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Skills

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Craft Skills: Fishing to Grooming, Animal
Fishing (Mental 1, Wisdom/Intuition -1) — The character is skilled in the art of fishing, be it with hook and line, net or spear. Each hour the character spends fishing, roll a skill check. If the roll is failed, no fish are caught that hour. Otherwise, a hook and line or a spear will land fish equal to one-fifth (20 percent or .2) the difference between the die roll and the character’s skill check. A net will catch three times this amount. An adult can live on two typical game fish (such as trout, bass or bullhead) per day.
Modify the number of fish caught by factoring in the quality of the fishing spot. Consult Table 5.3.08 and multiply the base number (one-fifth the die roll minus the character's skill score) by the indicated modifier. These guidelines help determine the quality of the spot:
  • Poor: Swamp, bog, shallow creek.
  • Average: Slow-running stream or river; moderately deep pond or lake; shore of body of water (as opposed to the center); sunny area in warm weather, shaded area in cool weather.
  • Good: Rapid-running stream or river; deep pond or lake; center of body of water (as opposed to the shore); shaded area in warm weather, open sunny area in cool weather.

Table 5.3.08: Quality Of Fishing Spots
Quality
Multiplier
Poor
.5 (round down)
Average
1
Good
2

Example: Grog has a skill score of 65 in Fishing. He's fishing in a poor quality spot. Grog's player rolls a 40 for his skill check. With this roll in an average spot, Grog would ordinarily catch five fish (13-8). Multiply the base number by the poor multiplier from Table 5.3.8 (.5). Grog catches two fish (5 x .5, rounded down). Of course, no fish can be caught where no fish are found.
Barbarians: Instead of fishing with hooks and nets, some barbarians use spears or their hands. Many barbarians also know how to fish with hooks, nets, traps, and other equipment.
Gem Cutting (Mental 1, Physical 1, Intelligence/Knowledge, Dexterity/Aim -2) — A character with this skill can finish the rough gems that are discovered through mining at a rate of 1d10 stones per day. A gem cutter derives no benefit from the assistance of unskilled characters. A gem cutter must work with a good light source and must have an assortment of chisels, small hammers, and specially hardened blades.
Uncut gems, while still of value, are not nearly as valuable as the finished product. If the cutting is successful (as determined by a skill check), the gem cutter increases the value of a given stone to the range appropriate for its type. If a critical success (01-05) is rolled, the work is exceptionally brilliant and the value of the gem automatically falls into the range for the next most valuable gem (the DM has the relevant tables).
Any character who fails a Gem Cutting roll cuts the gem, but does so poorly and reduces its value to the next lower category.
For example, Durgin the dwarven gemcutter tries his hand at a precious stone with a finished value of 500 gp, but he slips with his chisel and reduces its value to that of a fancy gem (100 gp value).
A character who rolls a 96-00 when cutting a gem splits it in half and ends up with two uncut gems with a combined value of one class lower than that of the original gem.
For example, Durgin starts with another gem. It has a value of 50 gp. He places his cutting clamp, over tightens the jaws and splits the gem in half (he rolls 96-00). He now has two uncut gems with a value of 5 gp each.
The gem cutter may attempt to increase a gem’s value to the next highest value range without rolling a critical success by making a second successful skill check and consulting the Table 5.3.09 below.
The chance to increase the value is based on the character’s Gem Cutting skill level. No gem may normally be increased beyond the next most valuable gem range, however, a gem cutter may attempt to increase the value of a gem that was cut with a critical success to a value range two places higher than the original gem.
For example, Durgin attempts to cut an uncut gem which if cut would be worth 100 gp. He successfully cuts the gem, rolling a critical success in the process, thus increasing the value of the gem to 500 gp. He may then attempt to increase the value of the gem as he would any other gem by rolling on Table 5.3.9 below. If successful, the finished gem would be worth 1,000 gp.

Table 5.3.09: Increasing Gem Value
Gemstones value:
Skill level
one class decrease
no change
one class increase
01-30 (shaky)
01-08
09-83
84-00
31-60 (fair)
01-16
17-92
93-00
61-90 (good)
01-25
26-92
93-00
91-100 (superb)
01-30
26-95
96-00
101+ (master)
01-40
41-95
96-00

Racial modifiers: Dwarves, gnomes and uldra are exceptional gem cutters. Characters of these races may take gem cutting as a one point physical or mental skill and receive bonuses to their Gem Cutting ability as detailed on Table 5.3.10. below.

Table 5.3.10: Gem Cutting bonuses for Dwarves, Gnomes and Uldra
Race
Skill bonus
#gems cut /day
% increase value
NPC cost multiplier
Dwarf (all)
+20%
2d8
+5%
2x
Gnome
+30%
2d10
+10%
2x
Uldra
+10%
2d6
+0
2x

Glassblowing (Physical 1, Dexterity/Balance) — A character skilled at this trade can manufacture all kinds of glass containers, jars, or bottles. Creating symmetrical or precise pieces requires a skill check, but if a character is making items for usefulness instead of for decoration or laboratory use, he can produce about ten small containers, five medium containers or two large ones in a day's work. Precise or decorative items are produced at half the normal rate. The character must have access to a specialized glazier's workshop and furnace in order to make use of this skill.
Grooming (Physical 2, Dexterity) — Grooming is the ability to make another look his or her best — with clean skin, well-trimmed hair, and virtually unmarred complexion. This skill is usually the province of barbers (c.f. Al-Qadim).
Grooming takes about an hour, and after that the patron gains a +2 bonus to encounter reactions when dealing with individuals of his or her own race. The same bonus applies when the patron interacts with geniekind (genies always appreciate a well-groomed supplicant). The effect lasts for two days after the grooming. (Only one reaction roll is required for a given individual encountered during that time, however.)
When combined with the Disguise skill, Grooming enables characters to disguise others just as well as they can disguise themselves. All modifications for disguise still apply, under the Disguise skill.
Grooming, Animal (Physical 1, Dexterity) — This character is adept in grooming a specific species of animal that must be chosen when the skill is taken. This can be used to increase the price of an animal for sale or simply to make the specific animal look and feel its best.
For instance, after a hard ride Gallaina might choose to spend an hour in the stable giving her horse a thorough rub-down and hoof cleaning. And, Blent always gets the best price for his champion wardogs because he spends extra time cleaning and trimming their coats.
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