SCHOLAR/NOBLE/TECHNICAL SKILLS

Note:Prerequisite Skills are shown in [italics] and Bonuses shown in ()

SCHOLAR/NOBLE/TECHNICAL

    Animal Husbandry: This area of study provides the character witha knowledge of the care, feeding, breeding, reproduction, treatment andbehavior of domestic animals. This includes cattle, sheep, goats, horses,ducks, chickens, and similar creatures (see horsemanship for breedinghorses). The percentile number indicates the degree of knowledge andskill one has about animals and their care. Reduce the skill ability byhalf when caring for captive or injured wild animals.
    Base Skill: 40+5% per level of experience.

    Animal Training: Used to train animals and trainable monsters. Use a 1/10th roll if the animal is generally considered untrainable (i.e. cats).
    Base Skill: 20+5% per level of experience.

    Architecture: is the art and science of designing buildings and structures. This encompasses all the practical matters of site, of materials and their limitations and of human capability. The second concern is "articulation"; the building must work and must please and suit the needs of those who use it. The third concern of the architect is aesthetics, both of proportion and of ornament.
    Base Skill: 40+5% per level of experience.

    Area Knowledge: Characters must specify what area they have knowledge about. The smaller the area, the greater the knowledge. i.e. Knowledge of a kingdom will give a general overview of their customs policies, imports/exports, etc. while a knowledge of a specific area of the city will give specific details of hiding places, escape routes, safe houses, etc.
    Base Skill: 25+5% per level of experience.

    Armour/Weapons Decoration: This skill allows one to lavishly decorate weapons and armor with intricate engravings, gemstones and plating of precious metal. With the proper materials the value of a weapon or suit of armor can be increased by 50 to 100 percent. This skill also enables the character to patch and restore up to 10 S.D.C. points on soft armor and 20 S.D.C. of chain, scale, and plate armor.
    Base Skill: 35+5% per level of experience.

    Armourer: This is the ability to maintain, fix, modify, and repair most body armour and armour plating. With this skill, a character will be able to repair damaged armour, as well as create armour from raw materials. Armour can be modified to have more S.D.C. than it had originally, but at -30%. Even then, the armor will slow down the wearer tremendously. The character can, however, repair damaged armour and patch holes.(Gives +15% to Blacksmithing)
    Base Skill: 35+5% per level of experience.

    Art: The ability to draw or point or sculpt or do craft-work. Scholastic (OCC) art training indicates a professional quality, while a secondary skill indicates a talented amateur. This skill gives a general overview of several different arts (Adds a +10% bonus to other art related skills, such as paint, draw sculpt...)
    Base Skill: 15+5% per level of experience.

    Blacksmithing: Blacksmithing is the ability to work metal in a forge, to build horseshoes, tools, metal pieces, etc. Character will know the basics of different (low grade) metals and will be able to work them into a variety of forms. If the character chooses this skill TWICE, then it becomes metallurgy. The character then has all the abilities of the blacksmith, but has a more comprehensive knowledge of high-tech alloys, metal composites, etc. If the character also has Armorer, add a one time bonus of +15% to Blacksmithing
    Base Skill: 10+5% per level of experience.

    Boat Building: This skill enables the character to build a variety of rafts, small rowboats, large flatbed boats, and canoes. A small raft (two man) can be made within 1d6+1 hours if the lumber or other suitable materials and tools are readily available. A large raft will take about 4d6 hours a canoe 2d6 days, rowboat 4d4 days, large flatbed 1d4x10 days. Time is doubled or tripled if trees must be cut down and wood prepared. Of course, the time can be reduced if several knowledgeable people are working on the construction. A failed skill roll means the boat has leaks. Trying to patch it will require 4d4 hours.
    Base Skill: 25+5% per level of experience.

    Book Binding: Book Binding represents the character's expertise in the intricate art of creating books, whether through traditional manual methods or modern automated processes. This skill encompasses the entire process, from assembling paper sheets to crafting aesthetically pleasing covers. Book Binding is a meticulous trade that demands a keen eye for detail, precision, and a blend of various craftsmanship skills. The character proficient in Book Binding is adept at measuring, cutting, gluing, and intricately combining elements from paper making, textile and leather-working crafts, model making, and graphic design. They can design and cut pages, assemble them into paper sheets, and execute various binding techniques. Characters with Book Binding may be found working as artisans, contributing to the creation of unique tomes, or employed in publishing houses. The skill reflects both the artistic passion of an individual craftsman and the efficiency of a professional. The character is not just a bookbinder but a custodian of knowledge, understanding the importance of preserving and presenting information in a captivating manner.
    Base Skill: 40+5% per level of experience.

    Bowyer/Fletcher: The ability to construct or repair bows and arrows from raw materials. Repairing a bow greatly increases the likelihood it will break again, causing injury to the user and possibly those nearby. Every shot with a repaired bow has a 1 in 6 chance of the bow shattering. User takes damage of 1d6+PS bonus (automatically), roll to strike for nearby characters to take 1d6 dam as well from flying bits.
    Base Skill: 30+5% per level of experience.

    Breed Dogs: The first percentile number indicates the art of raising, breeding, taming and training domestic and wild canines, as well as knowledge about canines in general. The second percentile number is used to attempt to tame a wild canine, teach a dog tricks, or to train the animal for a specific task like tracking, retrieving, pointing, herding animals, attack on command, and so on. A failed roll means that the animal refuses to learn that particular trick or specialty.
    Base Skill: 40/20+5% per level of experience.

    Brewing/Vinting: Is the making of fermented alcoholic beverages from grains or fruits. This specifically includes brandy, rum, and whiskey, champagnes or fine wines, wine, mead, ale, beer and moonshine. The first percentile number indicates the chance of success (a failed roll means a ruined batch of booze). The second indicates the quality of the brew the higher the number rolled the tastier the drink. (+5% to Holistic Medicine)
    Base Skill: 20/30+5% per level of experience.

    Building Construction: Knowledge in the methods for building houses bridges, towers, etc. This includes knowing what building materials should be used, knowing how to set frames, what tools and techniques are approprate, and accurately reading architectural plans to build some sort of structure. Will also know how to use most construction equipment, drill holes, etc. Note: Having the Armourer skill will enable him to build structures out of metals as well as wood. [Carpentry, Masonry, Plumbing]
    Base Skill: 40+5% per level of experience.

    Candle Making: Characters with this skill will be able to produce their own candle wax for the purpose of candle making. It is also possible to create specialty candles with this skill, with penalties appropriate to the complexity of the job. May be taken twice to denote professional quality.
    Base Skill: 25+5% per level of experience.

    Carpentry: A fundamental knowledge of working with wood. The character knows how to prepare, treat, and preserve wood, recognize quality craftsmanship, can repair damage wood and wood items, and build chests, chairs, tables, cabinets, houses, etc.
    Base Skill: 30+5% per level of experience.

    Cobbler: Skill in repairing, mending, treating, and making shoes.
    Base Skill: 25+5% per level of experience.

    Court Etiquette: Should a nobleman not take this skill they obtain it automatically at 20+3 per level beginning at level 2. Conversely they gain a +10% bonus if they take this skill consciously. A fundamental understanding of the manners of lords, ladies, and other royal figures is provided by this skill. This would extend to include the proper titles used in addressing people of importance, correct introductions of oneself, and the basic functions of court procedures. Several times to call for rolls include filibustering, visiting another country s leaders, and when attending an exclusive ceremony.(Gives +5% to Diplomacy Skill)
    Base Skill: 25+5% per level of experience.

    Crafting: Crafting is actually a number of separate skills. It allows you to make an item of the appropriated type and the skill depends on the complexity of the item to be created. The price of the item is determined by how long it takes to make and the cost of the raw materials. In some cases the fabricate spell can be used to achieve the result of a crafting skill, however for the item to have any quality to it the character must know the basics of making the item in the first place.
    Base Skill: 35+5% per level of experience.

    Criminology: This is the study of crime and the criminal mind. A criminologist would use his skill to find and interpret clues, guess how criminals might behave, et cetera. Though this skill is not the same as Streetwise, the GM may allow a Streetwise roll instead in certain situations - especially to predict or outguess a criminal.[Law]
    Base Skill: 35+5% per level of experience.

    Diplomacy: Knowledge and skill in the finer points of protocol, oratory, and negotiation. Individuals with this skill are often found as ambassadors, Mercantile Representatives, public officials and so forth.
    Base Skill: 35+5% per level of experience.

    Falconry: The art of training and handling falcons, and other birdsof prey. The use of these animals is much more limited than many fantasygamers would believe. Falcons were used specifically for the entertainmentof the rich and hunting game fowl. A standard hunt wouldentail a game bird, such as a quail, pheasant, duck, etc., being flushedout into the air by dogs, and the falcon released to strike it down.Players take note! For game purposes, let us presume that theseavian predators can be trained to pursue and attack any, visible, flyingfoe or target, strike down other birds, and return it to its master. Let usfurther suppose that they can be trained to strike at any "moving" targetthat they are directed at. This means a falcon could be sent to fly in theface of an opponent and slash at him with its claws for up to two attacksper melee round before returning to its master or flying into the sky.These trained birds respond to hand signals and whistles. They aretrained to strike and return, little more. Under no circumstance can thesebirds fly alongside its master or follow even simple instructions thisis a dumb bird, not a dog with wings.Note: Falcons or any uncaged bird cannot be taken into undergrounddwellings or inside buildings without panicking. This is one reasonthey are always blinded with a leather hood. Another reason is thatthey instinctively attack any small, moving prey and are easily startled.Furthermore, it is impossible to engage in combat with a falcon onone's wrist or shoulder without injuring the falcon or oneself.Trainers must roll two out of three successful rolls to succceed intraining their bird. Failure means that the animal cannot be broken ofbad habits and training is a general failure.
    Base Skill: 30+5% per level of experience.

    Gemology: Skill in identifying and appraising the value of preciousmetals (silver, gold, etc.) and stones (jade, ruby, sapphire, diamond,etc.). This ability also enables the person to identify fakes, but at a penaltyof -10%. A failed roll means the character cannot tell whether ornot the item is fake or real, or its value is grossly under or overestimated.
    Base Skill: 30+5% per level of experience.

    General Maintenance/Repair: Not everyone can be a blacksmith or a carpenter, but many are good with their hands and capable of doing satisfactory repairs on simple mechanisms, gears, pulleys, wheels, and so on. General repair/maintenance skill includes: sharpening blades/weapons, sewing tears in sails and clothes (it may not look pretty, but does the job), replace a wagon wheel, repair furniture, paint, varnish, and assist in basic woodworking, and even do minor patchwork on armour (restores 2D6 S.D.C.). Roll once to see whether the character can figure out what's broken, what must be done to fix it, and whether it's beyond his meager abilities. Roll again to determine success or failure in making the actual repair. If failure, the player may try again. Reduce skill proficiency by half if the item is extremely complex.
    Base Skill: 50+5% per level of experience.

    General Knowledge/Trivia: Knowledge of random facts and pieces of information generally considered useless, but that could one day come in handy.
    Base Skill: 40+5% per level of experience.

    Heraldry: The heraldry skill is really two-fold. First, it offers political knowledgeregarding ruling governments/powers, kingdoms and royal families.The heraldry symbols are often .genealogical and political stampsthat can reveal a great deal to those familiar with world politics and politicalintrigue. Such emblems can reveal at a glance what kingdom thewearer represents, his royal family, social status, reputation, militarystrength, wealth, etc.The second is the ability to correctly create (or devise) or blazon aheraldic mark in accordance to the rules of the land and court. Punishmentfor stealing or forgery of another's insignia can be quite severe,and can lead to lengthy imprisonment, torture, or death at the hands ofan irate noble, knight or royalty.The first number indicates the character's ability to recognize and interpret the politicalsignificance of a coat of arms (as described above). The second numberindicates the character's ability to recognize whether the emblem is correctlyemblazoned, as well as to make a proper coat of arms himself (asdescribed below). Add a +5% bonus if the character also has the intelligenceskill.
    The Arms of a Realm and its monarch are the same and one. Sucharms are called "Arms of Dominion." As these are the arms of the livingsymbol of a people, new dynasties abandon their family arms andassume those of the realm. Arms of Dominion mark the public authorityof the crown and must not be used by private citizens.Occasionally, dynasties retain family arms and combine them withThe Arms of Dominion. This is more often done by those given one ofthe following:
    1. Large Territorial Fiefs
    2. Positions at Institution
    3. Appointments (chamberlain, butler, etc.)
    In cases of disputes, the king would give authority to the Lord HighConstable and/or the Earl Marshall to judge such matters. Aside fromthe army, who may bear the kingdom's arms, only the king's heralds, inthe performance of their duties, or sometimes greater nobles, wear theirmaster's coat.Family Crests: A noble/knight in full armor is unrecognizable, soeach wears a badge, coat, flag, etc., by which he can be identified asfriend or foe. When it is a coat/cloak worn over one's armor, it is calledhis "Coat of Arms." This identifying decoration or emblem is also frequentlydisplayed upon banners, wall hangings, shields and horsecloths.The rules of Heraldry are simple:
    1. No two men in the same region can wear the exact same coat ofarms (as these are personal symbols, marking an owner's possessionsand rank).
    2. Even a legitimate son cannot wear his father's "arms," but mustput a mark upon it, altering it slightly. Upon the father's death, the eldest son inherits the father's coat of arms from him. Younger sons andtheir descendants have to make some sort of permanent change at thistime; this is called differenceing.
      • Changing Colors
      • Changing colors to metal and metals to color.
      • Adding a new device/emblems or border or both.
      • Any combination of the above.
    3. Illegitimate offspring must have a special mark of difference or anentirely new coat alluding to their sire's.
    Daughters and wives are allowedto wear their father's coats when they marry. They place theirarms besides their husbands on his shield (this is called impaling).If a son wishes to use his mother's "arms" without modification, hemust also take her surname or he must "quarter his shield"; equally exhibitingthe arms its owner has inherited.If no sons are born, daughters become heir to the arms, which can beplaced in the middle of their husband's shield. This is called Escutcheonof Pretense.If a man had several daughters but no son, then all his grandchildrencould eventually quarter his arms with their father's. The shield may bequartered (evenly) indefinitely.
    Base Skill: 20+5% per level of experience.

    History: This is a basic historical knowledge of the known worldwith an emphasis on the major racial groups: humans, dwarves, elves,and three of choice, as well as a familiarity with the famous TristineChronicles. A person with this knowledge is likely to recognize the activitiesand trademarks of these races whenever they are encountered.The elective can be chosen twice; the second time, six additional racesof choice can be selected as areas of knowledge. The base skill percentageindicates the approximate degree of information the character haslearned or can remember.[Literacy]
    Base Skill: 30+5%)

    Instruction: The ability to instruct others in basic skills and the use of equipment. With this skill the character is familiar with and trained in, the style of mental and physical pedagogy (education.) The character can instruct another individual or group in any skill they possess if it s at least 60%. For every 10% of the base skill, there will be one week worth of training. The trainee will receive upon completion of training, a base skill score in that skill if they successfully roll equal to or beneath the base skill number. (i.e. if the base skill is 56%, then after 6 weeks, 6 days of instruction if they roll 56% or less then they have learned that skill.) Should a trainee not pass the base skill roll then they roll 1d6 per week of training and that will be the number of additional hours of retraining before they can reroll and attempt to gain the skill. For base skills with odd end numbers, round up. If on the 3rd try they still don t pass, they are not eligible for that skill.
    Base Skill: 25+5% per level of experience.

    Language: Characters with a language skill can understand and speak in a language other than their own native tongue. Language is one of the few skills that can be selected repeatedly in order to select several different languages. Each selection gives the character knowledge of a different language and costs one skill selection each time.
    Base Skill: 40+5% per level of experience.

    Lip Reading: The character knows how to interpret the spoken word through the movement of the mouth. Characters can observe targets from a distance and understand what they are saying. The target's mouth must be in line of sight and cannot be obstructed by anything. If the moving lips are partially obscured the GM should apply a penalty he/she thinks is appropriate to the situation. This type of art requires the character to speak the language he is attempting to lip read and to have a 80% proficiency or above in that language. Characters must also select this skill in relation to their common tongue first. Other languages selected after this will count as a new skill and must meet the 80% proficiency requirement.
    Base Skill: 40+5% per level of experience.

    Literacy: The written word is valuabled on the world of Otara, yet, sadly, the majority of the world's population can not read or write. Those who are literate will tipically be members of the elite aristocracy, Clergy or military. Like the language skill, the character may be able to read and write several different languages, but each language counts as a separate skill selection. Gives a +5% to most Lore Skills.
    Base Skill: 30+5% per level of experience.

    Lore: Creatures/Monsters: This is the study of creatures,supernatural fiends and known monsters throughout the ages andaround the world. It includes the beliefs of ancient and primitive cultures, vampires, were-beasts, ghosts, specters, monstrousgods and demigods, their known habits, appearance, weaknesses,strengths, powers, and abilities, as well as possession, places of magic,places of habitation or attraction, and legends. Themaster of this lore may be able to identify a particular type of monsterby hearing its description, or a description of its actions, seeing adrawing or footprint, or by how it acted, killed, or the exhibition of itspowers
    Base Skill: 20+5% per level of experience.

    Lore: Farm: This skill is not to be confused with the science of botany in which the character can farm, and identify and grow plants. Farm lore is a knowledge of myths and legends about real and mythological plants, roots, herbs and farming. It also includes a very basic knowledge of how to grow and care for plants, where notable plants (usually poisonous or medicinal/herbal) and mythical plants are said to be found, and adds a bonus of +5% to the skills of Botany, Holistic Medicine and Faerie Lore.
    Base Skill: 40+5% per level of experience.

    Masonry: A rudimentary understanding of the principles of bricklayingand stone construction. The percentile number indicates the successratio of recognizing deterioration, improper construction, theintended purpose of construction, styles of masonry, approximate age orperiod of construction, identify dwarven and human construction, andgeneral data about mason guilds. The character can also mend masonryand assist in construction and demolitions. The masonry skill adds a bonus of +5% to locatesecret compartments when both skills are known.
    Base Skill: 35+5% per level of experience.

    Military Etiquette: This skill grants a basic understanding of theway the military works, including basic rules of behavior (when to salute,how to address superiors/subalterns, etc.), common routines, basicmilitary procedures, standard issue weapons, common attack and defenseformations, the chain of command and how to deal with militarybureaucracy, who to contact to get things done, and other useful information.
    Base Skill: 50+5% per level of experience.

    Oral History: This is a basic historical knowledge of the known world with an emphasis on the major racial groups: humans, dwarves, elves, and Local and Kingdom knowledge, as well as a familiarity with the famous Tristine Chronicles. A person with this knowledge is likely to recognize the activities of these races whenever they are encountered. The elective can be chosen twice; the second time, six additional races of choice can be selected as areas of knowledge. Although generally accurate, timeframes can be shortened or exaggerated, and items of particular interest to the community will be given more prominent focus than may be historically correct. The base skill percentage indicates the approximate degree of information the character has learned or can remember.
    Base Skill: 20+5%

    Paper/Parchment/Papyrus Crafting : This Skill represents the character's expertise in the ancient and delicate art of creating paper or parchment from various materials. This skill encompasses the entire process, from selecting raw materials to producing high-quality sheets suitable for writing, drawing, or magical inscriptions. This skill requires a deep understanding of materials, meticulous attention to detail, and knowledge of traditional craftsmanship. The character proficient in Crafting is skilled in processing raw materials, such as plant fibers or animal hides, into thin, durable sheets. They excel in techniques like pulping, drying, and finishing to produce paper or parchment of exceptional quality. The character can identify and use a wide range of raw materials, each contributing unique properties to the final product. If the is a user of magic, they can infuse their creations with magical properties, making them more resilient or receptive to enchantments. Characters with this crafting skill may be found in scholarly environments, working as artisans, or even as practitioners of magical arts. The skill reflects not only the character's ability to create writing surfaces but also their knowledge of magical inscriptions and the potential mystical properties of the materials they work with. They are the keepers of an ancient craft, preserving the traditions of paper making while pushing the boundaries of what is possible with magical materials.
    Base Skill: 40+5%

    Racial Cultures: Knowledge of the diverse races of Otara including their habits, traditions, laws, and mores. The character will be aware of what constitutes proper and improper behaviour in foreign lands, among primitive tries and so forth. It also gives the ability to identify tools, weapons and implements associated with the various cultures. (Gives +5% to Diplomacy Skill)
    Base Skill: 30+5% per level of Experience

    Recognize Weapons Quality: The ability to determine the level of a weapon s quality, including craftsmanship, weight, balance, edge, metal strength and so on. The character can also recognize if the weapon is crafted by a dwarf, kobold or other master weapon smiths, and if it may have bonuses to strike, parry or damage, or other special (magic) properties. Although the person may be able to tell that a weapon is superbly crafted, with bonuses, it is impossible to determine exactly what these bonuses are until used in combat or intense practice. Reduce the skill ability by if the item is not actually handled (seen but not touched/examined.)
    Base Skill: 25+5% per level of experience.

    Research: : Training in the use of methods, techniques, and locations for finding information. This skill is helpful in locating information about people, places and things. The GM will ultimately regulate the availability of accessible, known information regarding a particular subject. In some cases, there may be a ton of history and information, while in others, very little or nothing at all (which may reveal something by its sheer lack of info.) The research skill simply gives characters access to available data. ANY CHARACTER CAN ASK QUESTIONS AND DO RESEARCH! However, the research skill will reduce the amount of time by half and the character is trained to notice relevant data that an untrained character is liable to overlook. Thus, for the truly mysterious, secret or difficult or hushed up bits of information, including addresses, obscure and suppressed data. Also note that having the Streetwise skill is strongly recommended, as it puts the character in touch with the appropriate people (+15% bonus with Streetwise)[Literacy]
    Base Skill: 60+5% per level of experience.

    Rope Works: This is a skill that takes into account the various needs and uses of rope. The character knows a variety of ways to tie knots, the advantages to various types of ropes and cords, their tensile strength and how to weave/make rope. A failed roll to tie a knot means that it is loose and sloppy and easy to untie, slip out of, or likely to unravel or snap when strained. Characters bound/tied by this character are 10% to escape/slip knots.
    Base Skill: 40+5% per level of experience.

    Sailing: Knowledge about sailing vessels, large and small, as well as the terms and principles of sailing. May be taken twice to denote professional quality.
    Base Skill: 35+5% per level of experience.

    Sculpt/Whittle: The art of molding or carving a three dimensional figure, object or design out of clay, stone or wood. The percentile number indicates the quality of technique and appearance. Taking the skill twice indicates professional quality.
    Base Skill: 30+5% per level of experience.

    Siege Engineer: This is the knowledge of designing, repairing and properly using siege weapons. This is reflected by the first percentile number. With the proper siege weapons, the character can direct a siege against a castle or fort. The second percentage is the character s skill in countering a siege by anticipating an opponent s stragegies and tactics. A successful roll indicates that the constrction, repair, siege or counter tactics meets with positive results. A failed roll results in problems that lead to failure.
    Base Skill: 25/15+5% per level of experience.

    Sign Language: Regardless of whether it was developed as a standard language for trade or as a means of communication, due to a lack of hearing or vocal ability, sign languages have a common basis in their standard signs, but a difference in source languages and alphabets. If a character chooses to learn a sign language, the specific language or source of the language must also be given. For every 10 words (or letters, for spelled out words)(doubled for every 5% over 50%)"signed," the sender of the sign language must roll to successfully transmit the message. Likewise, the interpreter must also roll versus their skill in sign for every batch of 10 words (doubled for every 5% over 50%). A failed roll on either end means a misunderstanding. (+10% to Drow Sign Language)
    Base Skill: 30+5% per level of experience.

    Weaponsmith: Weaponsmithing is the ability to work metal in a forge, to build Swords, Axes, Spear Hears, etc. Character will know the basics of different (low grade) metals and will be able to work them into a variety of forms. The character has all the abilities of the blacksmith, but with a focus on Weapons crafting
    Base Skill: 25+5% per level of experience.

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