Animal Handling allows characters to attempt to make a proficiency check to calm an excited or agitated pack animal or beast of burden (characters without this proficiency has only a 4 in 20 chance of doing so).
Animal Lore
Animal Lore allows characters to attempt to observe and interpret the actions of an animal, to find out how dangerous it is, whether it is hungry, protection its young, or defending a nearby den, or even find the location of a water hole, animal herd, predator, or impending danger, such as a forest fire.
Animal Lore can also be used to imitate the calls and cries of animals that he is familiar with, fooling animals.
Animal Lore also adds a +2 bonus to Set Snares when it is used to catch game.
Failure: No information is gained (failed animal calls are automatically detected by creatures familiar with the cry, while others are allowed a Wisdom check). If the check fails by 5 or more, the character misinterprets the animal's actions.
Animal Training
Prerequisite: falconry gauntlets are required for those training/adventuring with birds of prey such as falcons or owls, but are not required for other creatures.
Falconry Gauntlet | 5 sp |
Chain Leash (dog or wolf) (OPTIONAL) | 6 gp |
Falcon Training Equipment (Jesses, Talon Guards, Creance, Hood; 1 lb.) (OPTIONAL) | 10 gp |
TOTAL | 5 sp-10 gp, 5 sp |
Chain leashes give a +1 bonus to checks (for dogs or wolves); training birds of prey without falcon training equipment result in a -2 penalty on checks.
Falcons are trained at -1, owls are trained at -2. Some demihuman races often train special animals. (Dwarves: bears, wolves; Duergar: steeders)
Characters with Animal Training can train one type of creature to obey simple commands and perform tricks. Commands include guard and attack, carry a rider, perform heavy labor, hunt, track, and fight alongside soldiers. Tricks include rear on command, pluck a designated object, attack a specific person, run through a specific maze.
Training general tasks require 3 months (2 months for rangers) of work; training specific tricks require 2d6 weeks (2d4 weeks for rangers), at the end of which a proficiency check is made; if successful, the animal has learned the trick. An animal can learn a total of 2d4 general tasks and/or tricks.
Trainers can also try to tame very young wild animals to prepare them for training later on. This requires one month of work, after which a proficiency check is made; if successful, the animal can be trained later.
Sample General Tasks | Effect | |
Falcons, Owls | Hunting | Hunt natural prey, return with them to trainer |
Ferocity | +1 attack, +1 damage, +2 morale | |
Guard | Shrieks when strangers approach; attacks at closer than 20'-30', unless ordered not to | |
Loyalty | +4 save vs charm, control, empathy, friendship attempts, comes when summoned, guards master from attack | |
Species Enemy | Hostile to a certain species as an enemy, rejects empathy, +4 vs. charm or control by that species, attacks in preference to others | |
Track | Tracks a designated creature and returns; can retrace path to lead trainer to the creature | |
Mounts | Rescue | Drags trainer to safety if he falls unconscious in battle |
Strategic Attacks | Attacks targets using own decisions in combat | |
Guard Duty | Reacts as directed by trainer when intruder approaches (wake trainer, cry out, attack) | |
Search | Search for a type of item (gems, weapons, bundles, flasks, parchment, etc.) and then return it to trainer |
Sample Specific Tricks | Effect | |
Falcons, Owls | Attack | Attack a creature designated by the trainer until called off, base morale 11+ (save vs. rods vs. a ranger's empathy ability) |
Capture Prey | Hunt-trained animal will return with prety alive and unharmed | |
Catch Object | Catch a small object thrown into the air and return | |
Distract | Feint at opponent, causing save vs. paralysis or lose next action | |
Eye Attack | Attack has 25% of striking an eye, blinding for 1d4 rounds, 10% permanent blindness in that eye | |
Hand Signals | Animal can be commanded by hand signals as well as voice | |
Hide Object | Animal takes an object and conceals it; retrieves it on command | |
Pit Fighting | +2 attack vs. other animals of its type, unless similarly trained | |
Recall | Returns immediately when receiving the command | |
Nemesis | Attacks a specific individual; never checks morale | |
Mounts | Speak | Speaks, neighs, growls, or makes some other predetermined sound on command |
Pack Animal | Does not resist being used as a pack animal (usually requires pack saddle) | |
Pursue | Chases retreating enemy, attacking it when it catches it | |
Stay | Stands still until trainer gives it permission to move | |
Recognize | Recognize a type of intruder/individual (used with tasks) |
Failure: failed checks result in untrainable animals. Rangers may try teaching a trick twice; if both checks fail, they cannot teach that trick to the animal, but the animal has not become untrainable.
Appraising
Appraising is used to estimate value of antiques, art objects, jewelry, cut gems, or other crafted items. A successful proficiency check enables the character to estimate the value of the item to the nearest 100 or 1,000 gp, or to identify fakes.
Failure: the character cannot estimate a price at all. On a roll of 20, the character wildly misreads the item, to the detriment of the character.
Disguise
Prerequisite: costume kits are not required, but provide a +3 bonus to proficiency checks.
Costume Kit (tree sap, moustache, beard, felt hat, coal pad, chalk, clay) (OPTIONAL) | 20 gp |
TOTAL | 0-20 gp |
Characters can use Disguise to make them look like any general type of person of about the same height, age, weight, and race.
Disguise | Cumulative Check Modifier |
Different Race | -7 |
Different Sex | -7 |
Specific Person | -10 |
Failure: the disguise attempt is a failure.
Fishing
Prerequisite: a fishing tackle kit is not required for spear-fishing, but it confers a +1 bonus to Fishing checks.
Fishing Tackle Kit (rod, line, bobbers, hooks, sinkers, lures, netting) (OPTIONAL) | 10 gp |
TOTAL | 0-10 gp |
Characters can use the Fishing proficiency to catch fish. Each hour, the character makes a proficiency check; the difference between the die roll and the character's Wisdom score is the number of fish caught (triple the amount if net-fishing).
Healing
Prerequisite:
Leather Rucksack OR Leather Backpack | 1 gp/2 gp |
Bandages, White Gauze (100 1" squares) | 2 sp |
Bandages, White Gauze (50 yd. roll) | 1 gp |
Black Marble Pestle and Mortar, 4 Ounce | 3 gp |
Ceramic Jar, Six Ounce (10) | 8 sp |
Ceramic Jar, Twelve Ounce (2) | 2 sp |
Mixing Bowl, Metal | 3 sp |
Needle, Curved (5) | 4 cp |
Thread, Silk (100' spool) | 3 gp |
Splint Set (4 lbs.) (OPTIONAL) | 4 gp |
Torniquet (OPTIONAL) | 1 sp |
Theriaca, Metal Flask (8 oz.) (OPTIONAL) | 5 gp |
TOTAL | 9 gp, 5 sp, 4 cp-17 gp, 6 sp, 4 cp |
A character with the Healing proficiency can tend to a hurt character within one round of wounding to restore 1d3 hp (but no more than the amount of hp lost in the previous round) on a successful proficiency check; only one attempt may be made on a character per day.
Healers can also care for up to 6 patients at one time, speeding up natural recovery (no check needed). Those cared for heal 1 hp/day while traveling or engaging in nonstrenuous activity, or 2 hp/day while resting completely (3 if the healer also has the Herbalism proficiency).
Healers can also try to aid poisoned characters (if the poison entered through a wound). If tended to immediately after poisoning, and care continues for the next five rounds, the victim gains a +2 bonus to his saving throw (no proficiency check is required). (Healers with the Herbalism proficiency can aid those poisoned by touch- or swallow-type poisons as well.)
Finally, Healers can also aid diseased; with normal diseases, a successful proficiency check reduces the disease to its mildest form and shortest duration (those with Herbalism gain a +2 to this check). Magical diseases can be diagnosed on a successful check, but cannot be treated with this proficiency.
A complete Healer's bag gives a +1 bonus to proficiency checks (optional items are not necessary); however, the Healer must spend time searching for herbs to preserve for later use (see Herbalism).
Herbalism
Prerequisite:
Black Marble Pestle and Mortar, 4 Ounce | 3 gp |
Ceramic Jar, Six Ounce (5) | 4 sp |
Mixing Bowl, Metal | 3 sp |
TOTAL | 3 gp, 7 sp |
Herbalism allows characters to prepare nonmagical potions, poultices, powders, balms, salves, ointments, infusions, and plasters for medical purposes, as well as natural plant poisons and purgatives.
Herbalists must spend time finding the herbs that they will use. Herbalists find the following herbs particularly useful: angelica root, anise seed, cassia buds, chamomile flowers, cloves, damiana leaf, elder flowers, gentian root, marjoram leaf, mustard seed, myrrh gum, peppermint leaf, poppy seads, sage leaf, sarsaparilla root, thyme leaf, valerian root, and yerba mate leaf.
Types of poison that Herbalists can try to make are as follows:
Class | Method | Onset | Strength |
G | Ingested | 2-12 hours | 20/10 |
H | Ingested | 1-4 hours | 20/10 |
I | Ingested | 2-12 minutes | 30/15 |
J | Ingested | 1-4 minutes | Death/20 |
K | Contact | 2-8 minutes | 5/0 |
Herbalists can also try to make other items, such as oil of pennyroyal (insect repellent).
In addition, Herbalism gives a +2 bonus to Healing when Healing is used to treat poison or diseases; it also gives a +1 hp bonus to Healers when they care for resting patients.
Hunting
Characters can use the Hunting proficiency to find game (animals) in wilderness settings by making a proficiency check, -1 for each person without the Hunting proficiency in the party. Upon success, the party has come within 100+1d100 yards of an animal. Stalking (closing the range) requires another check for each 20 yards closed; successful staking automatically surprises the game.
Seamanship
Seamanship allows characters to work as a crewman of a ship or boat (but not navigate); they can also improve the movement rates of inland boats by 50%.
Survival
Survival is applied to a specific environment (arctic, woodland, desert, steppe, mountain, tropical, etc.).
Characters with Survival can make a proficiency check to find basic food or water, once per day; they also know how to lessen the effects of hazards of the wilderness (weather, cold, heat, etc.). Characters can instruct and aid others in survival as well.
Tracking
Tracking can be used to follow the trail of creatures and characters. Tracking may be attempted indoors if the tracker saw the creature in the last 30 minutes, and outdoors if the tracker saw the creature, has eyewitness reports of its recent movement, or otherwise obvious evidence that the creature is in the area. Checks are made with the modifiers below:
Terrain | Cumulative Modifiers |
Soft or muddy ground | +4 |
Thick brush, vines, or reeds | +3 |
Occasional signs of passage, dust | +2 |
Normal ground, wood floor | 0 |
Rocck ground or shallow water | -10 |
For every two creatures in the group | +1 |
For each extra tracker tracking | +1 |
Every 12 hours since trail was made | -1 |
Every hour of rain, snow, or sleet | -5 |
Poor lighting (moon or starlight) | -6 |
Tracked party attempts to hide trail | -5 |
Additional checks are made whenever the chance to track decreases (due to terrain, darkness, etc.), another track crosses the first, or the party stops (to fight, rest, eat, etc.). If a track is lost, another check can be made after at least 1 hour of searching the area for new signs; if this fails, no further checks can be made. If modifiers lower the chance to track below 0, the trail is totally lost to that character.
Trackers can also try to identify the type and number of creatures being followed (with the same modifiers above) after successfully following a trail.
Movement while tracking is slowed, and depends on the skill of the tracker.
Chance to Track | Movement Rate |
1-6 | ¼ normal |
7-14 | ½ normal |
15+ | 3/4 normal |