This is an old revision of the document!
Feats, Skills & Traits
My house rules for various Traits, Skills and Feats.
Traits
Commoners
Commoners do not get starting trait in my games. However, they might pick up a Commoner Traits at second level - if it is appropriate.
General
Proper Weapon - prerequisite: simple Weapons. Benefit - You are proficient in one LIGHT martial weapon. Some one in your family decided that you should learn to use a 'Proper' weapon suitable to your family background. For a Noble it might be a Short Sword, for a Woodsman a hand axe, A Smith might train in Light Hammer, while a Miner might use a Light Pick - etc
Skills
DCs for skill rolls - basic analysis
Cookery - Craft:Cooking is all about cooking dinner. Profession:Cooking is all about running a professional kitchen. If you want to cook a simple meal for your family or adventuring group it is Craft:Cooking (which can be used untrained). If you want to a chef and run the kitchens in a mansion or a restaurant - you need Profession:Cooking.
Map Making - Craft Map: Drawing a map is a Craft Skill and can be used by anybody who has pen and paper (or the equivalent). This skill allows you to do a number of things. The Example (Right) is a good quality sketch map. The distances and sizes are reasonably accurate, as is the orientation and layout. A party with this map would know what to expect :] However, it is probably only worth 1 or 2 gp on the open market – but it will be worth much more to the right person.
Feats
- Squire - The feat (as written) can be taken at L3 but, because of level limits, you can't recruit a squire until L4. This house-ruled version provides an alternative.
- Leadership - Amended to account for NPC class followers.
- Arcane Dabbler - very basic use of cantrips for non casters.