the following list been lifted from the Skirmisher Publishing forum site
(Wis; Trained Only)
A rat catcher is skilled at keeping homes and businesses free of vermin of all types, but especially rats. Income generated from the use of this skill represents monies paid for clearing out infestations, running local rat fights with captured vermin, and on occasion selling rat meat to the local sausage seller.
Special: Profession (rat catcher) can be used in place of Handle Animal and Survival for any for any skill check involving rats and other rodents.
Use this skill to obtain various information through studying solid waste. This can involve examining, feeling, dissecting, or even tasting the waste.
Check: You can identify the type of creature, what it ate, whether it has an illness, and when it defecated through studying its solid excrement. The table below gives the DCS for various tasks that require Scatology checks.
Most of these tasks can be accomplished at once, if you want to accomplish all of them with one action, do not roll separate checks, simply go by the highest DC. Success means all tasks are accomplished together.
Scatology DC Task
10 Identify what type of creature made the solid excrement.
15 Determine how long ago (in days) the creature defecated. It should be assumed that after two weeks, age can only be determined to be two weeks old or more.
15 Determine what the creature ate.
20 Determine whether the creature has an illness.
25 If the creature has an illness, determine what that illness is.
30 If the creature was under a magical effect while defecating, you may determine what the effect was
Scatology DC Modifier Condition
+5 After precipitation.
+10 Decomposers (i.e. maggots, dung beetles, etc.) have begun to eat the fecal matter.
-2 Temperature is below freezing.
-2 There is over 2 pounds of scat.
Action: A Scatology check requires a standard action that provokes attacks of opportunity.
Retry: Yes, but the original sample is wasted, another sample must be found.
Special: Survival may be used to accomplish these tasks, albeit at a -5 penalty to checks. Survival may not be used to accomplish a Scatology check of DC 20 or higher.
Synergy: If you have 5 or more ranks in Survival, you get a +2 bonus on Scatology checks.
(Wis; trained only)
You are skilled at producing phony copies of the coins of the realm and passing them off as the real thing. Used by crooks, forgers, and rogues of many stripes, a character with this skill can “make money” while other professionals make money.
Check: As with all other Profession skills, you “earn” half your Profession (Counterfeiter) check result in gold pieces per week of dedicated work. However, unlike other Profession skills, any monies gained in this way are – in fact – clever forgeries.
Other Denominations: A professional counterfeiter need not limit himself to producing gold coins. If the counterfeiter wishes to produce false coins in other denominations, apply one of the following appropriate modifiers to the skill check:
Special: A counterfeiter may forge paper money and letters of credit in settings where such things exist. Specific bonuses and penalties are left to the GM’s discretion, though the monetary value of the paper money should be in keeping with the value of coinage used on most fantasy campaigns.
Special: You may use Profession (Counterfeiter) in place of Bluff to pass counterfeit money off as the real thing. Likewise, you may use Profession (Counterfeiter) in place of Appraise to identify counterfeit money.
Spotting Counterfeit Money: Anyone who suspects they may have been passed any funny money may make an Appraise Skill Check (DC 10 + Counterfeiter’s skill rating) to spot the forgery.
Convincing Forgeries: At the GM’s discretion, a counterfeiter may choose to make particularly convincing forgeries, accepting a -1 penalty on the Profession (Counterfeiter) Skill Check for every +1 he wishes to add to the DC of identifying the true nature of any false money produced.
(Wis; Trained Only)
You are skilled in the creation of religious works of art, from effigies of deities to depictions of saints and miracles. You do a brisk business selling such icons to the devout, from pious peasants to priests and kings who wish to adorn their temples with inspiring works of art.
Check: Profession (Iconographer) functions like any other Profession skill except as noted below.
Holy Symbols: Any icon created of a specific deity or holy personage with an alignment no more than one step removed from the Iconographer functions as a Holy Symbol for Clerics and Paladins who serve the specific deity or possess a Domain also possessed by the personage in question.
Holy Focus: Clerics and Paladins who pray before an icon of their deity during their required hour of prayer/meditation gain 1 additional use of Channel Energy/Lay On Hands that day.
Iconography: Profession (Iconographer) may be used in place of Knowledge (Religion) for any SKill Check related to religious symbolism or art. Additionally, this skill can be used in place of Appraise for rolls made to identify holy object. Additionally
Use this skill to detect or identify substances or distinguish between similar scents. Although anyone can identify a common odor, training is required to discern the fine nuances between similar substances.
Check: Make a Smell check against a DC that reflects the commonness of the substance.
5 Detect strong scent.
10 Identify common scent (apples, oranges).
15 Detect weak scent.
20 Identify uncommon scent (Goblin, troglodyte).
25 Identify rare scent (dragon, ghoul, certain poisons).
–5 Essence of substance at hand for comparison.
+2 Attempting to distinguish very similar substances.
+2 Cumulative for each consecutive smell attempt in a 10-minute period.
Retry: A character may attempt retries, but increase the DC by 2 for each retry within a 10-minute time period.
Special: Gnomes, well known for their keen sense of smell, add a +2 to any Smell checks. Characters with the Scent feat receive a +5 bonus on Smell checks.
Synergy: Characters with 5 or more ranks in this skill receive a +2 synergy bonus on attempts to Appraise perfumes and other commodities valued for their scent. Any character with 5 or more ranks in Smell receives a +2 synergy bonus on Taste skill checks.
(Int; trained only)
This skill covers general knowledge of festivals, annual celebrations, holiday festivities, community religious observances, and their significance. At the GM’s discretion, use of this skill can also allow the user to participate in newly encountered festival activities as like someone who grew up within the culture.
Knowledge (festivals) Skill Tests & Modifiers
DC and Modifiers
Know the nature a festival
Know the origins of a festival
Know holiday trivia
Know festival activities
Remember a holiday song
+10 to DC
Skill: Language (Urban)
Typical Speakers: City Dwellers, Mulenyahns, Orves
More-or-less the antithesis of Sylvan, Urban is an unfortunate patois of Common, various humanoid tongues, and slang. Unlike most conventional languages, Urban is used to obscure meaning as much as it is to convey it. It is also a favored medium for song lyrics.
Use Language (Int; Trained Only)
A character can use this skill to speak, understand, write, or read a language in which he
is proficient. This skill is intended to replace the existing Speak Language skill.
A character starts off at 1st level knowing one or two languages (based on his race), plus an additional number of languages equal to his starting Intelligence bonus. He is considered fluent in these languages, automatically receives 10 ranks in them, and can always Take 10 on appropriate skill checks. If desired, a character can add further ranks to such languages, which are always treated as class skills for these purposes. Unless he is a Barbarian, a character can also read and write these languages.
A character can choose to learn a new language by putting skill ranks into it.
Once he has devoted at least one rank to a language, he is considered proficient and can attempt to speak, understand, write, or read it. He cannot Take 10 on skill checks associated with this language, however, if distracted or endangered.
Common languages and the alphabets used to write them appear on the table below. Note that ability to recognize an alphabet because it is associated with a language of proficiency does not confer ability to read or write it in another language.
Common Languages and Their Alphabets
Language — Typical Speakers — Alphabet
Abyssal — Demons, chaotic evil outsiders — Infernal
Aquan — Water-based creatures — Elven
Auran — Air-based creatures — Draconic
Celestial — Good outsiders — Celestial
Common — Humans, Halflings, Half-Elves, Half-Orcs — Common
Draconic — Kobolds, Troglodytes, Lizardfolk, Dragons — Draconic
Druidic — Druids (only) — Druidic
Dwarven — Dwarves — Dwarven
Elven — Elves — Elven
Giant — Ogres, Giants — Dwarven
Gnome — Gnomes — Dwarven
Goblin — Goblins, Hobgoblins, Bugbears — Dwarven
Gnoll — Gnolls — Common
Halfling — Halflings — Common
Ignan — Fire-based creatures — Draconic
Infernal — Devils, lawful evil outsiders — Infernal
Orc — Orcs — Dwarven
Sylvan — Dryads, Brownies, Leprechauns — Elven
Terran — Xorns and other earth-based creatures — Dwarven
Urban — City dwellers, Mulenyahns, Orves — Common
Undercommon — Drow — Elven
Check: Make a skill check that reflects the difficulty of the information to be conveyed or understood. This is generally DC 10 for conveying or understanding simple information (e.g., purchasing equipment, reading a sign), DC 15 for more complex ideas (e.g., directions to another part of town, public notices), DC 20 for moderately complicated ideas (e.g., instructions for retrieving a hidden treasure), DC 25 for intricate, complex, or technical concepts (e.g., double meanings of key words in a riddle, alchemical processes). If a subject to whom a character is speaking is actively trying to understand or make itself understood, then the character receives a +2 bonus on Use Language skill checks made with that creature.
If the skill check succeeds, the character understands the equivalent of about a single page of text or a minute of speech in the language in question. If the check fails, the GM makes a DC 5 Wisdom check for the character and, if it fails, the character gleans incorrect information, rather than simply failing to understand it.
The Game Master secretly makes both the Use Language check and, if necessary, the subsequent Wisdom check, so that the player cannot tell if his character has been successful or not.
Note that it is possible for sufficiently complex or technical texts to be incomprehensible even to someone who is fluent in the language in which they are written.
Action: Varies. Deciphering the equivalent of a single page of text generally takes 1 minute (10 consecutive full-round actions).
Try Again: No, in general, for attempting to understand or read a language (although the character might simply glean incorrect information and not even realize he failed his skill check). Yes, under proper circumstances, to speak a language (assuming the character realizes he failed his skill check).
Characters with various areas Knowledge can use them to help succeed at Speak Language skill checks. A character with 5 or more ranks in Knowledge (Arcana) receives a +2 bonus on Draconic skill checks. A character with 5 or more ranks in Knowledge (Local) receives a +2 bonus on skill checks for the primary language spoken in the area of familiarity. A character with 5 or more ranks in Knowledge (Nature) receives a +2 bonus on Druidic (Druids only), Giant, and Sylvan skill checks. A character with 5 or more ranks in Knowledge (The Planes) receives a +2 bonus on Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, and Terran skill checks.
A character receives a +2 bonus on skill checks to read or write in a particular language of proficiency if it uses the same alphabet as another language in which he is proficient.
A character with 5 or more ranks in Decipher Script receives a +2 bonus on attempts to read languages of proficiency. Note that such a character is, essentially, also able to make untrained attempts to read languages of non-proficiency (“Decipher Script,” Player’s Handbook).
This skill can be used for such things as identifying substances or distinguishing between similar beverages.
Check: Make a Taste check against a DC that reflects the commonness of the substance.
5 Common foods.
10 Common beverages.
15 Uncommon foods.
20 Uncommon beverages, common poisons.
25 Rare substances, legendary potions, or fabled poisons.
30 Alien, unique, or theoretical substances.
Retry: Yes. However, increase the DC by 2 for each retry. Using a palette neutralizer
(a mild cheese, for instance) will lower the DC increase to 1 for each retry.
Convergence Task (Food Tasting): Characters with at least 2 ranks
of Taste, 1 rank of Smell, and a Constitution of at least 12 can use the Taste
skill to identify specific combinations of substances present in food and drink.
Individuals with this ability are often employed in the courts of nobles to
check meals and beverages for unsavory additives (e.g., drugs, poison, vermin
feces, or other forms of contamination).
Convergence Task Check: Make a Taste check to identify substances in meals. Roll for each meal event regardless of length or size.
15 Identify specific ingredients in a common meal or beverage (e.g., chicken ala king, beef stew, cherry nut cake) (1 minute).
20 Identify specific ingredients in an unusual meal or beverage (e.g., griffon nuggets) (1-6 minutes).
25 Identify specific ingredients in a rare meal or beverage (e.g., elemental pudding) (1-20
+2 Cross-cultural dish (e.g. Elves tasting Orc chowder).
+5 Common drug or poison present.
+10 Rare drug or poison present.
Retry: Yes. However, increase the DC by 5 for each failed roll. If poison or a drug is present in the meal or beverage the food tester may
make a DC 15 Reflex save to attempt to avoid being affected by the substance.
Consequences for failing to identify a poison or drug prior to ingestion by the
tester’s employer tend to be played to the tune of Danny Deever.
Special: Gnomes and Halflings receive a +2 bonus on Taste or Food
Tasting skill checks. In some campaigns, magic potions can be characterized by
taste, and this skill is especially useful in those instances, both to laymen
and to those with 5 or more ranks in Taste who attempt to analyze potions using
the skills Craft (Alchemy) or Profession (Alchemist)*. Use of the Taste skill
does not require swallowing, so at the GM’s option it can be used to detect
certain poisons without any ill effects.
Synergy: A character with 5 or more ranks in Taste receives a +2 synergy bonus onSmell skill checks. Characters with the Food Tasting ability may add a +2 synergy bonus to any Spellcraft, Craft, or Profession skill checks related to identifying ingested substances. Characters with 5 or more ranks in this skill receive +2 on attempts to Appraise foodstuffs and beverages.
Knowledge (Scatomancy) (Int; Trained Only)
This somewhat odious form of fortune telling is practiced through the study of fecal matter (e.g., much like readings with tea leaves or palms).
Special: If a character has at least 5 ranks in Knowledge (Scatomancy) and succeeds at a DC 25 skill check immediately prior to casting a divination spell, he is treated as if he were two levels higher for purposes of
that casting. This cannot be used in conjunction with the benefit bestowed by
another type of Knowledge (e.g., Numerology); only one or another can be
Synergy: If a character has 5 or more ranks in this skill, he gains a +2 bonus on skill checks for Profession (Physician).