Skill Changes Worksheet

1 - Skill Synergies

For all listed skill synergies, the rank at which skill synergies kick in, and their bonus, should change to:

Rank Synergy Bonus
5 +1
10 +2
15 +3
20 +4
25 +5

2 - Profession Skills: Money Earned

The wording about how much money a Profession can earn each week should change to:

As you increase in skill with a Profession, not only does your workmanship increase, but your professional reputation increases too. More discerning customers are more likely to use your services, and are more likely to pay higher prices to do so.

The base wage you can earn per week is half your Profession check in silver pieces. However, as the rank in your profession increases, you can multiply this base wage by a multiplier, as given in the table below:

Rank Recognition Multiplier
1 Apprentice x1
7 Journeyman x10
14 Expert x100
21 Artisan x1000
28 Master x10000

Note: Some professions may seem to be more profitable than others - for example, a goldsmith's wares are clearly more expensive than a lumberjack's. However, increased sale prices to customers are generally balanced by increased costs of materials, tools and maintenance. Consequently, the net earnings for a week's work given above is equally applicable to all professions.

3 - Profession Skills: List Of Professions

The list of professions as given in the skill description should change in the following ways:

  • Add "Glassblower".
  • Add "Goldsmith".
  • Add "Tailor".
  • Add "Vintner".
  • Delete "Boater" (assumed to be the same as Sailor. This is not exactly true, but assumed true for game purposes).
  • Delete "Herder" (skill subsumed into the skills of a Rancher).
  • Delete "Siege Engineer" (assumed to be a military specialist, and hence not a "Profession").
  • Delete "Weaver" (skill subsumed into the skills of a Tailor).
  • Delete "Woodcutter" (assumed to be the same as Lumberjack).

4 - Craft Skills Become Professions

All craft skills are performed by a professional practitioner. Hence all Craft skills should be converted into Profession skills:

Old Skill New Skill
Craft (Alchemy) Profession (Apothecary)
Craft (Armorsmithing) Profession (Blacksmith) for metal armour and metal shields;
Profession (Leatherworker) for leather armour;
Profession (Tailor) for cloth armour;
Profession (Carpenter) for wooden shields
Craft (Basketweaving) Profession (Basketweaver)
Craft (Blacksmithing) Profession (Blacksmith)
Craft (Bookbinding) Profession (Bookbinder)
Craft (Bowmaking) Profession (Bowyer)
Craft (Calligraphy) Profession (Scribe)
Craft (Carpentry) Profession (Carpenter)
Craft (Cobbling) Profession (Cobbler)
Craft (Gemcutting) Profession (Gemcutter)
Craft (Leatherworking) Profession (Leatherworker)
Craft (Locksmithing) Profession (Locksmith)
Craft (Painting) Profession (Painter)
Craft (Pottery) Profession (Potter)
Craft (Sculpting) Profession (Sculptor)
Craft (Shipmaking) Profession (Shipwright)
Craft (Stonemasonry) Profession (Stonemason)
Craft (Trapmaking) Profession (Trapmaker)
Craft (Weaponsmithing) Profession (Blacksmith) for metal weapons;
Profession (Carpenter) for wooden weapons
Craft (Weaving) Profession (Weaver)

The wording of the general Profession should therefore be altered to factor in its role as a practitioner of a craft:

Profession
Key Ability: Wisdom or Intelligence
Use Untrained: No
Armour Check Penalty: No

You are trained in a livelihood or a professional role, such as apothecary, bookkeeper, brewer, cook, driver, farmer, fisher, glassblower, guide, herbalist, herder, hunter, innkeeper, lumberjack, miller, miner, porter, rancher, sailor, scribe, stablehand, tailor, tanner, teamster, or the like.

Like Knowledge and Perform, Profession is actually a number of separate skills. For instance, you could have the skill Profession (Cook). Your ranks in that skill don’t affect any Profession (Miller) or Profession (Miner) checks you might make. You could have several Profession skills, each with its own ranks, each purchased as a separate skill.

Profession Checks (Wisdom)
You can practice your trade and make a decent living, earning a certain amount of gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the profession's daily tasks, how to supervise helpers, and how to handle common problems.

Check: For each week of dedicated work performed, make a Profession check with a Wisdom modifier. You earn half this check result in gold pieces. The work performed in this week must be of a non-specific nature (that is, you are not making a particular item for yourself or another person).

Action: Not applicable. A single check generally represents a week of work.

Try Again: Varies. An attempt to use a Profession skill to earn an income cannot be retried. You are stuck with whatever weekly wage your check result brought you. Another check may be made after a week to determine a new income for the next period of time. An attempt to accomplish some specific task can usually be retried.

Untrained: Untrained laborers and assistants (that is, characters without any ranks in Profession) earn an average of 1 silver piece per day.

Create Item Checks (Intelligence)
Many, but not all, professions involve creating something. The creation of a specific item of an appropriate type involves a Profession check using Intelligence as a modifier. The DC depends on the complexity of the item to be created. The DC, your check results, and the price of the item determine how long it takes to make a particular item. The item's finished price also determines the cost of raw materials.

In some cases, the Fabricate spell can be used to achieve the results of a Profession check with no actual check involved. However, you must make an appropriate Profession check when using the spell to make articles requiring a high degree of craftsmanship.

A successful Profession check related to woodworking in conjunction with the casting of the Ironwood spell enables you to make wooden items that have the strength of steel.

When casting the spell Minor Creation, you must succeed on an appropriate Profession check to make a complex item.

All profession that create items require artisan's tools to give the best chance of success. If improvised tools are used, the check is made with a -2 circumstance penalty. On the other hand, masterwork artisan's tools provide a +2 circumstance bonus on the check.

To determine how much time and money it takes to make an item, follow these steps.

  1. Find the item's price. Put the price in silver pieces (1 gp = 10 sp).
  2. Find the DC from the table below.
  3. Pay one-third of the item's price for the cost of raw materials.
  4. Make an appropriate Profession check representing one week's work.

If the check succeeds, multiply your check result by the DC. If the result × the DC equals the price of the item in sp, then you have completed the item (if the result × the DC equals double or triple the price of the item in silver pieces, then you've completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner). If the result × the DC doesn't equal the price, then it represents the progress you've made this week. Record the result and make a new Profession check for the next week. Each week, you make more progress until your total reaches the price of the item in silver pieces.

If you fail a check by 4 or less, you make no progress this week.

If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.

Time To Complete: For many professions, the time taken to create an item is measured in days or weeks. For others, the time taken may be minutes or hours. For example, creating a four-tier wedding cake may take a cook 10-20 hours to make, and yet have the same DC as a sword that took a Blacksmith 10-20 days to make. Details about time to complete creation of items are listed with each specific Profession.

Progress by the Day: You can make checks by the day instead of by the week. In this case your progress (check result × DC) is in copper pieces instead of silver pieces.

Creating Masterwork Items: You can make a masterwork item - a weapon, suit of armor, shield, or tool that conveys a bonus on its use through its exceptional craftsmanship, not through being magical. To create a masterwork item, you create the masterwork component as if it were a separate item in addition to the standard item. The masterwork component has its own price (300 gp for a weapon or 150 gp for a suit of armor or a shield) and a Profession DC of 20. Once both the standard component and the masterwork component are completed, the masterwork item is finished. Note: The cost you pay for the masterwork component is one-third of the given amount, just as it is for the cost in raw materials.

Repairing Items: Generally, you can repair an item by making checks against the same DC that it took to make the item in the first place. The cost of repairing an item is one-fifth of the item's price.

When you use the Profession skill to make a particular sort of item, the DC for checks involving the creation of that item are typically as given on the following table.

Item Profession Skill Craft DC
Very simple item (wooden spoon) Varies 5
Typical item (iron pot) Varies 10
High-quality item (bell) Varies 15
Complex or superior item (lock) Varies 20

Action: Does not apply. Profession checks are made by the day or week (see above).

Try Again: Yes, but each time you miss by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.

Special: A dwarf has a +2 racial bonus on Craft checks that are related to stone or metal, because dwarves are especially capable with stonework and metalwork.

You may voluntarily add +10 to the indicated DC to craft an item. This allows you to create the item more quickly (since you'll be multiplying this higher DC by your Craft check result to determine progress). You must decide whether to increase the DC before you make each weekly or daily check.

Synergy: For each 5 ranks you have in a Profession skill, you get a +1 bonus on Appraise checks related to items made with that Profession skill.

5 - Profession Skills: Specific Professions

Ranks in professions should grant certain additional benefits. Each set of benefits is specific to the given profession. Possible benefits include: bonuses to other skills, bonus feats, bonus atk or dmg for selected weapons, and (partial-)access to class and/or race features. Examples include:

Profession (Basketweaver)
Profession (Blacksmith)
Profession (Bookbinder)
Profession (Bookkeeper)
Profession (Bowyer)
Profession (Brewer)
Profession (Carpenter)
Profession (Cobbler)
Profession (Cook)
Profession (Driver)
Profession (Farmer)
Profession (Fisher)
Profession (Gemcutter)
Profession (Glassblower)
Profession (Goldsmith)
Profession (Guide)
Profession (Herbalist)
Profession (Hunter)
Profession (Innkeeper)
Profession (Leatherworker)
Profession (Locksmith)
Profession (Miller)
Profession (Painter)
Profession (Porter)
Profession (Potter)
Profession (Rancher)
Profession (Sailor)
Profession (Scribe)
Profession (Sculptor)
Profession (Shipwright)
Profession (Stablehand)
Profession (Stonemason)
Profession (Tailor)
Profession (Tanner)
Profession (Teamster)
Profession (Trapmaker)
Profession (Vintner)


Profession (Apothecary)
Rank Feature
4 +1 to Heal checks
8 Can use Identify 1/day on potions as a spell-like ability
12 Can apply poison to weapons without risk
16 Can use Cure Wounds I 1/day as a spell-like ability
20 ???
24 ???
28 ???

Profession (Lumberjack)

Rank Feature
4 ???
8 Bonus Feat: Weapon Proficiency (Handaxe) or Weapon Focus (Handaxe)
12 ???
16 +1 damage to creatures of type Plant when using an axe
20 ???
24 Bonus Feat: Weapon Focus (Handaxe) or Weapon Specialization (Handaxe)
28 ???

Profession (Miner)

Rank Feature
4 +1 to Survival checks (in dungeons)
8 +1 to Search checks for unusual stonework1
12 Bonus Feat: Weapon Proficiency (Light Pick) or Weapon Focus (Light Pick)
16 Intuit Direction Underground
20 Additional +1 to Search checks for unusual stonework1
24 Bonus Feat: Weapon Focus (Light Pick) or Weapon Specialization (Light Pick)
28 ???

1: Stacks with dwarf ability.

6 - Skill-based Feats

The feat Acrobatic:

Acrobatic
[General]

You have excellent body awareness and coordination.

Benefit: You get a +2 bonus on all Jump checks and Tumble checks.

should be reworded to:

Acrobatic
[General]

You have excellent body awareness and coordination.

Benefit: You get 2 bonus ranks in the Jump and Tumble skills. These ranks are not counted against your maximum number of ranks in those skills as determined by class and level.

Similar changes should be made to: Agile, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Diligent, Investigator, Magical Aptitude, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient, and Stealthy.

The feat Skill Focus:

Skill Focus
[General]

You have a special knack with a selected skill.

Benefit: Choose a skill. You get a +3 bonus on all checks involving that skill.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

should be reworded to:

Skill Focus
[General]

You have a special knack with a selected skill.

Benefit: Choose a skill. You get 3 bonus ranks in that skill. These ranks are not counted against your maximum number of ranks in those skills as determined by class and level.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Note that synergy bonuses, racial bonuses, and any other bonuses to skill rolls remain bonuses, not ranks.

7 - New Skill-based Feats

Profession (Basketweaver)
Profession (Bookkeeper)
Profession (Guide)
Profession (Trapmaker)

Loaves And Fishes:
Profession (Fisher) +
Profession (Miller)

Neatly Packaged:
Profession (Glassblower) +
Profession (Potter)

Keep 'Em Happy:
Profession (Brewer) +
Profession (Vintner)

Fashionista:
Profession (Cobbler) +
Profession (Tailor)

Get It There:
Profession (Driver) +
Profession (Porter)

Beast Of Burden:
Profession (Stablehand) +
Profession (Teamster)

Adroit In Leather
[General]

You are experienced in the production and use of leather.

Benefit: You get 2 bonus ranks in the Profession (Tanner) and Profession (Leatherworker) skills. These ranks are not counted against your maximum number of ranks in those skills as determined by class and level.

Adroit In Stone
[General]

You are experienced in the production and use of stone.

Benefit: You get 2 bonus ranks in the Profession (Miner) and Profession (Stonemason) skills. These ranks are not counted against your maximum number of ranks in those skills as determined by class and level.

Adroit In Timber
[General]

You are experienced in the production and use of timber.

Benefit: You get 2 bonus ranks in the Profession (Lumberjack) and Profession (Carpenter) skills. These ranks are not counted against your maximum number of ranks in those skills as determined by class and level.

Adroit In Herbs
[General]

You are experienced in the production and use of herbs.

Benefit: You get 2 bonus ranks in the Profession (Herbalist) and Profession (Apothecary) skills. These ranks are not counted against your maximum number of ranks in those skills as determined by class and level.

Adroit In Iron
[General]

You are experienced in the smelting and crafting of iron.

Benefit: You get 2 bonus ranks in the Profession (Blacksmith) and Profession (Locksmith) skills. These ranks are not counted against your maximum number of ranks in those skills as determined by class and level.

Rather Be Home
[General]

You are experienced in providing service to guests.

Benefit: You get 2 bonus ranks in the Profession (Cook) and Profession (Innkeeper) skills. These ranks are not counted against your maximum number of ranks in those skills as determined by class and level.

Rather Be Sailing
[General]

You are experienced in the creation and use of watercraft.

Benefit: You get 2 bonus ranks in the Profession (Sailor) and Profession (Shipwright) skills. These ranks are not counted against your maximum number of ranks in those skills as determined by class and level.

Rather Be Camping
[General]

You are well prepared for the hunt.

Benefit: You get 2 bonus ranks in the Profession (Bowyer) and Profession (Hunter) skills. These ranks are not counted against your maximum number of ranks in those skills as determined by class and level.

Artsy
[General]

You are experienced in expressing yourself artistically.

Benefit: You get 2 bonus ranks in the Profession (Painter) and Profession (Sculptor) skills. These ranks are not counted against your maximum number of ranks in those skills as determined by class and level.

Glitzy
[General]

You are experienced in the creation of personal treasures.

Benefit: You get 2 bonus ranks in the Profession (Gemcutter) and Profession (Goldsmith) skills. These ranks are not counted against your maximum number of ranks in those skills as determined by class and level.

Literary
[General]

You are experienced in the creation and preservation of the written word.

Benefit: You get 2 bonus ranks in the Profession (Bookbinder) and Profession (Scribe) skills. These ranks are not counted against your maximum number of ranks in those skills as determined by class and level.

Pastoral
[General]

You are experienced in working the land.

Benefit: You get 2 bonus ranks in the Profession (Farmer) and Profession (Rancher) skills. These ranks are not counted against your maximum number of ranks in those skills as determined by class and level.

8 - NPC Class Expert

The NPC Class "Expert" (DMG p109) should have the following additional class feature:

Skill Expertise: For each level of Expert a character has, their skill maximum rank in Expert class skills is increased by 1. For example, if Andrinora had three levels of Wizard and two levels of Expert, and selected Knowledge (Arcana) as an Expert class skill, her maximum rank in Knowledge (Arcana) would be 10 (8 ranks for being a 5th level character, 2 ranks for two levels of Expert).


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