ADVENTURER characters will have one or both parents adventurers, and will have the contacts that this would imply. Specifics will vary somewhat from character to character.
ANIMAL BREEDER can advise on the good and bad points of an applicable animal, tell its approximate hit points, determine the state of its health and nature.
ANIMAL HERDER will be able to determine the movement of herd animal aroups one turn in advance , and can predict whether they will stampede and where. They have a 25% chance to turn a stampede if working in concerted effort with one mounted character per fifty animals, cumulative with the number of herders
ANIMAL TRAINER will be able to advise how long it will take to train an animal, how much it should cost, and how good another trainer is at his craft, and if an animal is trainable. This applies only to animals in the character's skill area, however.
ARMORER will, twenty per cent of the tine, be able to determine the approximate plus (+/- 1) on armor by handling it for one turn, and a like percent of the time will be able to determine if the armor is cursed or if it has any special capabilities. If a special capability is determined, a vague feeling of what it is will be determined. Mote
that this will apply only to the type of armor indicated by the skill of the character.
ARTISTS can identify the age, style, anr1 meaning of most (75%) works of art of the two-dimensional sort. They also can give approximate value of such objects.
BAKERS can determine the nature and quality and value of most (75%) grains and seeds.
BASKETMAKER can divine the nature and maker and age of reed-woven and similar items, and can determine the approximate value of such items.
BLACKSMITH can determine the ^unction of iron-crafted items 25% of the time, and. can keen a beast of burden properly shod in nearly any circumstance.
BOATBUILDERS can determine the hull points to within +/- 2 of any snip or boat, and can determine the value of any boat to within 1%. They can judge seaworthiness of damaged boats at sea.
BOOKMAKER/BINDER can 5% of the time determine the nature of a book in a vague way from, handling it without opening it, magical tomes included. They usually (75%) can determine if a book is magical by merely handling it.
BREWERS can determine the nature and quality and value of most (75%) fermented beverages.
BRICKLAYER can judge to strength of a brick construction, and can identify where the wall is most easily broken or where hollow places behind the wall are.
BRICKMAKER can determine the age and strength of construction of a brick wall or edifice, and sometimes (25%) can find secret doors and the like in brick constructions. The type of creatures who built the construction can usually be figured (70%).
BUTCHERS can. prepare virtually any meat, including that of monsters, to cook up in a tasty way, and can warn about which meats are unsafe to eat 90% of the time even if they have never come into contact with it.
CLOTHWEAVERS can, 25% of the time, determine if a magical cloth item is of strong, medium or weak make, and. will then get a vague glimmering of what the enchantment is .
CANDLEMAKERS can make candles with the necessary materials, and can determine what sort of creature made what candle and for what, purpose.
CARPENTERS can determine the strengrth of wooden construcions and can point out how they might most easily be destroyed or breached. They can lower costs of building wooden construction by 10% and reduce time by ten percent also.
CARPETMAKERS can determine the value of carpets, the age, what sort of creature made it, and 25% of the time if it is magical or not, and then a vague feeling of the nature of the magic.
CARTOGRAPHERS can more readily discern the meaning of maps, even if the language is an unknown one, and often can discover hidden meanings and the like in maps where others do not (75%) .
CHEMISTS can (25%) determine the nature of magical and non-magical liquids and powders and the like by spending a turn analyzing them.
DISTILLERS can determine the nature and quality of most (75%) distilled beverages.
DOCTORS can 25% of the time bring a character "back to life' from as low as -8 hit points, and can cure up to five hit points a day on a wounded individual with their herbs and infusions.
EMBALMERS will 75% of the time be able to determine if a creature is magically sleeping, undead, or truly dead. Note that this requires close inspection for five rounds.
ENGINEERS Architects can advise on the durability of a structure and approximate costs to repair any structure. Artillerists can advise on the construction and use of siege weaponry. Sapper-Miners can advise on the construction and safety of underground construction and tunneling.
EXPLORERS have 10% added to their chance to find lairs in the wilderness, and will have a rudimentary geographical knowledge of the five maps nearest their home city ..
FALCONERS can use a trained bird to attack and kill small game animals, and can train wild birds in two months of constant work to do such work. Three months will allow such birds to be used in melee situations.
FARMERS can determine the till-ability of soil, the nature of crops, incl the edibility of foods that life within the character's area of expertise.
FORESTERS have a +1 on reaction die rolls with forest-related creatures they can discern sick and healthy woodland plants, and can safely fell the largest of trees.
FUR TRADERS can determine the origin and value of furs, and know how to skin fur-bearing creatures so as to bring the greatest profit.
FURNITURE MAKERS CAN determine the nature, makers, age and value of furniture, and have a 50% chance of locating secret compartments or the like. Note this includes chests.
GAMBLERS are able to effect the die roll of dice upwards or downwards by one if the die roll ranges up to twenty, and up or down up to five on percentile die rolls. No gambler will ever, except by choice, roll under a twenty on a percentile die roll, or will ever roll a one, except by choice, on any roll. Note that this does not include saving throws Dr hit die rolls, but does include Gambling stones, treasure rolls, and other rolls at the DM's discretion.
GEMCUTTERS can determine the value of any gem to within ten percent of its value, can tell 40% of the time approximately what the result of having the gem recut will be, and can 25% of the time determine if a gem is magical. When a dweomer is detected by the gemcutter, he will get a vague feeling of what the type of magic is.
GEOLOGISTS can, in two days per square mile, determine if any mineral wealthy is present in an area near the surface, and in one month per square mile can determine if any mineable mineral wealth is in the area at all.
GLASSBLOWERS can 75% of the time determine the nature and function of glass items, 25% of the time determine if it is magical, and will then net a vague glimmering of the nature of the magic.
GRAINSELLERS can buy and sell qrain-related items at the best price, and can tell if such items are safe to eat for any given creature.
HERBALISTS can identify the nature and abilities of herbs and spices correctly 90% of the time, and can, if properly supplied, brew infusion of minor healing magics such a half-strength healing potions and the like
HUNTERS can track as well as a first level ranger, but only in outdoor situations. They can, if prey is available, locate it and kill enough to keep themselves and four other man-sized creatures alive in an average wilderness hex without impeding movement.
INKEEPERS can determine safe, comfortable lodgings, obtain the cheapest rates, and usually know of special contacts in their hometown that they learned of during their work.
INTERPRETERS may learn, in three months, a new language complete enough to communicate with the creatures which speak the language. They may learn, instead of the usual number, one language per intelligence point they possess, and two languages for each intelligence point they possess over fourteen. One of these languages is a temporary language which may be learned in two months but which is forgotten during the following four months, allowing a new language to be temporarily learned as often as every six months. Note that this is in addition to any racial languages, but common and alignment tongue are the first two counted.
INVENTORS are 25% likely to be able to determine the nature and working or strange devices or machines, artifacts not included. They can (70%) tell if magic is somehow involved, but only rarely (10%) can tell which type and what effects are involved.
JEWELERS can determine the value of any jewel to within ten percent of its value, can tell 40% of the time approximately what the result of having the jewel rebuilt will be, and can 25% of the time detect is a jewel is magical. When a dweomer is detected by a jeweler, he will get a vague feeling of what type of enchantment it is.
LEATHERWORKERS can, in the area of their expertise, determine the value of normal items and their condition, can detect magic on such items 25% of the time, and then can determine what the enchantment on the items are ..in a vague way, but only in their area.
LOCKSMITHS Properly equipped, have a ten percent chance to pick locks, and if a thief, add ten percent at first level, nine at second level, and so on until at tenth level onlv one percent is added to open lock chances. A locksmith can advise a thief and add a random five to one percent to the thief's chances of nicking a lock.
LUMBERJACKS subtract one from, encounter rolls when meeting woodland creatures, but gain plus one to hit such creatures in battle with hand held weapons. They can also determine the strength of wooden constructions and build such constructions, and can best harvest lumber.
MASON, STONE can find, in a stone-built construction, secret passages and the like 35% of the time. They can determine the quality of the construction of stonework, and nature of the builders.
MERCHANTS gain +1 on die rolls to determine success of trading missions. They will only rarely (10%) be taken in by a bad investment, and can bargain with such skill that they can buy normal, non-magical items for 1-10% less than the list price in normal cases.
METALLURGISTS can, in one turn, determine the metals used in the making of a metallic item, or if the item is pure, that it is indeed so. They can, 25% of the time, determine if enchantment is present, but cannot tell what such enchantments are.
METALSMITHS, PRECIOUS can determine the value and. functions of items crafted from he precious metal(s) in the area of expertise. Note that this covers jewels as well as mirrors, goblets, and the like. They can detect magic on such items (20%) and. then can tell in a vague way what sort of enchantment is on the item.
MINERS can, 20% of the time, find secret passageways in stone, and can advise on the safety and age of stone burrowings. They can usually (75%) tell who built or dug such areas, and approximately when.
MUSICIANS can tell the value and age and workmanship of musical instruments 30% of the time, and can play 1-3 assorted musical instruments proficiently. They can 20% of the time tell if magic is present, and vaguely, what sort.
NAVIGATORS can pilot or direct a ship in the water type indicated without getting lost, and will have a rough idea of the inns and inhabitants surrounding the ocean they sail or the lake they sail.
NOBLES have no salable skills, but will have valuable contacts among the peerage of their country and those surrounding it. Even illegitimate children will know these people, though contact with them will he less welcomed by the peerage .
PIMPS immediately, upon entering a town or city, locate prostitutes, other pimps, and can choose on sight the best prostitutes to do business with and those which should be avoided. They, like poets, can make their living in a city if necessary, but possibly in a more comfortable manner .
PLUMBERS can determine the function, acre and workmanship of any sort of piping, including the direction of flow and type of creature which built the piping in question.
POETS are good with riddles, able 25? of the time to figure them out on the spot, along with similar cryptic writings. They are able to survive on their skill ability in a city, although not in the style that an adventurer is accustomed to.
POTTER can determine the maker, age and value of clay containers and the like. They can detect magic 25% of the tine in such items, and then will get a vague idea of what the enchantment is.
PRINTERS are able to concoct inks and identify quality papers and the like. They can 5% of the time identify the nature of printed items without opening them, merely by ahndlina them, note that few magical items, if any, are printed.
RESTAURANTEURS can find the best food available in a town or city, and will note substitutions and ripoffs in such places 75% of the time. They have a 25% chance of noticing poison in food in such places.
ROPE MAKERS can determine if a rope is safe, and 20% of the time will be able to determine the enchantment, if any, on a rope, but only in a vaque way.
SCHOLARS have a 10% chance of recognizing any historical or famous term or object or the like. This is not automatic, and must be concentrated upon. They will know a vague history of the world. They will speak two languages in addition to those already allowed.
SCRIBES can write in one language per intelligence point:, remembering that common and alignment are two of those languages but ignoring racial languages for such purposes. Note that this does not allow spoken communication .
SCULPTORS will be able to determine the age, value, and crafters of any sort of statuary, and will 75% of the time recognize a stoned creature for what it is.
SHIPBUILDERS can determines the hull points of a ship to with +/- 2, and can repair 3 hull points per day at sea, and can determine the seaworthiness and value of any ship.
SHIP CAPTAIN can lead a number of men aboard a ship (in parentheses by each ship type) and command a sailing vessel of one of five types: river vessel (15), lake vessel (20), sea-coastal vessel (25), galley (40), or ocean-going vessel (50). They will be adept at recognizing hazardous weather on the water, and signs of danger from underwater obstructions such as reefs or monsters, spotting such 75% of the time, giving the ship sufficient time to steer away.
SINGER/SONGWRITERS can interpret songs, divining hidden meanings 25% of the time, and can support themselves in a city in a pauperish sort of way, barring great luck. This will not affect bard abilities in any way, although singer/ songwriters can play one instrument proficiently.
SLAVERS can determine which creatures have a value on the slave market, what that value is within ten percent or so, and can spot 'bad' slaves 75% of the time.
SURGEONS can set bones and. repair internal injuries, and can 50% of the time, determine if such an injury is present, although 20% of the time when an injury is present and they fail to fine1 it, they will find one that is not there - an incorrect diagnosis. They can, given six turns, heal a character to +1 to +3 hit points, as long as the character never surpassed -6 hit points, although a week of rest will still be required.
TAILORS will be able to determine the value, nature, and makers of cloth items, and 25% of the time will be able to determine if such items are enscorceled. They will then get a vague notion as to what the enscorcelment is.
TAVERNKEEPERS will be able to choose a safe - or unsafe- tavern in any town or city after three turns, with 90% accuracy. In the town they learned their skill in, they will have many contacts and know many secrets about the various inhabitants of the town or city.
TEACHERS are half -strength scholars, except in some special area determine at random by the DM, in which they are double strength scholars.
TRACKERS can track creatures outdoors as a ranger, but base chance is 95% and at half the penalties of a ranger.
TRAPPERS can, given time, trap enough creatures to feed themselves and six others provided the same area can be worked. Fur-bearing creatures can also be trapped and crudely skinned for market.
TEAMSTERS are basically drivers of carts and wagons. They will also load and unload their vehicles. They are expert animal handlers with respect to their particular speciality of draft animals only; i.e., horses, mules, oxen, or whatever.
WAGON BUILDERS can, additionally to the obvious, advise on chariots, their strength and quality.
WEAPONSMAKER can, in the area of their expertise, determine quality, value, and maker of a given weapon, can tell if there is an enchantment 25% of the time, and then will get a vague idea as to the nature of the enchantment .
WRITERS are somewhat similar to scholars, in that they have a 20% chance to recognize or have additional knowledge about famous or historical things they come into contact with, but only if it somehow pertains to the written word.