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 |