Skills: Craft, Knowledge, Perform, Profession 

I’ve gotten tired of the 15 million variations of these, so following is a somewhat simplified list of 20 crafts that cover pretty much all types of applied arts and sciences, from low-tech to high-tech. If you have to have a specific craft for some reason, substitute the craft listed here that would include that more focused skill. I will also be using an alternative specialization option for skills which becomes useful here. It allows for general skill or more focused skill masters much less capable outside their concentration sub-skill. Not specializing indicates a broader skill in the subject. Specialization suggestions are indicated in parentheses. To specialize, spend 1/2 rank in a skill you already have trained, and gain an extra effective rank in a sub-skill specialization of your choice, up to the maximum ranks possible for your character at the time. If you wish to single specialize only, you can exceed your usual ranks by “splitting” your skill. To do this, you treat your effective ranks in the general skill as 1 or more lower than what you allocated (to a minimum of 1) and treat your specialization as having an equal number of virtual ranks above what you allocated. Example of splitting: Tracy the Rogue wishes to learn poison-making, a sub-skill of Alchemy, but isn’t too interested in the other aspects of the general skill. So, Tracy takes 4 ranks in Craft (Alchemical) and splits it fully. She takes a 3 virtual real reduction to keep the 1 minimum required, and adds an equal 3 virtual ranks to Poison. The net result is a virtual real allocation of 1 and 7. She’s pretty darned good at poisons, but just an apprentice in the rest of the Alchemical field. Also below is a simplified list of Perform and Knowledge skills that can be similarly specialized. Note: for quick or random character building, 1d20 will get you a quick choice of craft or knowledge and 1d10 will get you a quick choice of performance art. 

CRAFT

  1. Aeronautical  (boat, submersible, plane, rocket, car, aerodynamics, hydrodynamics, propulsion systems) 
  2. Alchemical (chemistry, poison, dye, tanning, brewing, wine-making, thermodynamics, pharmaceuticals, crystals, toxic waste disposal)
  3. Animal (ivory, horn, bone, chitin, leather, hide, sinew, gut, feathers, taxidermy, scrimshaw)
  4. Atomic (nuclear power, nuclear detonator, Force screens, radio-isotope dating, radioactive waste disposal, electromagnetic, magnetic) 
  5. Culinary (food processing, cooking, pastry, rations, chef artistry, catering, food science, artisanal foods, diet) 
  6. Earthworks (tunnels, masonry, statuary, ceramics, adobe, road, canal, sewer, mining) 
  7. Electronic (computer, control system, power system, lighting, sensory system, video, audio, cybernetics, remote control, laser)
  8. Explosive (propulsion, gunpowder, grenade, ballistics, dynamite, bomb, anti-personnel, IED, fireworks)
  9. Fine Work (watch, clock, jewelry, lock, gun, miniaturization, camera)
  10. Locomotion (wheel, sled, skates, skis, chariot, cart, steam engine, internal combustion engine, turbine)
  11. Mechanism (lever, gears, pulley, springs, traps, mills, siege engines) 
  12. Metaphysical (Spellcraft, Psicraft, ritual, magic circle, fetish, hypnotherapy)
  13. Plant (farming, horticulture, hedge, topiary, garden, ikebana, floral arrangement, forestry, mushroom) 
  14. Smith (blacksmith, goldsmith, silversmith, weapons, armor, farrier, tools, foundry)
  15. Structures (engineering, architecture, construction, bridges, city walls, city planning, aqueduct)
  16. Visual Art (painting, sketch, sculpture, film-making, photography, 3D art, holography, etching)
  17. Weaving (textiles, rope, basket, tailor, crochet, knitting, macrame, tapestry) 
  18. Weird Science (temporal, warp, transdimensional, anti-gravity)
  19. Woodwork (carpentry, bows, arrows, fiberglass, plastics, raft, boat, cabinetry)
  20. Writing (poetry, prose, technical writing, academic papers, essay, official writ, music, scripts)

KNOWLEDGE

  1. Arcana (Spellcraft, constructs, dragons, magical beasts, mysteries, magic traditions, arcane symbology, enchanting, curses, magic items, familiars)
  2. Art & Music (important artists, art history, styles/movements, theory, deconstruction, technique, critique) 
  3. Architecture & Engineering (buildings, aqueducts, bridges, fortifications, roads, dams, supports, fire suppression, prison)
  4. Business & Trade (trade routes, market needs, logistics, negotiation, tariffs, documentation, trade laws, shipping companies, black market) 
  5. Combat & Warfare (combat styles, martial orders, martial lore, troop definitions, tactics, military history, weaponry, armor, fortifications, conscription, gladiatorial, street fighting)
  6. Geography & Travel (geology, terrain types, climates, territorial boundaries, ethnology, culture, travel lanes, astronomy, astrogation) 
  7. Government & Politics (factions, law, civil divisions, law enforcement, important personalities, citizenship, lawsuit, campaigning, administration) 
  8. History & Antiquities (wars, migrations, colonies, founding cities, important figures, archeology, anthroplogy, genealogy)
  9. Language & Literature (authors, poets, literary history, literary styles, literary movements, library science, resources, linguistics, analysis, specific language, journalism)
  10. Mathematics (common functions, Geometry, Probability, statistics, Algebra, calculus, numerology)
  11. Nature (animals, fey, monstrous humanoids, plants, seasons, natural cycles, weather, vermin, food chains, Biology, ecology, herbalism)
  12. Local (by area, legends, personalities, inhabitants, local laws, local customs, local traditions, demographics, landmarks, points of interest, local cuisine, accommodations)
  13. Nobility & Royalty (genealogy, heraldry, personalities, etiquette, laws of succession, inheritance, hierarchy)
  14. Religion/Thaumaturgy (deities, holy symbols, demigods, mythic history, undead, ecclesiastical traditions, specific religion, rites and rituals, spellcraft, shrines, churches, temples, holy sites, religious law) 
  15. Psionics  (Psicraft, disciplines, Psionic races, Psionic monsters, the gift, mindblade, psicrystal, psignet, crystals, Psionic items)
  16. Dungeoneering (aberrations, oozes, caverns, spelunking, mines, traps)
  17. The Planes (Inner, Outer, Ethereal, Astral, elemental, planar magic, pocket dimensions, planar travel, outsiders, extraplanar beings) 
  18. Philosophy & Psychology (traditions of thought, psychoanalysis, sociology, behavioral sciences, mob dynamics, crowd dynamics, sexuality, therapy)
  19. Electronics & Computers (electrical systems, electronic components, programming, specific programming language, networks, mass networks, social media, communications, user interfacing, technical support)
  20. Science (scientific method, specific science, critical thinking, logical systems, experimental standards, lab equipment, contamination protocol) 

PERFORM

  1. Acting (comedy, drama, melodrama, romance, mime, kabuki, passion plays, action choreography, impersonation, mimicry) 
  2. Comedy (buffoonery, limericks, jokes, puns, stand-up, situational, improv) 
  3. Dance (specific dance style, kata, choreography, improvisational, aquatic ballet, chorus line) 
  4. Keyboard (harpsichord, piano, pipe organ, accordion, dulcimer, clavier, kalimba, harmonium)
  5. Oratory (epic, ode, storytelling, news crying, rhetoric, debate, sales pitch, freestyle, beatnik) 
  6. Percussion (bells, chimes, drums, gong, steel drum, xylophone, wood block, maracas, castanetes, timpani) 
  7. Strings (fiddle, harp, lute, mandolin, guitar, cello, balalika, sitar, bass, banjo, erhu, pipa, guqin, guzheng) 
  8. Wind (flute, pan pipes, horns, trumpet, recorder, shawm, clarinet, saxophone, tuba, trombone, sousaphone, Alpin horn, didgeridoo) 
  9. Sing (ballad, chant, melody, harmony, choral, opera, madrigal, marching tune, cadence, rap) 
  10. Parade (majorette, band dance, marching, precision, weapon display, color guard, coordinated charge) 

A note on Professions: SRD indicates that professions are dependent on other skills, so whatever profession you take, make sure you have the base skills needed to perform your professional duties. I use profession skills for various purposes, so don’t discount them altogether. Certain activities can only be performed by certified professionals, like lawyers, law enforcement, tax collection, bankers, etc. Also, calculating income from non-adventuring activities and adventure-lateral activity is based on ranks in a profession. No ranks means no more than minimum income, unless your related skill checks are phenomenal… professions are not as specializing because each specialty is usually considered a separate profession, but if you abs the DM can agree on a grouping and specialties, then the specialization rules could apply there, as well. For example, one might say that Jurist was a profession, with sub-skills in judge, attorney, expert witness, recorder, bailiff, and jury member. It could be a bit of a stretch, but they all need a varying level and type of focus on various parts of the law and legal proceedings. Similarly, Chef could include pastry chef, short-order cook, sommelier, caterer, waiter, barista, bartender, grill-master, baker, fry cook, survivalist and sushi chef. They all need to understand cooking and food service in differing ways and levels of expertise. Just try to keep it simple. 

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Bending Weaponry (feat, 3.x, Scaling, bending) 

In certain, let us say more martial, schools of bending, students learn to shape the elements into specific weapon-like forms and employ these in melee combat. Some go well beyond this minor form to become masters of the art of elemental weapons. 

Prerequisites: Must be able to bend elements, through a feat or class ability. Must have formal bending training at some point prior to beginning play, so the character may be part of a standing army that gets Bender support or owe a certain amount of fealty (tithing, reserve status, etc.) to the school or its sponsors.

Benefits: The benefits of this feat are dependent on character’s effective bending level, as follows. 

1: Receive the feat Elemental Weapon. If you do not have a fixed bending elemental damage, add an amount of elemental damage to the result that is equal to the amount done by the weapon form. For purposes of the Bender of Time, the weapons are dart, javelin, shortspear and long spear. Any weapon that could normally be thrown can be used to make a single ranged attack, but dissipates immediately after impact, leaving the Bender with no weapon in hand. 

3: Receive the feat Elemental Weapon Focus. 

7: Receive the feat Bending Finesse. 

13: Receive the feat Elemental Two Weapon Fighting. 

17: You may now use your elemental weapon, or any other bending effect that you can touch, to carry any other magical effect which you can generate (such as spells, other bending powers, Psionic powers, spell-like abilities, supernatural abilities, extraordinary abilities, etc.) along its surface to a single melee target you successfully strike. This is an extraordinary ability that requires the Bender to have the carrying weapon or effect in place, and then activate the other ability through it while successfully maintaining the bend/weapon until the effect reaches its target. Once the effect has reached the target, it affects them as a touch attack version of itself, in addition to whatever the bend or weapon might do. It costs whatever the bend or weapon does, as well as the cost of the added effect. An example of this ability in use: a Cleric with the Bender Dabbling (Water) feat and a minor bend of healing in at work on a party member felled by poison, determines the poison is still in effect and, while maintaining the healing bend, casts Neutralize Poison. The spell courses along the bend to the fallen comrade, killing the poison while the healing waters caress his unconscious form. Another example is the Bender of Earth who bends a gauntlet into existence and then, tapping into his racial energy ray psionic power, proceeds to wallop his enemy with a stony fist and a fiery discharge, combined! 

Bending Expertise  (feat, 3.x, Scaling, bending)

Some benders make an effort to learn to get more cooperation out of the elements they wield, building a more careful and firm connection, and pushing traditional norms to get better results.

Prerequisites: Must be able to bend an element, from a feat or a class ability. 

Benefits: The benefits of this feat are directly dependent on character’s effective bending level. Ignore any extra Chakra costs listed in the feats you receive from this scaling feat.  

1: Receive the feat Ability Focus (Bending).

3: Receive the feat Bend Bending.

7: Receive the feat Enlarge Bending.

13: Receive the feat Empower Bending.

19: Receive the feat Maximize Bending. 

Cantrip Proficient (feat, 3.x, Scaling, spellcasting, Spellcraft) 

Your study of cantrips has led to a facility in overcoming spell failure chance and/or ability to cast them more powerfully. 

Prerequisites: Must be able to cast at least one cantrip by way of a feat, spell, spell-like ability, supernatural ability, extraordinary ability, or other means.

Benefits: The benefits of this feat are dependent on your ranks in Spellcraft or Arcana, as follows: 

0: Select one of the two following options when attaining this level of capacity: -5% to all spell failure chances when casting cantrips OR +1 to the spell saving throw DCs of your cantrips and to checks to beat spell resistance with your cantrips. 

4: Select one of the two following options when attaining this level of capacity: -5% to all spell failure chances when casting cantrips OR +1 to the spell saving throw DCs of your cantrips and to checks to beat spell resistance with your cantrips. 

9: Select one of the two following options when attaining this level of capacity: -5% to all spell failure chances when casting cantrips OR +1 to the spell saving throw DCs of your cantrips and to checks to beat spell resistance with your cantrips. 

14: Select one of the two following options when attaining this level of capacity: -5% to all spell failure chances when casting cantrips OR +1 to the spell saving throw DCs of your cantrips and to checks to beat spell resistance with your cantrips. 

19: Select one of the two following options when attaining this level of capacity: -5% to all spell failure chances when casting cantrips OR +1 to the spell saving throw DCs of your cantrips and to checks to beat spell resistance with your cantrips.

23: Select one of the two following options when attaining this level of capacity: -5% to all spell failure chances when casting cantrips OR +1 to the spell saving throw DCs of your cantrips and to checks to beat spell resistance with your cantrips.

Cantrip Master (feat, 3.x, Scaling , spellcraft) 

Your study of cantrips has led to more efficient and potent cantrip usage. 

Prerequisites: Must be able to cast at least one cantrip by way of a feat, spell, spell-like ability, supernatural ability, extraordinary ability, or other means.

Benefits: The benefits of this feat are dependent on your ranks in Spellcraft or Arcana, as follows: 

0: Learn a number of cantrips known at first character level, and each subsequent level thereafter, equal to your Intelligence modifier

4: You may count a cantrip as being 1/4 spell level, if it is beneficial to do so. 

9: When combining cantrips by some ability or using the Widen Spell metamagic feat, you can widen the cantrip(s) cast by one step for the cost of just one cantrip per step. 

14: When combining cantrips by some ability or using the Extend Spell feat, you can extend the duration of the cantrip(s) cast by one step for the cost of four cantrips. 

19: Cantrip Metamagic Master: when calculating the cost of metamagic applying to the casting of cantrips, you may calculate the cost using cantrips at the same rate as you would normally use spell slot level increases. 

Summon-Monkey (feat, 3.x, Scaling, spellcasting) 

​It’s not about summoning some monkeys, unless you want it to be. It’s about more – and more interesting – summoning, you skillful primate wielder of conjugation magics! 

Prerequisites: Must be able to summon at least one creature by feat, spell, spell-like ability, supernatural ability, or extraordinary ability.

Benefits: The benefits of this feat are dependent on the highest level of spell you can cast, as follows: 

0: Receive the feat Augment Summoning.

1: Receive the feat Augment Elemental. 

3: Receive the feat Extraordinary Concentration.  

5: Receive the feat Summon Elemental (Reserve spell feat).

7: Receive the feat Augment Elemental.

9: Receive the feat Rashemi Elemental Summoning. 

Peculiar Familiar  (Feat, 3.x, Scaling, spellcraft) 

​Departing from the normal familiar selection is what this feat is all about. 

Prerequisites: Must have a familiar summoned and bound.

Benefits: The benefits of this feat are dependent on ranks in Arcana or Spellcraft, as follows: 

0: Receive the feat Big Familiar.

3 HD: Receive the feat Familiar Development. 

7 HD: Receive the feat Familiar Subtype.  

13 HD: Receive the feat Talking Familiar. 

19 HD: Receive the feat Toltec Familiar  (or Totem Familiar).

Familiar Familiar (feat, 3.x, Scaling, spellcraft) 

By way of this feat, one may become more closely connected to the power of the familiar bond. 

Prerequisites: Must have a familiar summoned and bound.

Benefits: The benefits of this feat are dependent on ranks in Arcana, as follows: 

0: Receive the feats Familiar Focus and Familiar Range Extension.

4: Receive the feat Familiar Fortitude. 

9: Receive the feat Familiar Concentration. 

14: Receive the feat Familiar Feat Merge. 

19 HD: Receive the feat Phantom Familiar.

Ascetic Mind Blade (feat, 3.x, Scaling, Psionic, mindblade)

For monks who choose to include the mindblade as part of their path to perfection, this feat is a great way to truly combine monastic martial training with psionic armory. 

Prerequisites: Must be able to manifest or form a mindblade through feat, class ability, or other means. Must meet all prerequisites for feats listed below. 

Benefits: The benefits of this feat are dependent on character hit dice, as follows: 

1 HD: Receive the feat Stunning Blade, with the added effect that any abilities that employ a use of the stunning fist ability can also apply to this feat.

3 HD: Receive the feat Monastic Blade, with the added effect that any modifications to unarmed strikes also modify this feat’s effects. 

7 HD: Receive the feat Aligned Blade. 

13 HD: Receive the feat Enlightened Warrior. 

19 HD: Receive the feat Mind’s Eye Acuity.

Improved Blade Resonance (feat, 3.x, Scaling, Psionic, mindblade) 

Power, in the form of resonance, is good, and practitioners of this feat use it to help improve access to and applicability of that power. 

Prerequisites: Must be able to manifest or form a mindblade through feat, class ability, or other means. Must meet the prerequisite number of Resonant Blade feats and any other prerequisite feats ,for each feat below by the time you reach then

Benefits: The benefits of this feat are dependent on character hit dice, as follows: 

1 HD: Receive the feat Knife to the Soul.

3 HD: Receive the feat Mind Blade Cleave. 

7 HD: Receive the feat Deceptive Mind Blade.  

13 HD: Receive the feat Blade of the Champion. 

19 HD: Receive the feat Fill the Resonant Blade.