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D30 Sages

What are those sages and hermits experts at?  Roll twice on the table to see their primary and secondary specialties.  In general, sages will be able to answer any general question on their specialties. 

On their primary specialty, they will have an 85% chance (~1 in 6) to correctly answer any challenging related question, and a 75% to do so in any secondary specialties. Within five years, they can  train any human in basic proficiency in their technique.  

Similar expertise to the sage will take decades for a human.

  1. Alchemist: Brew elixir of life to reduce someone’s age by half, once.  Needs ingredients.

  2. Anthropologist: Expert in the customs, beliefs, and practices of 1d6D* ethnic groups.

  3. Archaelogist: An expert on 1d6D* dead cultures.

  4. Archery:  Aiming with a bow, hits a tiny fixed target about 85% of the time, 75% if blinded.

  5. Astronomy:  Navigates flawlessly at night if they can see at least half the sky.

  6. Bow and Arrow making:  Makes exceptional bows and arrows.

  7. Brewing Beer: Brews exceptional beers including some similar to potions.  No preservatives.

  8. Carpentry: Can build almost anything with a hammer, saw, chisel, and enough wood.

  9. Cosmology: Expert on inhabitants of 1d6D* other planes; can provide survival advice.

  10. Con Artist: Can lie like a champ, and equally likely to determine when others are lying.

  11. Culinary Arts:  Can turn ingredients into superb meals with heat and utensils.  Bam!

  12. Distilling: Creates liquid spirits which alter minds, or bring you to the brink of death.

  13. Herbalism: Crafts exceptional mundane pastes, salves, etc. from plants. Also a botanist.

  14. Jeweler: Can cut any precious stone to maximize its value, minimize flaws, etc.

  15. Martial Arts: Essentially, a  wuxia master.

  16. Masonry:  Build resilient and elegant structures from stone or brick, and maybe mortar.

  17. Mathematics and Numerology: Prove almost any fact, given enough information.

  18. Medicine: Accelerate healing in others. Cures or mitigate diseases and poisons.

  19. Meditation: Centers self to resist the intrusion of the outside world.

  20. Metaphysics: An expert at how this plane relates to 1d6D* others, and how to get there.

  21. Mining and Refining Ores: Expert at scouting promising mine locations, tunnel stable and traversable passages to best veins, determine extraction methods for ore, and refine the ore.  

  22. Painting or Sketching: Can reasonably portray anything they have seen in an hour.

  23. Poetry:  Writes elegant and evocative prose that brings the gods to tears.

  24. Religion:  A specialist in one religion, knows much about other religions as well.

  25. Sculpture:  The sage can express any shape possible in carved stone.  Know stonecraft.

  26. Seigecraft:  Knows techniques and practices of seiges, including counter-techniques.

  27. Smithing:  With the right tools, turn any metal, into a beautiful and functional item.

  28. Vigneron:  Make exceptional wine, know the process from the grape to the cask to the table.

  29. Weaving:  Make items from wool or grasses, and know how to raise the necessary materials. 

  30. Zoology: Knowledgeable of all creatures that exist on this plane, including a creature’s general characteristics, such as relative strength and endurance, running speed, and various behaviors (mating, territorial, rearing, hunting, and threat responses).  

* 1d6D = 1d6 rolled with disadvantage.  Roll 2d6, take the lesser result.

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