for the 
  Constant portion of this skill. You could perform 
  professionally for royalty, and make a modest 
  income from this skill with DM approval. 
   
  NAVIGATION 
  PAR: Wisdom 
  DSA: Nature 
  Constant: You always know the general direction 
  you are travelling in an above-ground, land-based 
  environment. This also applies at night and in bad 
  weather and overcast conditions. 
  Roll: You know the precise direction you are 
  travelling in an above-ground, land-based 
  environment. This also applies at night and in bad 
  weather and overcast conditions. You know the 
  precise direction of any places you have visited or 
  have viewed on a correct map. 
   
   
   
   
   
   
   
  NECROLOGY 
  PAR: Intelligence 
  DSA: Arcana 
  Constant: You are familiar with the art of 
  necromancy, and the practices involved with this 
  craft. You can recognize the tools and trappings of 
  necromancy when you see them, and can tell the 
  differences between true undead and undead-
  seeming constructs. 
  Roll: You gain a +3 bonus in addition to any 
  default bonuses to know the Lore of any undead 
  that happen to be encountered or described to you in 
  sufficient enough detail. 
   
  NUMEROLOGY 
  PAR: Intelligence 
  DSA: Arcana 
  Constant: You have a working knowledge of 
  numerology and can make determinations about a 
  person’s personality based on an individual’s date 
  of birth, astral signs, and other such information. 
  Roll: You have a knack of working with 
  numerology and have gained a bit of regard in the 
  matter. You could make small amounts of money 
  from your numerology charts, as approved by the 
  DM. 
   
  OCCULT RECOGNITION 
  PAR: Intelligence 
  DSA: Religion 
  Constant: You have an understanding of the ways 
  and practices of well-known cults and occult 
  followings. You can recognize these well-known 
  factions with no rolls necessary. 
  Roll: You can recognize even practices of even 
  barely-known cults and occult followings. You can 
  gain knowledge of what their goals and pursuits 
  might be based on their activities. 
   
   
   
   
   
   
   
  
  ORATORY 
  PAR: Charisma 
  DSA: Diplomacy 
  Constant: You can easily draw a crowd when you 
  speak, and can hold their attention to get your 
  message across easily enough. 
  Roll: You have the ability to influence crowds of 
  people when you speak. You gain an additional +3 
  bonus to any Diplomacy checks rolled to try and 
  influence a large group of people, as long as the 
  people are not already hostile toward you. 
   
  PAINTING 
  PAR: Wisdom 
  DSA: Craft 
  Constant: You can create paintings of decent 
  quality, and have the ability to judge the quality and 
  worth of other paintings to within a few coins of the 
  actual value. 
  Roll: You can create paintings of masterful quality, 
  and can make a decent income from the selling of 
  them, if the DM allows it. 
   
  PAPER MAKING 
  PAR: Intelligence 
  DSA: Craft 
  Constant: You have a basic understanding of the 
  art of paper-making, and can make rough sheets or 
  scrolls of paper provided you have the proper 
  materials and time. 
  Roll: You have the ability to make paper of the 
  finest quality provided you have the proper 
  materials and time. This paper can be sold for a 
  minor profit if the DM allows it. 
   
  POETRY 
  PAR: Intelligence 
  DSA: Craft 
  Constant: You have the ability to make simple 
  poems with meaning and that inspire thought. 
  Roll: Your poems are masterful in design, and bring 
  out deep emotions in those who read them. You 
  could sell your poetry for a minor profit, with DM 
  approval. 
  POLITICS 
  PAR: Charisma 
  DSA: Diplomacy 
  Constant: You have a good understanding of 
  politics and the political scene. You understand the 
  differences in various political factions, and can 
  engage in political conversations with little error. 
  Roll: You have a deep understanding of the 
  political scene. You know many well-known 
  politicians, and receive a +3 bonus to Diplomacy 
  checks in addition to any default bonuses when 
  dealing with politicians political factions. 
   
  POTTERY 
  PAR: Wisdom 
  DSA: Craft 
  Constant: You can create small but usable pottery 
  items, to include vases, bowls, and so on. You also 
  can recognize the quality of other peoples’ work in 
  regards to pottery and judge the value of such items 
  to within a few coins of the actual value. 
  Roll: You can create masterful items of pottery. If 
  the DM allows, you can sell your creations for a 
  minor profit. 
   
  READING LIPS 
  PAR: Wisdom 
  DSA: Perception 
  Constant: You can read the lips of anyone you are 
  within 10 squares of and have a clear line of sight 
  to, as long as they are speaking Common, or 
  whatever your original native tongue happens to be 
  based on your default language choices. 
  Roll: You can read the lips of anyone you are 
  within 15 squares of and have a clear line of sight 
  of, as long as they are speaking any language that 
  you know based on your default language choices. 
   
   
   
   
   
   
   
   
  
  READING / WRITING 
  PAR: Intelligence 
  DSA: Knowledge 
  Constant: You are capable of reading and writing 
  any language that you speak, based on your default 
  language choices. 
  Roll: You are capable of reading and writing up to 
  two languages that you do not speak in addition to 
  all languages that you do speak. 
   
  RIDING: AIRBORNE 
  PAR: Dexterity 
  DSA: Knowledge 
  Constant: You know the basics of airborne riding, 
  and can ride any creature that could be classified as 
  a mount without any die rolls needed. 
  Roll: You can ride any flying creature, provided 
  they are of at least Large-size and have a body 
  shape that would allow you to ride it. 
   
  RIDING: LAND-BASED 
  PAR: Dexterity 
  DSA: Knowledge 
  Constant: You know the basics of riding land-
  based creatures, and have a 50% chance of being 
  able to successfully ride any land-based creature, 
  provided they are at least Large-sized and have a 
  body shape that would allow you to ride it. 
  Roll: You can ride any land-based creature, 
  provided they are at least Large-sized and have a 
  body shape that would allow you to ride it. 
   
  ROPE USE 
  PAR: Dexterity 
  DSA: Knowledge 
  Constant: You know how to make simple lassos, 
  tie knots, and otherwise generally manipulate rope 
  to suit your needs. 
  Roll: You can make complicated knots, and can 
  make rigging, lassos, and any other normal 
  application of rope, no matter how elaborate it 
  might be. 
   
   
  RUNE RECOGNITION 
  PAR: Intelligence 
  DSA: Religion 
  Constant: You can recognize any currently-used 
  runes that you see, and know the meanings that they 
  have, as long as the group that used them was not an 
  isolated group unfamiliar to you. 
  Roll: You can recognize even ancient runes and 
  know their meanings, as long as the group that used 
  them was not an isolated group unfamiliar to you. 
   
  RUNNING 
  PAR: Constitution 
  DSA: Endurance 
  Constant: You can run great distances with no 
  Endurance checks required, and receive a +1 bonus 
  to your speed when running more than 6 squares. 
  Roll: As above, but you gain a +2 bonus to your 
  speed when running more than 6 squares. 
   
  SCRIBE 
  PAR: Intelligence 
  DSA: Knowledge 
  Constant: You can take dictation very quickly in 
  any language that you know, and recall major 
  events from an outing or adventure for the purposes 
  of transcribing them onto paper. 
  Roll: You can remember even the minutest details 
  of an outing or adventure for the purposes of 
  transcribing them onto paper. 
   
  SCULPTING 
  PAR: Intelligence 
  DSA: Craft 
  Constant: You have a good working knowledge of 
  sculpting, and can make moderately good sculptures 
  as well as being able to identify the approximate 
  worth of others’ sculptures to within a few coins of 
  the actual value. 
  Roll: You can create masterful works of sculpture, 
  and, with DM approval, sell those sculptures for a 
  profit. 
   
   
  
  SEAMANSHIP 
  PAR: Intelligence 
  DSA: Knowledge 
  Constant: You know the basics of seamanship, 
  from rigging and sail repair to charting and 
  navigation. 
  Roll: You can navigate on the open seas without 
  error, even in the roughest conditions. 
   
  SEAMSTRESS / TAILOR 
  PAR: Intelligence 
  DSA: Craft 
  Constant: You can sew, mend, repair, alter, and 
  create simple clothing with no rolls needed. 
  Roll: You can create beautiful works of clothing, fit 
  for even royalty. If the DM allows, you can sell 
  your creations for a minor profit. 
   
  SET SNARES 
  PAR: Wisdom 
  DSA: Nature 
  Constant: You can fabricate simple snares for the 
  purpose of catching small game, and conceal the 
  snares without any die rolls needed. You can catch 
  enough game this way to eat for a day if you spend 
  at least 4 hours setting and checking the snares. 
  Roll: You can create elaborate, intricate snares, 
  capable of catching even up to Large-size creatures 
  and conceal the snares so well that the DM could 
  make the creatures roll Perception checks to spot 
  them. You can catch enough food in this manner to 
  eat well for a week in only a single day. 
   
  SIGNALING 
  PAR: Dexterity 
  DSA: Knowledge 
  Constant: You know the basics of hand-signaling, 
  and can convey simple messages by these means. 
  The messages can be no more complex than “come 
  this way”, “stop”, or other such commands. 
  Roll: You can send even complex messages, along 
  the lines of “there are 4 of them inside”, or “I think 
  there’s a trap in there”, and similar messages. 
   
  SIGN LANGUAGE 
  PAR: Dexterity 
  DSA: Knowledge 
  Constant: You know how to fully communicate 
  with your fingers and hands, and can communicate 
  completely without speaking as long as the recipient 
  has a clear line of sight to you. 
  Roll: There is no roll for this skill. The requirement 
  is that all parties engaging in the use of Sign 
  Language must have this skill in order to 
  communicate with each other in this manner. 
   
  SINGING 
  PAR: Charisma 
  DSA: Bluff 
  Constant: You can sing moderately well, and can 
  compose your own lyrics with no rolls needed. 
  Roll: You have a beautiful singing voice, and your 
  lyrics can move people to tears. If the DM allows it, 
  you can perform for small amounts of money. 
   
  SOUND ANALYSIS 
  PAR: Wisdom 
  DSA: Perception 
  Constant: You can recognize random noises for 
  what they really are, as long as nothing is altering 
  the sounds to mask their true nature. This can 
  include faint footsteps, horse hooves, far-off voices, 
  and so on. This can apply as far as identifying 
  animal calls, the faint sounds of musical 
  instruments, even dripping water in a tunnel that is 
  below the ground. 
  Roll: You can determine specifics about the sounds 
  you are able to hear. For example, if you hear the 
  pounding of horse hooves, you can tell how many 
  horses there might be, or if you hear whispering, 
  you can identify who it is, as long as you have heard 
  them speak before in a normal voice. This skill 
  allows you to tell the given direction that the sounds 
  are coming from, and approximately how far away 
  the source of the sound is. 
   
   
   
   
  
  SPELLCRAFT 
  PAR: Intelligence 
  DSA: Arcana 
  Constant: You are able to identify the residues of 
  magical energy that are left when spells are cast in 
  an area, and judge, to a minor degree, the power of 
  the spells in question. This judgment only goes as 
  far as telling you whether the level of the spells cast 
  were low, moderate, or high. This skill must be used 
  within 24 hours of a spell being cast in an area to 
  properly function. 
  Roll: You can identify the exact power level of 
  spells that were cast in an area within the last 24 
  hours. You also have a 50% chance of knowing 
  exactly what spells were cast. 
   
  STONEMASONRY 
  PAR: Intelligence 
  DSA: Craft 
  Constant: You are moderately knowledgeable in 
  the art of stonemasonry. You can create simple 
  hearths, walls, stone fences, and other relatively 
  simple stone projects. 
  Roll: You can create masterful works of stone, to 
  include elaborate hearths, decorative walls, 
  patterned stone fences, and so on. If the DM allows 
  it, you can make a minor profit from your works. 
   
  SURVIVAL 
  PAR: Constitution 
  DSA: Endurance 
  Constant: You have the ability to stave off the 
  effects of thirst and starvation in above-ground, 
  land-based environments by knowing what plants 
  are safe to eat, what animals are dangerous, and the 
  location of safe water sources. 
  Roll: You have the ability to stave off hunger and 
  thirst in even the harshest climates (deserts, 
  glaciers, etc.) by knowing how to identify likely 
  sources of food and water, and by knowing what 
  animals are deadly, venomous, and so on. A 
  successful roll will provide you with sustenance for 
  a full day. 
   
   
  SURVIVAL: UNDERGROUND 
  PAR: Wisdom 
  DSA: Dungeoneering 
  Constant: You have the ability to stave off the 
  effects of hunger and thirst in normal underground 
  environments, such as caves, caverns, tombs, and so 
  on by being able to recognize edible fungi, small 
  animals, and possible water sources. 
  Roll: You have the ability to stave off hunger and 
  thirst in even the harshest underground 
  environments (arctic caves, desert crypts, etc.) by 
  being able to recognize all possible sources of food 
  or water. A successful roll will provide you with 
  enough sustenance for a full day. 
   
  TATTOOING 
  PAR: Wisdom 
  DSA: Craft 
  Constant: You know how to utilize the proper tools 
  to make simple tattoos such as symbols and crude 
  pictures with no rolls needed. 
  Roll: You can make elaborate tattoos of 
  professional and lasting quality. If the DM allows it, 
  you may be able to make a profit from tattooing. 
   
  TITHING 
  PAR: Intelligence 
  DSA: Religion 
  Constant: You know the correct process for 
  collecting tithes for all major religions recognized 
  in your campaign world, and can inspire 
  congregations to tithe 10% more than the minimum 
  amount. 
  Roll: You know the correct process for collecting 
  tithes for all recognized religions in your campaign 
  world that perform the act of tithing. You can 
  influence congregations of any of these religions to 
  tithe 25% more than the minimum amount. 
   
   
   
   
   
   
   
  
  TRAILING 
  PAR: Wisdom 
  DSA: Perception 
  Constant: You have the ability to recognize tracks, 
  broken twigs, stomped down grass, and other such 
  signs that a group of two or more Medium-sized 
  would make travelling through an area and be able 
  to follow them with no rolls needed. 
  Roll: You have the ability to recognize even the 
  most insignificant signs of travel through an area by 
  even a single creature of any given size that is 
  capable of leaving such signs. 
   
  VETERINARY HEALING 
  PAR: Wisdom 
  DSA: Knowledge 
  Constant: You have the ability to properly treat 
  various simple, physical medical conditions in 
  animals, such as broken bones, cuts, infections, and 
  so on. This will allow you to restore an animal to 
  full Hit Points. This process takes time in the 
  amount of 5 minutes for every HP the animal has 
  lost.  
  Roll: You can treat and cure animals for poisons 
  and diseases, granting them saving throws for each 
  condition they might have. You can also heal their 
  wounds in the amount of 1 Hit Point per minute. 
   
  VOICE MIMICRY 
  PAR: Charisma 
  DSA: Bluff 
  Constant: You can mimic the voice of anyone you 
  have heard speak in a normal vocal range within the 
  last 24 hours. The effect is so convincing that 
  listeners will have to roll a Perception check with a 
  high DC (set by the DM) to negate the effect. You 
  must be able to speak the language of the person 
  you are mimicking. 
  Roll: You can perfectly mimic the voice of anyone 
  you have heard speak in a normal vocal range 
  within the last week. You can speak the individual’s 
  language that you are mimicking, but only to repeat 
  something you have heard them say before. It does 
  not grant you the ability to normally speak in their 
  native language. 
  WEAPONSMITHING: MILITARY 
  MELEE 
  PAR: Wisdom 
  DSA: Craft 
  Constant: This skill grants you the ability to create 
  one-handed military melee weapons, as long as you 
  have the proper resources and time available to 
  commit to their creation. 
  Roll: You can create two-handed military melee 
  weapons, as long as you have the proper resources 
  and time available to commit to their creation. 
   
  WEAPONSMITHING: SIMPLE 
  MELEE 
  PAR: Wisdom 
  DSA: Craft 
  Constant: This skill grants you the ability to create 
  one-handed simple melee weapons, as long as you 
  have the proper resources and time available to 
  commit to their creation. 
  Roll: You can create two-handed simple melee 
  weapons, as long as you have the proper resources 
  and time available to commit to their creation. 
   
  WEAPONSMITHING: MILITARY 
  RANGED 
  PAR: Wisdom 
  DSA: Craft 
  Constant: This skill grants you the ability to create 
  one-handed military ranged weapons, as long as you 
  have the proper resources and time available to 
  commit to their creation. 
  Roll: You can create two-handed military ranged 
  weapons, as long as you have the proper resources 
  and time available to commit to their creation. 
   
   
   
   
   
   
   
   
   
  
  WEAPONSMITHING: SIMPLE 
  RANGED 
  PAR: Wisdom 
  DSA: Craft 
  Constant: This skill grants you the ability to create 
  one-handed simple ranged weapons, as long as you 
  have the proper resources and time available to 
  commit to their creation. 
  Roll: You can create two-handed simple ranged 
  weapons, as long as you have the proper resources 
  and time available to commit to their creation. 
   
  WEATHER SENSE 
  PAR: Wisdom 
  DSA: Nature 
  Constant: You have an innate ability to forecast 
  severe natural weather conditions up to 24 hours 
  before they affect the area you are in. This can 
  include hurricanes, blizzards, storms capable of 
  producing tornados, and other severe conditions. 
  Roll: You can predict even mild weather changes 
  up to 24 hours before they affect the area you are in. 
  This can include light rain, moderate temperature 
  changes, snow, and any other such weather changes. 
   
  WEAVING 
  PAR: Dexterity 
  DSA: Craft 
  Constant: You can create small woven items, like 
  simple baskets, with no die rolls necessary. 
  Roll: You can create masterful works of art by 
  weaving. These works can include decorative 
  baskets, containers, rugs, and so on. If the DM 
  allows it, you can sell your items for a minor profit. 
   
  WINE MAKING 
  PAR: Wisdom 
  DSA: Craft 
  Constant: You can create simple wines of low 
  quality, given the proper supplies and time. 
  Roll: You can make wine of exceptional quality and 
  flavor given the proper materials and time. If the 
  DM allows, you can sell this wine for a minor 
  profit. 
  Notes on Money-Making Skills: 
   
  Many of the skills listed in this guide have an 
  addendum attached to them that say, “If the DM 
  allows”, or “With DM permission”. While this 
  should be considered standard operating procedure, 
  it must be stressed that the DM is the one who will 
  set values for sellable items or any profits made 
  from singing, playing musical instruments, and 
  other such ventures.  
   
  These actions can interfere with the default 
  Treasure Parcel system, and might not be allowed 
  by individual DMs who only wish to grant the 
  money and items listed in the Treasure Parcels. If 
  this is the case, simply ask the DM if you can use 
  your skills as bartering material for mundane items, 
  or simply deduct the amounts made using skills 
  from the Treasure Parcels that might be handed out. 
   
  Skill Competitions: 
   
  Occasionally, characters might find themselves in 
  competition with other characters or NPCs while 
  using these skills. Some examples would be singing 
  contests, musical instrument contests, historical 
  trivia contests, and so on. This is a fun way to use 
  the new skills in this book, and is also easy for the 
  DM to judge, based on die rolls. 
   
  The DM should set a single target DC for all 
  competitors. Once all of the competitors have rolled 
  against that target DC, the DM should compare the 
  results. Those who fail the die roll are automatically 
  excluded. Of those who succeed in the roll, the 
  winner would be the competitor whose die roll was 
  highest. If there is a tie, then the match can be 
  determined a draw, or another round of competition 
  can begin, based on the desires of the group. 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/4th Edition/Implement Games/Complete Book of Skills.pdf