Craft, Knowledge and Profession Specialty Master List

Key to Sources:
PHB Player's Handbook
PsiHB Psionics Handbook, by Bruce Cordell
Conv D&D Conversion Manual, by Skip Williams
SaF Sword and Fist accessory
DotF Defenders of the Faith accessory
MagF Magic of Faerun accessory
AquelaJames Wyatt's Aquela game world, available on his web site
JD My own custom additions


Besides the additions, the following changes have been made to the canon lists:

  • Profession (Cook) from the PHB has been changed to Craft (Cooking) as per the Conversion Manual
  • Profession (Driver) from the PHB has been deleted because it is specifically listed under Handle Animal.
  • Profession (Guide) from the PHB has been deleted. Use Knowledge (Local) or Wilderness Lore instead.
  • Profession (Hunter) from the Conversion Manual has been deleted because Wilderness Lore specifically includes hunting.
  • Profession (Siege Engineer) from the PHB has been deleted. Use the Profession (Engineer) skill with a special synergy bonus from Knowledge (War)
  • Profession (Teamster) from the PHB has been deleted because Handle Animal specifically includes driving a team of animals.
  • Knowledge (Architecture & Engineering) has been changed to Knowledge (Architecture), and the Conversion Manual's Profession (Engineer) is used for Engineering.
  • A couple other skills from the Conversion manual are not used, but just listed here for completeness' sake.


Craft skills:
An activity qualifies as a craft only if all of the following criteria are met:

  • the work is performed on some tangible, physical object
  • the object worked on is physically transformed so that it can fulfill a different function or purpose that it could not before
  • the work is done by hand, with simple hand-held tools in at least the essential transforming phase (heating or curing time that does not cause the essential transformation does not count against this).
The following are craft skills.

Armorsmithing (PHB)
You are capable of making armors or shields of any type that is predominantly metal. This skill does not apply to the making of fur or hide, padded, leather, or studded leather armor, nor does it apply to wooden shields.

Basketweaving (PHB)
You are capable of weaving baskets from straw, reeds, bamboo or other suitable material.

Bookbinding (PHB)
You can take pages of manuscript and make a book out of them by sewing (or otherwise fastening) the pages together and binding them within book covers. Book covers are typically made of leather, but could be made of other materials.

Bowmaking (PHB)
You can to make bows and arrows, and to fletch the arrows.

Blacksmithing (PHB)
You can work with iron and make useful items out of it, e.g. nails, horseshoes, and various tools. If you have 5 or more ranks of Craft (metalworking), you get a +2 synergy bonus on any Craft (blacksmithing) check.

Brickmaking (JD)
You are capable of making bricks from mud or clay, and know how to cure them either in the sun or by baking them in a kiln. You can also maintain and repair the kiln used.

Calligraphy (PHB)
You are skilled with quill and ink to produce beautiful, flowing and neat writing. You can also draw the decorative patterns that often adorn manuscripts or that embellish capital letters or signatures.

Candlemaking (DotF)
You are skilled at making candles from animal fat, tallow, or wax.

Carpentry (PHB)
You are skilled at constructing sturdy buildings and objects such as furniture and cabinetry using milled lumber. Specialties within carpentry would include cartwrights (who build carts), coopers (who build wooden barrels and tubs), wainwrights (who build wagons, or wains for Englishmen) and wheelwrights (who make spoked wheels). This skill would also be used to make wooden shields.

Cobbling (PHB)
You can make and repair shoes and boots, typically from leather or wood. Other materials could be used to make footwear such as sandals.

Cooking (Conv)
You can produce prepared food dishes of some sophistication. You are familiar with various methods of food preparation (e.g. frying, baking, broiling, steaming) and the general types of food items (sauces, soups, stews, etc.), the uses and effects of various ingredients and spices, and can easily follow or modify a recipe, or even create new recipes.
[Note: this skill was called Profession(Cook) in the Player's Handbook but it obviously does not fit the definition of a profession while it does meet the criteria for craft. The Conversion Manual lists Craft (cooking) as the conversion from the Cooking non-weapon proficiency of 2nd Edition. The oft-used phrase 'cooking arts' combined with the ubiquitous conjunction of 'arts and crafts' also indicates cooking is a craft. In addition, such an authority as Los Angeles Times food editor Russ Parsons says as much from the following quote from his book How to Read a French Fry (page 9, middle of first paragraph): "Anyone doubting that cooking is a complex art (or perhaps "craft" is more accurate) need only consider frying." Cooking is a craft, not a profession, in the D&D context. The PHB is wrong, and that's that. This is a necessary case of "rule 0", and I'm not going to entertain arguments about this particular point.]

Gemcutting (PHB)
You can cut, finish and polish rough gems, thus making them more valuable and more suitable for use in jewelry. You can also identify the type of gem it is, and estimate its value.

Glassblowing (JD)
You can make glass from sands or other suitable materials, and create bottles and various other items by blowing molten glass. You know what additives will produce colors, and can identify different types of glass. You are also skilled at cutting glass, and otherwise working with it.

Gunsmithing (Aquela, modified by JD)
You can construct various gunpowder (or smokepowder in the Forgotten Realms) weapons, from arquebuses to matchlock and flintlock muskets and pistols. If you have 5 or more ranks of Craft (machining), you get a +2 synergy bonus on any Craft (gunsmithing) check. If you have 5 or more ranks of Craft (metalworking), you can also make cannon.

Leatherworking (PHB)
You can create various leather items from leather, such as predominately leather armor, saddles, scabbards, backpacks, bags, pouches and other such items.

Locksmithing (PHB)
You can make mechanical locks, and are familiar with the operating principles of locks. If you have 5 or more ranks of this craft, you get a +2 synergy bonus on any Open Lock skill check. If you have 5 or more ranks of Craft (machining), you get a +2 synergy bonus on any Craft (locksmithing) check.

Machining (JD)
You can craft gears and pulleys and assemble them into small or intricate mechanical devices using precision hand tools. Clockmaking would be a classic use for this skill. You can also make mechanical traps as you might find built into locks and chests.

Metalworking (SaF)
You can make general items out of metal, either useful or decorative. Tinkers and cutlers would used this skill. This skill also subsumes specializing in metals, such as goldsmith, silversmith, coppersmith, etc. This skill also encompasses the craft of making and minting coins. If you have 5 or more ranks of Craft (blacksmithing), you get a +2 synergy bonus on any Craft (metalworking) check.

Needleworking (JD)
You are capable of various forms of needlework - knitting, crocheting, quiltmaking, tatting, laceworking - to make such things as garments, embroidery, quilts, blankets, doilies, and so on. If it is desired to track these separately, then you can do perform one such craft for each rank of Craft (needleworking) you have.

Painting (PHB)
You can use inks and paints to paint pictures of people and scenery. You have a good eye for colors and a good sense of visual perspective.

Papermaking (JD)
You know the procedure for making sheets of paper, parchment, vellum, or other such materials, that are suitable for writing on and using as documents.

Pottery (PHB)
You are skilled at making pots, jugs and other containers using a variety of clays. You can also operate and maintain a firing kiln and know how to glaze items to produce finished items. You are familiar with the types of clays used to make items and know where to find them and blend them as necessary.

Ropemaking (JD)
You know how to make strong rope from various fibers such as hemp and silk.

Sculpture (PHB)
You can accurately sculpt finely detailed depictions of people, animals, objects or decorative designs into stone. The sculptures you create are works of art. If you have 5 or more ranks of Craft (stonecarving), you get a +2 synergy bonus on any Craft (sculpture) check.

Sewing (Conv)
You can cut and sew together cloth of various type to make garments. Seamstresses, dressmakers, tailors, hatmakers, and glovers would use this skill to ply their trade. If you have 5 or more ranks of Craft(leatherworking), you get a +2 synergy bonus on any Craft(sewing) check involved with making garments out of leather.

Shipmaking (PHB)
The shipwright uses this skill to build sea-worthy vessels fit to ship people and cargo across the seas. He knows the proper techniques for making keels, planks, bulkheads, rudders and masts from lumber provided. If you have 5 or more ranks of Craft (carpentry), you get a +2 synergy bonus on any Craft (Shipmaking) check.

Stonecarving (DotF)
You can use chisels and awls to carve general utilitarian shapes from stone. Such shapes include blades or other weapons, blocks of specific shapes, or tools. If you are literate, you can also carve letters or simple diagrams into stone. You are familiar with the properties of the various types of stone suitable for carving, and know where such types of stone may be found. A stonecarver may also work in a quarry to produce the blocks that will be used by stonemasons and sculptors. You cannot use this skill to carve artwork.
[Note: The description is modified from that given in DotF to make it more distinct from Sculpture. At the DM's option, it may or may not include stone napping, the stone-age craft of shaping stone using other stones to chip away flakes.]

Stonemasonry (PHB)
You are capable of constructing buildings and other objects from quarried blocks of stone. You know how to fit the blocks together and support what you build so that it can bear loads. If you have 5 or more ranks of Craft (stonecarving), you get a +2 synergy bonus on any Craft (stonemasonry) check.

Thatching (PHB)
You can take reeds, straw, fronds or other such materials and make them into a roof so as to keep the elements out of the structure.

Trapmaking (PHB)
This craft allows you to make traps and snares like you would use to capture or kill animals. The types of traps and snares you can make range from simple spring-loaded paw-traps to cages that allow entrance but not exit. In wilderness settings, this would allow you to make traps like branches that are pulled back with ropes and have spikes attached to them or like net traps. This does not include the complex mechanical devices built into objects (like locks and chests) and designed to cause damage to unauthorized accessors. If you have 5 or more ranks of Craft (machining), you get a +2 synergy bonus on any Craft (trapmaking) check. If you have 5 or more ranks in Knowledge (architecture and engineering) you can build entire rooms that are trapped and use counterweights to balance or set them.

Weaponsmithing (PHB)
You can use this skill to create metal weapons such as (but not limited to) swords and maces.

Weaving (PHB)
You can take various fibers (e.g. silk, wool, cotton, hair) and wave them together to make cloth, and are familiar with the use and maintenance of a loom. You can also make rugs and tapestries.

Woodcarving (DotF)
You can use hand tools such as hand axes and whittling knives to make useful or artistic items out of raw wood. You are familiar with the properties of various types of wood, and can make such items as staves, shields, wands, tools, utensils, masks, combs, furniture, holy symbols, and figureheads from wood.


Profession Skills:
An activity qualifies as a profession if any one of the following criteria are met:

  • the work is provided as a service that does not produce a new tangible good
  • the tangible good worked on is only repaired or improved in its current use or function, rather than transformed (finding, gathering and/or separating goods also qualifies)
  • the work is done by machinery or equipment that does not require constant (or near constant) hands-on attention or is larger or more complex than a simple hand-held tool
Note that the definition of "profession" is not simply "any activity with which one can make a living." This is the common definition in today's world, but such a definition is meaningless in the context we are using it here to distinguish from Craft and Knowledge skills.
The following are profession skills.

Apothecary (PHB)
The apothecary is skilled at making non-magical medicines, balms, salves and potions from various herbs and other mundane substances. The apothecary must have a laboratory with all the suitable equipment (e.g. flasks, retorts, alembics, condensers, furnaces, etc.) in order to do this work, and thus is not a craft. [For the purposes of avoiding an excessively large skill list, such skills as soapmaker and perfumer are included in apothecary.]

Assayer/Surveyor (JD)
You are skilled at using surveying equipment to marking plots of land and determine the value of the plots.

Astrologer (DotF)
You can make horoscopes, and birth charts for people based on the time of their birth and the positions of the celestial bodies, and can make prophecies and predictions based on them if such are effective in the game world, or if not to at least make general predictions that may become self-fulfilling for the recipients. This skill is particularly useful for those who use divination magic.

Barkeeper (JD)
You are familiar with a variety of alcoholic beverages and are skilled at mixing and serving them.

Beekeeper (JD)
You know how to safely keep and handle bees, and how to collect the honey they produce.

Boater (PHB)
You are skilled at handling small watercraft. You are capable of efficiently rowing both steer and give speed to the boat.

Bookkeeper (PHB)
You are capable of performing accounting and other financial functions to make sure that everything balances. If you have 5 or more ranks of Knowledge (Mathematics), you get a +2 synergy bonus on any Profession (Bookkeeper) check.
[Note: This is on the border of being a Knowledge skill. Personally I think it should be, but I'm keeping changes to canon at a minimum.]

Brewer (PHB)
You can make various beverages (usually alcoholic in nature) from raw ingredients using a still and other such equipment. This skill does not allow you to make magical potions.
[Note: This skill is right on the borderline of being a craft. When done on a small scale, Brewing might easily be a craft and fall under Cooking. At the DM's option, the brewing of a single small keg of beverage might call for a Craft (cooking) check with a synergy bonus from Profession (brewer). This skill is kept as a Profession for the following reasons: (a) the equipment required goes beyond simple hand tools such as stills and condensing coils, (b) the transforming process is the fermentation, not the mixing or other hands-on preparation done by the brewer, and (c) the PHB listing as a profession is the official, canon skill. I have made changes from canon in other skills, but my intent is to keep those changes to a minimum, and just change those that are most egregiously wrong in my opinion. This decision is not as consistent as I'd like, but there are multiple criteria at work here.]

Butcher (JD)
You are skilled at making good cuts of meat from a slaughtered carcass. You know what type of cuts are made from what parts of the carcass, and can divide up a carcass into a variety of cuts with minimal waste.

Cartographer (JD)
You are skilled at drawing maps based on the observations and measurements of others (especially surveyors) that you correlate into a consistent whole. Because coordinating various distance and angle measurements or estimates is a geometrical task, if you have 5 or more ranks of Knowledge (Mathematics), you get a +2 synergy bonus on any Craft (mapmaking) check involving making maps from such measurements.

Cook (PHB)
See Craft (cooking).

Driver (PHB)
[This profession specialty is listed in the Player's Handbook, so I mention it here for completeness' sake. Handle Animal specifically states it is used to "drive a team of horses pulling a wagon over rough terrain," so use Handle Animal in place of this specialty.]

Engineer (Conv, MagF)
You know how to build things and make things work. You are a real-world problem-solver, and have the practical and empirical skills to take plans and theories that exist only on paper and make them real. You are methodical and efficient in your approach to building or making things. For large projects, you know how to schedule and organize the work and coordinate the work of various specialty crafts in an efficient manner.
[This is actually the Knowledge (Architecture & Engineering) skill. The Conversion Guide lists this as a profession, so I mention it here for completeness' sake. Personally, I think it fits better as a profession than as a knowledge skill.]

Farmer (PHB)
You can cultivate and harvest food crops. You know how to best till the soil, when to plant different types of crops, how to plant seeds, cuts or tubers in terms of depth and separation. You know what types of fertilizers or other additives help which crops. You can irrigate your fields if necessary, and pick or harvest the crops when ripe.

Fisherman (PHB)
You are skilled at catching fish from lakes and streams. You know what parts of lakes and streams are the best spots for catching various types of fish. You can identify the various types of fish and are familiar with their behavior and breeding patterns. You can use poles, lures and nets to catch fish.

Gambler (Conv)
You are skilled at a variety of games of chance involving cards, dice, or other such random implements. In a fair game, you can usually make enough money to live on (providing the goddess of chance allows). You can also detect when others are cheating, or even cheat others yourself. For each rank of Profession (gambler), you are skilled at another game of chance.

Guide (PHB)
[Note: Personally, I don't think this should be a distinct skill. You should just use the Knowledge (local) or Wilderness Lore skills for this task. In fact, the Wilderness Lore skill specifically states it's used to guide people. This profession specialty is in the PHB, so I must mention it here for completeness' sake.]

Gunner (Aquela)
You are skilled at loading, aiming, firing, cleaning and otherwise maintaining cannon. You can function as a gunner's mate on a ship or an artilleryman with an army. Having any whole number of ranks means you know the basic procedures for firing the cannon safely. If you have at least 6 ranks in this skill, you can serve as a master gunner who can supervise others and coordinate massed cannon fire.

Herbalist (PHB)
The herbalist can correctly identify many herbs and know their uses. He knows where they can be found in the wild and how to properly gather and pick them. He can also cultivate and grow them himself.

Herdsman (PHB)
This profession is essentially the same thing as the shepherd. The herdsman can tend and manage to smaller herd animals such as sheep, goats or swine and protect them from predators. He is skilled at keeping herd animals together and herding them to pastures and water as needed. He can also tell when animals are unhealthy, and often knows simple remedies to address the problem. He can also direct helper animals (e.g. sheepdogs) to aid him in his work.

Hunter (Conv)
[This profession specialty is mentioned in the Conversion Manual so I mention it here for completeness' sake, but the description of the Wilderness Lore skill is clear that hunting falls within that skill.]

Innkeeper (PHB)
You are skilled at the running of an inn. You can organize the cleaning and maintenance of the rooms, and keep track of reservations and vacancies.

Launderer (JD)
You are skilled at washing and cleaning clothes. This profession has also been called bleacher and wringer.

Lumberjack (PHB)
A character with this skill can determine which trees are good for lumber and plan how to bring them down with the minimum damage to the surrounding forest. He is skilled with the various axes and saws of the trade and can perform well in team with another lumberjack to use two-man saws. He is also skilled at efficiently stripping unusable branches and leaves from the logs, and managing their transport to the sawmill. If a river is used for transport, the lumberjack is skilled at managing the flow and breaking up logjams.

Miller (PHB)
The miller is skilled at operating a gristmill to grind goods provided into powder, e.g. making flour from grain. He can also maintain and repair the grindstones, the gears to keep them turning, and other equipment needed to run a gristmill.

Miner (PHB)
You are skilled at tunneling into the earth to find and retrieve ores. You are skilled at judging the likelihood of the presence of valuable minerals from landforms, and can follow veins. You know how to make tunnels safe to work, and can tell if a tunnel is properly supported or is likely to collapse. You can also identify various valuable ores.

Navigator (Conv)
You are skilled at finding your current location on a map based on your surroundings. If you are at sea, you know how to determine your position according to visible shorelines, the sun, the moon and stars. If you are on land, you know how to orient yourself based on terrain and landmarks. If you have 5 or more ranks of Knowledge (Mathematics), you get a +2 synergy bonus on any Profession (Navigator) check.

Porter (PHB)
This is the simple task of carrying things, in some cases on your back or head. Watercarriers, stevedores, dockyard workers and cargo handlers use this skill. The skill is so simple it really doesn't rate being a skill, but the Player's Handbook includes it so there it is.

Printer (JD)
You know how to use a printing press and type-setting equipment to make printed sheets of paper for books, flyers, announcements, notices, or other such publications. You know the proper inks to use and how to make them.

Rancher (PHB)
You can manage large herd animals like cattle, rather than the smaller animals the herdsman does. This often is more difficult and dangerous, and requires a different set of skills, than the what herdsman does. Instead of herding from foot with the aid of sheepdogs, you herd from horseback and are skilled as a wrangler. You can also keep up an organized set of corrals and fences to meet the specialized needs of raising cattle, and organize cattle drives.

Sailor (PHB)
You are skilled at the operation of a sailing vessel. You know how to rig, furl and unfurl the sails, and are skilled at rope use in this context. You also know how to perform the other various tasks needed to maintain a sailing ship.

Scribe (PHB)
You can accurately transcribe or copy writings, and you can take down dictation. If you have 5 or more ranks of Craft (Calligraphy), you get a +2 synergy bonus on any Profession (Scribe) check.

Shopkeeper (JD)
You are skilled in the general management of a retail business where you does not make the product you sell. A general store is the classic example of this. Other examples included mercers (who deal with textiles, especially silks) general adventuring suppliers and shipchandlers. A chandler is a dealer of provisions of a certain kind. This skill includes dealing with suppliers and customers, maintaining inventory, and stocking. Essentially, it covers the aspects of running a business other than the financial bookkeeping. It should be presumed that one with this skill will also know the basics of bookkeeping, although not to the extent that someone with Profession(bookkeeper) would. If you have 5 or more ranks of Profession (Bookkeeper), you get a +2 synergy bonus on any Profession (shopkeeper) check involving the financial aspects of shopkeeping.

Siege Engineer (PHB)
You are knowledgeable in methods of penetrating and reducing castles and fortifications, and skilled in organizing and carrying out siege operations. You are skilled at constructing, using, or directing the operation of siege engines in war, including towers, battering rams, catapults, ballistae, and trebuchets. You are also skilled at planning and organizing sapper teams.
[Note: The Sword and Fist accessory lists the very similar Knowledge (war) skill that covers the same ground: siege engines, sapping, siege tactics and strategy. To avoid the duplication, use Profession (Engineer) for this with a synergy bonus from Knowledge (war).]

Stablehand (PHB)
You are skilled at managing stables. You can care for, groom and feed animals, spot sickness or other unusual behavior in an animal, and provide the animals with clean stalls. If you have 5 or more ranks of Handle Animal, you get a +2 synergy bonus on any Profession (stablehand) check involving direct interaction with the animals.

Tanner (PHB)
You can take the raw hides or skins of animals and make them into leather. You are familiar with using alcohol and turpentine, salt and alum, bark, or oil and smoke to tan hides into leather, and you know how to oil and finish the resulting leather.

Teamster (PHB)
[This profession specialty is listed in the Player's Handbook, so I mention it here for completeness' sake. Handle Animal specifically states it is used to "drive a team of horses pulling a wagon over rough terrain," so use Handle Animal in place of this specialty.]

Trapper/Furrier (JD)
You know where best to set traps for animals and what baits to use to attract them. You also know how to kill and skin the caught animals in such a way as to not damage the hides.

Woodcutter (PHB)
You are a skilled worker at a sawmill. You can operate and repair the machines that cut the logs provided by the lumberjack into useful boards, and feed the logs to the machines properly to create boards of the desired size. This is not a craft because of the large equipment used in the sawmill.


Knowledge Skills:
Knowledge skills are those that are entirely informational or academic in content. The only tasks these skills are for are mental tasks involving no more than the recall and processing of information, and either verbally relating that information or putting it to paper with quill.

[Note: You do not get retries on checks for any knowledge skill. The check represents what you know. A failed check means you never learned that particular fact, so a retry will not help because a second check doesn't let you know something you never knew to start with. You must do something to learn the fact before retrying.]

Arcana (PHB)
You are knowledgeable about the general principles and theories of magic, how it works, and what can and cannot be done with it. This is theoretical knowledge, which cannot be used to either cast spells or identify spells being cast. If you have 5 or more ranks of Knowledge (Arcana), it will provide a synergy bonus of +2 to any Spellcraft check made to determine the success of spell research.

Architecture (PHB)
You are knowledgeable about historical and current trends and styles in the design of buildings, aqueducts, bridges and fortifications. You can identify the particular style a building was built with, and you know what influenced that style. You know how to design buildings in a given style and draw clear and detailed plans for them in such a way that engineers and craftsmen can build based on them.
[Note: I have modified this from the original Architecture & Engineering skill listed in the Player's Handbook. These two are distinctly different fields, the gnome artificer prestige class in Magic of Faerun lists them as separate prerequisite skills, Engineering is listed as a profession in the Conversion Manual, and engineering is far more of a profession anyway. See the Profession list for Engineering. Personally, I think Architecture ought to be a profession too, but I will stick with canon as much as reason allows me too.]

Astrology (Conv)
[Note: This skill is superceded by Profession (astrologer), which was introduced in the Defenders of the Faith accessory.]

Code of Martial Honor (SaF)
You know the principles of a code of honor by heart, can recite them by memory, and can apply them to any and all situations in your life.

Geography (PHB)
You are familiar with the lands, terrain, climate, people and customs of a specific region.
[Note: This is a region-specific skill. See the note below on region-specific skills.]

Hearth Wisdom (SaF)
You know a wide variety of common tales and wisdom also known as "old wives' tales." You know of among other things folklore, myths, origins of place names, and folk rememdies for common ailments.

Heraldry (Conv)
You are familiar with the heradric crests and blazons of a given region. If the region has any regulated system for the symbology of heraldry, you are familiar with it. If you see a blazon, you have a better chance of identifying the noble house it signifies.
[Note: This is a region-specific skill. See the note below on region-specific skills.]

History (PHB)
You know about the events that have shaped a particular region. You can describe what happened, when it happened, and what historical figures were involved. You understand the context of this region and how it became what it is today.
[Note: This is a region-specific skill. See the note below on region-specific skills.]

Illithid Lore (PsiHB)
You are familiar with the capabilities, habits, strengths and weaknesses of illithids. You know how to detect their presence, how to track them, and how to defeat them.

Law (SaF)
You are familiar with the laws of this region. You know what acts are legal and illegal, and what the punishments are for crimes. You also know of any precedents that affect current laws or their interpretation.
[Note: This is a region-specific skill. See the note below on region-specific skills.]

Literature (SaF)
You are well read in the classics and know many stories, plays, ballads, epic poems and legends.

Local (PHB)
You have knowledge of a specific local area. You know your way around the streets in a city, or trails and paths in the wilderness. You know what the best inns and restaraunts are, and you also know of any cultural peculularities and of any notable or scenic spots. You also know of the major personalities in the area.
[Note: This is a region-specific skill. See the note below on region-specific skills. Also note the special requirement for Knowledge (local).]

Mathematics (SaF)
You can solve a broad variety of problems in basic math, algebra and geometry. You have knowledge of the latest discoveries, proofs and theorems of the various mathematical specialties.

Nature (PHB)
You are familiar with the common types of normal plants and animals and know how they fit into the overall ecology. You know the seasons and various other rhythms and cycles that govern the natural world, and you have a sense of the flow and patterns of weather.

Nobility & Royalty (PHB)
You know the names and rankings of noble and royal persons in a given region and may recognize them on sight. You know how the various families are interrelated, have some knowledge of their family trees, and know the relative power and status of the noble houses. You can identify a house's heraldric crest by sight, but your knowledge of heraldric symbology does not extend past sight recognition. You are familiar with the proper forms of address for nobles and royals, and know how to properly act in their presence.
[Note: This is a region-specific skill. See the note below on region-specific skills.]

Planes (PHB)
You are knowledgeable of other planes of existence. You know what conditions exist on the various planes, and what powers live on these planes.

Politics (SaF)
You know the inner workings of governments and their bureaucracies. You know how to petition officials and work the system, including the offering of bribes and the use of other subterfuge.

Psionics (PsiHB)
You are knowledgeable about the general principles and theories of psionics, how it works, and what can and cannot be done with it. This is only theoretical knowledge, which cannot be used to either manifest psionic powers or identify such powers as they are manifested by others. The DC for answering really easy questions about psionics is 10, for basic questions is 15, and for really hard questions is 30. If you have 5 or more ranks of Autohypnosis, you get a +2 synergy bonus on Knowledge (psionics) checks.

Religion (PHB)
You know of the various gods and goddesses in the pantheons of the world and know the portfolios and domains for them, and can identify the holy symbols of the gods. You know the basic mythic history of the pantheon. You also know about lost or dead gods.

Streetwise (SaF)
You know how to get by on the street as a commoner. You know how to conduct yourself to blend in on the street and in common taprooms. You are familiar with the social aspects of drinking and flirting, know the common games of chance, and can tail people on busy streets without being noticed.

Undead (DotF)
You know about the various common types of undead and about the various mundane ways of dealing with them. You know what tactics they use against the living, and the best tactics to use against them.

War (SaF)
You are knowledgeable about military theory. You know the history of the famous and pivotal battles, and know the tactics used. You know the principles governing military conduct, and the theory behind such things as siege engines, sapping, and siege tactics and strategy.

Weaponry (SaF)
You have a knowledge of the history and development of weaponry. You know what weapons were designed as counters to what other weapons, what weapons are best against specific types of armor, what tactics a specific weapon is good for, and what tactics are good against a specific weapon.

Weather (Conv)
[Note: This skill is specifically covered under Knowledge (nature) according to the Player's Handbook. It is mentioned here only for completeness.]


Region-Specific Skills:
Region-specific knowledge skills work similarly to the Perform skill. There is only one skill, and one skill modifier, but it may be applied to more than one region. For example, there is no such thing as Knowledge (Cormyr local) or Knowledge (Sembia local) that get extra ranks. There is just one skill Knowledge (local) (Cormyr, Sembia) just as there is Perform (sing, dance).
When you take ranks in a region-specific skill upon character creation at 1st level, the skill applies only to the region you grew up in and no other. After 1st level, divide the number of ranks in the skill by 2 and round down to determine how many other regions besides your home region you may select skills for. The same skill modifier applies to all regions selected; ranks are not tracked separately by region.
Note that for Knowledge (local) in particular, a character may only select a region for this skill if he has lived in that region for at least 6 months.