Non-Weapon Proficiency & Skills Tables

Non-Weapon Proficiency & Skills Tables:

General

Proficiency Slots Attribute Modifier Description
Acting 2 CHARISMA -1 Trained in Acting. Bonus to Disguise, Blather, Haggling, etc.
Agriculture 1 INTELLIGENCE 0 Knowledge of basics of farming
Alertness 1 SPECIAL Sp. Surprised on a 1 in 8, improves Ranger and Huntsman to 1 in 10
Ambidextrous* 2 SPECIAL Sp. Can use both hands equally well.  Suffers no penalty to hand.
Animal Handling 1 WISDOM -1 Control of pack animals, beasts of burden, domesticated animals
Animal Lore 1 INTELLIGENCE 0 Animal habits, imitate calls, bonus to Set Snare, AH, AT
Animal Training 1 WISDOM 0 Train a particular species commands and tricks
Artistic Ability 2 CHARISMA, WISDOM 0 Art ability, Proficiency in one form, bonus to several skills
Beauty and Poise* 1 CHARISMA +1 Adds 1 point to Charisma score, max. 18
Blather 1 CHARISMA +1 Blather against same language to confuse and delay.
Boat Piloting 1 STRENGTH 0 Operate fresh water boats and understand River currents.
Carpentry, Crude 1 STRENGTH 0 Woodworking, build basic items
Cartography 1 INTELLIGENCE -2 Practice and use of maps and map making.  Remember directions.
Cobbling 1 DEXTERITY +2 Fashion and repair footwear
Consume Alcohol 1 CONSTITUTION 0 High resistance to alcohol and may consume larger quantities.
Cooking 1 INTELLIGENCE 0 Learned and accomplished cooking ability
Dancing 1 DEXTERITY 0 Knowledge of many styles varieties of dance. Bonus to Seduction
Die Hard 2 CONSTIUTION 0 From 0 to -9 the character stabilizes. Check to act at 0 hp
Direction Sense 1 WISDOM +1 Innate sense of direction, reduced ability to become lost.
Drive Cart 1 DEXTERITY +3 Skilled at driving, handling team animals
Education** Var. INTELLIGENCE +1 Levels 1-4, each level is one slot.
Etiquette 1 CHARISMA 0 Proper forms of behavior and address.
Fire-Building 1 WISDOM -1 Start fire w/o Tinder, attempts improved in adverse conditions.
Fishing 1 WISDOM -1 Skilled in various forms of fishing.
Foraging 1 INTELLIGENCE -2 Scrounge for 1 day’s food, maybe for more than one person or day
Fortuitous Birth* 1 SPECIAL Sp. Character is blessed in some fashion in his lineage.
Gaming 1 CHARISMA 0 Knows games of chance and is skilled. May attempt to cheat.
Geography 1 WISDOM -1
Grooming 1 DEXTERITY 0 Doubles a mount’s healing rate.
Haggling 1 WISDOM 0 Buy or sell  goods at lower cost by Charisma score+D6 percent.
Heraldry 1 INTELLIGENCE 0 Identify symbols of military, nobility, or religious orders.
Hunting 1 WISDOM -1 Skilled at stalking and bringing down prey.
Improved Discernment* 1 WISDOM +1 Adds 1 point to Wisdom score, max. 18
Improved Intellect* 1 INTELLIGENCE +1 Adds 1 point to Intelligence score, max. 18
Improved Reflexes 1 DEXTERITY +1 Adds 1 point to Dexterity score, max. 18
Languages, Modern 1 INTELLIGENCE 0 Proficiency to read/write in one current language.
Leather Working 1 INTELLIGENCE 0 Tan and treat leather
Light Sleeping 1 CONSTITUTION -1 Bonus vs. surprise while sleeping.
Metallurgy 1 INTELLIGENCE -1 Recognize ores, extract metal, produce alloys. Bonus to Appraise.
Mimic 2 CHARISMA Sp. Reproduce voices, accents, etc. Bonus to Beg, Haggle, Disguise
Mining, Basic 1 CONSTITUTION +1 General knowledge of and skill in mining.
Musical Instrument 1 DEXTERITY -1 Can read music and is proficient in one instrument (group).
Oratory 2 CHARISMA -1 Skilled at speaking.  +1 Bonus to any speaking based skill.
Philosophy 2 WISDOM -1 Adds to Int. based tests, Add 5% to Wisdom Exceptional Feats
Plant Lore 1 INTELLIGENCE 0 Identify plants including those of sentient variety.
Poetry 1 CHARISMA -2 Knowledge and ability to write poetry. Bonus to Leadership, etc.
Pottery 1 DEXTERITY -2 Skilled at spinning, glazing, and firing pots, jugs, etc.
Rhetoric 1 CHARISMA 0 Ability to effect crowds. Bonus to Speaking Skills
Riding, Exotic 3 DEXTERITY -2 Skilled at riding a particular type of exotic creature.
Riding, Land-based*** Var. DEX / WIS 0 / +3 Levels 1-4, each level is one slot. Skilled at riding land mounts.
Riding, Trick 2 DEXTERITY -2 Skilled at unusual feats on horseback, stand-up, etc. (Riding 1)
River Lore 2 WISDOM 0 Knows ways of rivers and fresh bodies of water including finding.
Rope Use 1 DEXTERITY 0 Skilled with ropes and knots, capable of lassoing and other feats.
Seamanship 1 DEXTERITY 1 Familiar with boats and ships.  Qualified to work as crewman.
Singing 1 CHARISMA 0 Able to sing a variety of styles and songs with skill.
Streetwise 1 INTELLIGENCE +3 Skilled at maneuvering in Urban environments.
Swimming 1 STRENGTH 0 Character can swim and can move in water.
Super Numerate 1 INTELLIGENCE 0 Talent for calculation. Bonus to Appraise, Haggle, Embezzle, etc
Tinkering 2 INT / DEX -2 Enables a character to work with mechanically oriented devices.
Very Resilient* 1 CONSTITUTION +1 Adds 1 point to Constitution score, max 18
Very Strong* 1 STRENGTH +1 Adds 1 point to Strength score, max 18
Weather Sense 1 WISDOM -1 May make intelligent guesses about upcoming weather
Weaving, Crude 1 INTELLIGENCE -1 Proficient in repair of garments, tapestries, etc. May make basic.

 

 

 

 

Warrior

Proficiency Slots Attribute Modifier Description
Armourer, Crude 1 INTELLIGENCE -1 Repair armour, finishing armour.  Elves Sp.
Blind-Fighting 2 SPECIAL Sp. -2/-1 penalty to dark fighting and maintains abilities & movement
Bowyer/Fletcher, Crude 1 DEXTERITY 0 Repair bows, make standard arrows, and repair arrows.  Elves Sp.
Charioteering 1 DEXTERITY +2 May guide and fight in a chariot.
Close-quarters Fighting 1 DEXTERITY 0 No penalties, bonuses to Grapple or Hand-to-hand combat
Endurance 2 CONSTITUTION 0 Reduce fatigue, continue actions beyond normal limits.
Engineering 2 INTELLIGENCE -3 Skilled in Military Engineering construction.
Falconry 1 WISDOM -1 Trained to hunt with birds of prey and their care.
Healing 2 WISDOM -2 Perform first aid, aid poisoned, treat disease, and fungus attacks.
Jousting 2 STRENGTH Sp. May attack with Lance while riding as per Knight’s table.
Leadership 1 CHARISMA -2 Attract and inspire followers.  Improves morale of cohorts.
Marksmanship, General 2 DEXTERITY -5 +1 to missile or thrown weapons with aimed shot, cover half effect.
Marksmanship, Combat 1 DEXTERITY -1 Using bow in combat does not cause an attack of opportunity.
Marksmanship, Far Shot 2 DEXTERITY -4 May fire at all distances of weapon without penalty.
Marksmanship, Precise 2 DEXTERITY -2 May fire into melee without standard penalties to hit.
Mountaineering 1 SPECIAL Sp. Proficient in mountain climbing and leading others. Bonus to CW
Running 1 CONSTITUTION -6 Move twice normal rate up to day.  Continue with checks.
Set Snares 1 DEXTERITY -1 Make simple snares and traps.  Bonus to Find/Remove Traps.
Shield Bash 1 STRENGTH 0 May use shield as martial weapon and gain defense bonus.
Street Fighting 1 WISDOM +2 Experienced in dirty fighting, Bonus to Grapple, Overrun, Flee.
Strike to Subdue 1 SPECIAL 0 Attack opponent doing non-lethal damage.
Tracking 1 WISDOM -6 Locate and follow tracks and signs, and identify tracks.
Two-Weapon Fighting 1 SPECIAL Sp. Two handed fighting skills. Skills usable while fighting.
Weapon Specialization 2 SPECIAL Sp. Specialization with weapon; added attack and damage bonus
Weaponsmithing, Crude 1 WISDOM -3 Repair weapons, finishing weapons.  Elves Special.
Wrestling      1 StR. / DEX. -2 Experienced in Unarmed Combat. Bonus to Grapple, Bull-Rush

Mage

Proficiency Slots Attribute Modifier Description
Ancient History 1 INTELLIGENCE -1 Knowledge of Specific Ancient Historical time, place, and culture.
Astronomy 1 INTELLIGENCE 0 Knows the layout of the cosmos, including history and mythology
Chemistry 2 INTELLIGENCE -2 Knows about compounds & mixtures. Bonus to Alchemy
Combat Casting 2 WISDOM 0 Caster gains a +4 to all Concentration checks.
Empower Spell 2 ESSENCE 0 Variable numeric effects of spell increased by ½ for double cost.
Engineering 2 INTELLIGENCE -3 Knowledge of building things great and small, excluding Military.
Gemology 2 WISDOM -2 Know the history, kinds, and value of gems.  Bonus to Appraising.
Herb Lore 2 INTELLIGENCE -2 Identify herbs, fungi. Non-magikal potions etc. Bonus Healing.
Identify Artifact 2 INTELLIGENCE -2 Identify artifacts and possibly know some information and abilities.
Languages, Ancient 1 INTELLIGENCE 0 Knowledge to read and write an ancient language.
Languages, Elemental 1 INTELLIGENCE 0 Language of the Elemental Planes.
Languages, Netherworld 1 INTELLIGENCE 0 Language of the Infernal Planes.
Languages, Planar 1 INTELLIGENCE 0 Language of the Outer Planes.
Magikal Awareness 2 SPECIAL Sp. Gain awareness and general direction of magik using creatures
Manufacture Scroll 2 INTELLIGENCE -1 Can make magikal scrolls, provided materials are present.
Manufacture Magik Item 3 WISDOM -2 Can manufacture magikal items, provided materials are present.
Meditation 2 INTELLIGENCE 0 Restore Power Points, D6 per point in turns, total immersion.
Monster Lore 1 INTELLIGENCE Sp. Knows monsters of common to rare origin.
Netherworld Lore 1 WISDOM -3 Knows creatures of the underworld and abyss.
Planar Lore 1 INTELLIGENCE -3 Knows creatures of the Inner, Astral, and Ethereal Planes
Rune Lore 2 INTELLIGENCE -3 Can read Runes and understand their mystical meanings.
Rune Mastery 6 WISDOM -1 Can place Runes on items worthy of enchantment.
Scroll Lore 2 WISDOM -2 Can read scrolls of all magikal schools for casting.
Spellcraft 1 INTELLIGENCE -2 Identify other schools of magik being cast or seeing effects.
Spirit Lore 2 CHARISMA -4 Knows creatures of the outer planes and celestial origins.
Theology 1 WISDOM 0 Know the common beliefs and cults of a region.
Undead Lore 1 WISDOM +2 Identify undead and their abilities.

 

 

 

 

 

 

Rogue

Proficiency Slots Attribute Modifier Description
Appraising 2 INTELLIGENCE 0 Estimate value and authenticity of cut gems, jewels, and art.
Begging 1 CHARISMA Sp. May beg for money, success indicates D6 coins per hour.
Blind-Fighting 2 NA NA -2/-1 penalty to dark fighting and maintains abilities & movement
Bribery 2 CHARISMA +2 May buy favors. Success changes reaction by one slot.
Close-quarters Fighting 2 DEXTERITY 0 No penalties, bonuses to Grapple or Hand-to-hand combat
Concealment, Rural 1 WISDOM 0 Skilled at camouflage in wild.  Bonus to H. S. (Rural).
Concealment, Urban 1 WISDOM -1 Skilled at finding hiding spots in Urban environment. Bonus H.S.
Detect Signing 1 INTELLIGENCE -1 See others attempting hidden languages, codes, or signs
Disguise 2 CHARISMA -1 Trained in disguise both general and specific.
Embezzling 1 WISDOM -2 Acquire money in counting and exchanging money. Variable.
Escape Artist 2 DEXTERITY -3 Cannot be restrained by normal means. Check to escape.
Flee 1 DEXTERITY 0 Retreats at double allowed speed and with no penalty.
Forgery 1 DEXTERITY -1 Duplicate documents and signatures. Check for success.
Gem Cutting 2 DEXTERITY -2 The cutting of Gems. Roll against ability for quality of cutting.
Gemology 2 WISDOM -2 Study of gems and jewels, adds to Appraising and Gem Cutting
Hold Breath 1 CONSTITUTION 0 Character can hold breath for extended times. +1 to Gas Saves
Identify Poison 2 INTELLIGENCE Sp. Check to identify either ingestive or insinuative poison. +1 saves.
Information Gathering 2 INTELLIGENCE Sp. Gain information in social settings.
Intimidation 1 STR/CHA Sp. Bonus to social skills, Bonus to Torture
Juggling 1 DEXTERITY -1 Ability to juggle, check to catch items, adds to Exceptional feat.
Jumping 1 STRENGTH 0 Make exceptional vertical and horizontal jumps. Reduces damage.
Local History 1 WISDOM 0 Includes locale history, bureaucracy, geography, politics, and law
Numismatics 1 INTELLIGENCE -3 Knowledge of coins of realms, check to identify forgeries.
Palm Object 1 DEXTERITY -1 Slip small items out of sight.  Bonus to PP and Illusions.
Reading Lips 2 INTELLIGENCE -2 Read lips in known language within 30 feet.
Secret Signs, Urban 1 INTELLIGENCE 0 The use and reading of hidden signs used by rogues.
Seduction 1 CHARISMA -2 May be used against opposite or same sex, and possibly races.
Set Snares 1 DEXTERITY -1 Make simple traps and snares.  Bonus to F/R Traps
Shadowing 1 DEXTERITY Sp. May follow a person without being spotted.
Street-Fighting 1 WISDOM +1 Experienced in dirty fighting, Bonus to Grapple, Overrun, Flee.
Tightrope Walking 1 DEXTERITY 0 Walk and fight on narrow ropes and beams, Bonus to Dex. checks.
Torture 2 DEX / CHA -2/-1 Extract information w/o causing fatal damage. Test vs. Wisdom
Tumbling 2 DEXTERITY 0 Skilled in acrobatics.  Bonus to AC and reduce fall damage.
Ventriloquism 1 INTELLIGENCE -2 Throwing voice to fool or distract. Bonus to audio Illusions.

 

 

 

 

 

 

 

Savant

Proficiency Slots Attribute Modifier Description
Ancient History 1 INTELLIGENCE -1 Knowledge of Specific Ancient Historical time, place, and culture.
Astronomy 1 INTELLIGENCE 0 Knows the layout of the cosmos, including history and mythology
Brewing 1 INTELLIGENCE 0 Design, make, and identify brewed beverages.
Chemistry 2 INTELLIGENCE -2 Knows about compounds & mixtures. Bonus to Alchemy
Combat Casting 2 WISDOM 0 Caster gains a +4 to all Concentration checks.
Divine Empowerment 2 WISDOM 0 Variable numeric effects of Talisman increased by ½ for 2 L.P.
Glyph Lore 1 WISDOM -3 Identify Glyphs and determine effects or meaning.
Healing 2 WISDOM -2 Perform first aid, aid poisoned, treat disease, fungus attacks.
Herb Lore 2 INTELLIGENCE -2 Identify herbs, fungi. Non-magikal potions etc. Bonus Healing.
Identify Artifact 2 INTELLIGENCE -2 Identify artifacts and possibly know some information and abilities.
Languages, Ancient 1 INTELLIGENCE 0 Knowledge to read and write an ancient language.
Languages, Elemental 1 INTELLIGENCE 0 Language of the Elemental Planes.
Languages, Netherworld 1 INTELLIGENCE 0 Language of the Infernal Planes.
Languages, Planar 1 INTELLIGENCE 0 Language of the Outer Planes.
Local  History 1 WISDOM 0 Includes locale history, bureaucracy, geography, politics, and law
Magikal Awareness 2 SPECIAL Sp. Gain awareness and general direction of magik using creatures
Monster Lore 1 INTELLIGENCE Sp. Knows monsters of common to rare origin.
Netherworld Lore 1 WISDOM -3 Knows creatures of the underworld and abyss.
Planar Lore 1 INTELLIGENCE -3 Knows creatures of the Inner, Astral, and Ethereal Planes
Rune Lore 2 INTELLIGENCE -3 Can read Runes and understand their mystical meanings.
Spell Craft 1 INTELLIGENCE -2 Identify other schools of magik being cast or seeing effects.
Spirit Lore 1 WISDOM -3 Knows creatures of the outer planes and celestial origins.
Surgery 1 INTELLIGENCE -2 Improves Healing and increases hit point recovery.
Theology 1 WISDOM 0 Know the common beliefs and cults of a region.
Trance 2 CONSTITUTION -3 Regain D4 Talismans.  Total concentration.
Undead Lore 1 WISDOM 0 Identify undead and their abilities