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.
Darkness | Normal | Blind-fighting | ||||
Attack | AC | Movement | Attack | AC | Movement | |
Moonlight | -1 | +0 | Normal | -1 | +0 | Normal |
Starlight | -3 | +2 | Normal | -1 | +0/+2 | Normal |
Total Darkness | -4 | +4 | 1/3 | -2 | +0/+4 | 2/3 |
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 Identified | Check Modifier |
Spells | Normal |
Magical or magically endowed constructs | ½ |
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 Height | Damage |
0'-10' | No damage |
10'-60' | ½ damage |
60'+ | Normal damage |