Alertness

Alertness allows characters to gain a +1 on their surprise check when they make a successful proficiency check.

Blind-fighting

Blind-fighting allows characters to suffer less penalties for fighting in darkness; although he no longer has any AC penalties for melee, he still receives the normal AC penalty (+2 or +4) vs. missile weapons.

DarknessNormalBlind-fighting
AttackACMovementAttackACMovement
Moonlight-1+0Normal-1+0Normal
Starlight-3+2Normal-1+0/+2Normal
Total Darkness-4+41/3-2+0/+42/3

In addition, special abilities normally lost in darkness are retained, although at half efficiency.

Blind-fighting also allows characters to suffer only a -2 penalty to attack (as opposed to -4) vs. invisible creatures.

Juggling

Juggling allows characters to entertain and perhaps create diversions. A check is made when trying spctacular tricks.

Juggling also allows characters to try to catch items thrown to harm him (such as daggers or darts) by attacking vs. AC 0; if he fails, the character automatically suffers damage from the weapon instead of catching it.

Spellcraft

Spellcraft allows characters to identify spells being cast (wizard specialists gain a +3 bonus to identify magic of their own school).

Magic to be IdentifiedCheck Modifier
SpellsNormal
Magical or magically endowed constructs½

Tumbling

Tumbling can be used for entertaining with somersaults, handstands, flips, etc.; however, tumbling can only be performed with light encumbrance or less.

Tumbling can also be used to improve AC by 4 against attacks directly solely at the tumbler in any round of combat if he has initiative and forgoes all attacks that round; or, in unarmed combat, he can improve his attack roll by 2.

Finally, Tumbling allows characters to suffer less damage from falls on a successful proficiency check as shown below.

Fall HeightDamage
0'-10'No damage
10'-60'½ damage
60'+Normal damage