Important note: You can still improv skills. This is merely a suggestion.
Specialists start with 4 skill points and gain 2 every level beyond 1st level.
Everyone else has 1 Skill point at 1st level by default. They do not gain skill points like specialists do. Certain classes/races start out with skill points already allocated (e.g. Dwarves have 2 points in each mining and masonry by default)
You don’t have to allocate skill points whenever you get them. You can keep them in reserve and assign them at any time. Once allocated, it takes 1 week of training (no adventuring) to re-allocate a single skill point. You cannot re-allocate skill points to your reserve.
When you have any number of skill points in a skill, you are considered competent. Easier tasks relating to that skill don’t require you to test the skill. You can have a maximum of 5 points in any given skill
A test is when you use your training and skill to use a skill under less than ideal conditions. Only test skills when:
lower your chances by 1 for every hindrance beyond the first one If you would reduce your chance to zero, your chance is instead 12 or higher on 2d6.
i.e. building a time machine out of a stick and a wire coat hanger.
all of these are included into the expert's 'thief' abilities by default* (non-exhaustive list)
Sneaking also referred to as Ambushing. To remain unseen when you should be seen. Mastery:
Trapping, to set and unset/disarm traps. Your number of skill points is the in 6 chance that traps set by you have to activate when triggered. Mastery: Your traps always have maximum effect.
Observing, to spot traps and hidden creatures (not objects) Mastery: you penetrate magical invisibility, the invisibility is not dispelled though.
Assassination, the secret art. When you [[Ambush?]], your number of skill points confers a penalty to the target’s saving throw. Mastery: Total penalty of -6
Bone Doctor Facilitating recovery of crippling injuries. Can only be attempted once. On a success, you shorten the recovery time by 1d4 weeks. On a failure, you lengthen the recovery time by 1d6 weeks. Mastery: You speed up the recovery by an additional 1d4.
Surgery Treat life threatening injuries. You have a 5% chance for each skill point invested to avert death on a wound, that would otherwise kill the patient. You have a 5% penalty for each round the patient went untreated. Consumes supplies Mastery: You have no penalties for tarrying.
Wound Treatment Recover recently lost hit points by preventing blood loss and applying pain numbing herbs and substances. Apply directly after combat. On a success, you regain 1d4 hit points. Consumes supplies Mastery: On a rest, you regain 3 hit points instead of 1 when you are already above half your maximum.
Instruments List of Instruments
Mining more of a measure of how efficient you are. 1: Gem clusters 2: ferrous metal nuggets, 3: silver nuggets, 4: gold nuggets, 5: Adamantine wavers
Masonry & Mechanics building, maintaining and identifying stone constructions and complex machines, including secret constructions. Mastery: You always find the activation trigger of machinery and/or know how to fix it if broken
Butchery & small animal disection You can gain a survival ration (prevents starvation) from a dead body on a 1 ration for 1 hit die ratio. Rations so obtained spoil on the next day unless prepared. Mastery: You can do so on a hit in combat (mandatory test) (note: it is considered taboo by Dwarves, Humans, Goblins and Kobolds to consume the flesh of sentient creatures. Elves do too, unless the one consuming has personally slain the sentient creature he wants to consume)
Fishery you can obtain a survival ration (prevents starvation) from a sufficiently large pond, lake or ocean. Rations so obtained spoil on the next day unless prepared. Mastery: You always know what you can catch and you can catch any possible creature in a body of water if you spend at least 1 hour per hit die of the creature you are trying to catch (no specific creatures, just the general type)
Metalworking you can repair, refit and create metal implements. Mastery: everything you create is of masterwork quality by default.
Papermaking & Bookbinding: Mastery: You can identify magical scrolls
Herbalism, Alchemy & Brewing: Identifying potions; Identifying and reproducing drinks, Identifying and gathering herbs, making soap, extracting essences. Mastery: you can create magical potions, your booze output is doubled, you always find more of the herbs you’re looking for
Jewelry: You can cut rough gems and encrust items with gems. When you encrust gems onto objects, it takes you 10 minutes per 10gp of the gems’ value. Mastery: When you cut, gem value is increased by 50%. When you encrust, gem value is increased by 50%.
Handicrafts: You can make, identify and repair cloth, leather, stone, bone, wood and shell baubles. Mastery: your crafts are masterwork quality by default, doubling their value.
Define external redirect: Ambush