Non-Weapon Proficiency & Skills Descriptions:
A
Acting:
Characters with this skill can assume or feign other identities as well as project themselves before an audience. Actors have a small stock of old memorized speeches and a successful skill check allows the character to recite them as needed. This ability also gives a +1 bonus when using the skills of Disguise, Blather, Haggling, Begging, Seduction, and Etiquette.
Agriculture:
The character has knowledge of the basics of farming. This includes planting, harvesting, storing crops, tending animals, butchering, and other typical farming chores.
Alertness:
The character is not easily surprised and has a heightened level of wariness. As such they are surprised only on a 1 in 8 (d8). This skill improves the alertness of Rangers and Huntsman to a 1 in 10 (d10).
Ambidextrous:
Ambidextrous characters can use both hands equally well and suffer no dexterity modifiers to wielding weapons in both hands or off-handed.
Ancient History:
The character has learned the legends, lore, and history of some ancient time/place/people. The knowledge is specific to this discipline and must be determined by the character at the time the skill is chosen. The knowledge acquired gives the character familiarity with the principal legends, historical events, characters, locations, battles, 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. For example, Rath knows quite a bit about the Coming of the Trolls, a particularly dark period of Dwarven history. Moving through some deep caverns, he and his companions stumble across an ancient portal, sealed for untold ages. Studying the handiwork, he realizes (rolls a successful proficiency check) that it bears several seals similar to those he has seen on “banned” portals from the time of Angnar, doorways to the legendary realm of Trolhel.
Animal Handling:
Proficiency in this area enables the character to exercise a great than normal degree of control of pack animals and beasts of burden. A successful check indicates that the character has succeeded in calming an excited or agitated animal; in contrast a character without this proficiency has only a 20% chance of succeeding in the attempt.
Animal Lore:
The proficiency enables the 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 behaviors can even indicate the location of a water hole, animal herd, predator, or impending danger, such as forest fire. The DM will secretly roll a proficiency check. A successful check means the character understood the basic actions of the creature. If the check fails by 4 or less, no information is gained. If the check fails by 5 or more, the character misinterprets the actions of the animal. The character may also imitate calls and cries of animals that he is reasonably familiar with, based on his background. Finally, the skill increases the chance of successfully setting snares and traps for hunting.
Animal Training:
Characters with this skill can train one type of creature (i.e. canines, birds, bears, horses, cats, etc.) to obey simple commands and perform tricks. A character can spend additional slots or experience to increase the number of animals that can be trained. A trainer can work with up to three animals at one time. The trainer may choose to teach general tasks or specific tricks. Training for general tasks require three months of time, while training for a specific trick takes 2d6 weeks. At the end of the training time a proficiency check is made. If successful, the animal is trained. An animal can be trained in 2d4 general tasks or specific tricks, or any combination of the two. A trainer may also attempt to tame wild animals. Wild animals can only be tamed when very young. The taming requires one month of uninterrupted work with the animal. At the end of the month a check is made and if successful then the creature is tamed. If the check fails then the creature can never be tamed.
Appraising:
This proficiency allows a character to estimate the value and authenticity of antiques, art objects, jewelry, cut gemstones, or other crafted items. The item must be on hand to examine. A successful check enables the character to price the item to nearest 100 or 1000 gp value as well as identify fakes. On failed checks the character cannot estimate the price and on rolls of 20, the character wildly misreads the value of the item.
Armourer:
There are two levels of this skill: crude and skilled. The differences between the two are listed below.
Crude – The character can repair armour and other tools made of iron or similar metals or can do any finishing work on such items including weapons.
Skilled – This is a journeyman or better level of skill as an Armourer. Such characters can do all of the above as well as actually construct all of the types of armour listed in the manual. The time required to make armour is equal to two weeks per level of the AC below 10, ex. A suit of full plate armour would require 18 weeks of work. Modifiers apply based on the skill of the Armourer and the skill check itself.
Artistic Ability:
Players with artistic ability are naturally accomplished in various forms of the arts; they have an inherent understanding of color, form, space, flow, tone, pitch, and rhythm. Characters with this ability must choose one art form (painting, sculpture, composition, etc.) in which to be proficient. Thereafter, they may attempt to create works of art in this field. The quality of the item is determined by a skill check. This ability confers a +1 to acting, singing, poetry, pottery, any Smithing skill including Armourer, appraisal and forgery.
Astronomy:
The proficiency gives the character a familiarity with the heavens and the cycles of heavenly bodies including some understanding of the influences of the stars. The character can recognize constellations, planets, unusual bodies such as comets, novae, etc. Successful checks also permit a character to navigate skill by the stars and give a +1 bonus to the Navigation, along with predicting evens such as eclipses and meteor showers. The astrology aspect of this skill gives the character the ability to denote key times of the year based on lunar or solar cycles, including special holidays and portentous periods.
B
Beauty and Poise:
The character gains a +1 to their Charisma Score. This may only be chosen during character creation or at a Title mark and the ability score may not exceed 18. This skill always costs either a full NWP slot or 1000 exp. bonuses or racial benefits notwithstanding.
Begging:
A skill learned only through need and want; the character with this skill knows all the standard beggar’s tricks: pleading, groveling, whining, and pretending to be a war hero, and so on. Through use of this skill the character can “earn” a little money. On a successful check the character is able to get d6 coins (silver) per hour up to a maximum number of hours per day equal to their Charisma divided by 3, i.e. a character with a 10 Charisma can beg for a maximum of three hours per day. A test is made every hour and these will count against the maximum time limit regardless of whether it is successful.
Blather:
Characters with this skill may attempt to blather against anyone who speaks the same language, or whose language they speak. The blathering can be used in almost any situation in order to gain time. The character simply invents a string of nonsensical ranting whilst the victims stand dumbfounded wondering if they are insane, intoxicated, or possibly dangerous. A skill test is made and if successful the character gains 1 round of delay. If the roll is a critical success (1-2) then the character gains an additional D6 rounds. Note: NPC’s will not remain transfixed if they are in obvious danger, or if blatant preparations are being made to harm them. More than one victim may be transfixed but it grows increasingly more unlikely given the level of nearby distractions, ex. Battle.
Blind-Fighting:
Characters with blind-fighting are skilled at fighting in conditions of poor or no light. The skill does not allow or improve spell-casting. In total darkness, the character suffers only a -2 penalty to his attack roll as opposed to the standard -4. Under starlight or moonlight, the character incurs only a -1 penalty. The character suffers no penalty to his AC because of darkness. See P.H. 2nd ed. Page 57 for more details.
Boat Piloting:
This ability allows the character to operate fresh water boats and barges of small to medium size. Successful checks will be made to successfully negotiate river hazards or make educated guesses about currents and their effects. Those who spend additional slots or points on this skill may choose particular inland waterways or bodies or water in which can be experts at navigating.
Bowyer/Fletcher:
There are two levels of this skill: crude and skilled. The differences between the two are listed below.
Crude – The character can make repairs on bows and can fashion arrows for bows. D6 arrows can be made per day.
Skilled – This is a journeyman or better level of skill as a Bowyer. Such characters can do all of the above as well as actually construct all of the types of bows listed in the manual. The time required to make a bow is as follows: short and long bows take one week, composite bows take one month, crossbows take one week save for hand crossbows which require the assistance of a Tinkerer or Mechanic and take one month to construct. Modifiers apply based on the skill of the Bowyer and the skill check itself.
Brewing:
Characters with this skill can brew wine, beer as well as understand the principles of the fermentation process. They are able to judge the quality of the ingredients and the finished product estimate fermentation times in any given environment, and judge whether a particular brew is ready. Those with Brewing also increase their chance to notice poison mixed with a beverage by +10%.
Bribery:
The character has mastered the fine art of buying favors. They know who to bribe, what to offer, and how to go about it. Common uses for the skill include gaining entrance into cities through unseen gates, invitations to fancy balls and gatherings, etc… Reaction adjustments may be modified by +1 for every successful check, with a maximum number of checks equal to the character’s Charisma divided by three. If a check after the first fails, there is a 1 in 20 chance that the target feels offended and breaks off contact. This skill also gives a +1 to Information Gathering, Embezzling, and Leadership checks.
C
Carpentry:
There are two levels of this skill: crude and skilled. The differences between the two are listed below.
Crude – Carpenters have experience working with wood, constructing items of furniture, house fittings, chests, wagons, etc. They are familiar with woodworking tools, techniques, and types of lumber.
Skilled – This is a journeyman or better level of skill as a Carpenter. Such characters have the knowledge and skill as listed above as well as the following. When building anything they gain a +2 per skill level on any checks. Furthermore, the character needs no plans for anything but the most complicated items. Modifiers apply based on the skill of the Carpenter and the skill check itself.
Cartography:
The character is familiar with the practices and uses of map-making. They can read maps, even if they are drawn in an unconventional or archaic manner or depict unknown areas. They are able to recognize coastlines and other geographical features, even when distorted, badly drawn or presented in a disguised fashion. Using a map, cartographers can guide themselves or others towards are certain goal, or a specific direction.
Charioteering:
This skill allows the characters to safely guide a chariot over any type pf terrain that can normally be negotiated as a rate of 1/3 faster than normal movement rate. The character is also able to fight and defend himself while driving the chariot so long as he uses only one hand. A successful check would be required to do anything exceptional or possibly cast a spell or talisman.
Chemistry:
Characters with this skill have a reasonable understanding of the principles of chemistry, though the focus is on apothecary knowledge.
As a chemist these individuals have the ability to recognize various types of mineral ores, naturally occurring chemical compounds and prepared chemicals. Chemists also understand how to extract and refine chemicals from mineral ores or compounds. This skill gives a bonus of +10% to any alchemical checks, i.e. Identify poison, Manufacture potion, Identify vintage, etc.
Close-quarter Fighting:
Characters with this skill are able to battle in small spaces as little as one foot with proficiency. So long as a weapon can be wielded, it can be used without penalty. Also, these individuals are skilled at maneuvering in small spaces as well and therefore suffer no penalties to their dexterity in relation to their armor class and gain full benefits.
Cobbling:
This ability permits the user to fashion, construct, and repair footwear including shoes, low boots, and hard boots. On a successful check the cobbler can also make an identification of a clear footprint in reference to what footwear made the mark. The skill adds a +1 to the Tracking skill.
Combat Casting:
Any spell caster or savant using talismans gains an additional +4 to any concentration checks.
Concealment, Rural:
A character with this skill is highly adept at hiding in rural environments using trees, branches, and undergrowth for cover. Characters are able to hide from any casual observer 100% of the time and can only be spotted by those actively looking 50% of the time. Characters with the Hide in Shadows skill gain an additional +10% when using that skill in rural environments. Rural environments are basically all non-urban areas: farms woodlands, river banks, fields, parks and gardens, jungles, swamps and so on.
Concealment, Urban:
This skill allows a character to hide in urban environments to great effect. Slipping into alleys, the shadows of doorways, walls and fences, along with other urban structures they are able to avoid easy detection. Casual observers are unable to spot the character and those actively looking can only detect the character 50% of the time. Characters with Hide in Shadows gain a +5% when using their ability in urban environments. Also, this skill adds +1 to the Shadowing skill.
Consume Alcohol:
Characters with this ability have developed an unusually high resistance to alcohol, being able to consume large quantities without much visible effect. They can drink most others characters under the table. They suffer only half the normal characteristics reductions due to alcohol consumption. Any Constitution checks required due to alcoholic consumption are made at +4.
Cooking:
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. This skill gives a +5% to any poison checks and in fact the cook has a 5% base chance to detect something amiss in food when tasted. Alchemy checks also gain a bonus of +1.
D
Dancing:
The character knows many styles and varieties of dance, from folk dances to formal court balls. This skill adds +5% to Move Silently checks and any Dexterity check involving balance (save those involved while mounted) gain a +1 bonus.
Detect Signing:
This ability permits the character to spy others attempting to using code languages, hand signs, or other covert methods of communications which they would be in a position to observe. They may not know what is being said but they certainly are aware that something was transmitted. If they actually know a covert language then they can make an additional skill check to interpret it with a +2 modifier.
Die Hard:
When reduced to between -1 and -9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round. When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. As a benefit when using this feat you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, swift actions, or immediate actions, such as casting a spell) you take 1 point of damage after completing the act. If you reach -10 hit points, you immediately die.
Direction Sense:
A character with this proficiency has an innate sense of the direction. By concentrating for 1D6 rounds, the character can try to determine the direction the party is headed. If the check fails but is less than 20, the character errs by 90 degrees. IF a 20 is rolled, the direction chosen is exactly the opposite the true heading. Furthermore, when traveling in the wilderness, a character with direction sense has the chance of becoming lost reduced by 5 %.
Disguise:
The character with this skill is trained in the art of disguise. He can make himself look like any general type of person of about the same height, age, weight, and race. A successful 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 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 (a -17 penalty to the check).
Divine Empowerment:
Savants trained in this special form of prayer and meditation technique have the ability to augment their talismans with their own Life Force. Prior to calling a talisman the savant indicates that they will use Divine Empowerment and spend 2 Life Points in order to increase by half one of the following elements of a talisman: range, duration, area of effect, or effect. This does not improve any dice of damage that a talisman does.
Drive Cart:
The character has experience driving carts or wagons. You may drive any sort of vehicle – cart, wagon, or even chariot with complete confidence. The character is able to control the horses/beasts automatically without having to make a check, without attracting unwanted attention or causing possible accidents. A skill check is required if the character makes an attempt to do something extraordinary in the course of driving the vehicle.
E
Education:
Level 2: The character can speak, and both read and write their native language fluently.
Embezzling:
This can be a very useful skill to have as it allows a character to acquire sums of money, seemingly from nowhere. In any situation where the counting of money is involved the character can employ this skill. On a successful check the character is able to “skim” approximately 10% of money counted so long as the total amount of money involved exceeds 100 coins. If less than that then the character is able to get away with 1D6 of coins without being obvious. A critical failure will indicate that some suspicion has fallen on the character and no money is gained from the attempt. A character may attempt to embezzle as often as they like but each successive attempt reduces their chances of success by -2.
Empower Spell:
Mages trained in this powerful discipline of spell casting are able to manipulate a given spell to increase its potency. By spending double the normal Power Points, the mage is able to increase one of the following by half: range, duration, area of effect, or effect. No damage dice can be increased with this skill and the use of this skill does not increase the casting time for the spell.
Endurance:
A character with the 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.
Engineering:
The character is trained as a builder of both great and small things. Engineers can prepare plans for everything from simple machines (catapults, river locks, grist mills) to large buildings (fortresses, dams). 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 defenses of a castle or similar construction. He knows how to construct and use siege weapons and machines, such as catapults, rams, and screws.
Escape Artist:
Characters with this skill have received training from either circus people or a religious group. They cannot be restrained by normal means; sooner or later they will escape any bonds; it doesn’t matter if they are ropes or chains. They escape happens after a successful skill check which may be tried once a turn. This skill also adds +3% to any Pick Locks attempts.
Etiquette:
This proficiency give the character a basic understanding of the proper forms of behavior and address required in many different situations, especially those involving nobility and persons of rank. Thus, then character will know the correct title to use when addressing a duke, the proper steps of ceremony to greet visiting diplomats, gesture sot avoid in the presence of dwarves, etc. For extremely unusual or rare situations a proficiency check will be required to perform the proper action for the situation.
F
Falconry:
This is the art of training and handling falcons and other birds of prey. The bird can be trained and used to do a limited number of feats: pursue and attack any visible, flying foe or target, strike down other birds, and return to its master. They may also be trained to strike at any “moving” target at which they are targeted. The falcon could be trained to fly into the face of an enemy and slash at him with its claws for up to two attacks per melee round before returning to its master or flaying into the sky. These birds can be trained to respond to hand signals or whistles. These birds cannot be taken into confined or underground spaces and those carrying them on their arm or shoulder are unable to attack.
Flee:
Characters with this skill are able to retreat from melee without suffering an Attack of Opportunity from their direct opponents and they may run at double their normal speed for 1 turn when fleeing combat or other threats to their life.
Fire Building:
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 in 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:
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 a spear 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 pool during spawning season. The DM may modify the results according to the situation.
Foraging (Rural):
The character knows how to scrounge around for edible food and water. They know generally what to look for in order to give themselves the best chance for finding food. A successful check indicates that they have found enough food and water for one day. A critical success (1 on D20) means they have found enough food and water for D6 days or people. It is important to note that there must be a reasonable chance for such sustenance to be found in the area. This skill does not replace or supercede the Survival Skill and so if in a desert with no water for days, this skill would be virtually useless unless otherwise determined by the GM.
Forgery:
This proficiency enables the character to create duplicates of documents and handwriting and to detect such forgeries created by others. To forge a document (military orders, local decrees, etc.) 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 a proficiency check with a -2 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. It is important to note that the forger always thinks he has been successful; the DM rolls the character’s proficiency check in secret and the forger does not learn of a failure until it is too late.
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 the type of document or handwriting–if he examines the document closely. If the die roll is a 20, the forgery is immediately detectable to anyone who normally handles such documents without close examination. The forger will not realize 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 but a 20 is not rolled, the answer is unknown. If a 20 is rolled, the character reaches the incorrect conclusion.
Fortuitous Birth:
The character has received some benefit, be it wealth, nobility, special skills, or something else. This benefit may be random or the DM may interact with the player to create something that fits in with the character’s history or class. This benefit must not be overwhelming, i.e. the character is a demi-god, scion of a demon lord, half-dragon, etc. which would alienate other players and dominate the game play.
G
Gaming:
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 (which may take too much time for some) 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 ability score. If the proficiency check for the game is 17 to 20, however, the character has been caught cheating (even if he won the game).
Gem Cutting:
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 non-proficient characters. A gem cutter must work with a good light source and must have an assortment of chisels, small hammers, and especially hardened blades. Uncut gems, while still of value, are not nearly as valuable as the finished product. If the cutting is successful (as determined by a proficiency check), 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 (the DM has the relevant tables).
Gemology:
Skill in identifying and appraising the value of precious metals (silver, gold, etc.) and stones (jade, ruby, sapphire, etc.) This ability also enables the person to identify fakes with a successful skill check. The skill adds +1 to the appraisal skill and adds +2 to Gem Cutting skill.
Geography:
This is the understanding of the layout of the physical landscape including likely natural contours, bodies of water, rises and falls in elevation, etc. The character can make skill checks to determine if a break in a mountain chain is likely or if a valley will lead to water. This skill adds +1 to Tracking, Hunting, Direction Sense, and Survival skills.
Glyph Lore:
The character has had a thorough education in magikal glyphs. A successful check allows the character to identify the likely magikal property or effect of the Glyph in question.
Grooming:
This is formal training in the care of pack animals and horses. The character knows how to monitor, care, and improve the healing of such animals. No check is necessary unless the circumstances are extreme or the animal in question is particularly exotic. Horses or pack animals groomed regain lost hit points at double the rate. Also, such animals are more likely to be complacent and friendly when being handled by a groom.
H
Haggling:
The character has the chance to obtain goods for less than the market prices. On a successful check they get their Charisma score +D6 as a percentage off the asking price of an item. If they are selling then they are able to get the same percentage added onto the market price.
Healing:
The character knows how to use natural medicines and basic principles of first aid and doctoring. If the character tends another within one turn of wounding and makes a successful proficiency checks; his ministrations restore 1D3 points. No more points may be restored than were lost in the immediate rounds. 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 additional point per day even when traveling or engaging in non-strenuous activity. If the wounded character gets complete rest, he can recover 2 additional hit points per day while under such care. Only characters with both Healing and Herb Lore proficiencies can help others recover at the rate of 3 additional 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 (within three rounds after the character is poisoned) and the care continues for the next five rounds, the victim gains a +2 bonus to his saving throw (delay his saving throw until the last round of tending). No proficiency check is required, but the poisoned character must be tended to immediately (normally by sacrificing any other action by the proficient character) 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 (i.e., more healing doesn’t help). Only characters with both Healing and Herb Lore proficiencies can attempt the same treatment for poisons the victim has swallowed or touched (the character uses his healing to diagnose the poison and his herbalist knowledge to prepare a purgative).
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 Herb Lore 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 creatures. 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.
Heraldry:
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, calligraphic lines of script, fantastic beasts, religious symbols, and magical seals (made for the express purpose of identification). Heraldry can vary from the highly formalized rules and regulations of late medieval Europe to the knowledge of different shield patterns and shapes used by African tribesmen. 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 a passing knowledge of the inhabitants of that land. His heraldry skill is of little use upon first entering a foreign land.
Herb Lore:
Those with Herb Lore can identify plants and fungus and prepare non-magikal 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 will determine the strength of such things. Herb Lore also benefits the Healing proficiency per information found under the Healing proficiency.
Hold Breath:
A character with this skill can hold their breath for extended periods of time, normally twice as long as a healthy person or approximately 8 rounds. This can be done without a check and if the character wishes to try for longer they make checks at -3 cumulative for successive rounds. This skill also grants a bonus of +1 to all saves vs. Gas Weapons.
Hunting:
Experienced hunters know where to look for game and the best way of dealing with it. The DM must decide which specific animals could be found in a given place, and can tell the characters the sort of animals they might expect to encounter. A skill test is made and will give the DM an idea of whether game has been found. A failed test indicates nothing, while a successful test indicates that game of some sort has been found. The degree of success can be taken as a guide to the number of animals, and whether they are what the character was looking for. Depending on conditions the test may be performed once a day or more or less often.
I
Identify Artifact:
Characters with this skill have received a measure of education in weapons and objects of power. When they encounter an item of note they can make a check in order to determine if they are familiar with it and can tell something of its past, as well as its purported abilities. This includes such things as command words, possible curses, and alignment or class restrictions.
Identify Poison:
The individual has an extensive knowledge of poisons, their effects, and possible cures. Through careful examination, which often includes tasting, the character with this skill, on a successful check, can accurately identify a poison, and subsequently reveal the qualities of the poison. Though the character may be able to identify the poison and the cure, unless he also has the Herb Lore skill he hasn’t the ability to fashion either a poison or its antidote. This skill adds +1 to Alchemy skills tests in the manufacture of poison, and +1 to any attempts to cure someone afflicted, if they are using Herb Lore.
Improved Discernment:
The character gains a +1 to their Wisdom Score. This may only be chosen during character creation or at a Title mark, and the ability score may not exceed 18. This skill always costs either a full NWP slot or 1000 exp. bonuses or racial benefits notwithstanding.
Improved Intellect:
The character gains a +1 to their Intelligence Score. This may only be chosen during character creation or at a Title mark, and the ability score may not exceed 18. This skill always costs either a full NWP slot or 1000 exp. bonuses or racial benefits notwithstanding.
Improved Reflexes:
The character gains a +1 to their Dexterity Sore. This may only be chosen during character creation or at a Title mark. This skill always costs either a full NWP slot or 1000 exp. bonuses or racial benefits notwithstanding.
Information Gathering:
In situations where it is possible to mingle, talk, ask around, or otherwise interact with people, the character, upon a successful skill check is able to collect information on a particular topic stated before the check is made. The quantity, quality, and veracity of the information may vary depending on racial, alignment, cultural, and class factors or even the amount of gold the character has to spread around but they will get some information no matter what.
Intimidation:
The character has learned the skill of coercion in social situations. The character can alter the behavior of someone by making a skill check against the Wisdom of the target of the intimidation. A successful check means that the target will treat the character as if he were a “friendly” encounter and the character will gain certain benefits to other social skills so long as he remains in the target’s presence. With a successful check the character can add +1 to Haggling and Seduction, as well as a +4 to any Torture checks.
J
Jousting:
Trained in the noble art of the joust the character is trained in specialized combat from horseback and may use the Mounted Attack Table found under the Knight Class. This skill includes knowledge of etiquette and dress requirements for such circumstances. The character also gains +1 to Riding Skill checks in mounted melee combat.
Juggling:
The character can juggle; a talent useful for entertainments, diversions, and certain rare emergencies. When juggling normally (to entertain or distract), no proficiency check is required. A check is made when trying spectacular tricks (“Watch me eat this apple in mid-air!”). However, juggling also enables the character to attempt desperate moves. On a successful attack roll vs. AC 0 (not proficiency check), the character can catch small items thrown to harm him (as opposed to items thrown for him to catch). Thus, the character could catch a dagger or a dart before it hits. If this attack roll fails, however, the character automatically suffers damage.
Jumping:
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 1-½ times his own height.
From a standing start, characters 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 1-½ 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 ½ the height of his pole. Thus, using a 12-foot pole, the character could either vault through a window 12 feet off the ground (tumbling into the room beyond), land on his feet in an opening six feet off the ground, or vault across a moat 18 feet wide. In all cases, the pole is dropped at the end of the vault.
L
Language, Ancient:
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 (his choice).
Language, Elemental:
The character has learned the difficult and arcane language spoken by the Elementals from both the primary Elemental Planes (Earth, Air, Fire, and Water) as well as the Para-Elemental Planes (Smoke, Magma, Ooze, Ice, Steam, Dust) and the Quasi-Elemental Plane of Shadow.
Language, Hollyes Voice:
This is the silent tongue used by both Rangers and Elves to communicate in the forest without having to speak. The language is based on a collection of hand motions so a person must have a clear line of sight to the person to whom they are communicating.
Language, Modern:
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.
Language, Netherworld:
The denizens of the dark underworld speak a twisted and guttural tongue that is anathema to the living but there are those who have mastered it so as to better call such creatures and force them to do their bidding.
Languages, Planar:
The character has studied or been blessed by a higher power with the ability to communicate with the creatures and beings who inhabit the outer planes.
Leadership:
Having this proficiency enables the character to attract loyal companions and devoted followers to assist them. A character’s base Leadership score equals his level plus any Charisma modifier. Regardless of a character’s Leadership score, he can only recruit a cohort who is two or more levels lower than himself. The cohort should be equipped with gear appropriate for its level. A character can try to attract a cohort of a particular race, class, and alignment. The cohort’s alignment may not be opposed to the leader’s alignment on either the law-vs.-chaos or good-vs.-evil axis, and the leader takes a Leadership penalty if he recruits a cohort of an alignment different from his own. In positions of leadership the character with this proficiency is able to adjust the morale checks of his companions by 2 stages.
Leather Working:
This proficiency enables a character to tan and treat leather and to make clothing and other leather objects. The character can make leather armor, as well as backpacks, saddlebags, saddles, and all sorts of harnesses.
Light Sleeping:
The character is either a naturally light sleeper or has been trained in sleeping lightly and as such gains two advantages: the character is only half as likely to be surprised when sleeping, and they avoid being flat-footed the first round after awakening in any surprise situation.
Local History:
The character is a storehouse of facts about the history and legal customs of a region about the size of a large county or a small province. The character knows when the ruined tower on the hill was built and who built it (and what happened to him), what great heroes and villains fought and fell at the old battlefield, what great treasure is supposed to be kept in a local temple, how the mayor of the next town miraculously grew hair on his balding pate, and more. The DM will provide information about local sites as the character needs them.
M
Magikal Awareness:
This skill is unique to magik using characters. A character with this skill is able to determine the presence and rough direction of any other magik using creature or character within one hundred yards. This requires complete concentration for one turn and if the character is disturbed during the attempt then he cannot pinpoint the direction. Only one such attempt every six hours is permissible.
Marksmanship (General):
Characters with this skill are well trained in the use of both thrown and missile weapons. As such they gain a +1 to all attacks with such weapons when not under duress. Furthermore, those targets in covered positions only gain ½ the AC benefits against Marksmen. Any attempts to make an exceptional aimed shot require a skill check and a successful attack roll.
Marksmanship (Combat):
The marksman is adept and well-trained in using a missile or thrown weapon in active melee. As such he does not incur the standard Attacks of Opportunity when using such weapons in melee. The character still suffers the penalty of no Dexterity bonus to AC while attempting attacks. The ability to make Attacks of Opportunity against any attacking opponent gained by the Thief class at 9th level is not negated by this proficiency.
Marksmanship (Far Shot):
The character is a true marksman and thus is able to fire at targets at medium range with no penalty, suffer only a -3 penalty when firing at long range targets. Furthermore, all ranges are increased by 10%.
Marksmanship (Precise):
When using either thrown or missile weapons, the character may attack into melee without the standard penalties, and will only hit allies on critical misses.
Manufacture Magik Item:
The arcane and obscure methods and means by which items enchanted with magik have been mastered by the character. They know how to conduct the appropriate research to discover what steps and components are necessary for the creation of an item and may attempt to fashion them based on the availability of the necessary components. The time to construct items is 1d4 months and at the end of the efforts a skill check is made to determine if the efforts were a success. Critical failures in the manufacture of a magik item can be varied and range from harmless dud to catastrophic explosion.
Manufacture Scroll:
The character is well versed in the appropriate steps necessary to write spells or talismans on scrolls for later use. Certain materials are often needed to make the magikal ink that is used to write these and so possession of such ink is a prerequisite to manufacturing the scroll.
Meditation:
The Mage has trained in a special form of meditation in order to marshal their magikal energies and restore Power Points without sleeping. The effort requires complete concentration and if the attempt is disturbed before it is completed then no points are gained. The character makes the announcement that they are going to meditate and a D6 is rolled and this indicates the number of Power Points gained and the number of turns it took to gain them. Only one attempt per day is permissible.
Metallurgy:
Characters with this skill can recognize the ores of the more important metals, principally iron, copper, tin, lead and silver, and can extract the metal from the ore, given the right equipment. The can also calculate the correct mixture of metals required to produce alloys of varying quality, such as mild steel, high and low grade bronze, pewter and electrum. This also adds a +1 bonus to Appraisal when dealing with metal objects.
Mimic:
Mimics have an ear for voices and accents, and can reproduce them almost faultlessly. This skill may be combined with Acting or Disguise, and improves such skills as Haggle, Begging, and Seduction. All of the previously listed skills gain a +1 bonus based on the DM’s assessment.
Mining, Basic:
The character has practical mining, tunneling and excavating experience. Characters with this skill gain certain benefits in the underground world. They are able to tunnel using appropriate tolls and are capable of constructing supports, floor planking, and bridging and walling where the earth is soft. Once underground they can recognize most mineral ores, rock types and gem bearing rocks.
Monster Lore:
This ability permits the character to identify monsters from the Prime Material Plane of common to rare occurrence. Common monsters and their attributes require a standard check. For each degree of frequency the test is made with a cumulative -3 modifier. Thus a character with a 16 Intelligence trying to identify a monster which is Very Rare must roll a 7 or less (16 – 9 = 7) in order to know anything other than its name. A successful check allows the character to know such things as the alignment, temperament, habitat, intelligence, and habits of the monster.
Mountaineering:
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 (spikes) 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 slot 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:
The character can play a specific musical instrument or class of instruments. 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 direct the character to make a proficiency check in what he feels are extraordinary circumstances.
N
Netherworld Lore:
This is knowledge of the Lower Planes and the many levels of the Abyss as well as the creatures that inhabit them. The character has discovered some means or someone from whom they can learn the dark labyrinthine ways of these cursed and wondrous places. This ability permits the character to identify Netherworld creatures of common to rare occurrence. Common creatures and their attributes require a standard check. For each degree of frequency the test is made with a cumulative -3 modifier. Thus a character with a 16 Intelligence trying to identify a Balrog which is Very Rare must roll a 7 or less (16 – 9 = 7) in order to know anything other than its designation. A successful check allows the character to know such things as the alignment, temperament, habitat, intelligence, and habits of the creature.
Numismatics:
Characters with this skill are used to handling coins from all parts of the world, having worked in the trade industry where dealings with money are common. They are aware of the different sorts of coins in common usage; know their origins, names, metal contents, and relative values. A successful check allows the character to recognize forgeries or clipped coins at once. Skill check successes also permit them to recognize the origin of unusual, foreign, or ancient coinage. This skill adds +1 to Embezzling.
O
Oratory:
The character has had formal education in public speaking and in public presentation. Thus, the character is quite comfortable talking to most anyone on a broad range of topics. This skill adds +1 to Acting, Blather, Etiquette, Leadership, Intimidation, Languages (Modern), and Singing. Charm Spells cast by someone with this skill incur a -1 to the saving thrown of the target.
P
Palm Object:
This is the fine art of letting an object slip from hand to pocket, or hand to hand without easily being detected. It is essentially both a poor man’s Pick Pockets, and a prerequisite for any illusion, mundane or magikal. The character is able to lift, slip, or palm small objects with a successful check. Furthermore, all Illusion/Phantasm spells are saved at a -1 when someone with this skill casts them.
Philosophy:
The character has received formal education in examining the intellectual underpinnings of ideas and has learned to apply critical thinking to problem solving. This translates into a +1 for all Intelligence based skills and proficiencies. Furthermore, the character gains +5% to all rolls against his Wisdom Exceptional Feat checks.
Plant Lore:
Characters with this skill can identify common plants and spot unusual ones. Whilst they lack the Herb Lore’s precise knowledge, they can recognize different types of herbs and may know vague details regarding their use.
Planer Lore:
This is knowledge of the Inner Planes which includes the Elemental and Para-elemental Planes, the Ethereal Plane, the Positive and Negative Material Planes and the Plane of Shadow. The character has discovered some means or someone from whom they can learn the strange and volatile societies of the Inner Planes. This ability permits the character to identify Planer creatures of common to rare occurrence. Common creatures and their attributes require a standard check. For each degree of frequency the test is made with a cumulative -3 modifier. Thus a character with a 16 Intelligence trying to identify a Djinn which is Very Rare must roll a 7 or less (16 – 9 = 7) in order to know anything other than its designation. A successful check allows the character to know such things as the alignment, temperament, habitat, intelligence, and habits of the creature.
Poetry:
This is the ability to write poetry and the character has received a formal education in poetics. The character is an accomplished poet and can use this ability to entertain others and perhaps earn a small living (note that bards can do this automatically). No proficiency check is required to recite a poem. The character can also create an epic on a successful proficiency check. This adds +1 to Acting, Leadership, Oratory, Rhetoric, Seduction, and Singing.
Pottery:
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 3 cp to make a small item, 5 cp to make a medium-sized item, and 1 sp to make a large item.
R
Reading Lips:
This is the fine art of being able to read the lips of individuals from a distance and translate what they are saying. If the character has an unobstructed view and is within thirty feet of the speaker they can accurately read the target’s lips so long as they are speaking in a language known to the character.
Rhetoric:
Rhetoric is called the art or study of using language effectively and persuasively. Those skilled in Rhetoric are able to affect crowds or individuals when speaking. This skill adds +1 to Acting, Blather, Haggling, Intimidation, Leadership, and Seduction.
Riding, Level 1:
The character has basic knowledge of riding mounts and can lead and ride without difficulty. They can cantor, trot and gallop without fear of falling off. This does not allow them to fight from horseback and any attempt to fight will require a skill check at -5 each round.
Riding, Level 2:
The character is skilled in the art of riding and handling horses and similar mounts. The character is not only able to ride but to control and combat from horseback. He may charge with the mount using weapon, except a lance or pole arm, doing double damage. The character can vault into the saddle (barring any restricting armor), can urge the mount to jump tall obstacles or leap across gaps, and can spur his steed on to great speeds, adding 6 feet per round to the mount’s movement rate. With a successful proficiency check (-4) the character can leap from the back of his mount and make a melee attack against any opponent within 10’. A failed check indicates the character falls to the ground and takes 1d2 points of damage. All riding checks are made at +1 and he can dismount in combat without incurring an attack of opportunity. Characters with this skill may cast spells or call talismans that do not require a special material component to be employed in the casting, unless the spell or talismans simply requires the item to be on the person.
Riding, Level 3:
The character is proficient in riding a mount not only under standard conditions but also in combat and gains all the benefits that someone with Riding (Level 2) has as well as the following. The character can lead and fight in combat while leading the mount with his legs, leaving his arms free to combat freely and he does so without losing his dexterity bonus to AC. While on horseback the rider is treated as being one size class larger than normal. He can dismount while in combat and need not wait a round before continuing his attacks. Furthermore, the proficiency allows the rider to fire a bow from the saddle so long as it is a compound or crossbow. The character may charge with the mount using weapon or lance with a +1 to hit and doing double damage. The rider gains +1 to initiative rolls, a +2 to parry rolls while on horseback and all riding checks are made at +2. Characters with this skill may cast spells or call talismans even if they require a material component to be used that must be retrieved from a belt pouch or pocket.
Riding, Level 4:
The character is an expert in riding a mount not only under standard conditions but also in combat and gains all the benefits that someone with Riding (Level 2 and 3) has as well as the following. The character can lead and fight in combat while leading the mount with his legs, leaving his arms free to combat freely and he does so without losing his dexterity bonus to AC. Furthermore, the character can use any Combat Maneuver from the Warrior Combat Maneuver Table with the following benefits: +2 to any Overrun or Bull Rush attempt, with Bull Rushes effectively forcing opponents back in 10’ increments. While on horseback the character is treated as being one size class larger than normal. The rider gains +2 to initiative rolls, +2 to parry rolls and all riding checks are made at +3.
Riding, Trick:
The character has been trained in riding and gains Riding, level 1 automatically when choosing this proficiency. Furthermore, the character has learned various riding tricks and is capable of a variety of unlikely feats of horsemanship, including standing up or performing handstands on the animal’s back, leaping from a moving horse, etc. Practically speaking, characters with this skill need not make a riding check except when attempting a trick maneuver. This skill does not provide the character the ability to combat effectively from horseback.
Riding, Exotic:
Somewhere or somehow the character has learned to ride some variety of exotic mount, be it camel, elephant, giant lizard or even mystical creatures such as Gryphons, Pegasi, or sea horses. The character is not only able to ride but to control and combat while mounted. He may charge given the right circumstances with the mount using weapon, except a lance or pole arm, doing double damage. The character can vault provided the size of the mount permits, into the saddle (barring any restricting armor), can urge the mount to jump tall obstacles or leap across gaps, and can spur his steed on to great speeds, adding 6 feet per round to the mount’s movement rate. With a successful proficiency check (-4) the character can leap from the back of his mount and make a melee attack against any opponent within 10’. A failed check indicates the character falls to the ground and takes 1d2 points of damage. All riding checks are made at +1 and he can dismount in combat without incurring an attack of opportunity.
River Lore:
An understanding of river lore allows the character to be familiar with the hazards of water travel. They will recognize signs of turbulent water, the approaches to falls, rapids or other dangerous areas. They can also tell if river water is drinkable, whether there are likely to be dangerous animals about and whether anything is out of place or unusual.
Rope Use:
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 (secure the end of a climbing rope) companions.
Rune Lore:
The character has had an education in the meaning of ancient runes originally developed by the Trolls and then adapted by both Humans and Dwarves. The character need not make a check to understand the meaning but a check would be necessary to make a guess as to whether or not the runes in question are magikal and what the magikal properties may be.
Rune Mastery:
Characters with this skill are very experienced and fully capable of inscribing as well as using magikal runes.
Running:
The character can move at twice his normal rate for one day. At the end of that day he must sleep for eight hours. After the first day’s movement, the character must roll a proficiency check for success. If the check succeeds then the character can continue his running movement the next day. If the dire roll fails, the character cannot use his running ability the next day.
S
Scroll Lore:
Characters with this skill can recognize a magikal scroll simply upon examination. Assuming they can understand the arcane language in which the scroll is written, they can tell what sort it is, i.e. priestly, warlock, magician, wizardly, etc., and they can use the magik contained upon it.
Seamanship:
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 percent.
Secret Signs, Druidic:
Secret signs are related to specific careers. Signs are pictograms or abstract sigils denoting a concept or things. They do not comprise a language as such. As inscribed sign corresponds roughly to three words or fewer of the common tongue and when taken in certain conjunctions may have very specific meanings. The Druids of old were the first to develop such a communication system whereby they could alert fellow Druids to key geographical anomaly or local dangers. They often wrote their histories, which was infrequent, on the sacred stones that they placed about the world and on their Henges in dedication ceremonies.
Secret Signs, Urban:
Secret signs are related to specific careers. Signs are pictograms or abstract sigils denoting a concept or things. They do not comprise a language as such. As inscribed sign corresponds roughly to three words or fewer of the common tongue and when taken in certain conjunctions may have very specific meanings. As the world grew up and large cities developed so too did the world of the thief and charlatan. These individuals, though not often officially affiliated, developed ways of communicating to their fellows to warn them of potential hazards, local watches, or marking potential targets.
Secret Signs, Woodland:
Secret signs are related to specific careers. Signs are pictograms or abstract sigils denoting a concept or things. They do not comprise a language as such. As inscribed sign corresponds roughly to three words or fewer of the common tongue and when taken in certain conjunctions may have very specific meanings. Copying the ancient Druidic practice woodsmen, rangers and other outdoorsmen developed their own signs to note good fishing or hunting ground, alert if land was owned by a local noble, or warn their comrades of dangerous animals or physical hazards.
Seduction:
This skill is based on a combination of natural charm and physical attraction. It allows the character to employ these natural gifts to their fullest extent in the pursuit of members of the opposite or same sex. Aside from the obvious effects and benefits that this skill would provide, it can also be used in conjunction with certain other social skills, such as Information Gathering, courtly Etiquette, and even Torture. Seduction adds +1 to all the aforementioned efforts. When used for the sake of seducing another, the target makes a check against their Wisdom score. For every point of Charisma the character has above the target the check is made at -1 and for every point of Charisma the target has greater than the character the check is made at +2.
Set Snares:
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 work for some reason. It may be that the 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: tiger pits and net snares, for example. 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 man-traps. 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 of 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 ability score 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 attempting to trap monsters or intelligent beings.
Shadowing:
Characters with this skill can follow someone without being spotted. Those being followed who take no precautions are followed easily, while those either looking about or taking precautions causes a skill check to be made. The GM may determine any bonuses or penalties depending on the method or care in such precautions. Those with shadowing gain a +5% to all Hide in Shadows or Concealment checks.
Shield Bash:
This skill permits the use of the shield as an actual melee weapon. The shield is wielded in the use of combat to do harm to an opponent using the damage listed on the Armor Table. The Shield Bash may be used in conjunction with Bull Rush and Overrun and may be successful, even if either one of those maneuvers fail. The character must use the Shield Bash as their primary attack unless they have Two-weapon Combat, and when using a Large or Tower Shield, they may only attack with either their weapon or with Shield Bash.
Singing:
The character is an accomplished singer and can use this ability to entertain others and perhaps earn a small living (note that bards can do this automatically). No proficiency check is required to sing. The character can also create choral works on a successful proficiency check. This skill adds +1 to Seduction.
Spell Craft:
Although this proficiency does not grant the character any spell casting powers, it does give him familiarity with the different forms and rites of spell casting. 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. Any spell caster gains a +3 bonus to the check when attempting to identify magic of his own school. Note that since the magik user must be observed until the very instant of casting, the spell craft 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.
Spirit Lore:
This is knowledge of the Outer Planes and the many planes of Limbo as well as the creatures that inhabit them. The character has discovered some means or someone from whom they can learn the intricate and alien ways of the ephemeral world. This ability permits the character to identify Planer creatures of common to rare occurrence. Common creatures and their attributes require a standard check. For each degree of frequency the test is made with a cumulative -3 modifier. Thus a character with a 16 Intelligence trying to identify a Ki-rin which is Very Rare must roll a 7 or less (16 – 9 = 7) in order to know anything other than its designation. A successful check allows the character to know such things as the alignment, temperament, habitat, intelligence, and habits of the creature.
Street Fighting:
Experienced street fighters can defend or attack using their fists and feet, clothing, handfuls of dirt or anything else that comes to hand. When battling in a street fight environment the character can effectively use any item at hand with only a -2 penalty to hit and can do at least one (1) point of damage plus Strength bonuses. Furthermore they can use such items to defend themselves adding at least +1 to their AC. The character can even carry on a fight unarmed using their fists and feet in a pugilistic fashion doing D2 per fist plus Strength bonuses.
Streetwise:
This skill instills an understanding of the darker side of city life and the scoundrels who roam those streets. The streetwise character will be able to recognize gang members and bandits by their actions and philosophies, gang colors (emblems and clothing that denote membership to a particular organization), gang symbols and mannerisms, and dangerous locations and gangland haunts. The individual will also recognize a potential brawl situation, assess a bandit or gang member’s rank/power in the organization, and know some of the hangouts, modes of operation, practices, ethics, and perhaps even notorious criminal leaders of the more infamous gangs. The skill also enables the character to recognize fences, pawnshops, drugs and arms dealers, thieves’ guilds, thugs for hire, places of ill repute, and similar criminal and illegal outfits. Basic information does not require a skill check but as the desired information becomes more specific the skill check gets more difficult.
Strike to Subdue:
It is possible to make an armed attack without causing serious damage (striking with the flat of the blade, for example). This is not as easy as it sounds, however. First, the character must be using a weapon that enables him to control the damage he inflicts. This is impossible with an arrow or sling. It isn’t even feasible with a war hammer or mace. It can be done with swords and axes, as long as the blade can be turned so it doesn’t cut and certain pole arms and staves. Normally such attempts are made at -4 but the character who has trained in this skill receives no such penalty. The damage from such an attack is 50% normal; one-half of this damage is temporary. When the target reaches an effective hit point total of 0 they are knocked down and no longer able to defend himself, if they fall below 0 they are considered to have passed out and if for some reason the target’s total actually falls to -10 then they do indeed die.
Super-Numerate:
Characters with this talent have a gift for calculation, with an uncanny and deeply irritating ability to work out mats in almost no time at all. When faced with problems or riddles of a mathematical nature they receive a free Exceptional Intelligence check as a bonus. This skill also adds +1 to Astronomy, Chemistry, Embezzling, Engineering, Haggling, and Tinkering; as well as any Career Skill that deals in numbers.
Surgery:
Those trained in the art and sciences of surgery have the medical knowledge required to effect a greater rate healing and can stabilize more serious wounds. The character must have the Healing proficiency before they can opt to learn Surgery. Surgeons improve their natural healing ability to D4 wounds and can treat them up to 1 hour after the damage occurred. Furthermore, they can stabilize a character as low as -3 using their skills and thus returning the character to 0 hit points. Given the proper circumstances Surgeons can stabilize a victim who falls as low as -9 for up to one week. At the end of that week the character makes a skill check and if successful they have effectively returned the patient the lowest point of the next level. In the case of a patient at -9 they would be healed to -6, -6 to -3, -3 to 0. If they are able to bring a character to 0 then the character must have bed rest at a rate of one week for every point below 0 they had fallen.
Survival:
The character is skilled in survival and has a thorough knowledge of what he might face in that land. He understands the effects of weather and knows the proper steps to lessen the risk of exposure. He knows the methods to locate or gather drinking water. He knows how to find basic food where none is apparent, thus staving off starvation. Furthermore, a character with survival skills can instruct an aid others in the same situation. Proficiency checks are required in finding food and water. Plant Lore, Animal Lore, and Herb Lore all increase checks by +1 and are stackable.
Swimming:
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.
T
Theology:
Characters with this proficiency know the common beliefs and cults of their homeland and the major faiths of the neighboring regions. Ordinary information (type of religious symbols used, basic attitude of the faith, etc.) of any religion is automatically known by the character. Special information, such as how the clergy is organized or the significance of particular holy days, requires a proficiency check.
Tinkering:
This skill enables a character to work with, evaluate, and replicate a mechanically oriented device. The skill has two functions: With a successful Intelligence check, the character can make a working guess as to the inner workings of a device. This would not reveal a command word, or any magical functionality. With a successful Dexterity check, the character can make a functional replication of a device which the Tinker has an understanding. If successful, the item will work as the original. However, after the item is used, an Intelligence check must be made each successive time to determine if the item continues to work. With a Critical Success (1) on the evaluation (INT) check, the Tinker knows exactly how an item works, rather than a ‘working guess’. With a Critical Success on the creation (DEX) check, the Tinker has made a fully functional item which does not require further checks and will continue to work until broken or natural wear and tear destroys the item. Please note that duplicating a flawed item does not eliminate its flaws. Even with a Critical Success, the duplicated item could still malfunction if the basic item has a flaw.
Torture:
Characters with this ability are skilled in the arts of interrogation, and especially the careful application of severe pain so as to encourage the victim to talk without causing any fatal damage. The character knows the techniques to get information from their subjects. For each successful skill check the subject’s Wisdom score is reduced by 2 points. The interrogator chooses to inflict between 1 to 4 points of damage that is counted as full but is effectively halved. If the subject’s Wisdom drops to 0 before their Hit Point totals reach 0 then the subject breaks and begins to talk. If the skill check fails then no Wisdom is reduced but damage is doubled. If the subject’s Hit Point total reaches 0 before their Wisdom then the subject has fallen unconscious. Each time a victim goes unconscious future efforts cause twice the damage, and they lose 2 points of Constitution. If the victim’s Constitution reaches 0 they have expired. If the efforts prove successful and the victim begins to speak freely the character must make a Charisma check to determine if they can spot the lies from the truth and more effectively get the truth or pieces of truthful information from the victim.
Tracking:
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 -4 penalty to their ability scores; rangers have no penalty to their ability scores. In addition, other modifiers are also applied to the attempt, according to the Tracking Table.
The modifiers in the Tracking Table are cumulative–total the modifiers for all conditions that apply and combine that with the tracker’s Wisdom score to get the modified chance to track. For example, if Thule’s Wisdom score is 16 and he is trying to track through mud (+4), at night (-6), during a sleet storm (-5), his chance to track is 9 (16+4-6-5). (Thule is a ranger so he does not suffer the -4 penalty for non-rangers tracking.) For tracking to succeed, the creature tracked must leave some type of trail. Thus, it is virtually impossible to track flying or non-corporeal creatures. The DM may allow this in rare instances, but he should also assign substantial penalties to the attempt.
Tracking Table | |
Terrain | Modifier |
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 |
To track a creature, the character must first find the trail. Indoors, the tracker must have seen the creature in the last 30 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 (“Yup, we saw them Orks just high-tail it up that trail there not but yesterday.”), or must have obvious evidence that the creature is in the area (such as a well-used game trail). If these conditions are met, a proficiency check is rolled. Success means a trail has been found. Failure means no trail has been 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 (terrain, rain, creatures leaving the group, darkness, etc.).
- A second track crosses the first.
- The party resumes tracking after a halt (to rest, eat, fight, etc.).
Tracking Movement Table | |
Chance to Track | Movement Rate |
1-6 | ¼ normal |
7-14 | ¼ normal |
14 or greater | 3/4 normal |
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 ability score 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 (for example, the modifiers are -11 and the character’s Wisdom is 10), the trail is totally lost to that character and further tracking is impossible (even if the chance later improves). 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 (provided the character has some knowledge of that type of creature) and gives a rough estimate of their numbers. Just how accurate this estimate is depends on the DM. When following a trail, the character (and those with him) must slow down, the speed depending on the character’s modified chance to track as found from Table 39.
Trance:
The Savant has trained in a special form of prayer in order to commune with their divine power source and thus receive a boon of d4 talismans. The effort requires complete concentration and if the attempt is disturbed before it is completed then no talismans are gained. The character makes the announcement that they are going to enter a Trance and a D4 is rolled and this indicates the number of talismans gained and the number of turns it took in prayer to get them. Only one attempt per day is permissible and the character can not gain more talismans then their maximum limit. If the character has different levels of talismans available, then talismans are returned beginning with the lowest and moving to the highest.
Tumbling:
The character is practiced 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 Armor Class by 4 against attacks directed solely at him in any round of 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 falls of 10 feet or less. Falls from greater heights result in normal damage.
Two-Weapon Fighting:
Warriors trained in this skill are more than simply able to wield a weapon in either hand; they are proficient at combat with those weapons. This skill allows the warrior to attack normally with their primary hand and with the secondary hand, including any dexterity penalties. Those with the ambidextrous skill do not suffer those penalties. This skill also permits the warrior to use weapons and shields for Parrying and Disarming (any disarming attempt with a shield never results in possession of an opponent’s weapon.) with the second hand while allowing attacks with the primary hand. The warrior is also permitted to Aid Another in any forward flanking hex with one weapon while attacking with another.
U
Undead Lore:
The proficiency allows the character to identify undead creatures after coming into contact with them. If there are several undead that are a close match then a skill check is required to determine if the character can correctly discern which it is. If the undead creature is rare or unique a check is required to identify it. If the character wishes, he can make a check on an undead creature to see if he can identify a particular weakness, other than those well known.
V
Ventriloquism:
The character has learned the secrets of “throwing his voice.” Although not actually making sound come from somewhere else (like the spell), the character can deceive others into believing this to be so. When using ventriloquism, the supposed 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 (a book, mug, etc.), a -5 penalty is applied to his ability score. If a believable source (a PC or NPC) is made to appear to speak, a +2 bonus is added to his ability score. 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 (thus, the roar of a lion is somewhat beyond him). 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 (“Hey, his lips don’t move!”). Using ventriloquism to get someone to look behind him does not work, since the voice is not actually behind him (this requires the ventriloquism spell). All but those with the gullibility of children realize what is truly happening. They may be amused–or they may not be.
Very Resilient:
The character gains a +1 to their Constitution Score. This may only be chosen during character creation or at a Title mark and the ability score may not exceed 18. This skill always costs either a full NWP slot or 1000 exp. bonuses or racial benefits notwithstanding.
Very Strong:
The character gains a +1 to their Strength Score. This may only be chosen during character creation or at a Title mark, and the ability score may not exceed 18 or more than a 25% increase to Exceptional Strength up to 18/00. This skill always costs either a full NWP slot or 1000 exp. bonuses or racial benefits notwithstanding.
W
Weapon Specialization:
A character may opt to use two weapon slots (three for missile weapons) in addition to the NWP slot or experience spent to become an expert in the use of a particular weapon. This expertise gives the character a +1 to all attack rolls and a +2 to all damage rolls with the weapons. A character may specialize in more than one weapon so long as they have the appropriate number of slots available to devote to it. Those specializing in missile weapons gain a pre-initiative shot, if the weapon is aimed, as well as a point blank range bonus of +2 to attack rolls. Furthermore, specialists gain additional attack rolls more quickly as they progress (See Mercenary/Soldier experience table.).
Weaponsmithing:
Weapon | Construction
Time |
Material
Cost |
Arrowhead | 10/day | 1 cp |
Battle Axe | 10 days | 10 sp |
Hand Axe | 5 days | 5 sp |
Dagger | 5 days | 2 sp |
H. Crossbow | 20 days | 10 sp |
L. Crossbow | 15 days | 5 sp |
Fork, Trident | 20 days | 10 sp |
Spear, Lance | 4 days | 4 sp |
Short Sword | 20 days | 5 sp |
Long Sword | 30 days | 10 sp |
2-hd Sword | 45 days | 2 gp |
There are two levels of this skill: crude and skilled. The differences between the two are listed below.
Crude – The character can repair weapons and other tools made of iron or similar metals and can do any finishing work on such items including weapons and armor, which includes standard maintenance.
Skilled – This is a journeyman or better level of skill as a weaponsmith. Such characters can do all of the above as well as actually construct all of the types of weapons listed in the manual so long as they are familiar with it or have accurate directions. The time required to make a weapon is listed on the table below.
Weather Sense:
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. A failed 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 ability score (as he watches the weather change, the character gets a better sense of what is coming). This modifier is cumulative, although sleep or other activity that occupies the attention of the character for a long period negates any accumulated bonus. Sometimes impending weather conditions are so obvious that no proficiency check is required. It is difficult not to notice the tornado funnel tearing across the plain or the mass of dark clouds on the horizon obviously headed the character’s way. In these cases, the player should be able to deduce what is about to happen to his character anyway.
Weaving:
The character with weaving proficiency is able to repair garments, tapestries, and draperies made from cotton, wool, or other familiar fabrics. The character can patch or remake garments from pieces or even fashion basic items given materials and proper tools.
Wrestling:
Characters with this skill have learned how to wrestle in the traditional, no holds barred style. Wrestling is traditionally a sport and is supposed to stop short of death or serious injury. Nevertheless this skill enables characters to fight unarmed without suffering the normal -4 penalty. The skill modifies any Grapple attempt: no Attacks of Opportunity in the initial attempt, +2 to the opposed grapple check, all attempts to pin, break a pin, hold or break a hold of an opponent are made at +2. Also, those with Wrestling may attempt the special maneuver of Body Block. The character attacks by throwing themselves bodily in a controlled fashion at their opponent. This attack does 1D4 + Strength bonuses in damage. If the wrestler makes a successful attack then the opponent must attempt to parry in order to avoid being knocked to the ground. If knocked down, the opponent loses any melee attack/action for the current round and initiative for the following round as they must either stabilize themselves or use a Full Action to get back on their feet.