I finally converted the net book into a chapter (like in the
players handbook), with much stuff ripped off from that book. Almost
everything except for the NWP and Proficiency Introduction stuff was
gained from the net. (Mainly iastate.edu when it was still alive, just
like the spells I posted). Do not send me mail asking to split the file
up into 32000 bits each of 720 bites per file and send you piece by piece,
cause you will get no responce. I will accept any new proficiencies and put
them in the book however, so please send them to me.
To anyone telling me I am infringing copyright, stick it up your
arse. The country I'm in at the moment has no (or none existant) copyright
laws so shutup. (thats better aaaaahhhhhhhhhhhh :) )
Anyway, without further ado, here is the net (and what should be
TSR's 3rd edition) book of Proficiencies.
The Black One.
=====================================================================
PROFICIENCIES
Most of what a player character can do is defined by his race,
class, and ability scores. These three characteristics don't cover
everything, however. Characters can have a wide range of talents, from
the potent (and intricate) arts of magic to the simple and mundane
knowledge of how to build a good fire. The character's magical ability
(or lack thereof is defined by his class. Lesser abilities, such as fire
building, are defined by proficiencies.
A proficiency is a learned skill that isn't essential to the
character's class. A ranger, for example, may find it useful to know
something about navigation, especially if he lives near an ocean or sea
coast. On the other hand, he isn't likely to suffer if he doesn't know
how to navigate; he is a ranger, not a sailor.
Proficiencies are divided into two groups: weapon proficiencies
(those related to weapons and combat) and nonweapon proficiencies
(those related to everything else).
All proficiency rules are additions to the game. Weapon
proficiencies are tournament level rules, optional in regular play, and
nonweapon proficiencies are completely optional. Proficiencies are not
necessary for a balanced game. They add an additional dimension to the
characters, however, and anything that enriches characterisation is a
bonus. If weapon proficiencies are used in your game, expect them to
apply to all characters, including NPCs. Nonweapon proficiencies may be
used by players who enjoy them and ignored by those who don't without
giving unfair advantages to anyone (provided your DM allows this; he's
the one who must deal with any problems).
Once a proficiency slot is filled, it can never be changed or
reassigned.
Acquiring Proficiencies
Even newly created, 1st-level characters have proficiencies.
The number of proficiency slots that a character starts with is
determined by his group, as shown in Table 5-1. Each proficiency slot is
empty until the player "fills" it by selecting a proficiency. If your
DM allows nonweapon proficiencies, the character's Intelligence score
can modify the number of slots he has, granting him more proficiencies
(see Intelligence). In both cases, new proficiencies are learned the
same way.
Consider the case of Rath, a dwarf fighter. Table 5-1 gives him
four weapon proficiency slots (he is a warrior). If nonweapon
proficiencies are used, he has three slots and his Intelligence of 11
gives him two additional proficiency slots (see intelligence) for a
total of five nonweapon proficiency slots. The player must assign
weapon or nonweapon proficiencies to all of these slots before the
character goes on his first adventure. These represent what the
character has learned before beginning his adventuring career.
Thereafter, as the character advances in experience levels, he
gains additional proficiency slots. The rate at which he gains them
depends on the group he belongs to. Table 5-1 lists how many weapon and
nonweapon proficiency slots the character starts with, and how many
levels the character must gain before he earns another slot.
Initial Weapon Proficiencies is the number of weapon
proficiency slots received by characters of that group at 1st level.
# Levels (for both weapon and nonweapon proficiencies) tells
how quickly a character gains additional proficiency slots. A new
proficiency slot is gained at every experience level that is evenly
divisible by the number listed. Rath (a warrior), for example, gains one
weapon proficiency slot at every level evenly divisible by 3. He gets
one new slot at 3rd level, another at 6th, another at 9th, and so on.
(Note that Rath also gains one nonweapon proficiency at 3rd, 6th, 9th,
etc.)
Penalty is the modifier to the character's attack rolls when he
fights using a weapon he is not proficient with. Rath, a dwarf, chose
to be proficient with the warhammer. Finding himself in a desperate
situation, he snatches up a flail, even though he knows little about it
(he is not proficient with it). Using the weapon awkwardly, he has a -2
penalty to his chance to hit.
Initial Nonweapon Proficiencies is the number of nonweapon
proficiency slots that character has at 1st level. Even if you are
playing with weapon proficiencies, nonweapon proficiencies are optional.
Table 5-1: Proficiency Slots
Weapon Non-Weapon
Group Initial # Levels Initial # Levels Penalty
warrior 4 3 3 3 -2
wizard 1 6 4 3 -5
priest 2 4 4 3 -3
rogue 2 4 3 4 -3
Training
Like all skills and abilities, proficiencies do not leap
unbidden and fully realised into a character's mind. Instead, a
character must train, study, and practice to learn a new proficiency.
However, role-playing the training time needed to learn a new skill is
not much fun. Thus there are no training times or study periods
associated with any proficiency. When a character chooses a proficiency,
it is assumed that he had been studying it in his spare time.
Consider just how much spare time the character has. The player
is not role-playing every second of his character's life. The player
may decide to have his character spend a night in town before setting
out on the long journey the next day. Perhaps the character must wait
around for several days while his companions heal from the last
adventure. Or he might spend weeks on an uneventful ocean voyage. What
is he doing during that time?
Among other things, he is studying whatever new proficiencies
he will eventually learn. Using this "down time" to handle the
unexciting aspects of a role-playing campaign lets players concentrate
on more important (or more interesting) matters.
Another part of training is finding a teacher. Most skills are
easier to learn if someone teaches the character. The DM can handle this
in several ways. For those who like simplicity, ignore the need for
teachers-there are self-taught people everywhere in the world. For those
who want more complexity, make the player characters find someone to
teach them any new proficiency they want to learn. This can be another
player character or an NPC. Although this adds realism, it tends to
limit the PC's adventuring options, especially if he is required to stay
in regular contact with his instructor. Furthermore, most teachers want
payment. While a barter arrangement might be reached, the normal
payment is cash. The actual cost of the service depends on the nature of
the skill, the amount of training desired, the availability of tutors,
the greed of the instructor, and the desire of the DM to remove excess
cash from his campaign.
Weapon Proficiencies
A weapon proficiency measures a character's knowledge and
training with a specific weapon. When a character is created, the player
checks Table 5-1 to see how many weapon proficiency slots the character
has. These initial slots must be filled immediately, before the
character embarks on his first adventure. Any slots that aren't filled
by then are lost.
Each weapon proficiency slot must be assigned to a particular
weapon, not just a class of weapons. Each weapon listed in the weapons
table (see equipment) requires its own proficiency- each has its own
special tricks and quirks that must be mastered before the weapon can be
handled properly and effectively. A fencer who is master of the epee,
for example, is not necessarily skilled with a sabre; the two weapons
look similar, but the fighting styles they are designed for are entirely
different. A player character could become proficient with a long bow
or a short bow, but not with all bows in general (unless he devotes a
proficiency slot to each individually). Furthermore, a character can
assign weapon proficiency slots only to those weapons allowed to his
character class.
As a character reaches higher experience levels, he also earns
additional weapon proficiencies. The rate at which proficiencies are
gained depends on the character's class. Warriors, who concentrate on
their martial skills, learn to handle a great number of weapons. They
gain weapon proficiencies quickly. Wizards, who spend their time
studying forgotten magical arts, have little time to practice with
weapons. They gain additional weapon proficiencies very slowly.
Multi-class characters can use the most beneficial line on Table 5-1 to
determine their initial proficiencies and when they gain new
proficiencies.
Effects of Weapon Proficiencies
A character who has a specific weapon proficiency is skilled
with that weapon and familiar with its use. A character does not gain
any bonuses for using a weapon he is proficient with; the combat rules
and attack chances assume that everyone uses a weapon he is proficient
with. This eliminates the need to add a modifier to every die roll
during battle. When a character uses a weapon that he is not
proficient with, however, he suffers a penalty on his chance to hit. The
size of this penalty depends on the character's class Warriors have the
smallest penalty because they are assumed to have passing familiarity
with all weapons. Wizards, by comparison, are heavily penalised because
of their limited study of weapons. The modifiers for each class (which
are taken as penalties to the attack die roll) are listed on Table 5-1.
Related Weapons Bonus
When a character gains a weapon proficiency, he is learning to
use a particular weapon effectively. However, many weapons have similar
characteristics. A long sword, bastard sword, and broad sword, while all
different, are all heavy, slashing swords. A character who is trained
with one can apply some of his skill to the others. He is not fully
proficient with the weapon, but he knows more about it than someone who
picks it up without any skill in similar weapons.
When a character uses a weapon that is similar to a weapon he
is proficient with, his attack penalty is only one-half the normal
amount (rounded up). A warrior, for example, would have a -1 penalty
with a related weapon instead of -2. A wizard would have a - 3 penalty
instead of - 5.
Specific decisions about which weapons are related are left to
the DM. Some likely categories are:
hand axe, battle axe;
short bow, long bow, composite bow;
heavy and light crossbows;
dagger, knife;
glaive, halberd, bardiche, poleaxe, voulge, lochabar axe,
guisarme, glaive-guisarme, voulge-guisarme;
harpoon, spear, trident, javelin;
footman's mace, horseman's mace, morning star, flail, hammer,
club;
military fork, ranseur, spetum, partisan;
scimitar, bastard sword, long sword, broad sword;
sling, staff sling
Weapon-Group Proficiency
However, let's look realistically at weapon proficiency.
Currently, if a character has Weapon Proficiency with Dagger/Dirk, he
doesn't have it with Knife. He certainly doesn't have it with Short
Sword. Of course, the DM can always decide that such weapons are related
to one another. If he does, then the warrior would suffer a -1 to hit
with the unknown weapon instead of the -2. (See above).
Still, to be proficient in all sorts of blades, you'd have to
spend around 14 weapon proficiency slots, and that's too many.
So, we're making it possible to take weapon proficiencies with
whole weapon groups. For our purposes, there are two types of groups:
Tight Groups and Broad Groups.
Tight Groups
A Tight Weapons Group consists of a set of weapons that are
very similar in the way they are wielded. It costs two Weapon
Proficiency Slots to become proficient in an entire tight group. After
paying those two slots, the character will know how to use every weapon
in that group without the usual -2 penalty for unfamiliarity (that -2 is
for Warriors; with other classes, the penalty is more severe, as
described above).
Following are several examples of Tight Groups.
Axes:
Battle axe, Hand/throwing axe.
Bows:
Composite long bow, Composite short bow, Daikyu, Long bow, Short bow.
Clubbing Weapons:
Belayingpin, Club, Footman's mace, Horseman's mace, Morning star,
Warhammer.
Crossbows:
Hand crossbow, Heavy crossbow, Light crossbow.
Fencing Blades:
Dagger/Dirk, Knife/Stiletto, Main-gauche, Rapier, Sabre
Flails:
Footman's flail, Horseman's flail.
Lances:
Heavy horse lance, Light horse lance, Jousting lance, Medium horse
lance.
Long Blades:
Bastard sword, Katana, Long sword, Scimitar, Two-handed sword.
Medium Blades:
Cutlass, Khopesh, Wakizashi
Picks:
Footman's pick, Horseman's pick.
Polearms:
Awl pike, Bardiche, Bec de corbin, Bill-guisarme, Fauchard,
Fauchard-fork, Glaive, Glaive-guisarme, Guisarme, Guisarme-voulge,
Halberd, Hook fauchard, Lucern hammer, Mancatcher, Military fork,
Naginata, Partisan, Ranseur, Spetum, Tetsubo, Voulge.
Short Blades:
Dagger/Dirk, Knife/Stiletto, Main-gauche, Short sword/Drusus.
Sickles:
Sickle, Scythe.
Slings:
Sling, Staff Sling.
Spears:
Harpoon, Javelin, Long Spear, Spear, Trident.
Whips:
Scourge, Whip.
You'll notice there's a little overlap between the Fencing
Blades and Short Blades group; some weapons are common to both groups.
You'll also notice that some groups don't look like they save
you any weapon proficiency slots. The Axes, Flails, Picks, Sickles,
Slings, and Whips group all have two weapons each in them. Since a tight
group costs two proficiency slots, it appears that there's no savings.
Which is true . . . unless, in your campaign, other weapons related to
those groups are developed or introduced. If they are-if, for instance,
amedium-sized war-axe appears in the campaign-then the character with
the group proficiency will be able to use it at no penalty, while the
character with proficiency in just the two existing axes will suffer the
attack penalty.
These categories are very close to the related weapon groups
described above, and your DM can, if he wishes, use these categories as
related groups. This helps determine whether or not a warrior gets the
full attack penalty when he uses a weapon unfamiliar to him, or whether
he receives only half the penalty for using one similar to a weapon with
which he has proficiency.
Broad Groups
A Broad Weapon Group consists of a set of weapons that are
somewhat similar in the way they are wielded.
It costs three Weapon Proficiency Slots to become proficient in
an entire broad group. After paying those three slots, the character
will know how to use every weapon in that group without the usual
penalty for unfamiliarity.
Following are several examples of Broad Groups.
Blades:
Bastard sword, Cutlass, Dagger/Dirk, Katana, Khopesh, Knife/Stiletto,
Long sword, Main-gauche, Rapier, Sabre, Scimitar, Short sword/Drusus,
Two-handed sword, Wakizashi
Cleaving/Crushing Weapons:
Battle axe, Belaying Pin, Club, Footman's mace, Footman's pick,
Hand/throwing axe, Horseman's mace, Horseman's pick, Morning star,
Warhammer.
Pole Weapons:
Awl pike, Bardiche, Bec de corbin, Bill-guisarme, Fauchard,
Fauchard-fork, Glaive, Glaive-guisarme, Guisarme, Guisarme-voulge,
Halberd, Harpoon, Hook fauchard, Javelin, Lucern hammer, Long Spear,
Mancatcher, Military fork, Naginata, Partisan, Ranseur, Sickle, Scythe,
Spear, Spetum, Tetsubo, Trident, Voulge.
Small Throwing Weapons:
Dagger/Dirk, Dart, Hand/throwing axe, Knife/stiletto, Shuriken
Again, you'll see some overlap between the Small Throwing
Weapons group and other groups.
These groups may not be used to calculate weapon similarity for
determining whether a character receives the full or partial attack
penalty for using an unfamiliar weapon.
Non-Groups
Finally, the following weapons do not belong in any sort of
group whatsoever. To learn any of these weapons, the character must
spend a weapon proficiency slot on it, and none of these is similar in
use to any other weapon. When a character picks one up and uses it
without being proficient in it already, he suffers the full penalty.
Weapons Not Belonging To Any 1 Group:
Arquebus, Blowgun, Bola, Chain, Gaff/hook, Lasso, Net, Quarterstaff/Bo
stick, Nunchaku, Sai .
Special Note: The Cestus doesn't require any Proficiency. It
enhances punching damage, and everyone knows how to punch.
Weapon Specialisation
Knowing how to use a weapon without embarrassing yourself is
very different from being a master of that weapon. There are warriors,
and then there are martial artists. An Olympic fencer is more than just
an athlete; he can do things with his weapon that astound most fencers.
In the AD&D game, part of your character's skill is reflected
in the bonuses he earns as he reaches higher levels. As your character
advances, he becomes a wiser, more dangerous fighter. Experience has
taught him to anticipate his opponents and to pounce on any advantage
that presents itself. But this is a general, overall improvement,
brought about by the warrior's sharpening senses and timing. It applies
equally to all types of fighting.
Weapon specialisation is an optional rule that enables a
fighter (only) to choose a single weapon and specialise in its use. Any
weapon may be chosen. Specialisation is normally announced (and paid for
with weapon proficiency slots) when the character is created. But even
after a player character earns experience, he can still choose to
specialise in other weapons, provided he has the weapon proficiency
slots available, or he may choose to increase his knowledge in his
chosen weapon and become double, triple, or even quadruple specialised.
In one way, a weapon specialist is like a wizard specialist.
The specialisation requires a single-minded dedication and training.
Thus multi-class characters cannot use weapon specialisation; it is
available only to single-class fighters.
Cost of Specialisation
Weapon specialisation is obtained by devoting extra weapon
proficiency slots to the chosen weapon. To specialise in any sort of
melee weapon or crossbow, the character must devote two slots-one slot
to become proficient with it, and then a second slot to specialise in
it. Any bow (other than a crossbow) requires a total of three
proficiency slots: one for proficiency and two to specialise. Assume,
for the moment, that Rath the dwarf decided to specialise with the
warhammer. Two of his four proficiency slots are thus devoted to the
warhammer. With the two remaining he can become proficient with the
short sword and short bow (for example).
Effects of Specialisation
When a character specialises with a melee weapon, he gains
bonuses with all attack and damage rolls with that weapon (in addition
to bonuses for Strength and magic), based on how much specialisation
that character has with a particular weapon. The attack bonuses are not
magical and do not enable the character to affect a creature that can be
injured only by magical weapons.
Bow and crossbow specialists gain an additional range category:
point blank. Point-blank range for bows is from six feet to 30 feet.
Point-blank rang for crossbows is from six feet to 60 feet. At
point-blank range, the character gains a plus '+' modifier on attack
rolls based on the characters level and the level of specialisation
attained. As well as additional damage caused, Strength and magical
bonuses also apply. Furthermore, if the character has an arrow knocked
and drawn, or a bolt loaded and cocked, and has his target in sight, he
can fire at the beginning of the round before any initiative rolls are
made.
Fighters who specialise also gain extra attacks earlier than
those who don't specialise. Bonus attacks for specialists are listed on
Table 5-2. The use of this table is explained in Chapter 9: Combat.
Table 5-2: Specialist Attacks Per Round
Melee Weapon Specialisation
Melee Prof # Attacks/Rnd at Level Attack Damage Specialisation
Slots 1-6 7-12 13+ Bonus Bonus
none (proficient) 1 1/1 3/2 2/1 0 0
single 2 4/3 5/3 7/3 0 0
double 4 3/2 2/1 5/2 +1 +1
triple 6 5/3 7/3 8/3 +2 +2
quadruple 9 2/1 5/2 3/1 +3 +3
Bow Weapon Specialisation
Bow Prof # Attacks/Rnd at Level
Specialisation Slots 1-6 7-12 13+
none (proficient) 1 2/1 3/1 4/1
single 2 2/1 3/1 4/1
double 4 5/2 7/2 9/2
triple 6 5/2 7/2 9/2
quadruple 9 3/1 4/1 5/1
Bow Point To Hit/Damage Bonuses
Specialisation Blank Short Med. Long
none (proficient) 0/0 0/0 -2/0 -5/0
single +1/+1 0/0 -2/0 -5/0
double +2/+2 +1/+1 0/0 -2/0
triple +3/+2 +2/+1 +1/0 0/0
quadruple +3/+3 +2/+2 +1/+1 +1/0
Crossbow Weapon Specialisation
Crossbow Prof # Attacks/Rnd at Level (Heavy Xbow)
Specialisation Slots 1-6 7-12 13+
none (proficient) 1 1/1 (1/2) 3/2 (1/1) 2/1 (3/2)
single 2 4/3 (1/1) 5/3 (4/3) 7/3 (5/3)
double 4 3/2 (4/3) 2/1 (3/2) 5/2 (2/1)
triple 6 5/3 (3/2) 7/3 (5/3) 8/3 (7/3)
quadruple 9 2/1 (5/3) 5/2 (2/1) 3/1 (5/2)
Crossbow Point To Hit/Damage Bonuses
Specialisation Blank Short Med. Long
none (proficient) 0/0 0/0 -2/0 -5/0
single +1/+1 +1/0 0/0 -2/0
double +2/+2 +1/+1 +1/0 -2/0
triple +3/+2 +2/+1 +1/0 +1/0
quadruple +3/+3 +2/+2 +1/+1 +1/0
Other Missile Weapon Specialisation
Missile Weap. Prof Extra Attacks/Rnd at Levels
Specialisation Slots 1-6 7-12 13+
none (proficient) 1 * * + 1/2 * + 1/1
single 2 * + 1/3 * + 1/1 * + 3/2
double 4 * + 1/2 * + 3/2 * + 5/3
triple 6 * + 1/1 * + 5/3 * + 2/1
quadruple 9 * + 3/2 * + 2/1 * + 5/2
* = normal attacks per round for that particular missile weapon
plus the additional attacks per round. For example, if Rath was triple
specialised in Darts, and was a level 9 fighter. His attacks per round
would be 3/1 + 5/3. Thus on the 1st round he could throw 4 darts (3/1
+1/1), on the 2nd and 3rd rounds, he could throw 5 darts (3/1 +2/1), the
order would then repeat itself for every 3 rounds of combat.
Missile Weapon To Hit/Damage Bonuses
Specialisation Short Med. Long
none (proficient) 0/0 -2/0 -5/0
single +1/+1 0/+1 -2/0
double +2/+1 +1/+1 0/+1
triple +2/+2 +1/+2 +1/+2
quadruple +3/+3 +2/+3 +1/+3
Weapon Specialisation and Weapon Groups
Although it is possible to become proficient in an entire group
of weapons, this doesn't mean a character can specialise in an entire
group of weapons.
As before, each weapon specialisation costs one Weapon
Proficiency Slot in a weapon the character is already proficient in. A
character can't pay two points to be proficient in the Fencing Blades
group and then another two to specialise in the same group: He'd have to
take one-slot Specialisation individually for Dagger/Dirk,
Knife/Stiletto, Main-gauche, Rapier, and Sabre.
Let's say a character wants to know how to use every type of
blade ever made.... but he wants to be especially good with the Long
Sword. As a first-level Warrior, he receives four Weapon Proficiency
Slots to start with. He spends three to take Proficiency with the entire
Blades broad group, and spends his fourth to specialise in Long Sword.
He has his wish: He can pick up and use any blade weapon without
penalty, but is particularly adept with the Long Sword.
Similarly, a character might wish to be proficient with all
bows, and especially good with the Composite Long Bow. He spends two
weapon proficiency slots to be proficient with the entire Bows tight
group, and spends two more slots (because bows are trickier to
specialise in-see above) to specialise in Composite Long Bow. This
character is at a disadvantage with any sort of weapon other than bows,
but can use all bows, and is especially good with the Composite Long
Bow.
Nonweapon Proficiencies
A player character is more than a collection of combat
modifiers. Most people have a variety of skills learned over the years.
Consider yourself as an example-how many skills do you possess? If you
have gone through 12 years of school, were moderately active in after
school programs, and did fairly well on your grades, the following might
be a partial list of your skills:
English reading and writing
Geometry, algebra, and trigonometry
Basic chemistry
Basic physics
Music (playing an instrument, singing, or both)
Spanish reading and writing (or French, German, etc.)
Basic Shop or Home Economics
Typing
Driving
History
Basic biology
In addition to the things learned in school, you have also
learned things from your parents, friends, scouts, or other groups. You
might be able to add any of the following to your list.
Swimming
Hunting
Fishing
Canoeing
Sailing
Horseback riding
First aid
Animal training
Cooking
Sewing
Embroidery
Dancing
If you consider all your hobbies and all the things you have
done, you probably know many more skills. In fact, if you make a list,
you probably will be surprised by the large number of basic skills you
have. And, at this point, you are (or were) still young!
Now, having graduated from school, you get a job. Are you just
acarpenter, mechanic, electrician, salesman, or secretary. Of course
not, you are a lot more than just your job. All those things you learned
in school and elsewhere are part of what you are. Shouldn't it be the
same for your player character?
For a really complete role-playing character, you should know
what your character can do. There are three different ways to do this:
using what you know, using secondary skills, and using nonweapon
proficiencies. Each of these is optional, but each increases the amount
of detail that rounds out your character.
Using What You Know
If your DM decides not to use secondary skills or nonweapon
proficiencies, situations will arise in which you'll have to determine
whether your character has certain skills. For example, Delsenora the
mage slips at the edge of a steep riverbank and tumbles into the water.
The current sweeps her into the middle of the river. To escape, she must
swim to safety. But does Delsenora know how to swim?
One way to answer this is to pretend that your character knows
most of the things that you know. Do you know how to swim? If you do,
then your character can swim. If you know a little about mountain
climbing, horseback riding, carpentry, or sewing, your character knows
these things, too. This also applies to things your character might want
to build. Perhaps your character decides he wants to build a catapult.
If you can show your DM how to make such a device, then the DM may allow
your character the same knowledge. Indeed, you might visit the local
library just to gain this information.
There are real advantages to this method. You can learn
something at the library or school and bring it into your game. Also,
there are fewer rules to get in the way of your fun. Since there are
fewer rules, your DM has a lot of flexibility and can play out all the
drama inherent in a scene.
There are also problems with this method. First, you probably
know a lot of things your character should not-basic electronics, the
components of gunpowder, or calculus, for instance.
You have a lot of knowledge that is just not available to
someone in a medieval world (even a fantasy medieval world). Likewise,
there are things that a typical person in a medieval world would know
that you, as a modern person, have never needed to learn. Do you know
how to make armour? Skin a deer? Salt meat away for the winter? Turn
flax into linen? Thatch a roof? Read heraldry? You might, but there is
no way you can consider these common skills anymore. But in a medieval
world they would be common.
Also, knowing something about a skill or trade doesn't mean you
know a lot, and there is a big difference between the two. When
Delsenora fell into the raging river, she had to swim out. But was she a
strong enough swimmer to pull free of the current? The DM must make up
arule on the spot to handle the situation. Perhaps you can swim, but can
you swim well enough to escape a raging torrent?
The biggest drawback to this method is that there are no rules
to resolve tricky situations. The DM must make it up during play. Some
players and DMs enjoy doing this. They think up good answers quickly.
Many consider this to be a large part of the fun. This method is perfect
for them, and they should use it. Other players and DMs like to have
clear rules to prevent arguments. If this is the case in your group, it
is better to use secondary skills or nonweapon proficiencies.
Secondary Skills
The second method for determining what your character knows is
to assign secondary skills. Secondary skills are broad areas of
expertise. Most correspond to occupations that your character may have
been apprenticed in or otherwise picked up before beginning his
adventuring life. Secondary skills are much more general than nonweapon
proficiencies. They should not be used in combination with nonweapon
proficiencies, which are explained later.
Every player character has a chance at a secondary skill.
Either choose one from the table below or take a chance and roll
randomly. A random roll may result in one, two, or no secondary skills.
SECONDARY SKILLS
D100 Secondary Skill
01-02 Armourer (make, repair, & evaluate armour and weapons)
03-04 Bowyer/Fletcher (make, repair, & evaluate bows and arrows)
05-10 Farmer (basic agriculture)
11-14 Fisher (swimming, nets, and small boat handling)
15-20 Forester (basic wood lore, lumbering)
21-23 Gambler (knowledge of gambling games)
24-27 Groom (animal handling)
28-32 Hunter (basic wood lore, butchering, basic tracking)
33-34 Jeweller (appraisal of gems and jewellery)
35-37 Leather worker (skinning, tanning)
38-39 Limner/Painter (map making, appraisal of art objects)
40-42 Mason (stone-cutting)
43-44 Miner (stone-cutting, assaying)
45-46 Navigator (astronomy, sailing, swimming, navigation)
47-49 Sailor (sailing, swimming)
50-51 Scribe (reading, writing, basic math)
52-53 Shipwright (sailing, carpentry)
54-56 Tailor/Weaver (weaving, sewing, embroidery)
57-59 Teamster/Freighter (animal handling, wagon-repair)
60-62 Trader/Barterer (appraisal of common goods)
63-66 Trapper/Furrier (basic wood lore, skinning)
67-68 Weaponsmith (make, repair, & evaluate weapons)
69-71 Woodworker/Carpenter (carpentry, carving)
72-85 No skill of measurable worth
86-00 Roll twice (reroll any result of 86-00)
Once a character has a secondary skill, it is up to the player
and the DM to determine just what the character can do with it. The
items in parentheses after each skill describe some of the things the
character knows. Other knowledge may be added with the DM's approval.
Thus, a hunter might know the basics of finding food in the wilderness,
how to read animal signs to identify the types of creatures in the area,
the habits of dangerous animals, and how to stalk wild animals.
Like the previous method ('Using What You Know"), this method
has strengths and weaknesses. Secondary skills do not provide any rules
for determining whether a character succeeds when he uses a skill to do
something difficult. It is safe to assume that simple jobs succeed
automatically. (A hunter could find food for himself without any
difficulty.) For more complicated tasks, the DM must assign a chance for
success. He can assign a percentage chance, have the character make a
saving throw, or require an Ability check (see Glossary). The DM still
has a lot of flexibility.
This flexibility means the DM must sometimes make up the rule
to cover the situation, however. As mentioned earlier, some DMs enjoy
this; others do not, their strengths being elsewhere. While secondary
skills define and limit the player's options, they do not greatly
simplify the DM's job.
Nonweapon Proficiencies
The most detailed method for handling character skills is that
of nonweapon proficiencies. These are much like weapon proficiencies.
Each character starts with a specific number of nonweapon proficiency
slots and then earns additional slots as he advances. Initial slots must
be assigned immediately; they cannot be saved or held in reserve.
Nonweapon proficiencies are the most detailed way to handle the
question of what the player character knows. They allow the player to
choose from a broad selection and define the effects of each choice.
Like the other methods, however, this system is not without drawbacks.
First, nonweapon proficiencies are rigid. Being so defined, they limit
the options of both the player and DM. At the same time, there will
still be questions unanswered by these proficiencies. Whereas before
such questions were broad, they will now tend to be more precise and
detailed. Secondly, using this system increases the amount of time
needed to create a character. While the end result is a more complete,
well-rounded person, set-up time can take up to two or three hours.
Novice players especially may be overwhelmed by the number of choices
and rules.
Unlike weapon proficiencies, in which some weapons are not
available to certain character classes, all nonweapon proficiencies are
available to all characters. Some nonweapon proficiencies are easier for
certain character classes to learn, however.
Table 5-4 lists all nonweapon proficiencies. They are divided
into categories that correspond to character groups. The proficiencies
listed under each group can be learned easily by characters of that
group. A fifth category-"General"-contains proficiencies that can be
learned easily by any character.
Refer to Table 5-3. When a player selects a nonweapon
proficiency from those categories listed under "Proficiency Groups" for
his character's group, it requires the number of proficiency slots
listed in Table 5-1. When a player selects a proficiency from any other
category, it requires one additional proficiency slot beyond the number
listed.
Table 5-3: Nonweapon Proficiency Group Crossovers
Character Class Proficiency Groups
fighter Warrior, General
paladin Warrior, Priest, General
ranger Warrior, Wizard, General
cleric Priest, General
druid Priest, Warrior, General
mage Wizard, General
Illusionist Wizard, General
Thief Rogue, General
Bard Rogue, Warrior, Wizard, General
Using Nonweapon Proficiencies
When a character uses a proficiency, either the attempt is
automatically successful or the character must roll a proficiency check.
If the task is simple or the proficiency has only limited game use
(such as cobbling or carpentry), a proficiency check is generally not
required. If the task the character is trying to perform is difficult or
subject to failure, a proficiency check is required. Read the
descriptions of the proficiencies for details about how and when each
can be used.
If a proficiency check is required, Table 5-3 lists which
ability is used with each proficiency. Add or subtract the modifier
(either positive or negative) listed in Table 5-3 to the appropriate
ability score. Then the player rolls 1d20. If the roll is equal to or
less than the character's adjusted ability score, the character
accomplished what he was trying to do. If the roll is greater than the
character's ability score, the character fails at the task. (A roll of
20 always fails.) The DM determines what effects, if any, accompany
failure.
Of course, to use a proficiency, the character must have any
tools and materials needed to do the job. A carpenter can do very little
without his tools, and a smith is virtually helpless without a good
forge. The character must also have enough time to do the job.
Certainly, carpentry proficiency enables your character to build a
house, but not in a single day. Some proficiency descriptions state how
much time is required for certain jobs. Most, however, are left to the
DM's judgement.
The DM can raise or lower a character's chance of success if
the situation calls for it. Factors that can affect a proficiency check
include availability and quality of tools, quality of raw material used,
time spent doing the job, difficulty of the job, and how familiar the
character is with the task. A positive modifier is added to the ability
score used for the check. A negative modifier is subtracted from the
ability score.
Rath, skilled as a blacksmith, has been making horseshoes for
years. Because he is so familiar with the task and has every tool he
needs, the DM lets him make-horse shoes automatically, without risk of
failure. However, Delsenora has persuaded Rath-to make an elaborate
wrought-iron cage (needed to create a magical item). Rath has never done
this before and the work is very intricate, so the DM imposes a penalty
of -3 on Rath's ability check.
When two proficient characters work together on the same task,
the highest ability score is used (the one with the greatest chance of
success). Furthermore, a +2 bonus is added for the other characters
assistance. The bonus can never be more than +2, as having too many
assistants is sometimes worse than having none.
Nonweapon proficiencies can also be improved beyond the ability
score the character starts with. For every additional proficiency slot
acharacter spends on a nonweapon proficiency, he gains a +3 bonus to
those proficiency checks. Thus, Rath (were he not an adventurer) might
spend his additional proficiency slots on blacksmithing, to become a
very good blacksmith, gaining a +3, +6, +9, or greater bonus to his
ability checks.
Many non-player craftsmen are more accomplished in their fields
than player characters, having devoted all their energies to improving
asingle proficiency. Likewise, old masters normally have more talent
than young apprentices-unless the youth has an exceptional ability
score!. However, age is no assurance of talent. Remember that knowing a
skill and being good at it are two different things. There are bad
potters, mediocre potters, and true craftsmen. All this has much less to
do with age than with dedication and talent.
Table 5-3: Non-Weapon Proficiency Groups
GENERAL
Proficiency # Slots Ability Modifier
acting 1 Charisma -1
agriculture 1 Intelligence +1
alertness 1 Wisdom +1
animal handling 1 Wisdom -1
animal training 1 Wisdom 0
artistic ability 1 Wisdom 0
balance 1 Dexterity 0
bargain 1 Wisdom -2
barkeeping 1 Intelligence 0
bartending 2(3) special special
beekeeping 1 Wisdom 0
blacksmithing 1 Strength 0
blazoning 1 Intelligence +1
boasting 1 Charisma +3
boating 1 Wisdom +1
boatwright 1 Intelligence -2
body language 1 Wisdom -2
brewing 1 Intelligence 0
butcher 1 Intelligence +1
candler 1 Intelligence 0
caravaneer 1 Wisdom 0
carpentry 1 Strength 0
carpentry (spelljammer) 1 Strength 0
cartography 1 Wisdom 0
cartwright 1 Intelligence 0
catching 1 Dexterity 0
chanting 1 Wisdom +3
cheese making 1 Intelligence 0
city lore 1 1 Intelligence +1
city lore 2 2 Intelligence -2
city lore 3 2 Charisma -1
city lore 4 2 Intelligence -2
cobbling 1 Dexterity 0
comedy 1 Charisma 0
commerce 1 1 Wisdom -1
commerce 2 2 Wisdom -2
cooking 1 Intelligence 0
craft instrument 2 Dexterity 0
crowd working 1 Charisma +2
cryptography 1 Intelligence special
dairyman 1 Intelligence 0
dancing 1 Dexterity 0
danger sense 2 Wisdom -2
debate 1 Intelligence 0
differencing 1 Intelligence +2
diplomacy 1 Charisma 0
direction sense 1 Wisdom +1
disguise drnkenes/hngovr 1 Intelligence -4
distance sense 1 Wisdom 0
diving 1 Dexterity 0
draftsmanship 1 Dexterity 0
drinking/boozing 1 special special
drinking skills/tricks 1 Dexterity special
drover/shepherd 1 Intelligence +1
dyer 1 Intelligence -1
eavesdropping 1 Intelligence +1
etiquette 1 Charisma 0
falconry 1 Wisdom -1
farming 1 Wisdom 0
fashion 1 Wisdom +1
find water 1 Intelligence 0
fire building 1 Wisdom -1
fire control 1 Dexterity 0
fishing 1 Wisdom -1
freefall 1 Dexterity 0
fungi recognition 1 Intelligence +3
gaming 1 Charisma 0
geography 2 Intelligence 0
geology 2 Intelligence -1
glazier 2 Dexterity 0
goldsmithing 1 Dexterity 0
heat protection 1 Intelligence -2
heraldry 1 Intelligence 0
hiding 2 Intelligence -1
history, family 1 Intelligence 0
intimidation 1 special 0
kissing 1 Charisma -2
laijutsu 1 Dexterity 0
languages, modern 1 Intelligence 0
law 1 Intelligence 0
leatherworking 1 Intelligence 0
masseur 1 Strength 0
mathematics 1 Intelligence 0
merchant 2 Intelligence -1
miller 1 Intelligence 0
mime 1 Charisma +1
mind over body 1 Wisdom -2
mining 2 Wisdom -3
monster trivia 2 Intelligence -2
mortician 1 Intelligence +1
navigation, underground 1 Intelligence 0
nightsight 1 Wisdom -2
observation 1 Intelligence 0
orienteering 2 Wisdom 0
persuasion 1 Charisma 0
pharmacy 1 Intelligence 0
poetry 1 Charisma 0
poison 2 Intelligence special
pottery 1 Dexterity -2
psionic detection 1 Wisdom -2
riding, airborne 2 Wisdom -2
riding, land based 1 Wisdom +3
riding, sea based 2 Wisdom -2
riding, space based 2 Wisdom -3
rope/net making 1 Dexterity 0
rope use 1 Dexterity 0
sail manipulation 1 Dexterity 0
scribing 1 Dexterity 0
seamanship 1 Dexterity +1
seamstress/tailor 1 Dexterity -1
seduction 1 Charisma -2
semaphore 1 Intelligence 0
shipwright 2 Intelligence -2
sign language 1 Intelligence +2
signalling 1 Intelligence +2
signalling, underground 1 Intelligence +2
signalling, wildspace 1 Intelligence +2
silversmithing 1 Dexterity 0
singing 1 Charisma 0
skiing 1 Special special
skinning 1 Intelligence 0
slow respiration 1 Constitution 0
smelting 1 Intelligence -1
sound analysis 1 Wisdom 0
spacemanship 1 Dexterity +1
spell mimicry 2 Intelligence -2
spelljammer. history 2 Intelligence -1
spying 1 Intelligence 0
statecraft 1 Intelligence 0
stealth 1 Dexterity 0
stewardship 1 Intelligence 0
stonemasonry 1 Strength -2
story telling 1 Charisma 0
survival, wildspace 2 Wisdom -3
swimming 1 Strength 0
teaching 1 Wisdom 0
throwing/shooting 1 Dexterity 0
toasting 1 Intelligence -2
torture 1 Intelligence 0
torture resistance 1 Constitution -2
weather sense 1 Wisdom -1
weaving 1 Intelligence -1
whistling/humming 1 Dexterity +2
wine making 1 Wisdom 0
wine pouring 1 Wisdom 0
wine tasting 1 Wisdom 0
yelling 1 Charisma 0
PRIEST
Proficiency # Slots Ability Modifier
alchemy (base) 3 Intelligence -2
ancient history 1 Intelligence -1
astrology 2 Intelligence 0
astronomy 2 Intelligence -1
botany 1 Intelligence -1
bureaucracy 1 Intelligence 0
calligraphy 1 Dexterity -1
diagnostics 1 Wisdom -1
engineering 2 Intelligence -3
genie lore 1 Intelligence 0
healing 2 Wisdom -2
herbalism 2 Intelligence -2
languages, ancient 1 Intelligence 0
languages, space 1 Intelligence 0
local history 1 Charisma 0
magical engineering 2 Intelligence -3
meditation 2 Special -2
musical instrument 1 Dexterity -1
navigation 1 Intelligence -2
navigation, celestial 1 Intelligence -2
navigation, phlogiston 1 Intelligence -2
planar geography 1 Intelligence -1
planar geometry 1 Intelligence 0
planet lore 1 Intelligence 0
planetology 2 Intelligence -1
reading/writing 1 Intelligence +1
religion 1 Wisdom 0
somantic concealment 1 Dexterity -1
speed casting 2 Wisdom -2
spellcraft 1 Intelligence -2
spelljamming 2 Intelligence -2
veterinary healing 1 Wisdom -3
ROGUE
Proficiency # Slots Ability Modifier
ancient history 1 Intelligence -1
appraising 1 Intelligence 0
begging 1 Charisma special
blind -fighting 2 Wisdom 0
bribery 1 Charisma special
bureaucracy 1 Intelligence 0
camouflage 1 Intelligence 0
climbing 2 Strength -4
concealment 1 Dexterity -4
disguise 1 Charisma -1
escapology 1 Dexterity special
evasion 1 Dexterity -2
fast talking 1 Charisma special
foraging 1 Intelligence -2
forgery 1 Dexterity -1
fortune telling 2 Charisma special
gem cutting 1 Dexterity -2
haggling 1 Charisma 0
harness subconscious 2 Wisdom -1
hypnosis 1 Charisma -2
information gathering 1 Intelligence special
juggling 1 Dexterity -1
jumping 1 Strength 0
legerdemain 1 Dexterity -1
lock picking 2 Dexterity -4
locksmithing 1 Dexterity 0
looting 1 Wisdom 0
meditation 1 Special -2
meditative focus 1 Wisdom +1
musical instrument 1 Dexterity -1
pest control 1 Dexterity -4
rejuvination 1 Wisdom -1
seance 2 Charisma -2
set snares 1 Dexterity +1
side -show talents 1 Dexterity 0
sleight of hand 1 Dexterity -2
space fighting 2 Dexterity +2
street sense 2 Charisma 0
tightrope walking 1 Dexterity 0
trailing 1 Dexterity special
trail hiding 1 Intelligence 0
trail signs 1 Intelligence -1
trap detection 2 Intelligence -4
tumbling 1 Dexterity 0
ventriloquism 1 Intelligence -2
voice mimicry 2 Charisma special
water divining 1 Wisdom -2
WARRIOR
Proficiency # Slots Ability Modifier
animal lore 1 Intelligence 0
armourer 2 Intelligence -2
armour optimisation 1 Dexterity -2
arms appraising 1 Intelligence 0
blind -fighting 2 Wisdom 0
bowyer/fletcher 1 Dexterity -1
bribery 1 Charisma special
camouflage 1 Intelligence 0
charioteering 1 Dexterity +2
close quarter fighting 2 Dexterity 0
display weapon prowess 1 Dexterity 0
endurance 2 Constitution 0
foraging 1 Intelligence -2
grappling hook 1 Dexterity +1
gunnery 1 Intelligence -2
heraldic law 1 Intelligence -1
hunting 1 Wisdom -1
jousting 1 Dexterity +2
leadership 1 Charisma 0
mountaineering 1 N/A N/A
navigation 1 Intelligence -2
navigation, celestial 1 Intelligence -2
navigation, phlogiston 1 Intelligence -2
revelations 1 Intelligence 0
running 1 Constitution -6
space fighting 2 Dexterity +2
spelunking 1 Intelligence -2
street fighting 2 Dexterity 0
survival 2 Intelligence 0
tracking 2 Wisdom [-6]
trail hiding 1 Intelligence 0
trail marking 1 Wisdom 0
trail signs 1 Intelligence -1
weapon improvisation 1 Wisdom -1
weapon loader 1 Dexterity +1
weaponsmithing 3 Intelligence -3
weaponsmithing, crude 1 Wisdom -3
wheel lock pistol 1 Dexterity 0
wild fighting 2 Constitution 0
zero gravity combat 1 Intelligence -2
WIZARD
Proficiency # Slots Ability Modifier
alchemy (base) 3 Intelligence -2
alchemy (advanced) 3 Intelligence -3
alternate magic's 1 Intelligence -1
ancient history 1 Intelligence -1
astrology 2 Intelligence 0
astronomy 2 Intelligence -1
botany 1 Intelligence -1
calligraphy 1 Dexterity -1
chemistry 2 Intelligence -2
dweomercraft 3 Intelligence -3
engineering 2 Intelligence -3
field of study 1 Intelligence -1
genie lore 1 Intelligence 0
herbalism 2 Intelligence -2
languages, ancient 1 Intelligence 0
languages, space 1 Intelligence 0
magical engineering 2 Intelligence -3
meditation 2 Special -2
no noticable effect 2 Intelligence -2
navigation 1 Intelligence -2
navigation, celestial 1 Intelligence -2
navigation, phlogiston 1 Intelligence -2
planar geography 1 Intelligence -1
planar geometry 1 Intelligence 0
planet lore 1 Intelligence 0
planetology 2 Intelligence -1
reading/writing 1 Intelligence +1
religion 1 Wisdom 0
somantic concealment 1 Dexterity -1
speed casting 2 Wisdom -2
spellcraft 1 Intelligence -2
spelljamming 2 Intelligence -2
specific spell 2 Intelligence -2
subtle casting 2 Dexterity -2
Nonweapon Proficiency Descriptions
The following proficiency descriptions are arranged
alphabetically, not according to character class. Each description gives
a general outline of what a character with the proficiency knows and
can do. Furthermore, some descriptions include rules to cover specific
uses or situations, or exact instructions on the effects of the
proficiency.
Acting - (1 slot, general, Charisma -1) this proficiency allows
a character to skilfully portray various roles, often as entertainment.
It can also be used to enhance a disguise. If a character has both
acting and disguise proficiencies, the check for either is made at a +2
bonus. Proficiency checks are required only if the actor must portray a
particularly difficult role or is attempting to 'ad lib' without
rehearsal.
Agriculture - (1 slot, general, intelligence +1) The character
has a knowledge of the basics of farming. This includes planting,
harvesting, storing crops, tend animals, butchering, and other typical
farming chores.
Alchemy (Base) - (3 slots, int-2) allows a chance to identify
potions, poisons & recognise potential ingredients for alchemical
potions (said ingredients being useful parts of recently-slain creatures
or discovered plants). Does not allow brewing of potions, etc. if taken
on its own {from Barbara Haddad}
Alchemy (Advanced)- (2 slots, wizard, Intelligence -2) An
individual skilled in the science of alchemy can perform a variety of
feats when he has access to a well-stocked laboratory. Given time and
the proper materials, the alchemist can create such things as smoke
bombs, sleep gas, nonmagical potions, dusts, powders, Greek fire, strong
glue, various drugs and mild poisons, both natural and otherwise.
Furthermore, a character with this proficiency can conduct experiments
to determine the properties and content of unknown substances.
A laboratory, including the specialised equipment and the
innumerable chemicals necessary for its operation, costs at least
5000gp. For every additional 5000gp invested in the laboratory, the
alchemist's chances of success in any given project should modified by
+1. However, since there is always a chance of failure, any roll of a
natural 20 indicates that something has gone wrong, most probably
damaging the alchemist and some of his equipment. Other failures may
result in worthless potions, creations with wildly different effects, or
whatever else the DM can think of.
This skill is almost useless outside of the laboratory, and the
character's abilities should be limited accordingly when this is the
case. Some characters may wish to carry small analysis kits with them
while adventuring. These typically cost as much as 500 gp each. The
delicate equipment is not likely to stand up to the rigors of normal
adventuring, and the chances of success on any project will incur
penalties ranging from -1 to -10 depending on the situation.
Possession of this skill grants a +1 bonus on all brewing,
herbalism, and poison proficiency checks.
Note - to have this proficiency, a character must already have
both herbalism and chemistry non weapon proficiencies. This skill allows
the character to make the following items (description, NWP penalty
applied to the check when making this substance, cost to make the
substance, number of days to make the item, and other information):-
acid - weak, +2 nwp, 10gp, 1 day, 1-4 dam/Rnd, lasts 1-4 rnds,
makes 2-5 flasks
acid - medium, 0 nwp, 25gp, 2 days, 1-6 dam/Rnd, lasts 2-5
rnds, makes 2-8 flasks
acid - strong, -2 nwp, 50gp, 3 days, 1-8 dam/Rnd, lasts 1-3
rnds, makes 1-12 flasks
acetone, +2 nwp, 50gp, + day, removes almost all sticky
substances (poisons, glues, web, etc.)
alloy, -8 nwp, 3000gp, 25 days, can make combination of any 2
metals
glue - weak, +5 nwp, 3gp, + day, same as wood glue
glue - OK, 0 nwp, 6gp, 1 day, this is the same as super glue
glue - awesome, -3 nwp, 15gp, 2days, unbreakable
heal salve - weak, +3 nwp, 10gp, 1 day, heals extra 2 HP when
applied & rest for 8 hours (overnight)
heal salve - medium, 0 nwp, 25gp, 2 days, heals extra 4 HP when
applied & rest for 8 hours (overnight)
heal salve - strong, -4 nwp, 100gp, 4 days, heals extra 6 HP
when applied & rest for 8 hours (overnight)
matches, +2 nwp, 25gp, 1 day,same as normal waterproof matches
you buy in a store, makes 3-36
poison antidote, , same NWP penalty to make as poison type,
cost = + poison type, days = as per poison
poison - inject - A, +2 nwp, 50gp, 1 day
poison - inject - B, 0 nwp, 100gp, 2 days
poison - inject - C, -1 nwp, 200gp, 3 days
poison - inject - D, -3 nwp, 400gp, 4 days
poison - inject - E, -10 nwp, 1600gp, 10 days
poison - inject - F, -6 nwp, 800gp, 6 days
poison - inject - O, -4 nwp, 500gp, 5 days
poison - inject - P, -4 nwp, 500gp, 5 days
poison - ingest - G, +1 nwp, 100gp, 2 days
poison - ingest - H, 0 nwp, 200gp, 3 days
poison - ingest - I, -3 nwp, 400gp, 5 days
poison - ingest - J, -8 nwp, 1200gp, 8 days
poison - contact - K, 0 nwp, 200gp, 3 days
poison - contact - L, -3 nwp, 400gp, 3 days
poison - contact - M, -6 nwp, 800gp, 3 days
poison - contact - N, -10 nwp, 2000gp, 3 days
Note for all poisons: cost is per dose. Up to a maximum of 12
doses can be made at a time (cost = no. of doses * price for 1 dose). A
roll must be made for each batch of poison on the table below to
determine the relative strength of each poison batch.
potion, -6 nwp, cost = 5 * XP value, 7 days, must have list of
ingredients, makes 1 potion
smoke bomb, 0 nwp, 20gp, 2 days, 20'*20' cloud, obscures vision
to 3', make up to 5 (at 5*cost)
stink bomb, -4 nwp, 100gp, 5 days, 25'*25' cloud, same as
stinking cloud
Note - if any item is made and the NWP check is failed by 5 or
more (or a 20 is rolled), then the item produced is harmful in some way
to the user or maybe the maker. If a poison is successfully made, roll
on the table below to determine modifiers to the saving throw roll. The
modifiers are rolled on 1d30
die roll(1d30) result
1 +4 save
2 - 3 +3 save
4 - 6 +2 save
7 - 10 +1 save
11 - 20 no modifier
21 - 24 -1 save
25 - 27 -2 save
28 - 29 -3 save
30 -4 save
Alertness - (1 slot, general, Wisdom +1) this proficiency
allows a character to instinctively notice and recognise signs of a
disturbance in the immediate vicinity. This reduces a characters chance
of being surprised by 1, if he makes a successful proficiency check.
Alternate Magic's (1 slot, wizard, intelligence -1) This skill
grants a familiarity with magic that does not originate with
conventional spellcraft. Examples of this include the innate abilities
of fairies, demons, djinn, and other known magical creatures, as well as
the unusual spellcasting done by dragons and their ilk. A successful
skill check indicates that the wizard has correctly identified the
source and nature of the magical phenomenon. {from Net Wizard Handbook}
Ancient History - (1 slot, priest/wizard, intelligence -1) The
character has learned the legends, lore, and history of some ancient
time and place. The knowledge must be specific, just as a historian
would specialise today in the English Middle Ages, the Italian
Renaissance, or the Roman Republic before Caesar.
The knowledge acquired gives the character familiarity with the
principal legends, historical events, characters, locations, titles,
breakthroughs (scientific, cultural, and magical), unsolved mysteries,
crafts, and oddities of the time. The character must roll a proficiency
check to identify places or things he encounters from that age.
Animal Handling - (1 slot, general, Wisdom -1) Proficiency in
this area enables a character to exercise a greater-than-normal control
over pack animals and beasts of burden. A successful proficiency check
indicates that the character has succeeded in calming an excited
agitated animal. In contrast, a character without this proficiency has
only a 20% chance of succeeding in the attempt.
Animal Lore - (1 slot, warrior, intelligence -1) This
proficiency enables a character to observe the actions or habitat of an
animal and interpret what is going on. Actions can show how dangerous
the creature is, whether it is hungry, protecting its young, or
defending a nearby den. Furthermore, careful observation of signs and
behaviours can even indicate the location of a water hole, animal herd,
predator, or impending danger, such as a forest fire. The DM will
secretly roll a proficiency check. A successful check means the
character understood the basic action of the creature. If the check
fails by 4 or less, no information is gained. If the check fails by more
than 5 or more, the character misinterprets the actions of the animal.
A character with animal lore adds a +2 bonus when using the set
snares proficiency (for hunting) since the character knows the general
habits of the creature hunted.
Animal Noise - (1 slot, rogue, Wisdom -1) a character with this
proficiency can imitate the noises made by various animals. A
successful check means the characters noise cannot be distinguished from
that of the actual animal, except by magical means. A failed check
produces a sound that varies from that of the animals in some slight
way. Those who are very familiar with the animal will recognise the
intended mimicry at once. Other characters will recognise the imitation
on a successful perception roll.
Animal Training - (1 slot, general, Wisdom) Characters with
this proficiency can train one type of creature (declared when the
proficiency is taken) to obey simple commands and perform tricks. A
character can spend additional proficiencies to train other types of
creatures or can improve his skill with an already chosen type.
Creatures typically trained are dogs, horses, falcons, pigeons,
elephants, ferrets and parrots. A character can choose even more exotic
creatures and monsters with animal intelligence.
A trainer can work with up to three creatures at one time. The
trainer may choose to teach general tasks or specific tricks. A general
task gives the creature the ability to react to a number of non-specific
commands to do its job. A specific task teaches the trained creature to
do one specific action. With enough time, a creature can be trained to
do both general tasks and specific tricks.
Training for a general task requires three months of
uninterrupted work. Training for a specific trick requires 2d6 weeks. At
the end of the training time, a proficiency check is made. If
successful, the animal is trained. If the die roll fails, the beast is
untrainable. An animal can be trained in 2d4 general task or specific
tricks, or any combination of the two.
An animal trainer can also try to tame wild animals (preparing
them for training later on). Wild animals can be tamed only when they
are very young. The taming requires one month of uninterrupted work with
the creature. At the end of the month, a proficiency check is made. If
unsuccessful, the beast is suitable for training. If the check fails,
the creature retains enough of its wild behaviour to make it
untrainable. It can be kept, though it must be leashed or caged.
Appraising - (1 slot, rogue, intelligence) This proficiency is
highly useful for thieves, as it allows characters to estimate the value
and authenticity of antiques, art objects, jewellery, cut gemstones, or
other crafted items they find (although the DM can exclude those items
too exotic or rare to be well known). The character must have the item
in hand to examine. A successful proficiency check (rolled by the PC
enables the character to estimate the value of the item to the nearest
100 or 1,000 gp and to identify fakes. On a failed check the character
cannot estimate a price at all. On a roll of 20, the character wildly
misreads the value of the item, always to the detriment of the
character.
Armourer - (2 slots, warrior, intelligence -2) This character
can make all of the type of armour listed, given the proper materials
and facilities. When making armour, the proficiency check is rolled at
the end of the normal construction time. The time required to make
armour is equal to two weeks per level of AC below 10. Dwarves are more
skilled at this than humans, and only take 1.1/2 weeks per level of AC
below 10. E.g., a suit of chain mail (AC5) would take a human 10 weeks
to manufacture, but only 7.1/2 weeks for a dwarf to make.
If the proficiency check indicates failure but is within 20% of
the amount needed for success, the armourer has created usable but
flawed, armour. Such armour functions as 1 AC worse than usual, although
it looks like the armour it was intended to be. Only a character with
armourer proficiency can detect the flaws, and this requires careful and
detailed inspection.
If the flawed armour is struck in melee combat with a natural
die roll of 19 or 20, it breaks. The character's AC immediately worsens
by 4 additional classes, and the broken armour hampers the character's
movement. Until the character can remove the broken armour, the
character moves at 1/2 of his normal rate and suffers a -4 penalty to
all of his attack rolls.
If an armourer is creating a suit of field plate or full plate
armour, the character who will use the armour must be present at least
once a week during the creation of the armour, since such types of
armour require very exact fitting.
Armour Optimisation - (1 slot, warrior, dexterity -2) This
allows a character to use his armour to the best advantage against a
particular opponent. A successful check in the first round of combat
reduces AC by 1. This benefit is lost if the character goes for 2 full
rounds without combat. Shield or armour must be used. {from Dark Sun}
Arms Appraising - (1 slot, intelligence, warrior) This ability
allows the character to appraise the workmanship of various weapons and
armour. A character is able to determine, without a proficiency check,
the average price that normal weapon or suit of armour would fetch. He
is also able to tell the condition of the weapon or armour, and if the
previous owner cared for it properly. With a proficiency check, the
character is able to tell if the weapon or armour is of quality, and
what type of bonuses (although not the exact bonuses) can be determined.
This requires constant scrutiny of the item, and perhaps significant
use in battle, for no less time than one day. With another proficiency
check, the apparent creators of the weapon or armour may be determined,
unless this is obvious by design.
Magical weapons and armour may be identified as such under
extreme conditions. After using the weapon or armour for a period of at
least 1 week, in battle, the character may roll a proficiency check with
a -50% penalty. Success indicates that the character notices some
indications that perhaps magic was involved in the creation of the item.
Under no circumstances can specific powers or pluses be found out in
this way. Characters with this proficiency are knowledgeable in the
proper care for any weapon they are familiar with. A proficiency check
allows the character to care for unfamiliar weapons as well. {from Vince
Carr}
Artistic Ability - (1 slot, general, Wisdom) Player characters
with artistic ability are naturally accomplished in various forms of the
arts. They have an inherent understanding or colour, form, space, flow,
tone, pitch, and rhythm. Characters with artistic ability must select
one art form to be proficient in. Thereafter, they can attempt to create
art works or musical compositions in their given field. Although it is
not necessary to make a proficiency check, one can be made to determine
the quality of the work. If a 1 is rolled on the check, the artist has
created a work with some truly lasting value. If the check fails, the
artist has created something aesthetically unpleasant or just plain bad.
Artistic ability also confers a +1 bonus to all proficiency
checks requiring artistic skill--music or dance--and to attempts to
appraise objects of art.
Astrology - (2 slots, priest/wizard, intelligence) This
proficiency gives the character some understanding of the supposed
influence of the stars. Knowing the birth date and the time of any
person, the astrologer can study the stars and celestial events and then
prepare a forecast of the future for that person. The astrologer's
insight into the future is limited to the next 30 days, and his
knowledge is vague at best. If a successful proficiency check is made,
the astrologer can foresee some general event. The DM decides the exact
prediction. Note that the prediction does not guarantee the result--it
only indicates the potential result. If the proficiency check is failed,
no information is gained unless a 20 is rolled, in which case the
prediction is wildly inaccurate.
Characters with the astrology proficiency gain a +1 bonus to
all navigation proficiency checks, provided the stars can be seen
Astronomy - (2 slots, priest/wizard, intelligence -1) This
proficiency gives the character an understanding of celestial mechanics
for both standard and non-standard systems. In any system, the character
may be able to determine the relative placement and future courses of
celestial bodies (even variable orbits of comets and asteroids) by
studying the overall system pattern. The smaller celestial body, the
more difficult the task becomes. Phases of heavenly bodies are also
easily determined.
Characters with this proficiency may also construct and use all
of the instruments related to this field, such as astrolabes, sextants,
and even simple telescopes. Time and materials are required, and an
unmodified proficiency check with a -10 penalty is required for success.
Failure indicates that the object is flawed in some way and is useless.
The character can also use this proficiency to determine which
planets have intelligent creatures, civilisations, etc. This use of the
proficiency may require preparation by the DM, since information
regarding a new crystal sphere might be discovered when the characters
first enter it. Characters with this proficiency and the navigation
proficiency, gain a +1 bonus to all navigation proficiency checks, as
well as a +1 bonus to all astrology proficiency checks.
Balance - (1 slot, dexterity, general) This proficiency serves
to aid the character when attempting to keep his balance on a rocking
ship. When attempting to keep from falling, the character makes a
proficiency check. If this check is successful, the character has
managed to compensate for the movement, grab onto a nearby object, or
quickly move to sturdier ground. If the check fails, the character has
fallen and suffers normal consequences. This can be used not only on
ships, but also any time the character encounters a situation in which
he may slip or fall due to movement of the ground or a slippery surface.
{from Vince Carr}
Bargain - (1 slot, general, Wisdom -2) Bargainer gets to roll
3d6+CHA rather than 2d6+CHA in protracted bargaining. In DS, bargaining
is done over 3 rounds; whoever wins reduces/increases price by 10% each
round. {from Dark Sun}
Barkeeping - (1 slot, intelligence, general) The PC in
possession of this skill is able to determine the quality of alcoholic
liberation's and fashion mixed drinks. Successfully rolling this skill
allows the character to note foreign elements - such as poison (at a +4
to the normal saving throw allowed, with a save indicating no damage,
and a failed save indicating only a successfully rolled damage) - in
drinks. {from dragon #156}
Bartending - (2(3) slots, special, general) A character with
this proficiency has a great knowledge of mixed drinks and can make a
perfect mixed drink on a successful Wisdom check. Note that the mixed
drink must be known (i.e. ingredients, preparation, etc.). The DM may
require an Intelligence to see if the character is familiar with the
drink.
Wine is the drink of the rich, but a small tavern having a
large supply of wine in stock isn't practical or economical. Thus, a
bartender has the skill to mix wines together to make an entirely
different wine. The bartender has the ability to mix wines to make them
look and/or taste a certain way. The maximum number of wines the
bartender can mix together is two with one more wine added for every
Wisdom point over 12 (ex. a bartender with a 14 Wisdom can mix a maximum
of 4 wines together). Whether it be a dreadful odour, an unwholesome
sticky taste, or a fantastic texture, the bartender can attain this on a
successful Wisdom check. If the bartender fails the check while trying
to do this, he/she gets the exact opposite result (i.e. good tasting
wine becomes bad tasting wine).
Bartenders have the uncanny ability to raise morale. This
abilities another benefit bestowed from this proficiency. On a
successful Charisma check, the character can raise the morale of those
he/she serves by +2. DMs should make sure characters don't abuse this
ability. A character shouldn't be able to hand a beer to a soldier in a
middle of a battle in hopes to raise his morale. It is intended to be
used in a tavern setting. Also, DMs should require that the player
role-plays the situation. Just stating that the character wishes to
raise morale isn't enough.
A lot of people go to taverns when depressed, and the bartender
has a tendency to raise their spirits. A bartender can bring a person
out of a non-magical depression on a successful Charisma check with a
positive modifier equal to the character's level. A bartender can bring
aperson out of a magical depression on a successful Charisma check with
amodifier of -1 for very level under 8th.
A lot of taverns, bars, and inns have a tendency to doctor
drinks to make them more potent or make them less potent than they
should be. Usually it is making drinks less potent which is the
tendency, better known as watering them down. Sometimes a bartender may
wish to make drinks more potent to cause certain patrons to get really
inebriated. Why would a bartender want to make a drink more potent? Well
many people, like thieves or adventurers, would like certain people in
adrunken state so their job (whatever it may be) can be easier and a few
coins to a bartender is a small price to pay to make sure a person is
drunk. The key to doctoring drinks is making the customer not notice a
change. A successful Wisdom roll indicates that nobody will notice a
change in the drink. Failure indicates that a customer may notice a
change. The customer must make a successful Intelligence check to notice
a change.
A more seedier skill of this proficiency allows him to mix
other liquids together to make them taste like a wine. The bartender
must have knowledge of the wine's taste that he/she wishes to duplicate,
almost to perfection, and gets a -3 to his/her roll if he/she has the
wine with him/her. On a successful Wisdom check, the character creates a
fake of the original wine. This ability can be counteracted with a
successful Wine Tasting proficiency check.
Another skill of this proficiency is the ability to make
alcohol drink additives (discussed elsewhere in the guide). A character
needs to make a Intelligence check with a -3 modifier. Failure indicates
that the additive is worthless and the process must start over (i.e.
get new ingredients, etc.).
Another skill of this proficiency is the ability to slide
drinking containers down a bar or another flat surface like a table. A
character needs to make a Dexterity check. If successful, the character
slides a drinking container down the bar and can even make it spin
around a 90 degree angle (only once). If the check fails, the glass
slips, spills its contents, and will probably break.
If the player devotes a third slot to this proficiency, the
character gains the skills of the Wine Pouring and the Wine Tasting
non-weapon proficiencies. {from Reid Guide To Alcohol}
Beekeeping - (1 slot, general, Wisdom) bee raising & knowledge
of how to harvest wax & honey without destroying hive {from Barbara
Haddad}
Begging - (1 slot, rogue, Charisma (special)) begging serves
two functions. First, it allows characters to pose convincingly as
beggars. Success in this function is automatic, and no checks must be
made. Secondly, it allows a character to make a minimum daily income. To
use this proficiency to earn money, it must be used in an area where
people are present (a city, town or village etc.). The following
modifiers do not take into account the wealth of a particular locale,
just population density. Impoverished regions may have a greater
penalty, as will regions where a long tradition of stinginess is
maintained.
Locale Modifier
uninhabited / wilderness failure
countryside -7
hamlet, village -5
town -2
city 0
A successful check enables a character to beg for enough money,
goods or services to meet his basic needs (a little food, drink, and a
place to sleep). Begging cannot force PC's to give away money, players
are always free to decide how generous there characters are.
Blacksmithing - (1 slot, general, strength) A character with
blacksmithing proficiency is capable of making tools and implements from
iron. Use of the proficiency requires a forge with a coal-fed fire and
bellows, as well as a hammer and anvil. The character cannot make armour
or make weapons, but can craft crowbars, grappling hooks, horseshoes,
nails, hinges, plows, and most other iron objects.
Blind-Fighting - (2 slots, rogue/warrior, Wisdom) A character
with blind-fighting is skilled at fighting in conditions of poor or no
light. In total darkness, the character suffers only a -2 penalty to his
attack roll. Under starlight or moonlight, the character incurs only a
-1 penalty. The character suffers no penalties to his AC because of
darkness. A successful proficiency check is required to use the skill in
this way. Each round, the character may roll until success is achieved,
in which case the character need not roll again during that battle.
Furthermore, the character retains special abilities that would
normally be lost in darkness, although the effectiveness of these are
reduced by one-half. This proficiency is effective only against
opponents or threats within melee distance of the character.
Blind-fighting does not grant any special protection from missile fire
or anything outside the immediate range of the character's melee weapon.
While moving in darkness, the character suffers only half the
normal movement penalty of those without this proficiency.
Furthermore, this skill aids the character when dealing with
invisible creatures, reducing the attack penalties to -2. However, it
does not enable the character to discover invisible creatures; he has
only a general idea of their location and cannot target them exactly.
Blazoning - (1 slot, general, Intelligence +1) A blazon is a
formula describing exactly what a certain heraldic device looks like.
Characters with this proficiency can reconstruct a coat of arms from its
written description or encode an image in blazon form. This skill must
be used to perform several other heraldic arts.
Boarding Pike - (1 slot, warrior, dexterity +2) This governs
use of the boarding pike. It is initially available only to spaceborn
beings. Groundlings must learn that such a pike cannot be used to hook
and yank when boarding, unless one yearns to be a helplessly-snagged
target.
Boasting - (1 slot, general, Charisma +3) Heralds use this
seeming simple skill to proclaim their lord's ancestry and triumphs. By
making a successful boast, a herald can improve the morale of one unit
of troops by 5% (one point under 1st or 2nd Ed. BATTLESYSTEM miniature
rules). A boast can also impress other nobles in diplomatic missions.
When a herald successfully boasts for his liege, give the noble +10% on
reaction rolls. One cannot use boasting without a history proficiency
that applies to the noble who is the subject of the boast. A person who
studies both boasting and family history can boast effectively for
himself.
Boating - (1 slot, general, Wisdom +1) a character with the
boating proficiency is needed to guide a boat down a rapid stream and to
reduce the danger of capsizing a canoe or kayak. It also allows a PC to
make minor repairs and improvements in these boats, such as
waterproofing them and patching holes. He also assures the maximum speed
of the boat. This proficiency is distinct from Navigation and
Seamanship, which applies to ships on oceans, seas, and large lakes.
Boatwright - (1 slot, general, intelligence -2) the boatwright
proficiency allows a character to construct all kinds of watercraft up
to a maximum length of 60 feet. The time required to build a boat
depends on size. As a general rule, a boat requires one week of
construction time per foot of length. Two characters with the boatwright
proficiency cut this time by half; three reduce it to one third. A
maximum of one boatwright per five feet of length can work on the same
vessel. The basic boat includes hull, masts (if applicable), deck and
benches are required. Features such as sealed hold or cabin add about a
week apiece to complete. Characters without the boatwright proficiency
can aid the boatwright in construction, but two such characters equal
the time savings that one additional boatwright could provide.
Body Language - (1 slot, Psionicist, intelligence) A PC with
this NWP is able to interpret subtle changes in behaviour of another
creature that gives away its moods and attitudes. Sitting posture, vocal
tone, gesticulations, facial movements, and expressions all contribute
to this. This skill is only effective on beings of the same race as the
user or a closely related race, e.g., a human could not 'read' a dragon,
but could 'read' a dwarf or elf. Only intelligent (int = 5+) beings can
'read' like this, and the reader must be able to see the subjects body.
On a successful secret check, the reader can determine the general mood
of the subject; happy, scared, depressed etc. A failed check determines
another mood (DM's choice). If he concentrates, the reader can also
tell if the subject is lying or not. This requires a check at an
additional -4 penalty, and the PC must announce that he is doing this,
it is not automatic. {from dragon #200}
Botany - (1 slot, priest/wizard, intelligence -1) A PC with
this NWP is readily able to identify vegetation of all kinds and is
familiar with the properties, life cycles, and habitats. This knowledge
is limited to the terrain and climate the PC has studied (forests,
desert, mountains, plains, coastal/wetlands, etc.). One ability check is
required to identify the plant in question, and a second die roll to
determine whether the character can recall any specific information
concerning it. Elves and other forest dwellers generally have a good
grasp of botany, allowing each of them a +1 bonus to all botany ability
checks they make in their own terrain and climate. Possession of this
skill grants a +2 bonus on all agriculture and herbalism skill checks.
{from dragon #169}
Bowyer/Fletcher - (1 slot, warrior, dexterity -1) This
character can make bows and arrows of the types listed. A weaponsmith is
required to fashion the arrowheads, but the bowyer/fletcher can perform
all other necessary functions. The construction time for a long or
short bow is one week, while composite bows requires two weeks, and 1d6
arrows can be made in one day.
When the construction time for the weapon is completed, the
player makes a proficiency check. If the check is successful, the weapon
is of fine quality and will last for many years of normal use without
breaking. If the check fails, the weapon is still usable, but has
limited life span: An arrow breaks on the first shot; a bow breaks if
the character using it rolls an unmodified 1 on his attack roll.
When making a bow designed for Strength bonuses, a proficiency
check is made. Failure in this case means the weapon is totally useless.
A roll of 1 means that the range of the bow is increased by 10 yards
for all range classes or is of such fine work that it is suitable for
enchantment.
Brewing - (1 slot, general, intelligence) The character is
trained in the art of brewing beers and other strong drink. The
character can prepare brewing formulas, select quality ingredients, set
up and manage a brewery, control fermentation, and age the finished
product.
(additional information) A normal proficiency check is not made
because normal proficiency checks only judge success or failure and not
quality. Instead the percentage dice is rolled to decide the quality of
the brew (using the table below). An initial modifier of 6 will
guarantee that a brewer will never make a terrible drink. A one time
modifier equal to Wisdom is added. Also for each slot given to this
proficiency, a modifier equal to Intelligence is added.
Die Roll Quality
01-05 Terrible
06-15 Very Poor
16-35 Poor
36-65 Normal
66-85 Good
86-95 Very Good
96-00 Excellent
Thus, our hero Rath (Intelligence: 15, Wisdom: 8) has three
non-weapon proficiency slots allocated to brewing because he hopes to be
a master brewer some day and retire from the life of adventuring. He
decides to whip up a batch of malt liquor beer. After completing the
brewing process, it is time to sample the quality of Rath Malt Liquor
Beer. He rolls a mere 13 on the percentile dice, which would normally
produce a poor (13+6=19) quality brew. However, due to Rath's
experience, Intelligence (3*15=45), and Wisdom (8); he gains a modifier
of 53. Therefore, the quality of Rath's beer is good (72). {from Reid
Guide To Alcohol}
Bribery (1 slot, Charisma (special), warrior/rogue) This is the
art of avoiding trouble and gaining favours through the use of illicit
payments, either cash or goods. The size of the bribe required is
proportional to the loyalty of the bribee, and the amount of danger this
would place the bribee in should the act be discovered. A check is made
with the following modifiers:
Danger Level Loyalty Size of Bribe
None +2 Unloyal -2 1d10 sp 0
Average -2 Average 0 1d10 gp +2
High -4 Loyal -4 1d10x10 gp +4
Very High -6 Very Loy. -6 1d10x100 gp +6
Note that the size of the bribe is multiplied by the bribees
level (0 level characters count as level 1), and the bribee's Wisdom
mind attack adjustment is counted as a penalty to the roll. If the roll
is successful, then the bribe is accepted, with commensurate
consequences. {from Vince Carr}
Bureaucracy (1 slot, priest/rogue, intelligence) The use and
abuse of bureaucratic systems. In DS it allows you to avoid/reduce tax
payments, reduce the time you spend in prison, arrange meetings etc.
{from Dark Sun}
This proficiency encompasses a working knowledge of
governmental protocol and the skills necessary to navigate bureaucratic
organisations. A character with this proficiency knows which official to
approach and the best time to approach him (a tax collector's aid may
have better access to information than the tax collector himself; a city
clerk may be less harried and more helpful at the beginning of the
month than at the end). He knows where government records are kept and
the procedures for examining them. He knows how to circumvent sluggish
or uncooperative bureaucrats. He obtains permits and other government
documents in half the normal time. No proficiency checks are needed for
any of these functions.
A character can also use Bureaucracy to turn the system against
someone else. A successful proficiency check doubles the amount of time
to make a government decision, causes a permit to be issued under the
wrong name, or temporary misplace an important document. A paladin must
be careful with this ability, to avoid breaking the law and violating
his ethos.
The bureaucracy proficiency covers the governmental
organisations in a particular region, usually the characters homeland.
He may spend additional slots to expand the proficiency to other
regions. Official organisations include government councils, regulatory
boards, and church hierarchies. This proficiency is only effective when
dealing with organisations of 10 or more members. {from the complete
Paladins Handbook}
Butcher - (1 slot, general, intelligence +1) meat
sectioning/preserving {from Barbara Haddad}
Calligraphy - (1 slot, dexterity -1, priest/wizard) The
handwriting of an individual with this proficiency is controlled and
beautiful to the point of being considered art. A PC could earn a tidy
income copying documents, books, formal letters, etc. for the wealthy
public. Skilled calligraphers are often sought by the courts of the
aristocracy and religious institutions that wish to illuminate their
holy writings. The reading/writing NWP must have been taken before this
skill can be selected. Possession of this skill grants a +1 bonus on all
artistic ability skill checks involving the painting or lettering of
signs, documents, etc. {from dragon #169}
Camouflage - (1 slot, rogue/warrior/Psionicist, intelligence)
An individual with this skill is an expert at outdoor camouflage. Using
natural substances (grass, mud, sticks, etc.), he can attempt to blend
himself and his companions into the undergrowth. This takes about a turn
per person to carry out and is effective only as long as the characters
are still and silent. It can be useful for hiding from attackers or as
an ambush weapon, granting up to a +4 bonus to surprise others.
Buildings can also be camouflaged, taking about 2 hours to hide a small
cottage, although they require maintenance about every week to repair
and replace the disguise. On a successful check, the PC has become
effectively invisible to all those more than 30' away, so long as he
remains still. Individuals passing closer than 30' are likely to spot
something amiss (half perception check), unless the check was passed
easily (5 or more below the number required, in which case, they get a
1/2 perception chance to spot only when within 10').
Note that camouflage only works for normal visual sightings,
creatures with excellent senses of smell, or with infravision, are not
affected. Camouflage is only successful in areas with moderate to heavy
vegetation; the DM should use common sense. {from dragon #200}
Camouflage Modifiers
Modifier To Size Success Chance
Tiny/Small +2
Medium 0
Large -1
Huge -4
Gargantuan -10
Carpentry - (1 slot, general, strength) The carpentry
proficiency enables the character to do woodworking jobs: building
houses, cabinetry, joinery, etc. Tools and materials must be available.
The character can build basic items from experience, without the need
for plans. Unusual and more complicated items require plans prepared by
an engineer. Truly unusual or highly complex items require a proficiency
check.
Carpentry (Spelljamming) - (1 slot, general, strength) The
character is familiar with the techniques for building wooden
spelljamming ships, and can oversee normal carpenters working on
spelljamming vessels. The tools, machinery, and materials necessary must
be available. Unusual and complicated jobs may require a shipwright to
oversee the work. Jury rigging to restore hull points, masts, or
spelljamming rigging requires a successful proficiency check. If this
check fails, the character either fails to repair the damage or the
repair must save as thin wood vs. crushing blow each time it is
stressed, at the DM's option.
Candler - (1 slot, general, intelligence) ability to make
tallow & wax candles. This skill also allows a PC to completely
waterproof an item with wax, without damaging the item (by using wax
coated rags etc.). This increases the weight of the item by 1/10th.
Items such as backpacks, spellbooks, scroll cases, bows, etc., can all
be done in this way with specially treated rags, which must be carried
by the PC. The time to apply the wax cover takes 1-12 rounds, depending
on the item. A heat source must also be available to do this effectively
(e.g., fire, torch, etc.) {from Barbara Haddad}
Caravaner - (1 slot, general, Wisdom) ability to manage
caravans -- to estimate food/water needed for a caravan of 'x' size for
'x' days {from Barbara Haddad}
Cartography - (1 slot, Wisdom, general) A PC with this NWP is
skilled in making maps, making him essential to any group of adventurers
exploring unknown territory. A cartographer is a keen eyed artist with
awell developed sense of distance and depth, whose perception of the
physical world is so exacting that with amazing accuracy he can copy
onto a sheet of paper whatever he looks upon. He can also copy other
maps professionally, and this makes him a valuable addition to the
retinue of the aristocracy and other land holders.
In mapmaking, time is important when considering the detail and
accuracy of the resulting product. Outdoors, this is best left to the
DM to decide in accordance to the type of terrain and the detail the
players desire. Underground in a dungeon setting, however, accuracy and
detail are much more important; often the survival of an entire
adventuring party will depend on a single map. Once again, the DM must
decide how long it takes to map any particular area, but this should
take a minimum of one round plus the time it will take the cartographer
to pace out the area. Another round or two should be added for increased
detail or specific notes. A cartographer need only make an ability
check on three occasions; when he maps a VERY unusual area, when he
attempts to copy another map, and when he attempts to read a map that he
has not manufactured himself. If he fails in the first, it is assumed
that he has made a blunder that has rendered the map useless; if a
failure is indicated in the second, he cannot read the map because
symbols have been used that he is not familiar with, or the map lacks a
legend or a key. In a fantasy setting, map symbols are unlikely to be
universally known.
A small travel kit consisting of a waterproof leather case
(with stiff sides so that it may be used as a drawing surface), 2
bottles of ink, a half dozen quills and a like number of parchment
sheets will cost the cartographer about 25gp. Additional coloured inks
and drawing instruments should be available in most cities. It is not
necessary for the reading/writing NWP to have been taken prior to
selecting this skill. However if the mapmaker cannot read or write the
languages he knows, his maps, while accurate, will have keys understood
by himself only. This skill grants a +2 bonus on all navigation and
orientation skill checks. {from dragon #169}
Cartwright - (1 slot, general, intelligence) A character with
this proficiency is skilled in the construction of carts of all types.
Chariots, wagons, and other transport vehicles of that nature may also
be created. The metal parts must be fashioned by a blacksmith, but the
remaining parts can be put together by the cartwright. Typical
construction time of a single-horse drawn cart is two days, if all the
parts are available. Chariots take about three days to construct, if
made of wood, while large covered wagons take up to a week to build
Catching - (general, 1 slot, dexterity) A character with
catching can catch any object that weighs less than 1/3 of the
characters strength that is thrown to him from a character who has
throwing. This includes catching an egg without damaging it. A catcher
can catch any object of the allowed weight that has fallen no more than
100ft straight down. {from Rob Bertora}
Chanting - (1 slot, Wisdom +3, general) Chanting is used to
keep fellow workers or soldiers in pace. NWP checks mean that those who
can hear the chanting character become slightly hypnotised by the
rhythmic sound, causing time spent on arduous tasks to pass quickly. The
DM, at his discretion, can adjust results for forced marches, rowing,
digging, and other similar tasks accordingly. {from complete book of
humanoids}
Charioteering - (1 slot, warrior, dexterity +2) A character
with proficiency in this skill is able to safely guide a chariot, over
any terrain that can normally be negotiated, at a rate one-third faster
than the normal movement rate for a chariot driven by a character
without this proficiency.
Note that this proficiency does not impart the ability to move
achariot over terrain that it cannot traverse.
Cheese Making - (1 slot, general, intelligence) This
proficiency allow the character who has it to expertly create cheese
from the curds of soured milk. A proficiency is required only when
attempting to prepare a truly magnificent wheel of cheese as a special
gift or for a special celebration. {from PHBR10, humanoids handbook}
Chemistry - (cost = 2, wizard, Intelligence -2) Can attempt to
brew poisons and acids. Can only make weak acid at no penalty to the NWP
roll, and may make medium acid at a NWP penalty of -4 (see alchemy),
can make all poisons as alchemist (with an extra penalty of -2 to NWP
roll) except for the following types:- types E, F, J, K, L, M, N, O, P.
If gunpowder is used, it requires this proficiency to make. Requires the
use of a chemist's lab equal to half the price of an alchemist's lab.
City Lore 1 - (Slots 1, General, Intelligence +1) This general
knowledge skill grants the character general knowledge and memory of the
City of the players choice (and surrounding towns and villages).
Without rolling, characters know the names of streets and general
landmarks, and a roll allows characters to reference this DM for
information like the name of a certain inn or its proprietor or where to
get translations done. (This skill does not require City Lore 2, 3, or
4as a pre-requisite). {from FR: city of Splendours boxed set}
City Lore 2 - (Slots 2, General, Intelligence -1) This
specialised skill is not for the general populace of a city; officers of
the watch and the guard are typical users of this skill (PCs can learn
the skill without these affiliations after three months of dedicated
study of the city). It allows characters a basic working knowledge of
the city's history, its defences, and its sewer systems (to be provided
by the DM on a need to know basis). This also gives basic knowledge and
history about a cities less well know and 'seedy' facts. (This also
includes surrounding towns and villages under the protection of the main
city). (This skill does not require City Lore 1, 3, or 4 as a
pre-requisite). {from FR: city of Splendours boxed set}
City Lore 3 - (Slots: 2, General, Charisma -1) Primarily a
rumourmonger's talent, this skill allows characters to remember rumours
and tavern talk or to get it from other characters. It is best used as
an information gatherer and role-playing trigger and as a DM's mnemonic
when players forget clues. (This skill does not require City Lore 1, 2,
or 4 as a pre-requisite). {from FR: city of Splendours boxed set}
City Lore 4 - (Slots 2, General, Intelligence -2) Other secrets
of the chosen city are entailed here. This skill represents knowledge
and secrets that only the Lords, rulers or king of a city would know.
This is not available to PCs or NPCs unless they become Lords/Rulers or
are direct agents of said Lords/Rulers. (This skill does not require
City Lore 1, 2, or 3 as a pre-requisite). {from FR: city of Splendours
boxed set}
Climbing - (1 slot, rogue, strength -4) A character with this
proficiency is able to negotiate walls and other surfaces in the same
manner as a rogue. Tools are not necessary for this type of climbing,
and even smooth or very smooth surfaces may be climbed. This proficiency
adds +10% to the character's base climbing skill of 40% for every
additional slot spent on it after the first. A proficiency check must be
made if the character would fall. Success indicates that the character
managed to stop his descent, while failure means the character has
fallen, taking damage appropriately.
Close Quarter Fighting - (2 slots, warrior, dexterity) PC's
with this proficiency have learned to fight in the cramped confines of
small rooms, caves and dungeons in underground lairs etc. In such
locations, characters armed with bludgeoning or piercing weapons receive
a +2 bonus on their 'to hit' roles. Slashing weapons cannot be used in
close quarter fighting. This bonus is not cumulative with wild fighting.
A successful proficiency check at the start of combat yields this
bonus. A failed roll indicates the PC fights normally. This proficiency
is very useful for unarmed combat.
Cobbling - (1 slot, general, dexterity) The character can
fashion and repair shoes, boots, and sandals. Tools are necessary when
making shoes, but everyday items may be used to repair a pair of shoes,
with a proficiency check.
Comedy - (1 slot, general, Charisma) A character with this
proficiency is an entertainer who tells jokes, riddles and funny stories
and/or performs various other comic acts. The character can make
anything funny, but DMs may require a proficiency check to see if the
audience responds well to the comedy or not.
When performing, the comedian can raise morale by 2 on a
successful proficiency check. A failed check lowers morale by 2. For
each failed check, a cumulative -1 modifier is assigned for this comedy
set. For each success check, a cumulative +1 modifier is assigned for
this comedy set.
DMs may allow modifiers to the comedian's proficiency check.
For comedians who prepare well for a comedy routine (i.e. the player
prepares for a good role-playing session), the proficiency check is
modified by +1. Failure to prepare gives a modifier of -1. Intelligence
plays an important part in comedy. Knowing what the audience wants and
how to deliver it is important. On a successful Intelligence check, a +1
modifier is applicable.
On a roll of 20 the crowd tries to kill the comedian, or at
least throws him/her out. The comedy was that bad! On a roll of 1 the
comedy was so good that people are falling out of their chairs and
rolling on the floor. The comedian might have to stop until people
regain the composure. The comedian will also gain a bonus modifier of
+1d4 when performing for this audience again.
The audience must make a morale check after each joke or after
the entire performance (DM's decision). Usually, a tougher crowd
requires more morale checks. If the audience succeeds in a morale check,
then the audience will tolerate the comedian, for now. If the audience
fails a morale check, then the audience acts unfavourably, if not
hostile, towards the comedian. Note that alcohol effects the morale of
the audience. If the audience, in general, is slightly intoxicated the
morale is modified by +1. If the audience is moderately intoxicated the
morale is modified by +2. If the audience is greatly intoxicated the
morale is modified by +3. {from Reid Guide To Alcohol}
Commerce 1 - (Slots: 1, General, Wisdom -1) Characters with
this skill know how business works in a particular city and its
surrounding towns and villages, and can predict when certain commercial
activities will take place (i.e. when the Market is at its fullest, when
and where some smaller street markets open, etc.). While the skill
doesn't allow for any special contacts, the character knows:
* the guilds and their duties (and guild contacts);
* the location of major shops and their wares; and
* where to find particular nonmagical goods for sale.
{from FR: city of Splendours boxed set}
Commerce 2 - (Slots: 2, General, Wisdom -2) This skill is a
character's limited knowledge of smuggling, black market goods, and the
illegal trade of stolen goods. This skill gives the character one lesser
contact dealing in a particular type of illegal goods or a contact with
one of the known fences of a particular city, its surrounding towns and
villages. This does not give the PC free reign with the criminal
element, nor does it expose every secret of the character's contact.
This sets the stage for role-playing between character and criminal
contact. {from FR: city of Splendours boxed set}
Concealment - (1 slot, rogue, dexterity -4) With this
proficiency, the character can try to disappear into shadows or any
other type of concealment--bushes, curtains, crannies, etc. The
character can hide this way only when no one is looking at him; he
remains hidden only as long as he remains virtually motionless. The
success roll is made secretly by the DM, as the character always thinks
he is hidden. Concealment in shadows cannot be done in total darkness,
since the talent lies in fooling the eye as much as in finding real
concealment. However, hidden characters are equally concealed to those
with or without infravision. Spells, magical items, and special
abilities that reveal invisible objects can reveal the location of a
concealed character.
Cooking - (1 slot, general, intelligence) Although all
characters have rudimentary cooking skills, the character with this
proficiency is an accomplished cook. A proficiency check is required
only when attempting to prepare a truly magnificent meal worthy of a
master chef. A PC with this skill can also detect poison in food the
same way that a person with the barkeeping NWP can detect poison in
drinks.
Craft Instrument (2 slots, dexterity, general) Those who take
this proficiency must specify whether they are skilled at crafting wind,
stringed, percussion, or keyboard instruments. It takes an additional
proficiency slot to gain one of the other skills. Three additional slots
allow the character to take the title "master craftsman" as he is able
to craft instruments of all forms.
A craftsman must buy materials equal to a quarter of the
instrument's sale value. It then takes 1d6 days to craft a wind or
percussion instrument, 2d8 days to form a stringed instrument, and 3d10
days to create a keyboard instrument. These times assume that the
craftsman is spending 10 hours a day working on the instrument. If
craftsman tools are not available, all times are doubled.
The quality of an instrument is determined by a final
proficiency check. Failure results in an instrument or poor quality,
while success indicates good quality. A natural 96% or above indicates
that the instrument is non-functional, while a natural 5% or below
results in a masterpiece worth twice the normal value.
Simple repairs take only 1d4 hours and require no proficiency
check unless the proper tools are not available. However, repairing
severe damage requires 1d8 hours and a check is mandatory for success.
{from Vince Carr}
Crowd Working - (1 slot, general, Charisma +2) Characters with
this proficiency are familiar with how to handle crowds. They are
skilled at observing crowds and adjusting their behaviour accordingly.
This skill also can be used to adjust the encounter reaction of a crowd.
A successful proficiency check will alter the crowds reaction by two
levels (or convince them to donate more money to entertainers, beggars
etc., as they normally would, usually twice as much).
Cryptography - (1 slot, general, intelligence (special))
Possession of this proficiency allows the character to create and break
codes and ciphers. Reading/writing is required in order to learn this
skill. Multiple picks of this proficiency are often very helpful.
Codes and ciphers fall into four levels of difficulty
(equivalent to the number of slots of "cryptography" taken by the person
that does the encryption). Their specific requirements are as follows:
Difficulty Base Breaking Time Check Mod.
0 10 minutes +1
1 1 day 0
2 1 week -1
3 1 month -2
The person encrypting the text can use a difficulty level no
higher than the level of cryptography skill s/he possesses. The base
breaking time is the unit of time that a person must spend to have any
chance of "breaking" the code. Each day of codebreaking must be 8 hours
of uninterrupted thought or the period must be begun anew. The check
modifier is an additional bonus/penalty applied to breaking a code that
is dependent on its difficulty only.
The DM may choose to add more modifiers because of the length
of the text or successive failures. Codes/ciphers can only be broken by
aperson familiar with the language that the normal text is in.
If encrypted documents are to be used for general
communications, both the encryptor and decryptor must know the key. The
impracticality of changing keys frequently is the only thing that tends
to keep codes in use for long enough that breaking them becomes
worthwhile.
In order to change codes, the encryptor must merely decide to.
It is a very quick job to create a code (of the type usable without
supercomputers), generally taking 4 hours per skill level. Codes should
be referenced (code A, code B, etc.) so that the DM can remember which
ones are in use. {from Net Wizard Handbook}
Dairyman - (1 slot, general, intelligence) cattle handling &
ability to make dairy products: cream, cheeses, butter, curds, whey
{from Barbara Haddad}
Dancing - (1 slot, general, dexterity) The character knows many
styles and varieties of dance, from folk dances to formal court balls.
Danger Sense - (2 slots, general, Wisdom -2) This proficiency
provides a character with a sixth sense which warns of all types of
impending danger. On a successful proficiency check, the character would
get a message such as, "You get very bad vibes about walking down that
corridor" (wherein the corridor there may be a pit trap a couple of feet
ahead of the PC, or a group of invisible monsters waiting to ambush the
character). On another check the warning may be "As you reach down
toward the glowing sword, your hand stops involuntarily, as you are
overwhelmed with the tingling sensation of foreboding doom".
Debate (1 slot, General, Intelligence) Characters with this
proficiency can hold their own during heated discussions, remaining
quick-witted and cool-tempered. They do not gain the ability to convince
guards or holy warriors of their viewpoints, however. Nor can they sway
the thinking of unruly hordes or sceptical masses.
This proficiency does allow them to engage in meaningful
arguments, impressing others with their mental faculties. As a result,
debaters gain a +2 bonus to encounter reactions. When they're attempting
to smooth ruffled feathers, the bonus is subtracted from the result on
the dice. When they're attempting to enrage another character with cheek
and guile, the bonus is added to the dice roll.
An individual with the debate proficiency is quite engaging. As
a result, a character verbally battling one-on-one with such a debater
is less watchful of his or her surroundings. Pickpocket attempts against
that character are at +5 percent, the character's initiative is at +3,
and the character's ability or proficiency checks are at -3. (The
debater does not suffer these penalties unless doing battle with another
debater.) Debaters cannot automatically preoccupy others, however. An
individual must be willing to talk in the first place before a debater
can use this proficiency. Further, the proficiency does not work unless
the targeted individual is at least cautious toward the debater (if they
saw eye to eye, there'd be nothing to debate). Assuming these
conditions are met, the debate begins. It continues until the target
makes a d20 roll HIGHER then his or her intelligence score. (The smarter
the individual, the livelier the debate, and the harder it is to end
it.) Debate also ends if a sudden action or activity interrupts it --
i.e.: a failed pickpocket attempt, a sudden attack, scream, etc.) As
soon as debate ends, so do the penalties noted. Two individuals with
debate proficiency can seek to best each other in verbal sparring. In
this case, both make proficiency checks each round until one fails. Both
characters are preoccupied; they both suffer the penalties as noted
above. {from Aaron Ranta}
Diagnostics - (1 slot, priest, Wisdom -1) Both the healing and
diagnostics proficiencies aid victims of trauma and disease. But while
the healing proficiency can be used to restore lost hit points,
diagnostics is mainly concerned with determining the cause of the damage
and the prognosis; diagnostics alone will NOT heal the damage.
With a successful NWP check, a PC becomes aware of all the
following information applicable to a particular patient:-
* If the patient has suffered physical damage the character can
determine the extent of the damage, though he may not be able to
ascertain the exact cause (if a victim was attacked by a tiger, the PC
would know that the victim was clawed by a large animal, but not
necessarily the species). The PC can recommend treatments and offer
prognoses, as with victims of diseases.
* If the patient has been poisoned, the PC knows the antidote
(if one exists) and how to prepare it, Note that even if the PC knows
how to prepare the antidote, he may not have access to the necessary
ingredients.
* The PC knows the name of the disease, its cause, and how long
the patient has had it, and the optimum treatment. If the patient is
treated as specified, he suffers the mildest form of the disease and its
shortest duration. If the patient declines treatment, or the treatment
doesn't work, the character can determine the patients prognosis with
reasonable accuracy ('The patient will recover by the end of the month',
or 'the patient will become permanently blind if not treated by the end
of the year'). The PC may diagnose both magical and natural diseases.
* When examining a corpse the PC can determine how the victim
died and approximately how long its been dead. If the victim died of
unnatural causes, the character will only be able to determine the
general circumstances of the death. For example, if an evil wizard
incinerated the victim with a fireball, a successful NWP check might
reveal that the victim burned to death very rapidly as a result of some
type of magic, but not that it was affected by a fireball.
A PC with this proficiency may diagnose himself or any other
character, or animals, except for supernatural creatures (such as
undead, etc.) or creatures from another plane of existence (like an
aerial servant). He may attempt to diagnose an individual or creature
only once.
If a character also has the Healing proficiency, he may modify
all diagnostic checks by +1.
Differencing - (1 slot, general, Intelligence +2) Since there
may be thousands of shields in use in a campaign world, distinguishing
between them requires great skill. To understand differencing, a
character needs the blazon proficiency; records of arms are kept in this
written code, and characters need access to the college of herald's
library to use this proficiency properly. Without a library, penalise
differencing checks by an additional modifier of +3. A successful
differencing check lets a character identify a given achievement and its
bearer. Once a differencing check has succeeded on an insignia, the
herald can always recognise that particular insignia.
Diplomacy - (1 slot, Charisma, general) An individual who knows
the art of diplomacy has a unique way with people that draws them to
his person almost irresistibly. He has a flair for words, an extensive
vocabulary, and is articulate and practised in the arts of subtle and
overt coercion. Any character with this ability who makes a successful
check against his Charisma score, and has at least one round of
uninterrupted conversation with any creature that can understand him,
adds +5 to his reaction adjustment. For every additional round the
character manages to speak, an additional +1 is added, to a maximum of
+15 (including the original +5).
Furthermore, the loyalty vase of any associates of the
individual is adjusted by a +2 bonus for every slot devoted to this NWP.
{from dragon #169}
Direction Sense - (1 slot, general, Wisdom +1) A character with
this proficiency has an innate sense of direction. This direction sense
applies to different types of terrain. The specific type is chosen when
the proficiency is taken.
In the wilderness, the character can try to determine the
direction the party is headed. If the check fails, the character errs by
90 degrees. If the roll is 20, the direction chosen is exactly opposite
the true heading. (The DM rolls the check). Furthermore, when
travelling in the wilderness, a character with direction sense has the
chance of becoming lost reduced by 1/2.
Underground, a character with this proficiency can determine
direction and the shortest route to the surface. By careful analysis of
air currents and contents, a character can even determine whether there
are any pockets of poisonous gas in the air with a successful
proficiency check. A failed check indicates failure to identify the
correct direction. A roll of 20 results in an error in direction. (The
DM rolls the check).
In the water, a character with this proficiency is able to
determine the direction of travel underwater. A failed proficiency check
means the character errs by 90 degrees. A roll of 20 indicates the
direction chosen is exactly opposite the true reading. (The DM rolls
this check). While on the water, the character is able to tell the
direction of the party, even in unfathomable weather conditions, with a
successful proficiency check, rolled by the DM. A character with this
proficiency adds +1 to navigation skill rolls.
Dwarves with this skill, receive a +2 modifier when using this
skill underground, and a -2 penalty when using this skill outdoors.
Disguise - (1 slot, rogue, Charisma -1) The character with this
skill is trained in the art of disguise. He can make himself or another
individual look like any general type of person of about the same
height, age, weight, and race. A successful proficiency check indicates
that the disguise is successful, while a failed roll means the attempt
was too obvious in some way.
The character can also disguise himself or another person as a
member of another race or sex. In this case, a -7 penalty is applied to
the proficiency check. The character may also attempt to disguise
himself as a specific person, with a -10 penalty to the proficiency
check. These modifiers are cumulative, thus it is extremely difficult
for a character to disguise himself as a specific person of another race
or sex.
Disguise Drunkenness/Hangover - (1 slot, general, intelligence
-4) A person with this proficiency has the uncanny knack for concealing
his/her unattractive alcoholic problems of drunkenness and hangovers.
The character must make a proficiency check after moving into
anew state of intoxication. A successful proficiency check indicates
that the character seems to be at the previous state of intoxication.
The character still suffers the penalties for the new state of
intoxication, but it will appear at face value that he/she is at the
previous state.
For example, Rath (who is proficient in this), just went into a
state of slight intoxication. His stats are adjusted accordingly. He
makes his proficiency check. So it seems at face value that Rath is not
intoxicated, although he is slightly intoxication. Of course, if he
would need to use an ability like intelligence (intelligence attribute
check), then his -1 intelligence penalty will manifest itself.
If a character has a hangover and makes a successful
proficiency check, he/she can suppress 1 or 2 (DM's option) of the
hangover effects.
For example, Rath has a hangover. He rolls a 13 on the hangover
effects table. The effects are blinding headache, the squats, and
trembling. He suppresses "the squats" effect, but still suffers from a
blinding headache and trembling. If he only suffered from one effect
like vomiting, then he wouldn't have any hangover problems. NOTE: All
checks are made at the current intelligence (i.e. with modifiers from
being intoxicated).
Another benefit of this proficiency is the ability to hide the
fact that the character has an alcohol addiction problem. An
intelligence check is made when a character is not drunk or hungover. If
successful, the character disguises his/her alcohol addiction from
people. The character is so nonchalant that people don't realise that
he/she has a problem. {from Reid Guide To Alcohol}
Display Weapon Prowess (1 slot, Warrior, Dexterity) Characters
who have this proficiency can put on an impressive display of weapon
prowess without fighting at all -- swords whooshing in a blur, daggers
flashing, arrows splitting melons in two. An individual must use a
weapon with which he or she is already proficient, but specialisation
has no further effect. The 'show' takes at least a round. Those who are
impressed are forced to make a morale check. (results outlined below)
Not everyone is swayed by weapon prowess. Characters must pay attention
before this proficiency has an impact. i.e.: it might be useful staring
down a guard at the city gate, but would do nothing against a screaming
mob or a charging band of desert riders. Further, characters who have
this proficiency must be of equal or higher level (or HD) then their
audience to impress them.
Moral check results: characters who make successful morale
checks can see that an individual with this proficiency handles a blade
well; otherwise they're unaffected. Characters who fail their morale
checks react in a manner suited to the circumstances at hand. If the
situation isn't desperate, and violence isn't inevitable, characters who
fail their checks are likely to try talking to the individual with
weapons prowess; else they'll simply back away. They won't surrender
outright, but they'll realise that the individual is not the sort to
trifle with. Sometimes walking away and talking things over are not
viable options. i.e.: the guards at the sultan's treasury (after failing
their checks) will stay at their posts and remain willing to fight. If
forced into combat, however, they'll suffer a -1 attack penalty.
PC's are not affected by morale checks, though if the attempt
is made, the DM should provide a frank evaluation of the display based
on level of success. {from Aaron Ranta}
Distance Sense - (1 slot, Wisdom, general) This NWP allows a
character to estimate the total distance he's travelled in any given
day, part of a day, or a number of consecutive days equal to his level.
For instance, a 7th level character can estimate the distance he's
travelled in the previous week. The estimate will be 90% accurate. {from
PHBR11, complete rangers handbook}
Diving (1 slot, dexterity, general) A character with this
proficiency is an accomplished diver. The character may attempt a normal
dive from a height equal to 20' plus an additional 10' per level of
experience. This use requires no proficiency check. If the character
wishes to dive from a higher distance, perform a truly awe-inspiring
dive, or wishes to improvise on the dive, modifiers to the chance of
success are applied. For every added level of complexity (a somersault,
twist, pike, etc.), the character must subtract 5% from his chance of
success. In addition for every additional 5' in height, an additional -1
penalty is applied to the chance of success. These modifiers are
cumulative, and the DM may add other penalties or bonuses based on the
circumstances. A 'safe' depth of water equal to the diver's height plus
an additional 1' of water per 10' of height (or fraction thereof) dove
is needed to avoid injury.
A character can perform one fast manoeuvre (somersault, for
example) for every 10 feet of travel, or one slow manoeuvre (holding a
pike, for example) for every 20 feet of travel. Use of a springboard
adds an additional 5' height to the initial jump, giving a total
distance increase of 10'. Adding proficiency slots has the effect of
increasing the maximum height by 10'. A diver may dive outwards five
feet plus an additional one-third the distance that he travels downward.
{from Vince Carr}
Draftsmanship - (1 slot, Dexterity, general) This skill is used
to physically draw the coat of arms. It is most useful when combined
with a blazoning proficiency, since the character can then create a
perfect achievement from written records. Without blazoning, the
draftsman must work from a perfect copy of the achievement and is
penalised by a +2 modifier on the die roll. Draftsmanship requires a set
of paints and brushes, as well as the shield or other materials to be
emblazoned. If the colour "or" (gold) is to be used, a jeweller must be
employed to apply gold leaf.
Heraldic Colouring
Tinctures - azure, blue, gules, red, purpure, purple, sable,
sanguine, mulberry, tenne, chestnut, vert, green
Metals - Argent, silver, ore, gold
Furs - Ermine, white, Vair, light blue
Drinking/Boozing - (1 slot, general, special) A person with
this proficiency has a great love of alcohol. He/she has the skill to
consume more alcohol then most people without suffering the ill effects
as bad.
Also, the character can tell the quality of any alcoholic drink
by taste. This knowledge goes deeper than just general quality
knowledge. He/she can know interesting facts about alcohol drinks if a
successful intelligence check is made. For example, he/she may know the
year it was made, what race created it, its value, specific ingredients,
etc..
When consuming a serving of alcohol, the character now gets a
bonus for his/her constitution checks. Thus, the penalties for
constitution checks are as followed:
Beer +5 A 20 on the constitution check
Ale +4 always fails.
Wine +3
Mead +2
Liquor +1
When the character is in a state of great intoxication, he/she
doesn't receive a penalty when he/she saves vs. poison. With each saving
throw a character has a cumulative 2% instead of 5% of permanently
lowering his/her constitution by 1 point.
Unfortunately, this proficiency has an evil side to it. The
character's alcohol addiction can never be at 0 for amount and drinking
levels. Furthermore, the character suffers a -1 penalty to poison saves
for alcohol addiction checks. {from Reid Guide To Alcohol}
Drinking Skills/Tricks (1 slot, general, dexterity) This
proficiency bestows many benefits to the character although they tend to
have any enlightened value.
"The Chug", "The Gulp", "The Neck" are all names for the
ability to consume a single serving of alcoholic beverage in a seconds.
Aproficiency check (cumulative -1 penalty per serving) is required when
competing against another person. If both make the check, the person
with the highest score loses. If both fail the check, neither wins
because they either choke, spit up the booze, etc.. Of course, if one
fails the check and the other makes the check, then the winner is the
successful one.
"Fire Breather" is the ability to spit alcohol, through a
flame, and hit a target. The spitter must have a flame source of at
least candle power and the target must be within 9 feet. The spitter
must make a successful proficiency check with a penalty based on range
between him and the target. Success indicates a hit and the target
suffers burn damage based on range. Failure indicates a miss unless a 20
is rolled. A 20 indicates that the flame back tracks into the
characters mouth and cause 1d6 points of burn damage.
Range Damage (*) Check Mod.
0' to 3' 2d6 -2
3' to 6' 1d6 -3
6' to 9' 1d4 -4
(*) save vs. Breath Weapon for half damage. Dexterity bonus
apply.
"The Big Belch" is the incredible and slightly disgusting
ability to produce long-lasting burps while drinking alcohol. A
character can burp continuously for 1d10+10 rounds after having only one
serving of any alcoholic beverage. If the character makes a successful
proficiency check, he/she gains an additional 1d10+10 rounds to the
burp.
"The Mouth Catcher" is the ability to throw a small object into
the air and catch it in his/her mouth. Typical small objects are a
nuts, popcorn, pretzels, etc.. The character can throw the object up to
5feet into the air and catch it without requiring a check. A proficiency
check is required if the character tries for over 5 feet. The check
requires a modifier of -1 for every additional foot the character wants.
A failed check indicates that the small object misses the character's
mouth. Roll on the following table to see where the object lands: Roll
Effect 1: Lands in character's nose.
2: Pokes character in left eye. Can't see through eye for 1d6
turns. 3: Pokes character in right eye. Can't see through eye for
1d6 turns. 4: Bounces off head and hits nearest person.
5: Bounces off head and lands in character's drink.
6: Bounces off head and lands in nearest drink other than
character's drink.
DMs should modify effects that would not apply to a given
situation.
"Bottle Cap Flick" is the ability to take a bottle cap and
flick it at a target. A proficiency check is required if the character
aims for a target over 5 feet away. The check requires a modifier of -1
for every additional foot the target is away. A successful check
indicates that the bottle cap hits the intended target. A failed check
indicates that the bottle cap misses the target a number of feet equal
to the number of points the check was missed. Thus, if the check was
missed by 4 points, then the bottle cap lands four feet from it's
target. The direction the bottle cap is randomly determined by the DM.
{from Reid Guide To Alcohol}
Drover/Shepherd - (1 slot, general, intelligence +1) care of
herd animals {from Barbara Haddad}
Dweomercraft - (3 slots, wizard, intelligence -3) This rare
nonweapon proficiency is generally only available in a world with a high
degree of magical knowledge. It represents much in-depth study of
Metamagic -- the forces which underlie magic itself. Hence, it usually
must be learned from a university or academy. On a successful
proficiency check during spell research, the wizard can reduce the time
required to complete the spell by 25%. The expenses that would have
arisen during this extra time are, naturally, not accrued. {from Net
Wizard Handbook}
Dyer - (1 slot, general, intelligence -1) the making of
vegetable & mineral dyes & use of same {from Barbara Haddad}
Eavesdropping - (1 slot, general, Intelligence +1) This skill
is similar to the thief's hear-noise ability, except not as powerful, it
allows a character to 'home in' to a particular conversation being
spoken, and remember what is being said, while appearing to be doing
something else, such as hiding, sitting at a bar drinking, etc. This
also gives a normal character a base chance of 10% to detect noise as a
thief, with no bonuses for race, but with all the same penalties that a
rogue would receive. Each time this NWP is chosen, the hear noise
percentage increases by 5% {from dragon #153}
Endurance - (2 slots, warrior, constitution) A character with
endurance proficiency is able to perform continual strenuous physical
activity for twice as long as a normal character before becoming subject
to the effects of fatigue and exhaustion. In those cases where extreme
endurance is required, a successful proficiency check must be made. Note
that this proficiency does not enable a character to extend the length
of time that he can remain unaffected by a lack of food or water.
Dwarves, being a hardy and resilient race, automatically receive the
endurance proficiency at no cost at the start of their career.
Engineering - (2 slots, priest/wizard, intelligence -3) The
character is trained as a builder of both great and small things.
Engineers can prepare plans for everything from simple machines to large
buildings. A proficiency check is required only when designing
something particularly complicated or unusual. An engineer must still
find talented workmen to carry out his plan, but he is trained to
supervise and manage their work.
An engineer is also familiar with the principles of siegecraft
and can detect flaws in the defences of a castle or similar
construction. he knows how to construct and use siege weapons and
machines, such as catapults, rams, and screws.
Escapology - (1 slot, dexterity (special), rogue) This is the
ability to escape shackles, ropes and even straight-jackets by body
contortions and limb manipulation. Tight ropes impose a -1 penalty,
locked metal cuffs impose a -3 penalty and straight-jackets impose a -5
penalty. For multiple bonds, these values are cumulative. Note that
having the rope use skill, and making a successful check, increases the
escapology skill roll for rope bonds by +2. {from Vince Carr}
Etiquette - (1 slot, general, Charisma) This proficiency gives
the character a basic understanding of the proper forms of behaviour and
address required in many different situations, especially those
involving nobility and persons of rank. For extremely unusual
occurrences, a proficiency check must be made for the character to know
the proper etiquette for the situation.
However, having the character know what is correct and actually
do what is correct are two different matters. The encounter must still
be role-played by the character. Knowledge of etiquette does not faux
pas; many people who know the correct thing manage to do the exact
opposite.
Evasion - (1 slot, rogue, Dexterity -2) This proficiency allows
the thief to lose someone who is following him/her or keep a particular
person from finding them in a public place. {from Willie Baer}
Falconry - (1 slot, Wisdom -1, general) A PC with this
proficiency is an expert in training and handling falcons (as well as
hawks at a -1 NWP check. Owls can also be trained, but at a -2 NWP
check), enabling him to teach them tricks and tasks. A PC can teach a
falcon 2-8 tricks or tasks in any combination. It takes 2-12 weeks to
teach a trick, and 9-12 (d4+8) weeks to teach a task (these times are
halved if the teaching NWP is known with a successful teaching NWP
check). At the end of the training period, the PC makes a NWP check. If
the check succeeds, the falcon has learned the trick or task. If the
check fails, the falcon is incapable of learning that trick or task. If
not using falconry training equipment (cost 10gp, weight = 1lb.), the
success roll for training is made at -2.
Tasks:-
Hunting - the falcon is trained to hunt its natural prey; small
mammals and game birds; and to return with them to the falconer. Nearly
all trained falcons receive this training 1st.
Ferocity - the falcon receives a +1 bonus to all attack and
damage rolls, and a +2 morale bonus.
Guard - the falcon shrieks at the approach of strangers. If
approached closer than 20-30', the falcon will attack unless ordered not
to. The bird can recognise designated friends.
Homing - the falcon recognises one place as its roost and
returns there upon command.
Loyalty - the falcon is exceptionally loyal to an individual
selected by its trainer. It has a +4 saving throw bonus against charm,
control, empathy, or friendship attempts by others. Further, it comes
when its master summons it, guards its master from attack and may
perform unusual acts of loyalty as decided by the DM.
Species Enemy - the falcon is trained to recognise an entire
species as a natural enemy. Its basic reaction is to be hostile, it will
reject empathy, and have a +4 saving throw bonus against the enemy's
charm or control attempts. It will attack the species enemy in
preference to others.
Track - the falcon can track a designated creature and return.
It can retrace its path to lead the falconer to the creature.
Sample Tricks:-
Attack - the falcon will attack on command a creature
designated by the falconer until called off. The falcons base morale is
at least 11. The falcon receives a save Vs rods against a rangers animal
empathy ability.
Capture Prey - a hunt trained falcon will return with the prey
alive and unharmed.
Catch Object - upon command, the falcon will catch a small
object thrown into the air or a small falling object an return to the
falconer.
Distract - the falcon is trained to feint at an opponent. The
opponent must make a save Vs paralysis or lose its next action.
Eye Attack - the falcon is trained to strike at an opponents
eyes. A beak hit has a 25% chance of striking an eye. An opponent struck
in the eye is blinded for 1-4 rounds and has a 10% chance of losing
sight in the eye permanently.
Hand Signals - the falcon can be commanded by hand signals as
well as by voice.
Hide Object - the falcon takes an object from the falconer,
flies away with it, and conceals it. The falcon will retrieve the object
on command.
Nemesis - the falcon is trained to attack a specific
individual. The falcon need never check morale when attacking this
individual.
Pit Fighting - the falcon is trained as a fighting bird. It has
a +2 attack bonus against any fighting bird that is not so trained.
Recall - the falcon will immediately return to the falconer
upon receiving this command. {from PHBR11, rangers handbook}
Farming - (1 slot, Wisdom, general) A PC with this skill is
able to evaluate soil quality for plant growth, to identify the best
methods of growing plants (particularly fruits, vegetables and spices),
and to identify edible plants in the wild with a chance equal to 1/3 of
their normal NWP roll (this is the same as the foraging skill). {from
dragon #156}
Fashion - (Slots: 1, General, Wisdom +1) The character knows
what particular modes of dress are "in fashion" at any given season
among commoners and nobility alike, and the character is always
conscious of changing patterns. However, this skill is applicable only
for places characters know; if new to a place, they need 2d20 days to
determine the fashions of their current location. {from FR: city of
Splendours boxed set}
Fast Talking - (1 slot, rogue, Charisma (special)) This is the
art of distraction and conning NPCs. If a successful proficiency check
is made, the fast-talker weaves a successful scam. Modifiers are based
upon the intelligence and Wisdom of the NPC target, as shown below. DM's
may also offer modifiers based upon plausibility, what the character is
attempting, as well as racial preferences of the target. Modifiers are
cumulative. Targets of intelligence of 3 or less are so dim that
attempts to fast talk them fail automatically, because they cannot
follow what is being said. Targets with intelligence of 20 or more, or
Wisdom of 19 or greater are immune to fast talking.
Targets Int. Mod. Target's Wis. Mod.
4 - 5 -3 3 -5
6 - 8 -1 4 - 5 -3
9 - 12 0 6 - 8 -1
13 - 15 +1 9 - 12 0
16 - 17 +2 13 - 15 +1
18 +3 16 - 17 +3
19 +5 18 +5
Fire Building - (1 slot, general, Wisdom -1) A character with
fire-building proficiency does not normally need a tinderbox to start a
fire. Given some dry wood and small pieces of tinder, he can start a
fire is 2d20 minutes. Flint and steel are not required. Wet wood, high
winds, or other adverse conditions increase the time to 3d20, and a
successful proficiency check must be rolled to start a fire.
Fishing - (1 slot, general, Wisdom -1) The character is skilled
in the art of fishing, be it with hook and line, net, or spear. Each
hour the character spends fishing, roll a proficiency check. If the roll
is failed, no fish are caught that hour. Otherwise, a hook and line or
aspear will land fish equal to the difference between the die roll and
the character's Wisdom score. A net will catch three times this amount.
Of course, no fish can be caught where no fish are found. On
the other hand, some areas teem with fish, such as a river or pond
during spawning season. The DM may modify the results according to the
situation.
Field Of Study - (1 slot, wizard, Intelligence -2) This covers
everything else in a sage's field of study not already covered under
existing proficiencies. The more detailed a category, the more detailed
and expensive the information obtained. Typical major fields of study
are: art, folklore, cryptography, languages (doubles number of languages
spoken by wizard), folklore, genealogy, geography, geology,
mathematics, mathemagics, philosophy, and sociology. A failed skill role
means no information (failed by 4 or less) or misinformation (more than
4).
Find Water (1 slot, general, intelligence) This NWP takes one
hour to use, during which time the character can only move at half the
normal rate. It can only be used once per day, and if successful it
allows the character to find enough water to sustain himself for one day
[very useful in DS].{from Dark Sun}
Fire Control (1 slot, dexterity, general) Characters with this
proficiency can fight fires more efficiently than others. Whenever a
fire is being fought on a ship, the character who makes a successful
proficiency check is able to cut the size of the fire by two points. If
the save fails, the character lessens the fire's size by only one point.
Also, if properly prepared (i.e., spends 2 rounds wetting oneself with
water, putting clothing on all exposed body parts etc.), and on a
successful NWP check, a PC with this skill subjected to burning (magical
or non magical), can subtract 2 points from each die of damage to a
minimum of one point per die. This skill also allows a PC to put out
fires on people (including himself) if they get hit by a greek fire
etc., so they only take one rounds worth of damage, on a successful NWP
check, no other action can be taken in the round.{from Vince Carr}
Foraging - (1 slot, intelligence -2, warrior/rogue) By using
this NWP, a PC can search a wilderness area to locate a small amount of
adesired material, such as a branch suitable for carving into a bow,
enough kindling to start a fire, a medicinal Herb, or a component
required for a spell. The PC must spend 2-8 hours searching, and the
material must theoretically be available in the area being searched. The
DM doesn't confirm if the material sought is actually available until
after the PC has searched for the designated period. If the DM decides
the material isn't in the area, no NWP check is necessary; he merely
reveals that the search was in vain.
If the Dm decided the material is indeed available, a
successful NWP check means the PC has found what he's been looking for.
As a rule of thumb, the PC locates no more than a handful of the desired
material, though the DM may make exceptions (e.g., a field full of a
particular Herb or plant, etc.). If the check fails, the material isn't
found. The PC may however search a different area, requiring another NWP
check and another 2-8 hours. {from PHBR11, rangers handbook}
Forgery - (1 slot, rogue, dexterity -1) This proficiency
enables the character to create duplicates of documents and handwriting
and to detect such forgeries created by others. To forge a document
where the handwriting is not specific to a person, the character needs
only to have seen a similar document before. To forge a name, an
autograph of that person is needed, and in addition, a proficiency check
with a -1 penalty must be successfully rolled. To forge a longer
document written in the hand of some particular person, a large sample
of his handwriting is needed, with a -3 penalty to the check. The DM
rolls the proficiency check in secret.
If the check succeeds, the work will pass examination by all
except those intimately familiar with that handwriting or by those with
the forgery proficiency who examine the document carefully. If the check
is failed, the forgery is detectable to anyone familiar with this type
of document or handwriting--if he examines the document closely. If the
die roll is 20, the forgery is immediately detectable to anyone who
normally handles such documents without close examination. The forger
will not realise this until too late.
Furthermore, those with forgery proficiency may examine a
document to learn if it is a forgery. On a successful proficiency roll,
the authenticity of any document can be ascertained. If the die roll is
failed, the answer is unknown. If a 20 is rolled, the character reaches
the incorrect conclusion.
Fortune Telling - (2 slots, rogue, Charisma (special)) With
this proficiency, characters know a variety of methods for divining the
future - and they are all fake. Characters with this skill employ
odd-looking devices, sonorous oratory, or other methods to convince
others that they are authentic soothsayers. Common methods include
cards, palm reading, counting bumps, casting runes, examining animal
entrails, and more. Fortune tellers put on a good show, then tell any
prediction they want. This is done to gain money from the gullible, to
impress other NPCs, or even to substitute for a true diviner when none
are available. A successful proficiency check indicates that the target
believes the fortune. If it fails, the sham is discovered or the fortune
is simply not believed. Note that other PC's are not forced to believe,
regardless of the roll. (Note, on a roll of 1, for the NWP check, the
actual fortune foretold actually comes true).
Freefall - (1 slot, general, dexterity) This proficiency is
handy when a ship's gravity plane shifts. This can cause objects, cargo,
weapons, and crew members to fly across the deck, or even straight up!
This proficiency gives the character the chance to personally counter
these shifts.
If the proficiency check is successful, the character does not need to
roll the usual Dexterity check. The character recovers quickly enough
and continues with his current duties as though nothing happened. If he
is manning a weapon, he can still attack. If loading, he is not
interrupted. If the proficiency check fails, the character is required
to roll the standard Dexterity check to see if he maintains his balance.
This proficiency does not negate the disruption of activity due to a
Ship Shaken hit.
Fungi Recognition - (1 slot, intelligence +3, general) When on
extended periods underground, it is useful to be able to tell the
difference between edible and poisonous fungi (or which 50% of
underground fungus is poisonous). It is impossible to harvest edible
fungi without this NWP. If the PC has plenty of light and an opportunity
to study the fungus in question closely and uninterrupted for 10
minutes, no NWP check is required. If he is unable to see the fungus
properly, often the case when using infravision, or has to make a hasty
decision about edibility, a NWP check must be made. {from PHBR6, dwarves
handbook}
Gaming - (1 slot, rogue, Charisma) The character knows most
common games of chance and skill, including cards, dice, bones,
draughts, and chess. When playing a game, the character may either play
out the actual game or make a proficiency check, with success indicating
victory. If two proficient characters play each other, the one with the
highest successful die roll wins. A character with gaming proficiency
can also attempt to cheat, thus gaining a +1 bonus to his success
chance. If the proficiency check for the game is 17 or above, however,
the character has been caught cheating.
Gem Cutting - (1 slot, rogue, dexterity -2) A character with
this proficiency can finish the rough gems that are discovered through
mining at a rate of 1d10 stones per day. A gem cutter derives no benefit
from the assistance of nonproficient characters. A gem cutter must work
with a good light source and must have an assortment of chisels, small
hammers, and specially hardened blades.
Uncut gems, while still of value, are not nearly as valuable as
the finished product. If the cutting is successful, the gem cutter
increases the value of a given stone to the range appropriate for its
type. If a 1 is rolled, the work is exceptionally brilliant and the
value of the gem falls into the range for the next most valuable gem.
Dwarves with this skill may cut 2d8 gems per day instead of the
usual 1d10. They may also increase the value of a gem by rolling a 1 or
a 2 on the d20 proficiency check instead of just rolling a 1.
Genie Lore (1 slot, wizard/priest, Intelligence) Characters
with this proficiency are versed in the nature and background of all
geniekind, from the smallest elemental gen to the grandest noble pasha
or caliph. They know the proper manner for greeting and conversing with
agenie -- in other words, the manner least likely to offend the
creature. In contrast, other characters must rely on successful Charisma
checks both initially and ever time they commit a potential faux pas
(in the Dm's opinion). Characters who have genie lore also know the
hierarchy and organisation of geniekind. At a glance, they can tell
whether a creature is a marred, djinni, dao, or efreeti. They can also
say whether a creature they're conversing with is noble or base. If a
genie is masquerading as a common human, a successful proficiency check
reveals the ruse. If this check fails, perception is completely reversed
from the truth. i.e.: the genie seems definitely to be a common person,
and a common person seems definitely to be a genie. A character can
perform only one such check per 'suspect'. If the character has no
reason to be suspicious, the check is made with half the usual
proficiency score, rounded down.
Genie lore also enables a character to detect the work of
genies. i.e.: the physical manifestation of genie spells, as well as
items created by a genies spell-like abilities. The chance of success is
limited. The check is made using half the proficiency score, rounded
down. If successful an individual may discern, for example, whether a
wall has been constructed by a djinni, or whether a princess is
enamoured magically by the effects of a dao granted limited wish. Genie
lore does not enable a character to detect genies moving invisibly
through the immediate area. Nor does it help the character see through
an extraordinary disguise unless the genie is working some wonder of
magic at the time. {from Aaron Ranta}
Geography (2 slots, intelligence, general) A character with the
geography proficiency must choose a specific area of the world no
larger than a large country to be familiar with. Additional slots may be
spent to learn about other areas. The character has knowledge of all
naturally occurring geographical features, including prominent
mountains, rivers, deserts, forests, etc. This knowledge extends to the
local level, enabling the character to recall details about small
streams and deep caverns. No proficiency check is required to recall
prominent knowledge. However, if details of small or obscure regions is
to be recalled, a proficiency check is required. Recent natural
formations would also require a proficiency check, unless the character
has personally visited them. A character travelling within the area he
is knowledgeable in has his chances of becoming lost reduced by half.
Proficiency checks with penalties also enable the character to recall
information in the immediate area surrounding his specific area of
knowledge.
This skilled allows the character to treat any spot within it
as casually seen for the purposes of teleportation or other
instantaneous methods of travel. {from Vince Carr}
Geology - (2 slots, intelligence -1, general) A PC with this
proficiency is able to identify different types of rocks and minerals,
including metals and gems. Though he cannot accurately appraise the
value of such items, he can differentiate between ornamental,
semiprecious, and precious stones, and can make an educated guess at the
purity of any vein of precious metal. He is also familiar with
underground formations and functions of the natural world related to
this science, such as earthquakes, volcanic activity, and the processes
involved with the creation of the various rocks and minerals. There are
few dwarves who are not familiar with the basics of geology, and it is
also a favourite with gnomes, especially deep gnomes. This skill adds a
+2 bonus to all mining skill checks. {from dragon #169}
Glazier - (2 slots, general, dexterity) This proficiency allows
the character to create small and delicate items of glass. While a
modest living may be made from the construction of baubles, trinkets,
and other glass sculptures, other uses are apparent. Beakers, flasks,
and tubes may be constructed for use in an alchemist's lab or as storage
containers. All that is required is a very hot flame, the glass to
start with, and several instruments for the shaping of the glass. A
proficiency check is required only when creating extremely delicate
constructions or using rare glass. A completed small flask may be
created in two hours time. Larger or more complicated items take
proportionately longer to create, from several hours to over one days
time.
Goldsmithing - (1 slot, general, dexterity) A character with
this proficiency is skilled in the art of fashioning objects from gold
and it's alloys. This requires delicate attention to detail. A shop must
be set up to do any intricate type of work. Objects such as gold
cufflinks, pendants, spectacle rings, and candlesticks require the use
of this proficiency. Times required depend strongly on the type of item
being created. Gold alloys are used to construct durable items such as
rings and pendants. Any type of gold inlay into weapons, armour, or
other items requires a character with the goldsmithing proficiency. A
proficiency check is required when dealing with pure gold, since it is
easily bent and ruined. A proficiency check is also required when
constructing truly magnificent gold works or highly intricate items.
Grappling Hook - (1 slot, warrior, dexterity +1) This governs
the use of the space grappling hook. Marine sailors who have grappled
ships and thrown lines may have this proficiency when they start their
space careers. Otherwise limit it as a starting proficiency for beings
native to space.
Gunnery - (1 slot, warrior, intelligence -2) This proficiency
teaches a character what he needs to know to function as an artillerists
or gunners mate. He knows the basic procedures and safety precautions
involved in firing a cannon. Devoting a second slot to gunnery qualifies
the character to be a master gunner. He can now aim the piece and
command the mates who serve it. Note that this is considered a NWP, even
though it applies to a (very large!) weapon. {from HR4, A Mighty
Fortress Campaign Sourcebook}
Haggling - (1 slot, rogue, Charisma) A successful roll allows
the PC to buy an item at 10% less than its asked price (or 10% over the
base price if selling); a roll of 4 or less means a 25% change. A roll
of 19 or 20 means the other party is outraged by the last offer and
refuses to negotiate further. DMs might require that this be
role-played; naturally charming characters should have an edge, while
PCs who are arrogant or simply demand the 'right' price may blow it on
any die roll. Remember, many shopkeepers and merchants have this skill,
usually more than 1 slot is devoted to this ability also.
Harness Subconscious - (2 slots, Psionicist, Wisdom -1) This
meditative proficiency lets the Psionicist temporarily boost his total
PSPs. In effect, the proficiency lets him tap into energy reserves that
lie deep in his subconscious--reserves which are usually unavailable to
him. It's like enjoying a shot of psychic adrenaline.
Before he can harness subconscious energies, the psionicist's
PSP total must be at its maximum. He then must spend two days ciphering
this energy, taking only necessary breaks for eating and sleeping. At
the end of that time, the character makes a proficiency check. If he
passes, he increases his PSP total by 20%, rounded up.
The increase in PSPs last 72 hours. At the end of that time,
the character loses as many strength points as he initially gained,
regardless of his current total. This loss can never reduce his total
below 0 points, however.
During the 72 hours of heightened strength, the character
cannot recover PSPs if his current total equals or exceeds his usual
maximum. Once his current total drops below his usual maximum, he can
begin regaining PSPs normally. He cannot recover the lost bonus points,
however; he can only recover enough points to return to his usual
maximum.
Healing - (2 slots, priest, Wisdom -2) A character proficient
in healing knows how to use natural medicines and basic principles of
first aid and doctoring. If the character tends another within one round
of wounding (and makes a successful proficiency check), his
ministrations restore 1d3 hit points that were lost in the previous
round. Only one healing attempt can be made on a character per day.
If a wounded character remains under the care of someone with
healing proficiency, that character can recover lost hit points at the
rate of 1 per day even when travelling or engaging in nonstrenuous
activity. If the wounded character gets complete rest, he can recover 2
hit points per day while under such care. Only characters with both
healing and herbalism proficiencies can help others recover at the rate
of 3 hit points per day of rest. This care does not require a
proficiency check, only the regular attention of the proficient
character. Up to six patients can be cared for at any time.
A character with healing proficiency can also attempt to aid a
poisoned individual, provided the poison entered through a wound. If the
poisoned character can be tended to immediately and the care continues
for the next five rounds, the victim gains a +2 bonus to his saving
throw (delay save to the last round of healing). No proficiency check is
required, but the poisoned character must be tended to immediately and
cannot do anything himself. If the care and rest are interrupted, the
poisoned character must immediately roll a normal saving throw for the
poison. This result is unalterable by normal means. Only characters with
both healing and herbalism proficiencies can attempt the same treatment
for poisons the victim has swallowed or touched. If the character also
has the poison proficiency, a +2 bonus is added to this attempt.
A character with healing proficiency can also attempt to
diagnose and treat diseases. When dealing with normal diseases, a
successful proficiency check automatically reduces the disease to its
mildest form and shortest duration. Those who also have herbalism
knowledge gain an additional +2 bonus to this check. A proficient
character can also attempt to deal with magical diseases, whether caused
by spells or creature. In this case, a successful proficiency check
diagnoses the cause of the disease. However, since the disease is
magical in nature, it can be treated only by magical means.
Heat Protection (1 slot, intelligence -2, general) Allows the
use of clothing to optimise endurance against the heat of the sun. A
successful check means that only half the usual amount of water is
required that day. Also useful for combat in metal armour - it is
possible to last longer under the heat of Athas's sun. {from Dark Sun}
Heraldic Law - (1 slot, warrior, Intelligence -1) A character
uses this proficiency to understand the nuances of custom and law that
govern heraldry. Heraldic law not only controls heraldry but also
regulates jousts and lethal duels. Whenever a character requests a
special favour from the college of heralds or is summoned before a court
of chivalry, the heraldic law skill becomes vital. Characters who do
not have it may hire NPC lawyers to argue for them.
Heraldry - (1 slot, general, intelligence) The knowledge of
heraldry enables the character to identify the different crests and
symbols that denote different persons and groups. Heraldry comes in many
forms and is used for many different purposes. It can be used to
identify noblemen, families, guilds, sects, legions, political factions,
and castes. The symbols may appear on flags, shields, helmets, badges,
embroidery, standards, clothing coins, and more. The symbols used may
include geometric patterns, calligraphed lines of script, fantastic
beasts, religious symbols and magical seals. Heraldry can vary from the
highly formalised rules and regulations of late medieval Europe to the
knowledge of different shield patterns and shapes used by African
tribesman.
The character automatically knows the different heraldic
symbols of his homeland and whom they are associated with. In addition,
if the character makes a successful proficiency check, he can correctly
identify the signs and symbols of other lands, provided he has at least
apassing knowledge of the inhabitants of that land. His heraldry skill
is of little use upon first entering a foreign land.
In space, this is a matter of interpreting the decorations and
pennants on ship hulls, knowing the various types of ships and which
races use them.
Herbalism - (2 slots, priest/wizard, intelligence -2) Those
with herbalist knowledge can identify plants and fungus and prepare
nonmagical potions, poultices, powders, balms, salves, ointments,
infusions, and plasters for medical and pseudo-medical purposes. They
can also prepare natural plant poisons and purgatives. The DM must
decide the exact strength of such poisons based on the poison rules in
the DMG. A character with both herbalism and healing proficiencies gains
a bonuses when using his healing talent. In addition, a +1 bonus is
gained when using the botany proficiency as well, if both are possessed.
To be able to cure poison and diseases, the PC must collect
various herbs while travelling and make them into small salves (this is
due to the fact that most poisons are fast acting, and the PC wouldn't
be able to make up a salve and find the components in say 1 to 4
rounds). The weight of all these herbs and salves is 5 pounds. To cure
the poison or disease, the PC must make a number of NWP rolls. These
are;
1 - a NWP roll to see if he possesses the knowledge to deal
with that particular toxin or disease.
2 - a NWP roll made against half his normal skill roll to
determine if he neutralises that particular agent.
3 - if the poison/disease is from a monster, and there is any
chance of curing the malody, the skill roll is at 1/4 the normal NWP
roll. If the poison or disease is magical in nature, then no mundane
cure will work.
On any given day in the wilderness, the PC may also be able to
find some particularly helpful herbs in use against injury gained by an
individual. These herbs can only be used within 7 days of them being
found to be of any use (unless the PC also has the pharmacy NWP, in
which case he may preserve these herbs for a maximum of 1 month, before
they lose their effect). The chance to find these herbs is equal to 1/4
their normal NWP check if the character is 'just looking out for them
while travelling', and half normal NWP check if actively searching (half
normal movement rate for that day). The number of herbs that will be
found, is equal to the number of successful NWP checks rolled
consecutively, so if the first roll for the day fails, then none will be
found that day (although the PC still searches, and movement will be
1/2 normal for the rest of the day if actively searching). The list of
herbs are;
Adders Tongue - Location: Moist meadows, shady clearings (late
spring).Uses: Leaf Tea: heals 1d3 hp/day (drink 3/day). Ointment:
immediately heals 1d2 hp (usable 1/day)
Birthwort - Location: Hedges, fences, sunny thickets
(mid-summer). Uses: Juice: +2 on poison saves if applied with 1 round.
Poultice: +1 hp/day for 2 days
Comfrey - Location: ditches, watersheds, moist fields (mid,
late summer). Uses: Root: heals 1d4 hp when applied to a wound. Tea:
same as Adder's Tongue
Garlic - Location: damp meadows, sparse forests (spring-fall).
Uses: Juice: antiseptic, heals 2 hp/day for 3 days, insect repellent,
50% chance
Herb True-Love - Location: woods (mid, late spring). Uses:
Leaves: antiseptic, heals 1hp/wound. Berries: +2 on poison saves if
eaten with 2 rounds, +3 for dwarves and halflings
Juniper Berry - Location: sparse evergreen forests (any). Uses:
Berries: stimulant, heals 1d4hp if brought below 0. Antidote, +1 on
poison saves if eaten within 2 rounds. acts as a powerful aphrodisiac
(sp?) in elves and half elves (save Vs poison or fall in lust with the
first person of the opposite sex they see)
Sphagnum Moss - Location: swamps, bogs (any). Uses: Dressing:
heals 25% faster
Woundwort - Location: ditches, fields, marshes (mid-summer).
Uses: Dressing/Poultice: regain 20% of damage if applied within 2
rounds. OTHER HERBS
Type Properties Game Effect Cost/Dose
Abaas Healing 1-2 hp 1 gp
Adder's tongue Healing 1-4 hp 10 gp
Agrimony Cures blood diseases 15% chance 3 sp
Alkanet Poison antidote +1 save in 1 Rnd 5 sp
All-Heal increases healing draughts +25% effective 10 gp
Amaranth Stops haemorrhaging clots bleeding 5 sp
Anemone Cures eye disorder 20% cure eye dis. 3 sp
Angelica Cures lung disorders 3 sp
Asarabaca Cures violent tendencies mild opiate 5 sp
Asparagus Cures paralysis +1 save 1 round 1 sp
Awn Anti-inflamitory (joints) no joint pains 3 cp
Balm Antidote for depression 1 sp
Baranie Reduces Nausea cure seasickness 1 sp
Barberry Cures BURNS heal double rate 2 sp
Basil Draws poison -25% pois. dmge 2 sp
Belladonna Cure Lycanthrpy(poison) 20%cure (1%death/dose) 5gp
Bindwood Eases pain 1 sp
Bishop's weed Cures apathy increased energy 5 sp
Bitter sweet Removes minor curses 25% remove cur. 25 gp
Borate Removes fear 20% 1 round 5 gp
Bryony Healing 1-2 hp 5 sp
Calamint Cures mental disorders 10% cure insan. 10 gp
Caranan Healing/pain reliever 1-4 hp 3 gp
Carefree Mustard Heals Concussions -25% conc. effect 10 gp
Carneyar Coagulator Stops bleeding Imediate 15 gp
Coriander Cures disease +5%/ day of use 4 sp
Daffodil Healing 1 hp 3 sp
Doilan buds Nurishment 5 buds = 1 meal 6 gp
Elendil's Basket Purify H2O, slow poison Purify 1pt, + 6 hour
survive poison 8 gp
Eyebright Cures blindness 10% cure blind. 2 sp
Fiis flower Healing 1-6 hp 13 gp
Flax-Weed Cures skin irritations prevents itching 1 sp
Fumitory Cures melancholia focus mind 5 sp
Germander Relieves pain 5 sp
Gladwyn Cures paralysis gives extra save 4 gp
Grarig Potent Healing Herb 2-20 hp 60 gp
Groundsel(mtn) Relieves pain 1 gp
Garlic Antiseptic, insect repelnt (+ attract monsters) 6 cp
Harlindar Assures safe childbirth 5 sp
Hellebore Cures love sickness new save vs charm 2 sp
Himrose Relieves inflammation 6 sp
Hyssop Anti-parasitic parasites away 5 gp
Klandum Removes Paralysis Get extra save 20 gp
Klynyk Depillitory Removes hair 5 sp
Lavender Restores speech sooths sore voice 1 gp
Maiana Decongestant 2 cp
Maragath Anaesthetic (local), Numb 1 area for 1-4 hrs 3 sp
Moonwort Heals X2 healing (1d6 days) 1 gp
Nelthadon induces Vomiting save vs ingesteds 1 sp
Peony Cures insanity 15% cure(5%/day addict) 12 gp
Periwinkle Promotes happiness 3 sp
Plantain Relieves skin irritations eases itching 1 sp
Rampion Relieves fever 2 sp
Red Willow Breaks Fever Break Fever 1 day 5 sp
Rose Cures eye disorders 1% cure Blindess 1 sp
Rosemary Promotes healing 1-3 hp 3 sp
Rumareth Coagulant/sedative stp bleeding 7 sp
Sage Restores memory +2 int check 2 sp
Self-Heal Promotes healing 1-6 hp 15 gp
Sindoluin Anti-coagulant Bleed +1hp/min 10 gp
Shepherd's Purse Heals burns heal 1-4 hp burns 3 sp
St. John's Moss Heals burns heal 1-3hp 12 sp
Tamarisk Poison antidote extra sv (w/in 5 rnds) 10 gp
Tharm Protection vs Sun prevent blister 2 sp
Thistle Poison antidote +2 save (2 rnds) 4 gp
Thyme Anti-parasitic +1 save vs infestation 3 sp
Trefoil Antidote insect bites reduce swelling/itch. 6 sp
Whortle Relieves fever 3 sp
Wormwood Anti-parasitic gives 2 saves Vs parast 7 sp
Yarrow Mild sedative sv poison @ +3 or sleep 2 gp
Hiding - (2 slots, general, intelligence -1) Hiding is the
ability to instinctively select the best hiding place under nearly any
condition. PC's who make successful checks can virtually disappear from
view. Success is determined by modifiers based upon the intelligence
(and perception) of the character being hidden from. This ability
operates independently of any other natural or special hiding abilities
the character may have.
Opponents Intell. Mod. Opponents Intell Mod.
3 or less -5 16 - 17 +2
4 - 5 -3 18 +3
6 - 8 -1 19 +5
9 - 12 0 20+ +7
13 - 15 +1
History, Family - (1 slot, general, Intelligence) This
proficiency allows a character to understand the genealogy and great
deeds of a certain noble family. A separate proficiency slot must be
used for each family studied, although this skill applies even to very
distant relatives of the same house. History can be used as a minor,
nonmagical form of legend lore, which is useful only for researching
ancestors of the appropriate family. The character must make a
successful roll to learn accurate information, modified by +1 for every
100 years old or 100 miles distant the subject of research is.
Hunting - (1 slot, warrior, Wisdom -1) When in wilderness
settings, the character can attempt to stalk and bring down game. A
proficiency check must be made with a -1 penalty to the ability score
for every nonproficient hunter in the party. If the die roll is
successful, the hunter (and those with him) have come within 101 to 200
yards of an animal. The group can attempt to close the range, but a
proficiency check must be made for each 20 yards closed. If the stalking
is successful, the hunter automatically surprises the games. Type of
animal stalked depends on the nature of the terrain and the whim of the
DM.
Hypnosis - (1 slot, Psionicist, Charisma -2) With this
proficiency, a psionocist can hypnotise another character, placing the
subject into a relaxed state in which he is very susceptible to
suggestions. However, hypnosis is not possible unless the subject is
willing and knows he is being hypnotised. Psionocists with this NWP can
hypnotise humans and demihumans at ease. Non-humans can be hypnotised
too, but the DM should assign a penalty, e.g., a half orc should have a
-2 penalty, while a lizard man would have a -8 penalty to the NWP check.
The act of hypnotising someone takes about 5 minutes. The subject is
then very relaxed and willing to do almost anything that isn't very
dangerous or against his alignment. Note however, that a hypnotised
subject can be very easily fooled; the subject can be convinced that he
is doing one thing, when in fact, he is actually doing another. Lawful
or good psionocists who trick their subjects is this fashion should
beware. Psionicists who use hypnotism to make people do chaotic or evil
things may find themselves with alignment problems of their own.
Hypnosis can have the following (or similar effects):-
- a PC can be induced to remember things he has forgotten by
reliving a frightening or distant event
- a PC can be made calm and unafraid in the face of a specific
situation that he has been prepared for
- a PC can be cured of a bad habit or addiction (but not
magical afflictions or curses)
- a PC can be prepared to impersonate someone by thoroughly
adopting the individuals personality
Hypnotism cannot be used to increase a PC's attributes, give
him powers or abilities that he does not naturally possess, let him do
things that are beyond his capabilities, or give him information that he
couldn't possibly know. {from complete psionics handbook}
Information Gathering - (1 slot, rogue, intelligence (special))
Through the use of this ability, a character can gain information about
a specific person, place, or thing. In appropriate circumstances, a
character will be aware of major rumours circulating around a town or
area. With a successful check, information can be gleaned. The following
modifiers are used;
Characters reaction adjustment (based on Charisma), thieves
guild member receive a +2 bonus (due to resources of guild at their
disposal), when outside friendly territory a -3 penalty results (e.g.,
an elf in a dwarven community etc.), money or treasure is required or a
-3 penalty is imposed (Money is used for bribes etc., this will usually
cost between 1 and 30gp [1d30], this must be spent before the NWP roll
is made, the investment is lost whether or not the desired information
is made).
Intimidation - (1 slot, general, special) This proficiency
allows characters to bend others to their will through fear tactics.
NPCs who are intimidated are quite likely to do as they are told. They
are also very likely to harbour much resentment against the character
that intimidates them. NPCs will keep their resentment hidden until the
first opportunity to avenge their pride arises. Intimidation can be
attempted with either strength or Charisma. Strength indicates a threat
of immediate bodily injury. Charisma uses more subtle threats which need
not be physical in nature. PC's are never required to submit to
intimidation.
When intimidating a creature of a different level than the PC,
amodifier based on the level difference is made to the roll. For
example, Rath, a 6th level fighter, is going to intimidate Norbett, a 0
level beggar. Rath would receive a (6-0) +6 point modifier. If Rath were
to try the same trick on a storm giant (HD 20 = level 20), Rath would
have a (6-20) -14 point penalty (i.e., Raths chances are slim).
When attempting to intimidate more than one, the number of
characters is used as a negative modifier. If a dwarf is attempting to
intimidate 5 goblins, he would receive a -5 penalty.
Player characters are never forced to submit to intimidation,
and choose how they are going to react to the attempt.
Jousting - (1 slot, warrior, dexterity +2) This NWP includes
the combat skills necessary for a successful joust, as well as the
manners, behaviour and flair needed to impress an audience.
To take this proficiency the PC must first have a weapon
specialisation in the jousting lance.
A character with this proficiency modifies his attack rolls in
ajousting match by +2. The use of this proficiency assumes the character
has an adequate lance, shield and mount.
Should a character win a match, his stylish performance
favourably impresses the audience. Audience members with a special
interest in the match (such as royalty, gamblers, or potential
paramours) who later encounter the jouster modify their reaction rolls
by +2. If he wins several matches in a tournament, the bonus doesn't
rise above +2. If he later loses a match or two in the same tournament,
he still earns the bonus. However, if the jouster has an especially
disastrous day - say, if he follows a winning joust with a long string
of losses - the audience may dismiss the win as a fluke, and the DM may
cancel the bonus. {from The Complete Paladins Handbook}
Juggling - (1 slot, rogue, dexterity -1) The character can
juggle, a talent useful for entertainment, diversions, and certain rare
emergencies. When juggling, normally, no proficiency check is required.
Acheck is made when trying spectacular tricks. However, juggling also
enables the character to attempt desperate moves. On a successful attack
roll vs. AC 0 (not a proficiency check), the character can catch small
items thrown to harm him. Thus the character could catch a dagger or a
dart before it hits. If this attack roll fails, however, the character
automatically suffers damage. The character is able to catch one missile
per round (if at least one hand is free, plus two additional missiles
if he forgoes all attacks that round and has both hands free, whether he
has initiative or not. If additional slots are spent on this
proficiency, the character may catch an additional missile for every
slot spent. Alternately, the character may take a +1 bonus on the attack
rolls to catch the missiles for each slot spent. No character can catch
more than 5 missiles per round, regardless of their skill.
Jumping - (1 slot, rogue, strength) The character can attempt
exceptional leaps both vertically and horizontally. If the character has
at least a 20-foot running start, he can leap (broad jump) 2d6 + his
level in feet. No character can broad jump more than six times his
height, however. With the same start, he can leap vertically (high jump)
1d3 plus half his level in feet. No character can high jump more than 1
& 1/2 times his own height.
From a standing start, a character with this proficiency can
broad jump 1d6 plus half his level in feet and high jump only three
feet.
The character can also attempt vaults using a pole. A vault
requires at least a 30-foot running start. If a pole is used, it must be
four to 10 feet longer than the character's height. The vault spans a
distance equal to 1 & 1/2 times the length of the pole. The character
can clear heights equal to the height of the pole. He can also choose to
land on his feet if the vault carries him over an obstacle no higher
than 1/2 the height of his pole. In all cases, the pole is dropped at
the end of the vault.
Kissing (1 slot, general, Charisma -2) Kissing is an artform of
itself. A good kiss can melt the hardest of hearts, and a bad kiss can
split a couple apart. Like many other things in life, kissing is
something that is learned by practice.
A kiss can be used for three reasons. One is between a couple.
If the giver is attempting a "special" kiss, a comeliness (or Charisma)
check is required. For every month the couple has been together, there
is a plus one modifier. A successful check puts the receiver into a mood
that he/she feels like they're on top of the world. Kinda like an
instant feel good feeling.
The second reason for kissing is for attempted seduction. The
check for this is a comeliness (or Charisma) check with racial relations
modifiers. It is accompanied by a strong hug and often (but not always)
is followed by serious attempts to get the receiver into bed. A
successful check is much like a successful charm person spell. This form
of a kiss cannot be used by a person of good alignment unless the
ultimate goal is truly a seduction and not control. Failure to follow
this rule is grounds to change the alignment of the character with all
appropriate penalties.
The third reason is to show gratitude. This is easy to do and
requires no check. It is little more than a peck on the cheek usually
accompanied by a small hug. The receiver immediately feels slightly
better about life in general. {from Christopher P Morton}
Laijutsu - (1 slot, dexterity, general) Laijutsu is the art of
fast drawing a melee weapon; unsheathing and sheathing it with blinding
speed. Upon learning this NWP, the player must state what weapon it
applies to. This is a specific weapon, not just a general class.
Thereafter, the character can change to or from that weapon without
penalty (changing a weapon, normally requires 1 round), and under
certain situations, has a better chance of surprising opponents. To
surprise an opponent, the weapon must be sheathed, and the PC must be in
a peaceful situation (drinking at a pub, walking down the street,
talking to a person at a table, etc.). The PC may then decide to attack,
if he makes his NWP check, he may then make a normal surprise check,
modified by dexterity reaction adjustment. If the opponent is expecting
an attack (in a dungeon standing off waiting for attack, etc.) and the
PC's weapon is sheathed, then they may surprise also, but instead use
1d20 to determine surprise chance of success instead of 1d10, with the
same chances and modifiers as above. {from oriental adventures}
Languages, Ancient - (1 slot, priest/wizard, intelligence) The
character has mastered a difficult and obscure tongue, now primarily
found in the writings of pedantic sages and sorcerers. The main use of
the language is to read tomes of ancient secrets written by long-dead
mystics. This proficiency enables the character to either read and write
or speak the language.
Languages, Modern - (1 slot, general, intelligence) The
character has learned to speak a language of the known world. To do so,
there must be a teacher available. This could be another player
character, an NPC hireling, or simply a local townsman.
Languages, Space - (1 slot, priest/wizard, intelligence) The
character has mastered a difficult and obscure language once spoken in
wildspace, now primarily found in the writings of pedantic sages. The
main use of the language is to read tomes of ancient secrets writing by
long-dead mystics. This proficiency enables the character to either read
or speak the language (his choice).
Law - (1 slot, intelligence, general) The character is
knowledgeable in aspects of the legal codes in a specific region or
city. This skill allows the user to deduce whether a crime has been
committed given some evidence, to represent himself or someone else in a
court of law, and to realise the legal implications of an action. The
law does not always favour the innocent, therefore good lawyers are
always in demand in large cities. {from Vince Carr}
Leadership - (1 slot, Charisma, warrior) By asserting himself
(making a successful proficiency check) the PC can give the
crew/henchmen/followers bonuses if they rally to his cause and follow
him into battle. They gain an additional +1 to their morale score, as
well as a +1 THAC0 bonus for 1d4 rounds. If the check fails, the crew
suffers a -1 morale penalty, and a -1 THAC0 penalty for one round. {from
Vince Carr}
Leatherworking - (1 slot, general, intelligence) This
proficiency enables a character to tan and treat leather and to make
clothing and other leather objects. The character can make leather
armour, as wells backpacks, saddlebags, saddles, and all sorts of
harnesses.
Legerdemain - (1 slot, rogue, dexterity -1) The character is
accomplished at all manner of "magician" tricks, including sleight of
hand, palming, etc. A character with this proficiency is able to perform
a wide range of "magic" tricks from the nutshell game to any number of
card tricks. A proficiency check is made when the trick is performed.
Success means the character pulled the trick off with full audience
belief. Failure, however, indicates that the target or audience noticed
something which made the trick unbelievable. If the proficiency is used
to palm an item or place an item somewhere, a failed check indicates
that the character was noticed. This skill differs from the pick pockets
proficiency in that the former can not be used to remove a hidden item
from another creature, such as held in a pouch. However, obvious items
such as lapel pins could be removed.
Local History - (1 slot, priest, Charisma) The character is a
storehouse of facts about the history of a region the size of a large
county or a small province.
The DM will provide information about local sites and events as
the character needs to know them. Furthermore, the character can try to
retell these events as entertaining stories. Once the subject is
chosen, he can either make a proficiency check and, if successful, add
that tale to his repertoire, or actually tell the story to other
characters. If the character succeeds in entertaining them, the player
need not make a proficiency roll for the character. The character can
tell these stories to entertain others, granting him a +2 bonus to his
Charisma for the encounter. But telling stories to hostile beings is
probably not going to be any good.
Lock Picking - (2 slots, rogue, dexterity -4) This proficiency
allows the character a chance at picking padlocks, combination locks,
and puzzle locks. Picking a padlock requires tools. Using typical thief
type tools gives the normal chances for success, while using improvised
tools gives a penalty on the chance for success. The amount of time
required to pick a lock is 2d12 rounds. A character can try to pick a
lock only once per experience level, or until his chance increases for
some reason. If the attempt fails, the lock is simply too difficult for
the character until learns more about picking locks.
Locksmithing - (1 slot, rogue, dexterity) With this
proficiency, a character can make and repair all kinds of mechanical
locks. Thieves with this proficiency gain a +10% bonus to their
lockpicking skill, because they are intimately familiar with the
internal structure and workings of locks.
Looting - (1 slot, rogue, Wisdom) This proficiency represents a
knack for grabbing the best loot in the shortest amount of time. A
successful NWP check allows a character to recognise and grab the most
valuable combination of items that is feasible, given the situational
limits of time and space.
Magical Engineering (2 slots, priest/wizard, intelligence -3) A
character that has this proficiency can determine the nature of a
magical item more easily. S/he does this by examining the item and
looking for clues in its composition, form, and decoration. A successful
proficiency check indicates that the character has correctly identified
the item. Some particularly unusual magic items would apply significant
penalties to this roll (e.g. while a Sword + 1 and Ring of Invisibility
would have no modifiers, a Sword of Sharpness and Staff of the Magi
might be harder to identify correctly.
Whether or not the ability check succeeds, the character using
this skill will think that s/he has correctly identified the item.
However, if the roll fails, the DM should tell the character that it is
something that it in fact is not.
The person using this skill may also be able to detect magical
constructs for what they are (i.e., that's and iron golem, etc.), but
not their special abilities (i.e., this is an iron golem and you need
'+X' weapons to hit it and blah blah blah.....). To use this ability, a
person must make their Magical Engineering roll at half normal chances.
This skill also reduces the amount of time needed to construct
amagical item by a percentage equal to the intelligence of the
wizard/cleric. {from Net Wizard Handbook}
Masseur - (1 slot, strength, general) ability to give soothing
massages. A 1 hr massage allows body to heal as though it has received 1
full day of bed-rest {from Barbara Haddad}
Mathematics - (1 slot, general, intelligence) The ability to
handle Euclidean geometry and very basic algebra. If it is possible to
take this proficiency multiple times in a given campaign, later picks
will grant basic logic, solid geometry, and basic trigonometry. {from
Net Wizard Handbook}
Meditation - (1 slots/2 for mage and priest, Psionicist/ mage/
priest, Wis or int for mage -1) If used correctly, the user falls into a
relaxed state, where he/she can review thoughts and past actions in a
semi-detected form (q.v. Reverie - Elven handbook) Also, for the
Psionist it enables him to regain PSP's at the sleeping rate (12 PSP's /
hour). The meditator is in a state of relaxation and is still aware of
his surroundings, but not totally (changed from Psionic NWP). In this
state the meditator notices things outside of himself, but cannot be an
effective guard in this mode as he only notices the obvious, not the
small signs. (-3 or more to a perception check?).
The meditation nonweapon proficiency allows a bonus to all
intelligence checks for a person if they follow an hour of meditation.
For example, if a wizard wanted to use his Magical Engineering
proficiency on a ring, he would get a +2 bonus to his intelligence check
if he spent an hour beforehand meditating on the problem.
The method of meditating varies considerably from person to
person. For some, it involves measured breathing while in lotus position
-- for others, it means puffing silently on a pipe while watching the
clouds. It is up to the player and DM to come up with an appropriate
meditation method.
For a mage, use of this technique halves the amount of rest
needed before rememerisation of spells. This is due to the total
relaxation and the reviewing of thoughts encompassed in the proficiency.
For a priest, you may make it a requirement for prayer, thus spells.
Although it would give little bonus. Maybe a bonus spell for proper
prayer, or maybe the opposite, penalising a priest who doesn't?. {from
Graham Caine (Firedancer)}
Meditative Focus - (1 slot, Psionicist, Wisdom +1) Through this
proficiency, a Psionicist can focus his mental energy on one particular
discipline. As a result his power scores in that discipline temporarily
increase, while those in other disciplines decline.
The proficiency requires the character to meditate,
uninterrupted, for 12 hours. The last four hours of this meditation are
spent in a deep, sleep-like trance. The Psionicist can recover PSPs
normally during the entire period.
When the meditation is complete, the player makes a proficiency
check. If the character passes the check, he has successfully focused
his mind on one particular discipline (which was chosen when the process
began). All of the character's psionic power scores in that discipline
are increased by two points for the next 24 hours--or until the
character's PSPs have been reduced to zero, whichever comes first. All
of his power scores in other disciplines are reduced by one for the same
period.
Merchant - (2 slots, intelligence -1, general) allows merchant
to buy in bulk at a 1-20% price discount & sell bulk goods at a +1-12%
profit. {from Barbara Haddad}
Miller - (1 slot, intelligence, general) grain treatment for
preservation {from Barbara Haddad}
Mime - (1 slot, Charisma +1, general) This is the ability to
entertain others using only gestures and actions, and without the use of
voice. Mimes can be serious or humorous, the latter being the easiest
and most common. The skill blends well with others, such as tumbling or
possibly ventriloquism. {from Vince Carr}
Mind Over Matter - (1 slot, Wisdom -2, general) Characters with
this proficiency are able to cause their minds to reduce pain induced
upon their bodies. For instance, a character using this proficiency
would be able to walk across a path of hot coals, lie upon a bed of
nails, or have stone blocks broken across his chest. Preparation to use
this proficiency is equal to 1 turn. After this, the character may
undertake actions which would normally cause great pain or damage for up
to two rounds per point of Wisdom that he possesses. During this time
any pain caused by situations similar to the above mentioned ones is
negated, and any damage is reduced to 2 points per die, or 20% of the
total damage, whichever is less. This does not count against melee
damage or damage caused by spells or the like. However, the character
could stick his hand into a roaring campfire and retrieve a necklace
with only very minor burns. When time has expired, the character will
feel a slight numbing in any areas which were injured. This disappears
within minutes, however. {from Vince Carr}
Mining - (2 slots, general, Wisdom -3) A character with mining
proficiency is needed to site and supervise the operations of any mine.
First, the character can attempt to determine what type of ores or gems
can be found in a given area. To do this, he must spend at least a week
searching a four-square-mile area. The DM may rule that more area must
be searched to find anything of value and may thus increase the amount
of time required. At the end of the search, the character can say what
is likely to be found in this area. After this, the character can site
the mine. On a successful proficiency check (made by the DM), the
character has found a good site to begin searching for any minerals that
may be in the area. The check does not guarantee a successful mine,
only that a particular site is the best choice in a given area. The DM
must determine what minerals, if any, are to be found in the region of
the mine. On a failed check, the character only thinks he has found a
good site. Much effort is spent before the character is proved wrong, of
course.
Once the mine is in operation, a character with mining
proficiency must remain on-site to supervise all work. Although this is
asteady job, most player characters will find it better to hire an NPC
for this purpose.
Monster Trivia - (2 slots, intelligence -2, general) A PC with
this skill has picked up some knowledge of various monsters from friends
or family who were former adventurers. If the DM questions whether the
PC would actually know of a certain monsters ability that the actual
player is aware of, the DM can call for a roll against this skill.
Success indicates that the PC may act upon the players knowledge. Under
no circumstances, may a player reference a rule book detailing a
monsters powers. It means that a player may run his character as though
the latter possessed the formers knowledge of the creature in question.
If the roll is made but the player doesn't know what the creature is or
does, tough, you are not to tell the player any information at all, its
only what they know already. {from dragon #156}
Mortician - (1 slot, general, intelligence +1) corpse handling
&treatment (for presentation value) plus corpse disposal techniques
{from Barbara Haddad}
Mountaineering - (1 slot, warrior, N/A) A character with this
proficiency can make difficult and dangerous climbs up steep slopes and
cliffs with the aid of spikes, ropes, etc. If a character with
mountaineering proficiency leads a party, placing the pitons and guiding
the others all in the party can gain the benefit of his knowledge. A
mountaineer can guide a party up a cliff face it could not otherwise
climb. A character with this proficiency gains a 10% bonus per
proficiency spent to his chance to climb any surface. Note that
mountaineering is not the same as the thief's climbing ability, since
the latter does not require aids of any sort.
Musical Instrument - (1 slot, priest/rogue, dexterity -1) The
character can play a specific musical instrument. An additional
instrument can be added for every extra slot devoted to this
proficiency. The character plays quite well, and no proficiency check is
normally required. The DM may expect the character to make a
proficiency check in what he feels are extraordinary circumstances.
Navigation - (1 slot, priest/warrior/wizard, intelligence -2)
The character has learned the arts of navigating by the stars, studying
currents, reefs, and hidden danger. This is not particularly useful on
land. At sea, a successful proficiency check by the navigator reduces
the chance of getting lost by 20%.
Navigation (Celestial) - (1 slot, wizard/priest/warrior,
intelligence -2) The character has learned the arts of wildspace
navigation, avoiding hazards and using planetary motion to improve speed
over long journeys. This proficiency is not useful on land or sea. In
wildspace, a successful proficiency check allows the navigator to know
his position relative to his destination, course, speed, and approximate
arrival time. In addition, a successful proficiency check allows the
character's spelljamming vessel to arrive at its wildspace destination
10% faster than normal. An unsuccessful proficiency check indicates that
no time is saved; on a roll of 20, travel time increases by 50%. A
navigator can bypass large (celestial) obstacles and return easily to
the desired course. A character with this proficiency on a ship equipped
with a pool or series helm can use his THAC0 at half level to direct a
ram attack.
Navigation (Phlogiston) - (1 slot, wizard/priest/warrior,
intelligence -2) This is the art of navigating from one sphere to
another, a separate skill from navigating within a single crystal
sphere. It is a difficult and risky activity, but it is sometimes
necessary when a planetary locator is not available. A spelljamming ship
that enters the Flow normally moves randomly, arriving at some other
crystal sphere within 10-100 days. With a successful proficiency check
from the ship's navigator, the ship arrives at the chosen destination
within that time. Of course, the destination must be one that is
normally reachable.
If the proficiency check is failed, the ship arrives at a
random sphere. This check is made in secret. On a natural roll of 20,
the ship drifts in the phlogiston for 20-200 days; such ships may be in
grave danger of exhausting their air supply before returning to a random
crystal sphere.
Navigation, Underground - (1 slot, general, intelligence) A
character with this proficiency can determine underground direction and
the shortest route to the surface. By careful analysis or air and
currents, a character can even determine whether there are any pockets
of poisonous gas in the air. A successful NWP check is required to use
this ability.
Nightsight - (General, 1 Slot, Wisdom -2) Druids/Rangers get an
extra +4 to modifier to this skill (working at night in the forest), as
do thieves (working in dark places). Takes a round to adjust eyesight,
then see double/triple distance with a small source of light
(starlight). Cannot see colours, but even small movements easily
detected. Works on things hiding in shadows, only if there is very
little light around in the first place. Lowers chance of being surprised
in dark places by +1. Does NOT affect/enhance blind fighting at all.
{from Colin Winfield}
No Noticeable Effect - (2 slots, wizard, intelligence -2) This
works on the premise that many spells have visual components that are
not connected to their function. For instance, the appearance of fire is
required for Fireball because the spell's primary function is to
release a ball of flames. Ray of Enfeeblement, on the other hand, need
not create a visible beam as it weakens its target. Other possibilities
include the various Detect... spells, Fire Shield, and anything else the
individual DM thinks is appropriate. Whether or not a particular spell
has a visible component that is secondary to its function is up to the
DM.
This proficiency allows the wizard to totally remove all
secondary visual traits from his spells if he makes a successful skill
roll before casting them. {from Net Wizard Handbook}
Observation - (1 slot, general, intelligence) This proficiency
represents a characters trained powers of observation. The character
must state what the character is trying to observe (secret door, being
followed, detecting poison gas, trying to find pits or snares, etc.,
which is also modified by perception, then if this roll fails, he then
gets a normal perception roll to detect what he is looking for like
everybody else.). It also allows the character to detect things out of
the ordinary (like if he is about to be ambushed, as long as there is a
chance for him to detect this [i.e., he could not detect a thief who has
successfully hidden in shadows etc.]). Characters with this proficiency
also have their chances of finding secret doors increased by 1.
Orienteering - (2 slots, Wisdom, general) A PC with this NWP is
capable of reading and following any normal map he comes across. He can
even follow, in general terms, maps labelled in unfamiliar languages as
long as he makes a successful NWP check. Furthermore, if the sky is
clear, the PC can determine direction, night or day, by using the stars
and daytime shadows as guides. The latter method requires one turn to
make the proper measurements and calculations. A PC with this skill and
an appropriate map gains a +1 bonus to any survival skill roll. He also
gains a +1 bonus to any navigation skill roll he makes if he has the
right map for the area. {from dragon #169}
Persuasion - (1 slot, Charisma, general) This NWP enables the
PC to make a compelling argument to convince a subject NPC character to
see things his way, respond more favourably, or comply with a request.
The PC engages the NPC for at least 10 rounds (meaning that the subject
must be willing to talk with the PC in the 1st place); subjects whose
attitudes are threatening or hostile aren't affected by this
proficiency. A successful check means that the subjects reaction is
modified by +2 in favour or the PC (see table 59, in chapter 11 of the
DMG). This bonus is not cumulative with any other reaction modifiers,
such as those derived from Charisma; other reaction modifiers don't
apply. For every additional slot a PC spends on this NWP, he boosts the
reaction modifier by +1 (e.g., spending 2 slots allows for a +3 reaction
bonus)
Pest Control (1 slot, Wisdom, rogue) This proficiency is used
to keep underground strongholds free of pests like rats, carrion
crawlers, jermalaines, kobolds, and other small creatures. Similar to
the set snares proficiency, it is concerned with catching underground
pests and does not use snares. Traps are set to trigger metal cages,
drop nets, or iron doors which shut off individual tunnel sections.
Spring traps or small deadfalls may be rigged (1d6 max. damage) using
this proficiency. There is no -20% modifier when using pest control to
trap larger creatures.
Only thief characters may use this proficiency to rig larger
traps suitable for human or orc sized creatures. These traps may include
crossbows, larger deadfalls, and spike springboards.
A character with this proficiency does not have the ability to
make the items required for these devices, he can only set the traps and
their triggers.
A proficiency check must be rolled when the trap is set. A
failed proficiency check means that the trap will fail to operate. It
may not have been set properly, was poorly concealed, or it was too
small or too large for the creature to trigger.
Setting a trap takes one hour and the character must have the
proper equipment and materials with him.
Characters with the animal lore proficiency gain a +10% bonus
when attempting to set traps to catch animal pests. {from Vince Carr}
Pharmacy - (1 slot, priest, intelligence) This skill allows a
PC to preserve herbs and chemicals and prepare medicines from both
natural and inorganic ingredients. On a successful pharmacy check, the
pharmacist can create a medicine to cure certain ailments (the DM should
assign a +3 to -10 modifier, depending on the severity and rarity of
the disease) using herbs and chemicals. A failed check either does
nothing or has non-lethal side effects (DM choice), but a check of 20
results in poisoning. Using this skill with both herbalism & healing,
with cure an extra 1HP per application. This skill is needed to preserve
all the healing herbs mentioned in Herbalism NWP for longer than 2 game
weeks. {from dragon #200)
Pick Pockets - (2 slots, rogue, dexterity -4) This proficiency
allows the character to filch small items from other people's pockets,
sleeves, girdles, packs, etc. Palming and some sleight of hand is
possible with this proficiency as well.
A failed attempt means the character did not get an item, but
it does not mean that his attempt was detected. To determine whether the
victim noticed the attempt, subtract three times the victim's level
from 100. If the character's roll was equal to or greater than this
number, the attempt is detected.
Planar Geography - (1 slot, wizard/priest, intelligence -1)
This skill gives the possessor basic knowledge of the geographies of
other planes of existence. This includes basic knowledge only -- the
kinds of things that are mentioned in the Manual Of The Planes, for
instance -- but not specifics about politics, national borders, and
demographics. {from Net Wizard Handbook}
Planar Geometry - (1 slot, priest/wizard, intelligence) This
proficiency prevents the possessor from becoming disoriented in the
unusual environments of other planes. Thus, the wizard will not be
confused by directionless planes such as the astral, elemental air, and
elemental water. He will also be able to fully comprehend the
multidimensional aspects of interplanar travel and extradimensional
spaces (e.g. bags of holding and Mordenkainen's Magnificent Mansions).
{from Net Wizard Handbook}
Planet Lore - (1 slot, wizard/priest, intelligence) The
character has learned the legends, lore, and history of some planet or
thread of time in some distant sphere. The knowledge must be world
specific. The DM can restrict the selection to certain planets, or can
allow the player to choose. Thus, a player could know details about the
Unhuman Wars, or the history of the planet Glyph, or whatever else is
available in the specific campaign. The knowledge acquired gives the
character familiarity with the principal legends, historical events,
characters, locations, battles, breakthroughs, unsolved mysteries,
crafts, and oddities of the time or place. The character must roll a
proficiency check to identify places or things he encounters from that
age or location.
Planetology - (2 slots, wizard/priest, intelligence -1) A
character with the planetology proficiency has studied the various types
of planets that may be found within crystal spheres. He is able to
identify signs of groundling civilisation from space and can determine
the climate and probable inhabitants of a world by studying it for a
short time, and making a successful proficiency check.
Poetry - (1 slot, general, Charisma) Proficiency in poetry
includes the skills of reciting poetry and judging its quality. It also
indicates that the character has a repertoire of poems memorised for
recital at any time. No proficiency check is required for a normal
recital.
If the character can read and write, original poems can be
written. A successful proficiency check indicates that the poem is of
above average quality.
Poisons - (2 slots, intelligence (special), general) This
proficiency gives the character knowledge of manufactured poisons of all
types. With this ability, the character is able to manufacture poisons
of all kinds, given the time and materials needed. The types of poisons
decide any penalties to the chance of success, from -1 to -12 for rare
immediate death poisons. In addition, the character can also make the
antidote for any poison he has manufactured himself with an additional
normal proficiency check.
The character may also identify poisons he did not create. This
requires a proficiency check and close examination of the poison or
object thought to be poisoned. At times, the character must sample the
poison (putting himself at risk) to determine it's effects. However, any
saving throws are made with a +4 bonus when a successful proficiency
check is made. Once a poison has been identified, and it's effects
known, an antidote may be created. This always requires the character to
sample the poison. A proficiency check at half the normal chance for
success is made, assuming the poison is available. If successful, the
character is able to concoct the appropriate antidote, assuming the
materials are nearby. If a creature has already been poisoned, or the
poison is not available for sampling, then the character has only a 1 in
20 chance of concocting an antidote. The rolls for antidote concoction
are made secretly by the DM. If the roll fails, the character knows he
is unable to concoct an antidote. However, if the roll is 20, an
antidote is made, but is ineffective, wasting the character and perhaps
the victim's time.
This skill also allows a PC to remove the poisonous glands from
an animal/arachnid/monster that uses poison. He must make a successful
NWP check at -2 to succeed (Note that this roll is vs. dexterity, not
intelligence). If he fails his roll by more than 2, or rolls a 20, the
PC has managed to poison himself with all the consequences. Wearing
special gloves (cost = 10gp), the PC must fail the NWP roll by 6 or more
to get poisoned. {from Vince Carr}
Pottery - (1 slot, general, dexterity -2) A character with this
proficiency can create any type of clay vessel or container commonly
used in the campaign world. The character requires a wheel and a kiln,
as well as a supply of clay and glaze. The character can generally
create two small or medium-sized items or one large-sized item per day.
The pieces of pottery must then be fired in the kiln for an additional
day.
The raw materials involved cost 1 cp to make a small item, 5 cp
to make a medium item, and 1 sp to make a large item.
Psionic Detection - (1 slot, Wisdom -2, general) Able to detect
the expenditure of PSPs around oneself. Concentrate for one round, and
asuccessful check detects expenditure of points within 50 yards. Nothing
more can be detected, but the power can be maintained if
successful.{from Dark Sun}
Reading/Writing - (1 slot, priest/wizard, intelligence +1) The
character can read and write a modern language he can speak, provided
there is someone available to teach the character. This proficiency does
not enable the character to learn ancient languages.
Rejuvination - (1 slot, Psionicist, Wisdom -1) This proficiency
allows a character to recover PSPs while he meditates, as quickly as if
he were sleeping. The character achieves a state of deep concentration,
in which he focuses and regains his energies. He is still conscious and
aware of his surroundings, so he does not suffer any penalties on
surprise or initiative rolls, and he is not helpless if attacked. He
still can't expend PSPs, however. To use this proficiency, the character
must make a successful check. If this check fails, the character is
unable to achieve the mental control necessary for the rejuvenation to
work. However, normal PSP recovery for resting is still applicable for
the duration.
Religion - (1 slot, priest/wizard, Wisdom) Characters with
religion proficiency know the common beliefs and cults of their homeland
and the major faiths of neighbouring regions. Ordinary information of
any religion is automatically known by the character. Special
information, such as how the clergy is organised, requires a proficiency
check.
Additional proficiencies spent on religion enable the character
to either expand his general knowledge into more distant regions or to
gain precise information about a single faith. If the latter is chosen,
the character is no longer required to make a proficiency check when
answering questions about that religion. Such expert knowledge is highly
useful to priest characters when dealing with their own and rival
faiths.
Revelations - (1 slot, warrior, Intelligence) Coats of arms
reveal a myriad of details about their owners, and this skill lets a
character learn them. A character who makes a successful revelations
check can learn about any of the following features of an arms-bearer:
alliances, marriages, conditions of birth (rank of family and order of
birth), disgraces, magnitude of political authority (offices held, size
of land, etc.), and triumphs. This includes any major exploits of the
armsbearer or his ancestors. For game purposes, it lets heralds roughly
determine a character's experience level.
Riding, Airborne - (2 slots, general, Wisdom -2) The character
is trained in handling a flying mount. The particular creature must be
chosen when the proficiency is chosen. Additional proficiency slots can
be used to learn how to handle other types of mounts. Unlike land-based
riding a character must have this proficiency (or ride with someone who
does) to handle a flying mount. In addition, a proficient character can
do the following:
* Leap onto the saddle of the creature (when it is standing on
the ground) and spur it airborne as a single action. This requires no
proficiency check.
* Leap from the back of the mount and drop 10 feet to the
ground or onto the back of another mount (land-based or flying). Those
with only light encumbrance can drop to the ground without a proficiency
check. In all other situations, a proficiency check is required. A
failed roll means the character takes normal falling damage or misses
his target. A character who is dropping to the ground can attempt an
immediate melee attack, if his proficiency check is made with a -4
penalty to the ability roll. Failure has the consequences given above.
* Spur his mount to greater speeds on a successful check,
adding 1d4 to the movement rate of the mount. This speed can be
maintained for four consecutive rounds. If the check fails, an attempt
can be made again the next round. If two checks fail, no attempt can be
made for a full turn. After the rounds of increased speeds, its movement
drops to two-thirds its normal rate and its manoeuvrability Class
becomes one class worse. These conditions last until the mount lands and
is allowed to rest for at least one hour.
* The rider can guide the mount with his knees and feet,
keeping his hands free. A proficiency check is made only after the
character suffers damage. If the check is failed, the character is
knocked from the saddle. A second check is allowed to see if the
character manages to catch himself. If this fails, the rider falls. Of
course a rider can strap himself into the saddle, although this could be
a disadvantage if his mount is slain and plummets toward the ground.
Riding, Land-Based - (1 slot, general, Wisdom +3) Those skilled
in land riding are proficient in the art of riding and handling horses
of other types of ground mounts. When the proficiency slot is filled,
the character must declare which type of mount he is proficient in.
A character with riding proficiency can perform all of the
following feats. Some of them are automatic, while others require a
proficiency check for success.
* The character can vault onto a saddle whenever the horse or
other mount is standing still, even when the character is wearing
armour. This does not require a proficiency check, however, if he wishes
to get the mount moving during the same round in which he lands in its
saddle. He must also make a proficiency check if he attempts to vault
onto the saddle of a moving mount. Failure indicates that the character
falls to the ground-presumably quite embarrassed.
* The character can urge the mount to jump tall obstacles or
leap across gaps. No check is required if the obstacle is less than
three tall or the gap is less than 12 feet wide. If the character wants
to roll a proficiency check, the mount can be urged to leap obstacles up
to seven feet high, or jump across gaps up to 30 feet wide. Success
means that the mount has made the jump. Failure means that it balks, and
the character must make another proficiency check to see whether he
retains his seat or falls to the ground.
* The character can spur his steed on to great speeds, adding 6
to the animal's movement rate for up to four turns. This requires a
proficiency check each turn to see if the mount can be pushed this hard.
If the initial check fails, no further attempts can be made, but the
mount can move normally. If the second or subsequent check fails, the
mount immediately slows to a walk, and the character must dismount and
lead the animal for a turn. In any event, after four turns of racing,
the steed must be walked by its dismounted rider for one turn.
* The character can guide his mount with his knees, enabling
him to use weapons that require two hands while mounted. This form does
not require a proficiency check unless the character takes damage while
so riding. In this case, a check is required and failure means that the
character falls to the ground and sustains an additional 1d6 points of
damage.
* The character can drop down and hang alongside the steed,
using it as a shield against attack. The character cannot make an attack
or wear armour while performing this feat. The character's Armour Class
is lowered by 6 while this manoeuvre is performed. Any attacks that
would have struck the character's normal AC are considered to have
struck the mount instead. No proficiency check is required.
* The character can leap from the back of his steed to the
ground and make a melee attack against any character or creature within
10 feet. The player must roll a successful proficiency check with a -4
penalty to succeed. On a failed roll, the character fails to land on his
feet, falls clumsily to the ground, and suffers 1d3 points of damage.
Riding, Sea-Based - (2 slots, general, Wisdom -2) The character
is trained in handling a swimming mount. The particular creature must
be chosen when the proficiency is taken. Additional proficiency slots
can be used to learn how to handle other types of mounts. A character
must have this proficiency (or ride with someone who does) to handle an
aquatic mount. In addition, a proficient character can do the following:
* Leap onto the saddle of the creature (when it is on the
surface) and spur it into motion in the same combat round. This requires
no proficiency check.
* Urge the mount to leap over obstacles in the water, so long
as the obstacles are less than 3' high and 5' wide. There must be water
on the opposite side of the obstacle, or the mount takes 1d6 points of
damage from the impact. If the character wants to roll a proficiency
check, the mount can be urged to leap obstacles up to 5' high and 10'
wide. Success means that the mount has made the jump. Failure indicates
that the mount has balked, and the character must make another
proficiency check to see if he remains his seat or falls from the saddle
into the water.
* The character can spur his steed on to great speeds, adding
2d6 to the movement rate of the animal for up to two turns. This
requires a proficiency check each five rounds to see if the mount can be
pushed this hard. If the initial check fails, no further attempts can
be made, but the mount can move normally. If the second or subsequent
check fails, the mount slows to half speed and will be unable to bear
the rider for a full turn. In any event, after two turns, its movement
drops to two-thirds its normal rate until the mount is allowed to rest
for at least one hour.
* The character can guide his mount with his knees and feet,
enabling him to use weapons that require two hands while mounted. This
feat does require a proficiency check to use initially and also if the
character takes damage while so riding. In this case, a check is
required and failure means that the character falls from the mount and
is stopped by the water currents. A second check is allowed to see if
the character manages to catch himself. If this fails, the rider falls
into the water. Of course a rider can strap himself into the saddle,
although this could be a disadvantage if his mount is slain and plummets
deeper into the water. This ability is useful both above and below the
water.
* The character can attempt to control the mount if it panics.
Under ordinary circumstances, aquatic creatures who take damage from an
attack from above the water will dive below the surface unless they make
a morale roll. Should the mount fail the roll, it will attempt to dive
below the water, where it will remain for 1d10 rounds. The character may
try to force the mount to the surface with a proficiency check.
However, the character is considered to be exerting himself for purposes
of avoiding drowning. A successful check will bring the mount back to
the surface. Characters who fail to make their proficiency check may
repeat it every round until successful, or until further action becomes
impossible.
Riding, Space-Based - (2 slots, general, Wisdom -3) The
character is trained in handling a flying mount in wildspace. The
particular creature must be chosen when the proficiency is taken.
Additional proficiency slots can be used to learn how to handle other
types of mounts. A character must have this proficiency (or ride with
someone who does) to handle a mount in wildspace. In addition, a
proficient character can do the following:
* Leap onto the saddle of the creature (when it is on a flat
surface in space) and spur it into motion in the same combat round. This
requires no proficiency check.
* Propel 10 feet from the back of the mount and onto solid
surface or onto the back of another mount. This leap is possible in all
encumbrance levels, assuming the character is in the weightlessness of
wildspace, requiring a proficiency check if another mount is the target.
If within an atmosphere or within a gravity plane, only those with
light encumbrance can drop to the ground without a proficiency check. In
all other situations a proficiency check is required. A failed roll
means the character takes normal falling damage or misses his target,
perhaps floating in wildspace. A character who is dropping to the ground
can attempt an immediate melee attack, if his proficiency check is made
with a -4 penalty to the ability roll. Failure has the consequences
given above.
* The character can spur his steed on to great speeds, adding
1d6 to the movement rate of the animal for up to two turns. This
requires a proficiency check each five rounds to see if the mount can be
pushed this hard. If the initial check fails, no further attempts can
be made, but the mount can move normally. If the second or subsequent
check fails, the mount slows to half speed and will be unable to bear
the rider for a full turn. In any event, after two turns, its movement
drops to two-thirds its normal rate until the mount is allowed to rest
for at least one hour.
* The character can guide his mount with his knees and feet,
enabling him to use weapons that require two hands while mounted. This
feat does require a proficiency check to use initially and also if the
character takes damage while so riding. In this case a check is required
and failure means that the character falls from the mount and either
floats in wildspace or descends towards a gravity plane, taking damage
appropriately. A second check is allowed to see if the character manages
to catch himself. If this fails, the rider falls off the mount with the
above consequences. Of course a rider can strap himself into the
saddle, although this could be a disadvantage if his mount is slain and
is descending toward a gravity plane.
Rope/Net Making - (1 slot, general, dexterity) allows crafting
of ropes & nets {from Barbara Haddad}
Rope Use - (1 slot, general, dexterity) This proficiency
enables a character to accomplish amazing feats with rope. A character
with rope use proficiency is familiar with all sorts of knots and can
tie knots that slip, hold tightly, slide slowly, or loosen with a quick
tug. If the character's hands are bound and held with a knot, he can
roll a proficiency check with a -6 penalty to escape the bonds.
This character gains a +2 bonus to all attacks made with a
lasso. The character also receives a +10% bonus to all climbing checks
made while he is using a rope, including attempts to belay companions.
Running - (1 slot, warrior, constitution -6) The character can
move at twice his normal movement rate for a day. At the end of the day
he must sleep for eight hours. After the first day's movement, the
character must roll a proficiency check for success. If the die roll
succeeds, the character can continue his running movement the next day.
If the die roll fails, the character cannot use his running ability the
next day. If involved in a battle during the day he spent running, he
suffers a -1 penalty to his attack rolls.
Sail Manipulation - (1 slot, dexterity, general) This
proficiency allows a sails master (officer) to control the use of sails
with such skill that the ship gains a one step bonus to its
Manoeuvrability Class for one turn. The ship's MC cannot go above A. If
more than one character succeeds in using the sail manipulation
proficiency in one round, the ship's Manoeuvrability Class is reduced by
one step, to a minimum of MC F. The person controlling the sail can not
do any other task otherwise the benefit is immediately lost. A PC must
have some other boatcraft proficiency before this NWP can be chosen.
{from Vince Carr}
Scribing - (1 slot, dexterity, general) A character with this
proficiency is skilled at making exact copies of any written material.
The character could earn a modest living copying rare tomes, letters, or
even arcane runes for the wealthy. To be successful, the character must
have an original in front of him during the entire process. A
proficiency check is made, and if successful, the copy is a perfect copy
of the first, without loss of any words or meaning. The new copy is
obviously in a different hand than the original (this is not a
substitute for forgery). The character need not understand the language
of the original, as long as the letters are easily readable.
Characters must take the reading/writing proficiency prior to
this one, although the specific language is not important. A typical
scribing kit, complete with carrying case, magnifying lens, 2 bottles of
ink, a dozen pages of parchment, and a like number of quills costs
around 50 sp. Special inks and quills are available in large cities. A
character with the forgery proficiency adds a +5% bonus if the scribing
proficiency is also known. {from Vince Carr}
Seamanship - (1 slot, general, dexterity +1) The character is
familiar with boats and ships. he is qualified to work as a crewman,
although he cannot actually navigate. Crews of trained seamen are
necessary to manage any ship, and they improve the movement rates of
inland boats by 50%.
Seamstress/Tailor - (1 slot, general, dexterity -1) The
character can sew and design clothing. He can also do all kinds of
embroidery and ornamental work. Although no proficiency check is
required, the character must have at least needle and thread to work.
Seance - (2 slots, Psionicist, Charisma -2) A PC with the
seance proficiency knows the method used to contact spirits, deities, or
extra planar powers. Using ouija boards, pyromancy (divination by
candles), tarot cards etc., the PC can ask questions of these powers as
if using a speak with dead spell (no body required and no time limit
given). Before beginning the contact the PC must prepare himself for
half an hour, making sure the area has no spirits around to confuse
readings. Contact with the dead can be established if a successful check
is made; a failed roll reveals nothing. If the roll is 10 under the
roll needed, a specific individual can be contacted. A roll 4 or more
above the number needed (or a 20) reveals incorrect information; a
malevolent spirit etc. The Psionicist can ask questions of these
spirits, but the spirits are not obliged to answer. If annoyed, the
spirit can sever the link at will. The character can ask 1-3 questions
plus 1 for every slot spent above the initial 2 spent on this NWP.
Contact cannot be made more than once per day and is inadvisable more
than twice per week. The dead hate being disturbed, and some may take
revenge. However, the dead are not omnipotent, and mistakes can be made,
as noted on the seance table below:-
1d100 Force Contacted General Specific
01-40 spirit, Intell 11 70% 20%
41-60 spirit, Intell 12-14 80% 30%
61-70 spirit, Intell 15-17 90% 40%
71-75 spirit, Intell 18+ 95% 50%
76-80 outer planar creature 98% 60%
81-99 malevolent spirit gives plausible incorrect answer
100 deity deities hate to be bothered,
and will ignore or punish those who annoy them unless the gods are
especially merciful or the question directly concerns them {from dragon
#200}
Seduction - (1 slot, Charisma -2, general) adds +2 to reactions
for the character {from Barbara Haddad}
Semaphore - (1 slot, intelligence, general) This proficiency
allows the character to use semaphore flags to signal other ships.
Organised war fleets use these flags as a standard communication tool.
Most fleets have at least two persons on each ship who can use the
semaphore flags. No proficiency check is required under normal
circumstances. In times of combat, however, a proficiency check is
required for receiving a signal. Failure means the signal was unclear.
In this case, the sending character can start over the next round.
When one semaphore proficiency is owned, the character can send
ten words in a round, and can receive ten words the next round. For
every additional proficiency, increase the number of words that can be
sent or received by five. The characters should be careful that the
messages they send are at the speed that the receiver can understand,
and vice versa. Fast senders and receivers are often used to code the
transmissions. {from Vince Carr}
Set Snares - (1 slot, rogue, dexterity +1) The character can
make simple snares and traps, primarily to catch small game. These can
include rope snares and spring traps. A proficiency check must be rolled
when the snare is first constructed and every time the snare is set. A
failed proficiency check means the trap does not workmanship was bad,
the character left too much scent in the area, or he poorly concealed
the finished work. The exact nature of the problem does not need to be
known. The character can also attempt to set traps and snares for larger
creatures. A proficiency check must be rolled, this time with a -4
penalty to the ability score. In both cases, setting a successful snare
does not ensure that it catches anything, only that the snare works if
triggered. The DM must decide if the trap is triggered.
Thief characters (and only thieves) with this proficiency can
also attempt to rig mantraps. These can involve such things as
crossbows, deadfalls, spiked springboards, etc. The procedure is the
same as that for setting a large snare. The DM must determine the amount
of damage caused by a man-trap.
Setting a small snare or trap takes one hour or work. Setting a
larger trap requires two to three people (only one need have the
proficiency) and 2d4 hours of work. Setting a man-trap requires one or
more people (depending on its nature) and 1d8 hours of work. To prepare
any trap, the character must have appropriate materials on hand.
Characters with animal lore proficiency gain a +2 bonus to
their chance of success when attempting to set a snare for the purposes
of catching game. Their knowledge of animals and the woods serves them
well for this purpose. They gain no benefit when tempting to trap
monsters or intelligent beings.
Shipwright - (1 slot, general, intelligence) The character is
knowledgeable regarding techniques for ship construction and repair. He
can design and build ships of all types over 50' in length, with a
proficiency check only being required for an unusual feature. The
character can perform routine maintenance on sailing vessels or galleys,
including repairing sails and caulking the hull, without a proficiency
check. Vessels of any size require large crews of shipwrights and other
labourers to build or repair.
The time required to build a ship depends on size. As a general
guide, a ship requires one week of construction time per foot of
length. For every characters with the shipwright proficiency reduce this
time by 20% (to a maximum of 60%). A maximum of one shipwright per five
feet of length can work on the same vessel.
The basic boat includes hull, masts, deck, and benches as
required. Features such as a cabin or a sealed hold add about a week
apiece to complete. Characters without the shipwright proficiency can
aid the shipwright in construction, but three such characters equal the
time savings that one additional skilled boatwright could provide.
Side-show Talents - (1 slot, dexterity, rogue) Characters with
this proficiency are knowledgeable in the area of activities associated
with the side-show of carnivals. These include sword swallowing. In this
respect, the character is capable of swallowing or appearing to swallow
any number of small items such as coins, dice, cloth, etc. No
proficiency check is required for small items. Larger items may appear
to be swallowed with a successful proficiency check.
In addition, characters with the side-show talents are able to
contort their bodies into a wide range of positions to fit into spaces
just big enough to contain their body. Boxes, crates, closets, etc. can
be used as hiding places by these characters. This use requires a
proficiency check before the character attempts to position his body.
{from Vince Carr}
Sign Language - (1 slot, general, intelligence +2) This
proficiency permits silent communication with anyone who sees and
understands the signals. The maximum range is line of sight in a lit
area (to a maximum of 60 feet). Sign may be an extensive language
capable of handling long conversations, or simply a means of
communicating a few easy to understand phrases such as 'attack', 'orcs
behind the rock', or 'you three move left'. A proficiency check is made
when speaking or interpreting sign. The +2 bonus should only be used
when giving short, easily recognised commands. More detailed signals
require a -1 modifier.
Signalling - (1 slot, general, intelligence +2)this proficiency
allows a character to communicate to another person over a long
distance. Only messages of less than 10 words per minute or so can be
sent this way. The type of signal method used must be chosen along with
this proficiency, i.e., smoke signal, drum signals, mirrors, trumpets,
naval flags, etc. A person must make a successful NWP check to send the
signal as intended, and the receiver must also make a successful NWP
check to decipher the signal sent accurately. A failed NWP check does
not automatically indicate failure, as the signal may be interpreted
incorrectly, sometimes with dire consequences. A character with this
proficiency may also decipher signals that they are not proficient in,
with a 1/3 normal chance of success, e.g., a drum signaller sees a
mirror flashing in the distance and thinks it some type of signal, his
normal chance for signalling with drums is 17 on 1d20, so his chance to
identify the mirror signal would be 1-6 on 1d20 (1/3 * 17). Note that
this skill is used by heralds and employed extensively in times of war
and especially on the battlefield where generals need to communicate
with their subordinates etc. {from PHBR11, rangers handbook}
Signalling, Underground - (1 slot, general, intelligence +2)
This allows a character to send a message underground using noise. To
send a signal, tap on a section of wall with a hammer, rock, or bit of
metal. The sound will echo through the rock to a distance of 1d4 miles.
The sound transmitted will resemble Morse code and unlike Signalling
(above), extensive messages can be sent. The chances for success are the
same as for Signalling (above).
Signalling (Wildspace) - (1 slot, general, intelligence +2)
This proficiency gives the character the ability to use signalling
equipment to send complex messages across wildspace. While any character
can use a red smoke grenade to signal danger, a character with this
proficiency can send coded messages to other ships using a signalling
mirror, light, or flags. The signal transmitted by this proficiency will
cross up to 3 miles in wildspace, although it must travel in a straight
line. A skilled signaller can send as many as 10 words each combat
round.
To send a message and have it understood, the sender and
receiver must both have the proficiency and both must roll proficiency
checks. If both succeed, the message is understood perfectly. If one
fails, the message is distorted, but in an obvious way, so that it can
be retransmitted next round. If both checks fail, or if either check is
20, an erroneous message is received and conveys a message that is
opposite of the real meaning.
Silversmithing (1 slot, dexterity, general) This proficiency
provides the character with knowledge on the construction of silver
items. These include chalices, pewter figurines, and other adornments.
In addition, any type of silver etching in weapons or amour requires a
silversmith. A proficiency check is only required when creating truly
magnificent pieces or highly intricate detailing. {from Vince Carr}
Singing - (1 slot, general, Charisma) The character is an
accomplished singer and can use this ability to entertain others and
perhaps earn a small living (note that certain bards can do this
automatically). No proficiency check is required to sing. The character
can also create choral works on a successful proficiency check.
Skiing - (1 slot, general, special) A character proficient in
skiing is able to move over snowy ground much faster than a non-prof.
character. It is rather difficult to learn unless you're grown up with
it, suggested training time is 8-10 months.
Depending on the conditions, movement is at least 1.5 times
that of walking, often more. During cold weather (-8 Centigrade or
below) movement may be something like 15 (for characters with base 12),
walking under these conditions is suggested to 6. Wet snow will lower
this rate as far down as 6 (walking here will be about 2). This is
cross-country skiing. The ability check for this version is Constitution
+2.
Depending on how advanced the ski is, the DM may allow
telemark/slalom skiing (the equipment for this wasn't developed until
the 19th century), the ability check for telemarking is Dexterity -2.
Movement down a hill or slope may be very high (but you better be VERY
good...), a character proficient will have no problems outrunning most
animals/monsters that doesn't fly assuming the slope is relatively free
of trees. {from Adne Brunborg}
Skinning - (1 slot, intelligence, general) This proficiency
gives the character knowledge of the proper ways to skin and prepare an
animal for food or for sale. Furs may be obtained with this skill, as
long as the proper type of knife is available. A successful proficiency
check indicates the fur is acceptable to be sold or the animal is fit to
be eaten. Failure indicates a damaged fur or improper cleaning of an
animal. One small animal may be skinned in one hour. Medium sized
animals may be skinned in two hours, while large animals require four
hours of time for proper skinning. {from Vince Carr}
Sleight Of Hand - (1 slot, rogue, Psionicist, dexterity -2) A
rogue with this NWP is highly trained with legerdemain. They can, with a
flick of the wrist, cause coins and other small objects to vanish up
their sleeve, and they can perform many other
hand-is-quicker-than-the-eye tricks. This manifests itself as a +30%
bonus to the thieves pick pocket chances, rolled whenever this skill is
used (for performing sleight of hand tricks only, not picking pockets).
Characters without thief abilities who take this ability gain a sleight
of hand skill (similar to thief skills) at a base chance of success of
40% (modified as thief for Dex, armour, race). Easy tricks may be
granted a bonus of up to +50%. {from dragon #200}
Slow Respiration - (1 slot, general, constitution) A character
with this proficiency has the ability to enter a deep trance and reduce
the amount of air he needs to stay alive. To induce the trance, he must
be in a resting position, either resting, or lying down. After
concentrating for one turn, pulse and breathing drop well below normal
(on a successful NWP check, if this fails, the character cannot slow his
breathing), so that breathing requires only 10% of the rate when
resting. The character emerges from his trance at will, fully aware of
anything that has occurred nearby.
Smelting - (1 slot, general, intelligence -1) The smelting
proficiency is closely tied to the mining proficiency, since between
them they provide all of the metal used in the campaign world. A
character with this proficiency can operate a smelter, which is
essentially an extremely hot forge. Using this forge and the occasional
application of certain liquids, including water and acids, the smelter
separates the metal from the rocky ore with which it is usually mined.
The amount of ore that can be processed is more a function of
the size of the smelter than the character's working rate. A small
smelter can process ore as fast as four miners can produce it. A medium
smelter can process the ore excavated by up to 20 miners. A large
smelter can process the ore excavated by up to 100 miners.
Because of the materials needed to operate it, a smelting
operation costs money to maintain. This expense is in addition to the
cost of the smelting equipment itself. A small smelting operation costs
five sp per day to operate; the cost of a medium smelting operation is
12 sp per day, and a large smelting operation costs 25 sp a day to run.
The smelter only costs money when it is in operation. Thus, it is common
practice to collect a stockpile of ore before beginning to smelt it, so
that the smelter can run at maximum efficiently until all the
stockpiled ore has been processed.
Somatic Concealment - (1 slot, dexterity -1, priest/wizard) A
successful check at the start of casting means that anyone watching does
not recognise the spellcaster's gestures as magical in nature. {from
Dark Sun}
Sound Analysis - (1 slot, general, Wisdom) This proficiency
allows a character to gauge the size of underground areas by generating
noise and analysing the echoes that return. Using this skill, he can
calculate distance up to one mile, and determine sound direction. To use
sound analysis, the character must work in absolute silence. The sound
created must have a sharp, staccato quality. A howl or wail is
ineffective, but a clicking sound, or a loud 'hey' works well. The PC
must make a NWP check, if successful, he accurately determines the size
of the area in question to within 25% or its height, width, and length.
If the check fails, the character has no idea to the size of the area,
and no further checks are allowed, although others with this skill can
succeed if they try. A proficiency check of 5 or less means that the
character not only determined the size of the area, but other details as
well; the number of branching side passages, whether it is a straight
or wandering corridor, and whether or not water exists. The disadvantage
of this ability is that, while it is useful for learning about a
completely unknown area, it announces the characters to all creatures in
hearing range. They will certainly be prepared and may even go looking
for the intruders. {from PHBR6, dwarves handbook}
Space Fighting - (2 slots, rogue/warrior, dexterity +2) Beings
do not suffer an attack penalty while adrift in space, and instead gain
+1 AC bonus in situations in which they can drift freely, simulating
their ability to move in space to avoid attacks.
If this proficiency is used, it must be chosen initially by
spaceborn characters and its effects must be given naturally to
experienced spacefaring monsters, not just to PC's. Groundling PC's may
not begin their space careers with this proficiency; it cant' be taught
while on a world.
Spacemanship - (1 slot, general, dexterity +1) The character
with this proficiency is familiar with spelljamming ships. He is
qualified to work as a crewman, although he cannot actually navigate.
Trained spacemen have general knowledge of all parts of their ship, can
recognise the insignia of all ship's ranks, know basic information about
air consumption, gravity plane orientation, and phlogiston safety, as
well as being trained to perform common shipboard tasks. Crews of
trained spacemen are necessary to manage any spelljamming ship.
Specific Spell - (2 slots, wizard, intelligence -2) This very
special nonweapon proficiency represents that a wizard might, through
much study and dedication, be able to specialise in a spell in the same
way that a fighter can specialise in a weapon. Wizards can only
specialise in a given spell once, and they can never begin at first
level specialised.
When the wizard first decides to specialise in a particular
spell, he must decide what component of the spell he wishes to
emphasise. This can never be changed.
Offensive Spell Only:
1.) Reduce target's saving throw by -1.
2.) +1 point of damage per die.
Any Spell:
1.) Increase duration by +50%
2.) Increase range by +50%
3.) Increase area of effect by +50%
Note that some spells can have any of these applied (e.g.
Melf's Minute Meteors), while others cannot. For instance, any spell
with an "instantaneous" or "permanent" duration cannot be increased by
+50%. Likewise, a spell with a range that is either "0" or "touch"
cannot have its range improved by +50%. Finally, a spell with an area of
effect of "caster only" cannot be increased. {from Net Wizard Handbook}
Speed Casting - (2 slots, priest/wizard, Wisdom -2) This skill,
taken once, allows the wizard or priest to reduce the initiative
modifier of any spell by one if she makes her skill roll. If the wizard
has chosen this skill more than once, she must make a skill roll for
each level of speed casting she possesses. This skill cannot be taken
more than three times, and no spell may have its initiative modifier
reduced below one.
Examples of use: The wizard in these examples has three levels
in speed casting and a Wisdom of 13 (thus, he has a +1 modifier because
he has three levels of speed casting).
Example one: The wizard wants to cast Chaos (initiative
modifier of 5). He rolls a 10, 5, and 13. Since he made all of his skill
checks, the initiative modifier on Chaos is reduced to 2.
Example two: Again, the wizard wants to cast Chaos. This time,
he rolls a 12, 2, and 20. The Chaos spell has its initiative modifier
reduced to 3.
Example three: This time, the wizard rolls a 5, 19, and 4.
Since the second roll failed, it does not matter what the third roll was
(in this case, it would have passed). The Chaos spell has its
initiative modifier reduced only to 4.
Spells that have an explicit casting time instead of an
initiative modifier are in no way speeded up by this spell.
Design note: Wisdom is the relevant ability here because it was
felt that mental toughness and concentration are required to rush out
the spell without distraction, rather than memory or analytical ability
(INT). {from Net Wizard Handbook}
Spell Mimicry - (2 slots, intelligence -2, general) This
proficiency gives the character knowledge into the manner in spells are
cast. While this does not give the character any spellcasting power, it
does make him knowledgeable into the ways of spellcasting, the gestures,
arcane words, and materials. This differs from the spellcraft
proficiency in that no specific spells can be identified. The character
simply goes through the motions of "casting" a spell, during which time
he mutters incomprehensible words, waves his arms, and uses inexpensive
components. This is difficult to master and useful for those characters
who have powers that they wish to appear as spellcasting or for those
characters masquerading as spellcasters. Colourful displays or
non-magical effects such as flash paper are useful in the ruse.
A true spellcaster, upon careful observation has a chance to
detect the falsehood. This percentage chance is equal to the
spellcaster's combined Intelligence (or Wisdom for priests) and
Perception scores minus the character's Intelligence score. Since no
specific spells are ever imitated, being a specialist wizard grants no
additional bonuses. {from Vince Carr}
Spellcraft - (1 slot, priest/wizard, intelligence -2) Although
this proficiency does not grant the character any spellcasting power, it
does give him familiarity with all different forms and rites of
spellcasting. If he observes and overhears someone who is casting a
spell, or if he examines the material components used, he can attempt to
identify the spell being cast. A proficiency check must be rolled to
make a correct identification. Wizard specialists gain a +3 bonus to the
check when attempting to identify magic of their own school. Note that
since the spellcaster must be observed until the very instant of
casting, the spellcraft proficiency does not grant an advantage against
combat spells. The proficiency is quite useful, however, for identifying
spells that would otherwise have no visible effect.
Those talented in this proficiency also have a chance (equal to
1/4 of their normal proficiency check) of recognising magical or
magically endowed constructs for what they are.
Spelljamming - (2 slots, priest/wizard, intelligence -2)
Characters with the spelljamming proficiency are experts at manipulating
a spelljamming helm to manoeuvre a vessel. Any spell-caster can operate
a helm, but this proficiency provides additional benefits.
* The character can boost the SR of his ship by 1 with a
successful proficiency check. This boost lasts only one combat turn in
the Spelljamming campaign.
* The character can boost the manoeuvrability of his ship with
aproficiency check. This boost lasts only one turn. A character cannot
boost both the speed and manoeuvrability of his ship at the same time.
* The character gains a -1 to his die rolls to determine which
vessel gets initiative each turn.
In order to use these benefits, the character must be operating
the ship's spelljamming helm. Bystanders cannot help, regardless of
their proficiency.
Spelljamming History - (2 slots, general, intelligence -1) The
character is a storehouse of facts about the history of spelljamming as
it pertains to the various creatures of space. This knowledge includes
when a certain race gained spelljamming capabilities, the types of ships
they have used in the past, the participants in the Unhuman Wars, the
major breakthroughs in spelljamming technology, and various other facts.
While the breadth of knowledge is generally wide, a proficiency check
is required to recall any type of specific information. Exacting
information requires a proficiency check with penalties between -2 and
-10 depending on the obscurity or exactness of the information. On a
failed roll, no knowledge may be recalled. If the roll is 20, erroneous
information is related. The DM roll should be made in secret.
Spelunking - (1 slot, intelligence -2, warrior) A PC with this
NWP has a thorough understanding of caves and underground passages,
including their geology, formation, and hazards. The PC generally knows
what natural hazards are possible and what general equipment a
spelunking party should outfit itself with. A successful NWP check can
reveal the following information:-
1.- Determine, by studying cracks in the walls an pebbles on
the floor, sniffing the air, etc., the likelihood of a cave-in, flash
flood, or other natural hazard. This only works with respect to natural
formations, and is negated if the natural formation has been shored up,
bricked up or otherwise tampered with.
2.- Estimate the time required to excavate a passage blocked
with rubble.
3.- While exploring extensive underground caverns, a successful
check reduces the chance of getting hopelessly lost when confronted by
multiple passages, sinkholes, etc., to a maximum of 30%, assuming good
lighting (see DMG table 81-82). {from PHBR11, rangers handbook}
Spying - (1 slot, general, intelligence) Ability to infiltrate
organisations & locate information {from Barbara Haddad}
Statecraft - (1 slot, general, intelligence) This NWP includes
the knowledge and understanding of politics within the state and the
states dealings with other states. It also encompasses the diplomatic
skills needed to analyse, guide and influence people and events to
achieve government and personal ends. A PC with this NWP knows and
understands the significance of current events and the major
personalities that shape them. He is knowledgeable about the cultures
and ambitions of foreign allies and enemies. He also understands the
conflicts between prominent counts, churchmen, and royal officers, and
he studies the will and whim of the king. {from charlmagnes paladin
sourcebook}
Stealth - (1 slot, general, Dexterity) This talent is like the
thief's silent-movement ability, with a successful NWP check meaning
that any person or monster who would normally hear the character will
now have a 1/2 normal perception check to detect the character, instead
of normal perception chance. Wearing armour results in the same
penalties as for thieves, as expressed on a d20. {from dragon #153}
Stewardship - (1 slot, general, intelligence) This NWP provides
the administrative knowledge and skills to run a large estate. Land is
wealth, and proper management of land resources and the servants and
freemen on that land is essential to a nobles well being. The noble
himself needs at least a rudimentary understanding of stewardship, but
loyal subordinates are usually entrusted with the management of
day-to-day affairs. A PC who has this NWP understands not only the
technical business of land and estate management, but the politics and
personalities of the manor and palace. He is alert and sensitive to
power and influence in families and retainers of a noble household. He
knows where to seek information and how to apply pressure to achieve the
objectives of his lord and his own personal ends. He recognises
strengths and weaknesses in a noble household, and he knows how to take
advantage of them. He also understands quality and luxury, and he knows
how to impress and influence others with hospitality. {from charlmaignes
paladin sourcebook}
Stonemasonry - (1 slot, general, strength -2) A stonemason is
able to build structures from stone so that they last many years. he can
do simple stone carvings, such as lettering, columns, and flourishes.
The stone can be mortared, carefully fitted without mortar, or loosely
fitted and chinked with rocks and earth. A stonemason equipped with his
tools can build a plain section of wall one foot thick, ten feet long,
and five feet high in one day, provided the stone has already been cut.
Astonemason can also supervise the work of unskilled labourers to quarry
stone; one stonemason is needed for every five labourers. Dwarves are
among the most accomplished stonemasons in the world; they receive a +2
bonus when using this skill.
Story Telling - (1 slot, Charisma, general) This is the ability
to tell good, entertaining stories to individuals or groups of people.
Agood storyteller has a large repertoire and knows how to select the
best story for the current audience. The level of success determines how
well a tale has been told, and thus determines the crowds reaction.
Bards receive a +2 bonus to this roll. {from Vince Carr}
Street Fighting - (2 slots, dexterity, warrior) This NWP is
extremely beneficial to a PC who is engaged in unarmed combat. An
individual with this NWP may add their strength score (+3% for each
CATEGORY above 18 strength, i.e. +15% at 18-100% strength, +18% for
normal Str, total = +33%) to the chance for a KNOCKOUT on the unarmed
combat table when a successful attack is made. Also, if the fighter
makes a successful dexterity check, he may make another unarmed attack
in the same round, but without the unarmed knockout bonus given for this
NWP. {from dragon #169}
Street Sense - (2 slots, Charisma, rogue) A rogue with this
proficiency is adept at making a good impression on underworld contacts
in the less savoury neighbourhoods of towns and cities, allowing him to
better use the information gathering NWP. Those who the rogue contacts
are not necessarily moved to trust the rogue using this skill, but they
may decide the rogue is worth talking to because he is entertaining or a
person of importance. A street sense skill check can be attempted once
whenever the rogue is talking to a contact. Success indicates that the
contact becomes favourably inclined toward the rogue and will reveal
additional information to him, possibly unrelated to the rogues
enquiries, at the DM's discretion. Success also indicates that the
contact will act positively towards the rogue in future situations,
unless circumstances dictate otherwise. Possession of this skill also
gives a +2 bonus to any information gathering NWP check. {from dragon
#169}
Subtle Casting - (2 slots, wizard, dexterity -2) A wizard with
this skill can cast spells so sneakily that no observer can detect any
somatic spell components unless they make a successful Spellcraft skill
check. If the wizard combines this with a Vocalise spell, the only
outward sign that he is casting a spell might be the visible effects of
the spell itself. {from Net Wizard Handbook}
Survival - (2 slots, warrior, intelligence) This proficiency
must be applied to a specific environment. The character has basic
survival knowledge for that terrain type. Additional proficiency slots
can be used to add more types of terrain.
A character skilled in survival has a basic knowledge of the
hazards he might face in that land. He understands the effects of the
weather and knows the proper steps to lessen the risk of exposure. He
knows the methods to locate or gather drinkable water. He knows how to
find basic, not necessarily appetising, foot where none is apparent,
thus staving off starvation. Furthermore, a character with survival
skill can instruct and aid others in the same situation. When using the
proficiency to find food or water, the character must roll a proficiency
check. If the check is failed, no more attempts can be made that day.
The survival skill in no way releases the player character from
the hardships and horrors of being lost in the wilderness. At best it
alleviates a small portion of the suffering. The food found is barely
adequate, and water is discovered in minuscule amounts. it is still
quite possible for a character with survival knowledge to die in the
wilderness. Indeed, the little knowledge the character has may lead to
overconfidence and doom!
Survival (Wildspace) - (2 slots, general, Wisdom -3) This
proficiency gives the character an understanding of the hazards he might
face in wildspace. He knows the methods required for survival in the
emptiness between the celestial objects. A character with this
proficiency can survive on one-half food, water, and air rations each
day he makes a successful proficiency check. Each day the character
fails the proficiency check, he uses a full day's supply of water, food,
and air.
Once the air, food, and water supplies are exhausted, the
character must roll a Constitution check every day at a cumulative -2
penalty to stay alive. After three days consecutive with no food, water,
or clean air, the character passes out, never to awaken until exposed
to clean air, food, and water. Once the character fails the Constitution
check, he will die in a number of days equal to his Constitution unless
rescued. If rescued, the unconscious character gets a Constitution
check every day at a cumulative +1 bonus until he awakens. he must have
complete bed rest for three days before he can exert himself again.
Swimming - (1 slot, general, strength) A character with
swimming proficiency knows how to swim and can move according to the
rules given in the Swimming section. Those without this proficiency
cannot swim. They can hold their breath and float, but they cannot move
themselves about in the water.
Teaching - (1 slot, general, Wisdom) lessens weeks of training
necessary for others to learn skills you teach. Time is reduced by
Wisdom score in weeks {from Barbara Haddad}
Throwing/Shooting - (general, 1 slot, dexterity) this skill
allows a character to throw items with greater accuracy than normal.
This allows a +3 to hit with an item if a successful NWP check is made.
It also allows a PC to throw an item 50% further than normal (but not
shoot and arrow or crossbow bolt any further). Note that this skill
cannot be used in battle, it can only be used when the PC has full
concentration. Examples are; throwing a rock at a bottle on a wall,
throwing a hatchet at a rope dangling from a tree to prevent someone
from climbing it, archery competitions, etc.
The second form of this skill is useful in battle. When 'firing
into a melee' with any missile weapon (bows and crossbows included),
the PC must make a NWP check to see if he can pertentially hit the
creature he was aiming for (still needs a 'to hit' roll). If he fails
his NWP check, then roll randomly to see what target was hit in the line
of fire. {from MR ROB BERTORA}
Tightrope Walking - (1 slot, rogue, dexterity) The character
can attempt to walk narrow ropes or beams with greater than normal
chances of success. He can negotiate any narrow surface not angled up or
down greater than 45 degrees. Each round the character can walk 60
feet. One proficiency check is made every 60 feet, with failure
indicating a fall. The check is made with a -10 penalty to the ability
score if the surface is one inch or less in width (a rope), a -5 penalty
if two inches to six inches wide, and unmodified if seven inches to 12
inches wide. Wider than one foot requires no check for proficient
characters under normal circumstances. Every additional proficiency
spent on tightrope walking reduces these penalties by 1. Use of a
balancing rod reduces the penalties by 2. Winds or vibrations in the
line increases the penalties by 2 to 6.
The character can attempt to fight while on a tightrope, but he
suffers a -5 penalty to his attack roll and must roll a successful
proficiency check at the beginning of each round to avoid falling off.
Since the character cannot manoeuvre, he gains no adjustment to his AC
for Dexterity. If he is struck while on the rope, he must roll an
immediate proficiency check to retain his balance.
Toasting - (1 slot, general, intelligence -2) The term "toast"
comes from the fact that, in days of old, beer was often consumed in
front of the fireplace, where bread was being toasted at the same time.
To add nutrition and flavour (?) bits of the toast would be thrown in
the about-to-be-drunk beer and then a "toast" would be made. In any case
the custom of toasting one's drinking companions goes back many
centuries and only the skilled make toasts that are remembered for
centuries.
Proficiency in toasting includes the skills of reciting above
average to excellent toasts and judging the quality of toasts. It also
indicates that the character has a repertoire of toasts memorised for
toasting at any time.
A character may wish to create a new toast to be used later or
immediately. A successful proficiency check indicates that the toast is
of excellent quality. Failure indicates an above average toast, which is
still better than a toast of a commoner.
After a successful proficiency check and toast, a character
with the Etiquette proficiency gains a -2 to all etiquette proficiency
checks in that situation. The excellent toast demonstrates that the
character is a person of high class, whether he is or not, and thus the
toasters are more relaxed and less cautious of the character's true
economical and social class.
Here are two examples of toasts:
1. Drink to fair woman, who, I think,
Is most entitles to it;
For if anything drives men to drink,
She certainly can do it.
2. Here's to a long life and a merry one,
A quick death and easy one
A pretty girl and a true one
A cold beer - and another one.
Players and/or DMs are encourages to read Toasts and Anecdotes
by Paul William Kearney (Clode pub. 1923, written in 1896) and Toasts,
the Complete Book of the Best Toasts, Sentiments, Blessings, Curses, and
Graces (Delacorte Press, c1981) for a great source of toasts to be used
in the campaign to take full advantage of this proficiency.
Some clever people have made careers out of creating toasts for
less than imaginative kings and other nobles. Sitting around making up
toasts is quite a cushy job. {from Reid Guide To Alcohol}
Torture - (1 slot, general, intelligence) ability to extract
information from the unwilling. Note that this may leave some form of
permanent damage to the recipient. 2 NWP checks must be made. The first
to determine if any information can be gained, and the second to see if
any permanent damage has befallen the recipient (a failed nwp check
means permanent damage). {from Barbara Haddad}
Torture Resistance - (1 slot, general, constitution -2) ability
to resist torture by others. If a successful check is made, then no
useful information is given and the character will be spared (i.e., has
not given any real information, but the torturers still think that the
PC is worth keeping alive and in good health). {from Barbara Haddad}
Tracking - (2 slots, warrior, Wisdom [-6]) Characters with
tracking proficiency are able to follow the trail of creatures and
characters across most types of terrain. Characters who are not rangers
roll a proficiency check with a -6 penalty to their roll; rangers have
no penalty to the chances. In addition, other modifiers are also applied
to the attempt, according to the table below.
Terrain Modifications
Soft or muddy ground +4
Thick brush, vines, or reeds +3
Occasional signs of passage, dust +2
Normal ground, wood floor 0
Rocky ground or shallow water -10
Every two creatures in the group +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
The modifiers in the above table are cumulative--total the
modifiers for all conditions that apply and combine that with the
tracker's base chance for success to get the modified chance to track.
For the tracking to succeed, the creature tracked must leave
some type of trail. Thus it is virtually impossible to track flying or
noncorporeal creatures. The DM may allow rare instances, but he should
also assign substantial penalties to the attempt.
To track a creature, the character must first fine the trail.
Indoors, the tracker must have seen the creature in the last 3 minutes
and must begin tracking from the place last seen. Outdoors, the tracker
must either have seen the creature, have eyewitness reports of its
recent movement, or must have obvious evidence that the creature is in
the area. If these conditions are met, a proficiency check is rolled.
Success means a trail has been found. Failure means no trail is found.
Another attempt cannot be made until the above conditions are met again
under different circumstances.
Once the trail is found, additional proficiency checks are
rolled for the following situations:
* The chance to track decreases.
* A second track crosses the first.
* The party resumes tracking after a halt.
Once the tracker fails a proficiency check, another check can
be rolled after spending at least one hour searching the area for new
signs. If this check is failed, no further attempts can be made. If
several trackers are following a trail, a +1 bonus is added to the
chance of the most adept tracker. Once he loses the trail, it is lost to
all.
If the modifiers lower the chance to track below 0, the trail
is totally lost to that character and further tracking is impossible.
Other characters may be able to continue tracking, but that character
cannot.
A tracking character can also attempt to identify the type of
creatures being followed and the approximate number by rolling a
proficiency check. All the normal tracking modifiers apply. One
identifying check can be rolled each time a check is rolled to follow
the trail. A successful check identifies the creatures (if the character
has knowledge of such creatures) and gives a round estimate of their
numbers.
When following a trail, the character must slow down, the speed
depending on the character's modified chance to track as found from the
above table.
Chance to Track Movement Rate
1-6 1/4 normal
7-14 1/2 normal
15 or greater 3/4 normal
These rates are determined each time the chance to track
changes.
Trail Hiding - (Warrior/Thief, 1 slot, Dex + Int / 2) This
proficiency allows the adventures to disguise their trail well enough so
that tracking them becomes impossible (or at least much more
difficult). Of course terrain and level of tracker should be considered.
{from Willie Baer}
Trail Marking - (1 slot, Wisdom, warrior) By notching trees,
scattering pebbles, piling stones, and clipping weeds, the PC can mark a
trail through any wilderness area. Provided he moves at 2/3 his normal
movement rate, he can mark a continuous trail for as long as he likes;
however the longer the trail, the less likely he will be able to follow
it back.
A successful NWP check enable a backtracking PC to follow his
own trail for a distance equal to his level in miles. If he fails a
check, he loses the trail. For example, assume a 3rd level PC marked a
12 mile trail, he would have to make a successful NWP check every 3
miles back along the trail or lose the trail. (If the PC has tracking,
then he may then track his own prints back along the original trail).
This NWP also allows a person to follow someone else's trail.
A marked trail lasts unless it is obscured by precipitation, a
forest fire, or the passage of time (an undisturbed forest trail should
last for weeks, while an arctic trial may last less than a day during
periods of heavy precipitation; the DM decides). A ranger or similar
character may still attempt to follow an obscured trail using the
tracking rules {from PHBR11, rangers handbook}
Trail Signs - (1 slot, intelligence -1, warrior/thief) A PC
with this NWP can read symbolic messages indicated by an arrangement of
stones or other physical objects. The PC must designate the method of
leaving messages preferred by his family, tribe, or culture. Typical
methods include piling rocks, stacking branches, or building snow
sculptures. When the PC encounters such a message, he understands the
meaning if he makes a successful NWP check (e.g., 'a dragon dwells in
these woods' or 'eat the green berries for restored health'). The
message is meaningless to PC's without the trailsigns NWP. A PC who
attempts to read another trail sign other than the one he is proficient
in, can try to interpret the sign at half normal chances or success.
This NWP can also be used to identify the cultural group or tribe that
has left a specific trail sign. {from PHBR11, rangers handbook}
Trailing - (1 slot, dexterity [special], rogue) Trailing
resembles tracking, except trailing is following a person who can be
seen and followed, and is typically used in urban centres and the like.
It is the talent of tailing someone - of keeping a certain distance or
even catching up to them, though they may be attempting to blend into a
crowd, or at least get lost in the confusion of a street full or people.
A NWP check is first made to see of the thief is able to trail without
being noticed. If the person being trailed has the alertness or
observation proficiency, then the thief has a -5 penalty. If the thief
is spotted, then the person being trailed may attempt to evade, and the
thief must make another NWP check to stay on their trail. Modifiers for
NWP check are; -3 to +3 for familiarity with the neighbourhood (-3 for
new in city, to +3 for thief's home neighbourhood), -2 or -1 on an
attempt to remain unnoticed, +1 or +2 if he has been seen and is chasing
after the subject. The opposite could be used for large crowds or
trailing at night. A -3 applies if the person be trailed himself has the
trailing proficiency (and, presumably knows the tricks of the trade and
how to offset these). {from dragon #153}
Trap Detection - (2 slots, rogue, intelligence -4) The
character is trained to find small traps and alarms. These include
poisoned needles, spring blades, deadly gases, and warning bells. This
skill is not effective for finding deadfall ceilings, crushing walls, or
other large mechanical traps.
The character must be able to touch and inspect the trapped
object, and the DM usually rolls the dice secretly to determine success.
A character can check an item for traps once per experience level, or
when his chance increases. Searching for a trap takes 2d12 rounds, and
the character knows the general principle of the trap but not it's exact
nature.
In addition, the character may attempt to disarm the trap,
which also requires 2d12 rounds. If the proficiency check is a success,
the character has disarmed the trap. Failure indicates that the trap is
beyond the character's knowledge, and he must wait until next level, or
until his chance increases. A roll of 19 or above indicates that the
trap is sprung, most likely affecting the character.
This proficiency is less effective when dealing with magical or
invisible traps. Characters are able to attempt these traps, but at
one-third their normal chance.
Tumbling - (1 slot, rogue, dexterity) The character is
practised in all manner of acrobatics--dives, rolls, somersaults,
handstands, flips, etc. Tumbling can only be performed while burdened
with light encumbrance or less. Aside from entertaining, the character
with tumbling proficiency can improve his AC by 4 against attacks
directed solely at him in any round combat, provided he has the
initiative and foregoes all attacks that round. When in unarmed combat
he can improve his attack roll by 2.
On a successful proficiency check, he suffers only one-half the
normal damage from falls of 60 feet or less and none from a fall of 10
feet or less. Falls from greater heights result in normal damage.
Veterinary Healing - (1 slot, Wisdom -3, priest) The PC can
attempt to heal all types of normal animals, following the same
procedures described in the description of the healing proficiency
(returns 1-3 HP if treated in 1 round after wounding, once per creature
per day; continued care can restore 1 HP/day during non-strenuous
travelling for up to 6 creatures; gives a +2 save Vs poison if treated
for 5 rounds within a round after poisoning; diagnose disease, magical
origins identified, natural diseases take mildest form and shortest
duration). Supernatural creatures (such as skeletons or ghouls) or
creatures from another plane (such as aerial servants or xorn) cannot be
treated with this proficiency.
This NWP is not cumulative with the healing NWP - the first
used will take precedence. The veterinary proficiency can be used on
humans, demihumans, and humanoids at half the normal chance for success.
{from PHBR11, rangers handbook}
Ventriloquism - (1 slot, rogue, intelligence -2) The character
has learned the secrets of "throwing his voice." Although not actually
making sounds come from somewhere else, the character can deceive others
into believing this to be so. When using ventriloquism, the suppose
source of the sound must be relatively close to the character. The
nature of the speaking object and the intelligence of those watching can
modify the character's chance of success. If the character makes an
obviously inanimate object talk, there is a -1 penalty to his chance of
success. If a believable source is made to appear to speak, a +2 bonus
is added to his success chance. The observer's intelligence modifies
this as follows:
Intelligence Modifier
less than 3 +6
3-5 +4
6-8 +2
9-14 0
15-16 -1
17-18 -2
19+ -4
A successful proficiency check means the character has
successfully deceived his audience. One check must be made for every
sentence or response. The character is limited to sounds he could
normally make.
Since ventriloquism relies on deception, people's knowledge of
speech, and assumptions about what should and shouldn't talk, it is
effective only on intelligent creatures. Thus it has no effect on
animals and the like. Furthermore, the audience must be watching the
character since part of the deception is visual. Using ventriloquism to
get someone to look behind him does not work, since the voice is not
actually behind him. All but those with the gullibility of children
realise what is truly happening. They may be amused or they may not be.
Voice Mimicry - (2 slots, rogue, Charisma (special)) Voice
mimicry is the art of convincingly imitating the voices or other people.
It is a very demanding skill, requiring intense training and practice.
Acharacter with voice mimicry can imitate any accent he has heard.
Success is automatic unless confronted by those who speak the mimicked
accent (which then requires a check with a +2 modifier). It is more
difficult to imitate a specific persons voice. Characters can only
attempt to imitate voices they have heard. A proficiency check is made
only to determine if the imitation is detected. Success is certain if
the listener is a stranger to the mimicked character. There is a -1
penalty for trying to fool an acquaintance, -2 for fooling a friend, -5
for a close friend, and -7 for extremely close friends or relatives.
Water Divining - (1 slot, Psionicist, Wisdom -2) A PC with this
NWP is able to pinpoint accurately the location of possible sources of
water, using a Y shaped willow stick. The stick is grasped by 2 of its
arms, and the other arm pulls the diviner toward the largest source of
water within a mile. If such a source does not exist, the diviner may
still feel false vibrations (DM's choice). The DM makes the check,
failure reveals nothing, and a roll of 4 or more above the needed result
misleads the diviner. The water found is not necessarily potable, and
the 1 mile range means that water divining is rarely effective on small
islands, as the diviner is usually led toward the sea. This NWP can only
be used on the PC's home plane. {from dragon #200}
Weapon Improvisation (1 slot, warrior, Wisdom -1) A successful
check means the character has found a usable weapon which does
1d6+1/1d3+1 damage. Modifiers can be applied depending on the
character's location. {from Dark Sun}
Weapon Loader (1 slot, dexterity +1, warrior) This proficiency
allows a character to load and arm the large weapon of choice better and
more quickly. These include large ship-mounted weapons such as
ballistae, catapults, jettisons, bombards, and others. The weapon crew
to which this character is assigned can reload one round faster. The
weapon loader proficiencies of several different characters cannot be
applied to the same weapon. Characters with this proficiency are
valuable crew members, and often receive double pay because of their
skill. {from Vince Carr}
Weaponsmithing - (3 slots, warrior, intelligence -3) This
highly specialised proficiency enables a character to perform the
difficult and highly exacting work involved in making metal weapons,
particularly those with blades. The character blends some of the skill
of the blacksmith with an ability to create blades of strength and
sharpness. A fully equipped smithy is necessary to use this proficiency.
A dwarven weaponsmith is not only more skilled than a human one
(intelligence -1 instead of -3), but is capable of producing weapons at
a faster rate (given on the table below under Dwarf Time to manufacture
an item). This skill is also available to a dwarf at the cost of 2
proficiency slots instead of the usual 3.
The time and cost to make various types of weapons are listed
below.
Construction Material
Weapon Time Cost Dwarf Time
Arrowhead 10/day 1 cp 15/day
Battle Axe 10 days 10 sp 7 days
Hand Axe 5 days 5 sp 3 days
Dagger 5 days 2 sp 3 days
Heavy Crossbow 20 days 10 sp 15 days
Light Crossbow 15 days 5 sp 12 days
Fork, Trident 20 days 10 sp 15 days
Spear, Lance 4 days 4 sp 3 days
Short Sword 20 days 5 sp 15 days
Long Sword 30 days 10 sp 23 days
2-Handed Sword 45 days 2 gp 34 days
For every extra proficiency slot taken above the first, the
time to make each weapon decreases by 20% to a minimum time of 40% of
that stated above.
Weaponsmithing, Crude - (1 slot, Wisdom -3, warrior) This NWP
allows the making of simple weapons out of natural materials. This skill
is most often found in those from a primitive, tribal, or savage
background. The crude weapons are limited to natural materials; stone,
wood, bone, sinew, reed, and the like. Crude weapons take a certain
amount of time to make. The DM may add additional primitive weapons to
the basic list (see below).
The chance for success is based on the PC's Wisdom with a -3
penalty. Any PC with the hunting NWP has a +3 bonus. The fashioner must
be proficient with the use of the weapon. If successful, the weapon can
be used normally. If failed, the weapon is so badly flawed as to be
useless. On a roll of 20 (or 5 above the number required to make the
item), the weapon seems sound, but will break upon first use. On a roll
of 1, the weapon has no chance of breaking except against a harder
material.
Optional - crude weapons check for breaking upon inflicting
damage; roll 1d6, on a 1-2 the weapon breaks, stone weapons break on a
roll of 1
Weapon Time Weapon Time
arrows 7/day dart 3/day
axe, battle 4 days javelin 1 day
axe, hand 1 day knife 2 days
axe, throwing 6 days quarterstaff 1 day
bow, long * 15 days spear 2 days
bow, short 12 days staff sling 3 days
dagger 2 days warhammer 5 days
* - seasoning the wood takes 1 year {from PHBR11, rangers
handbook}
Weather Sense - (1 slot, general, Wisdom -1) This proficiency
enables the character to make intelligent guesses about upcoming weather
conditions. A successful proficiency check means the character has
correctly guessed the general weather conditions in the next six hours.
Afailed check means the character read the signs wrong and forecast the
weather incorrectly. The DM should roll the check secretly. A
proficiency check can be made once every six hours. However, for every
six hours of observation, the character gains a +1 bonus to his chance
of success. This modifier is cumulative, although sleep or other
activity that occupies the attention of the character for a long period
of time negates any accumulated bonus.
Sometimes impending weather conditions are so obvious that no
proficiency check is required. In these cases, the player should be able
to deduce what is about to his character anyway.
Weaving - (1 slot, general, intelligence -1) A character with
weaving proficiency is able to create garments, tapestries, and
draperies from wool or cotton. The character requires a spinning
apparatus and a loom. A weaver can create two square yards of material
per day.
Wheel Lock Pistol - (1 slot, warrior, dexterity) This weapon is
widely known only in space. As a starting proficiency, its use is
restricted to the spacebook. Learning the proper use and care of a wheel
lock takes time. Those who master it can repair and improvise
replacement parts for the weapons. A separate weapon proficiency must be
used to learn how to fire the weapon. They know how to react to a
backfire so as to suffer only 1d3 points of damage from such a mishap,
not the usual 1d6.
Whistling / Humming - (1 slot, general, dexterity +2)
Characters with this proficiency are exceptional whistlers and hummers.
They can produce tunes as captivating as most songs. If a successful
check is made, the character knows any particular tune in question. If
he also has the animal lore proficiency, he can mimic any bird call he
has ever heard. Adventurers use this proficiency to communicate to each
other. This type of communication is only possible among the characters
who have this proficiency. If two or more characters have this
proficiency, and make successful checks, they can communicate a single
concept between them (i.e., attack, down, run, wait, etc.).
Wild Fighting - (2 slots, warrior, constitution) Characters
with this proficiency employ an extremely unorthodox and unpredictable
fighting style. Wild fighting is ferocious and deadly, without any grace
or discipline. It is also extremely tiring, as part of its nature is
that it focuses every bit of energy a character has into the attack. The
benefits are in the number of attacks the character gets and the amount
of damage attacks inflict. A wild fighting character gets one more
attack per round than normally entitled to. All damage done is at a +3
bonus. However, when wild fighting, a characters 'to hit' rolls are
reduced by 3, also his AC is penalised by 3, making him easier to hit.
To use wild fighting, a character must make a successful NWP check at
the start of combat. A failure means that the character receives only
the penalties of the proficiency and none of the benefits. Wild fighting
can only be used twice per day, as it is extremely tiring. After a
battle ends, the wild fighter must rest for one hour before he can again
call on this proficiency. Resting means doing nothing but resting or
engaging in light travel (riding a slow moving horse, etc.). If the
character must walk, he cannot use this proficiency until 4 hours have
passed. Without this rest, a tired character suffers a -3 penalty to all
proficiency checks, a -5 to AC, a -5 to THAC0, and a -3 from all damage
rolls. These penalties are in effect until the full resting period has
elapsed.
Wine Making - (1 slot, Wisdom, general) This proficiency gives
the character knowledge of how to make wine and other light alcoholic
beverages. The knowledge known includes how to pick the best soil for
grapes, picking the grapes, processing, bottling, and storage. On a roll
of 2 or less, the vintage will be exceptional.
Wine Pouring - (1 slot, general, Wisdom) With this proficiency
the bearer can entertain any other person with his flare in pouring
wines. He can make even the dullest, worst tasting wines look good to
the common person. On a roll of 5 or below, the pourer does his act with
so much flare a few coins could be tossed his way. If he fails, he
spills the wine. On a roll of 16+ (unless 16+ is a succeed) he pours the
wine over himself. On a roll of 20 he pours the wine over himself and
destroys any paper or object that can be destroyed by liquid. {from Reid
Guide To Alcohol}
Wine Tasting - (1 slot, general, Wisdom) Less powerful than the
Drinking (Boozing) proficiency but also less evil, this proficiency is
for a more elite, upper class person. This is the ability to appreciate
and judge the quality of wines.
On a successful roll, the character can identify the kind of
wine he is drinking and the quality: terrible, very poor, poor, normal,
good, very good, excellent. On a roll of 4 or less, the character can
name the year of the vintage, and recognise the vineyard.
In addition, the character can perhaps tell if a particular
glass of wine has a foreign substance, such as poison. If the character
sniffs the wine, he has a 1 in 20 chance to detect a foreign substance,
but not identify it. This is only if the poison has a discernible smell.
If the character drinks the wine, a proficiency check made at one-half
normal will identify that a foreign substance is in the wine, although
he will probably have been affected. {from Reid Guide To Alcohol &
dragon #153}
Yelling - (general, 1 slot, Charisma) Any character that has
taken the proficiency in Yelling can yell at a distance equal to twice
the distance of any other character who has not taken the Yelling
proficiency. {from MR ROB BERTORA}
Zero-Gravity Combat - (1 slot, warrior, intelligence -2) A
character with zero-gravity combat proficiency is skilled at fighting in
the absence of gravity. The character suffers a +3 penalty on
initiative rolls and a -1 penalty on all attack rolls, as apposed to the
normal penalties of +6 and -3 respectively.
Furthermore, the character retains the ability to use special
combat abilities, such as martial arts, while drifting in space.
Finally, the character can roughly steer his course in space by
throwing objects away from him and by shifting toward large objects. He
cannot control his speed, however, and can only slightly affect his
course.
Chapter 5: Proficiencies
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