Non-Adventuring skills

Non-Adventuring Skills


Non-Adventuring Skills are skills that normal adventuring experience does not train. Non-Adventuring skills often describes background abilities of characters, representing hobbies, past education, up-bringing or professional knowledge outside the life of adventurers.
Non-Adventuring skills are independent of class.

Non-Adventuring Skills come in five ratings: Untrained, Apprentice, Journeyman, Expert and Master. A character with a rating of Apprentice or higher can take 10 on a non-adventuring skill.

A character gains ranks equal to the highest ability modifier from the following three abilities: Intelligence, Wisdom or Charisma, but he always gets at least 1.

For each rank a character has, he may improve the rating of one background skill by one step. A character can only achieve a rating of Journeyman if he is 25 years or older, and other ratings are unavailable for player characters at character creation and must be earned in play.
To advance a non-adventuring skill to a higher rating, a character needs to spend time training and using a skill to advance his rating. See the table below for advancement.

Rating – Skill Modifier – Training Time to Advance to next rating
Untrained – Ability Modifier – 1 Month (Teacher required)
Apprentice – Ability Modifier +5 – 1 Year ( Teacher required)
Journeyman – Ability Modifier +10 – 10 Years
Expert – Ability Modifier +15 – 25 Years
Master – Ability Modifier +20 – n/a

The table assumes that a character spends 6 hours each day to train in a skill. A character not adventuring may advance two skills over that time frame (assuming he can spend 12 hours each day to train skills), but may not focus this training on just one skill
Untrained characters and apprentices need a teacher, or have all training times doubled, and can only train one skill at a time. A teacher must have a skill rating above the trainees. Journeymen, Experts and Masters no longer require teachers. Without a teacher, they can train only one skill in that time.

Earning Money

You can earn money with non-adventuring skills.
If you spent 6 hours of work a day, roll a skill check to see how much money you earn. Any timeframe you spent earning money, you can only train one skill (the skill your earning money with). If you’re training with a teacher, reduce the money earned by half (representing the training fees.)

DC – Money earned – Quality
5 – 1 sp – Crude
10 – 5 sp – Simple
15 – 1 gp – Basic
20 – 2 gp – Good
25 – 10 gp – Superior
30 – 50 gp – Extraordinary
35 – 250 gp – Amazing
40 – 1.250 gp – Brilliant
45 – 6.250 gp – Perfect


The DM may limit the maximum money of money to be made depending on the surrounding. The values assume that the characters is working in a region where someone is actually interested in his type and quality of service. A Master Weaponsmith retired to a small village cannot hope to sell anyone his services at the price he deserves. Most communities can support values of up to good quality, and large cities might support even extraordinary quality services, while only the largest metropolis of a large nation can hope to afford a master that achieves brilliant or perfect results.
Any character can only hope to achieve this money if he actually creates goods or provides services according to it. A Weaponsmith not creating magical weapons or siege weapons will have a hard time earning money in accordance with brilliant results.

Craft (Int)

Possible Subskills: Alchemy, Armorsmithing, Blacksmithing, Weaving, Binding, Fletcher, Calligraphy, Carpentry, Cobbling, Gemcutting, Leatherworking, Mechanical, Painting, Pottery, Sculpting, Shipmaking, Stonemasonry, Weaponsmithing
The Craft skill allows you to craft items or work as a laborer. The goal of a Craft skill is to create something.
Creating Items
If you want to craft an item, you need raw materials worth 1/5th its market price. Roll for your craft skill as if wanting to earn money, but you can spend any amount of money as a progress to create the item. (Chose the ratio of money earned vs money spent to proceed on crafting the item before you roll the check) You need to spend enough money to cover another 4/5th of the market price in total, at which point the item is finished. To succeed at building particular complex items, you need to beat a minimum DC. Use the above table as a guideline for the DC. If you fail to beat the DC, you make no progress at all (and all money spent on building the item in that time is lost.)
Instead of checking every day, the character may check every ten days (multiplying the monetary result by 10). If building a magical item, you should always use this method. When building magical items and you accrue 3 failures, you need a special component or otherwise outside help to proceed with building the item.
Others may use aid another to aid your check. If they succeed, add either a +2 bonus to your check result or the money value of their check. You can do the latter only if they also beat the DC required to create the item. Aiding another does not earn any money for the aiding character.
You can use the Craft skill (instead of the Enchant Magical Item Ritual) to create magical items. Unlike with the enchant magical item ritual, you can create magical items beyond your level. You can’t craft magical items if you are untrained.

Quality (DC) – Magic Item Level – Item Type
Crude (5) – n/a – simple equipment
Simple (10) – n/a – Simple Weapons, Ammunition, Wooden Building, Simple Clothing
Basic (15) – n/a – Light Armor, Military Weapons, Fine Clothing, Stone Building, windmill, Rowing Boat
Good (20) – 5 – Heavy Armor, Superior Weapons, Siege Weapons, Nobles Outfit, many story building, Merchant Freighter
Superior (25) – 10 – Skyscraper, Warship
Extraordinary (30) – 15 – Pyramid, Airship
Amazing (35) – 20 – Swimming Castle, Astral Galleon
Brilliant (40) – 25 – Floating Castle
Perfect (45) – 30 – Astral Castle

Artistic Uses
A character may also use his Craft skill to create an item that is primarily used as an art object. In that case, the character may substitute his Charisma modifier for his Intelligence modifier.

Perform (Cha)

Example Subskills: Acting, Comedy, Dance, Keyboard Instruments, Oratory, Percussion Instruments, String Instruments, Wind Instruments, Sing
You can use the Perform skill to entertain other people. Consult the table below to determine the quality of your performance.

Result – Description
5 – Disappointing. People might even try to stop you performance.
10 – Enough to sing along with others, and not to annoy anyone due to mere lack of quality.
15 – Enjoyable. People cheer for your performance.
20 – Great Performance. You might gain regional fame or be invited as a member to a professional group.
25 – Memorable Performance. You gain nation-wide reputation, and a noble patron might become interested in you. You touch the hearts of your fan, and they will remember this day even after years.
30 – Extraordinary Performance. You touch the hearts of anyone listening your performance, and they will remember this day even after years. You will eventually gain a continent-wide reputation. You might attract a royal patron.
35 – Amazing Performance. You touch the hearts of anyone listening your performance, and might attract a Patron from the Feywild or Shadowfell, gaining world-wide reputation over time.
40 – Brilliant Performance. Any gods devoted to arts or music will feel your performance. You touch even the hearts of your enemies, and might attract an astral or elemental Patron. Memories of you will last even beyond your death.
45 – Perfect Performance. The gods will become aware of your performance, and enjoy listening it, remembering you even after your death. You might gain a god or a primordial power as a patron.

Profession (Wis)

Example Subskills: Apothecary, Boater, Bookkeeper, Brewer, Cook, Driver, Farmer, Fisher, Guide, Herbalist, Herder, Hunter, Innkeeper, Lumberjack, Miller, Miner, Porter, Rancher, Sailor, Scribe, Siege Engineer, Stablehand, Tanner, Teamster, Woodcutter
The Profession skill represents occupations that require you to perform services instead of manual labor.

Professional Skill and Adventuring Skill
Professions are sometimes related to adventuring skills. A Sailor might be good at keeping his balance on a storm-shaken ship (A use of the Acrobatics skill.), and a Guide might be able of finding a way through the wilderness (A use of the Nature skill). In such cases, the Gamemaster may allow the character to add a +2 bonus to the skill check in question and treat the character as trained. If the character is already trained in the skill, the Gamemaster may even allow to roll on Profession instead of the actual skill. But be careful with this option – Since non-adventuring skills can be trained without spending character resources, allowing to many free benefits from them can be unbalanced, especially since not all professions will help in a adventuring situation.

Non-Adventuring skills

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