|Non-Weapon Proficiencies||Weapon Proficiencies|
|Animal Handling||1||Ws/-1||Languages, Modern||1||In/0|
|Ancient History||1||In/-1||Local History||1||Ch/0|
|Calligraphy||1||Dx/-1||Single Weapon Style||1||N/A|
|Languages, Ancient||In/0||Weapon & Shield Style||1||N/A|
|Hypnosis||1||Ch/-2||Single Weapon Style||1||N/A|
|Meditative Focus||1||Ws/+1||Two-Hander Style||1||N/A|
|Musical Instrument||1||Dx/-1||Two Weapon Style||1||N/A|
|Animal Noise||1||Ws/-1||Local History||1||Ch/0|
|Disguise||1||Ch/-1||Single Weapon Style||2||Ch/0|
|Fast Talking||1||Ch/0||Street Sense||2||Ch/0|
|Gem Cutting||2||Dx/-2||Two-Hander Style||1||N/A|
|Information Gathering||1||In/0||Two Weapon Style||1||N/A|
|Armor Optimization||1||Dx/-2||Set Snares||1||In/-1|
|Armorer||2||In/-2||Single Weapon Style||1||N/A|
|Gaming||1||Ch/0||Two Weapon Style||1||N/A|
|Intimidation||1||St Ch/0||Weapon & Shield Style||1||N/A|
|Calligraphy||1||Dx/-1||Single Weapon Style||1||N/A|
|Gem Cutting||2||Dx/-2||Two-Hander Style||1||N/A|
|Paladin||Warrior, Priest, General|
|Ranger||Warrior, Wizard, General|
|Druid||Priest, Warrior, General|
|Specialist Mage||Wizard, General|
|Bard||Rogue, Warrior, Wizard, General|
Alertness 1 slot, Ws/+1
A character with this proficiency is able to instinctively notice and recognize signs of disturbance in the immediate vicinity, reducing by 1 in 6 the character's chance of being surprised whenever he makes a successful proficiency check.
Animal Noise 1 slot, Ws/-1
A character with this proficiency is capable of imitating noises made by various animals. A successful proficiency check means that only magic can distinguish the noise from that of the actual animal being imitated. A failed die roll means that the sound varies from the correct noise in some slight way. If the die roll fails, this does not mean all creatures hearing the noise know that the sound is fake. While creatures and humanoids that are very familiar with the noise know this automatically, other creatures or characters in earshot may require Wisdom checks to determine if they detect the fake.
Armor Optimization 1 slot, Dx/-2
This proficiency allows a character to use his armor to best advantage against one particular opponent. A successful check in the first round of any combat situation gives a -1 bonus to the character's armor class in that situation. A situation is a series of rounds in which a particular character enguages in combat with a single opponent. A new check must be rolled for a new opponent. Once the character goes two full rounds without combat, the situation ends. The character must be wearing some type of armor or employing a shield in order to use this proficiency. The bonus provided by this proficiency is in addition to armor class.
Bargaining 1 slot, Ws/-2
A character with this proficiency can haggle over cash, service, and barter transactionsto capture a better deal. In cash transactions,0 a successful check allows the character to purchase an item for 10% less or sell one for 10% more than the going rate. In a simple barter transaction, a successful check improves the percieved value of the bargainer's goods by 10%. In a service transaction, a successful check provides the bargainer 10% more thanthe going rate for his services. The DM will require characters to roleplay the bargaining session to gain the benefits of this skill.
Begging 1 slot, Ch/0
This proficiency serves two functions. First it allows the character to pose as a begger; success is automatic, so no proficiency check is needed. A character can also use begging to procure a very minimal daily income. Success requires that there are people to beg from- people with money to give. A character in an abandoned castle or a recently plundered village are virtually assured of failure.
The following guidelines are suggested to the DM as a guideline. They do not consider the wealth of the locale, just the population density. Impoverished regions might have greater negative modifiers- but then, so might affluent areas with traditions of stinginess.
|SUGGESTED BEGGING MODIFIERS|
Boating 1 slot, Ws/+1
A character with the boating proficiency is needed to guide a boat down a rapid stream or to reduce the dangers of capsizing a canoe or kayak. In addition, a character with boating proficiency can insure that a boat is propelled at its maximum speed.
Note that this proficiency is distinct from Navigation and Seamanship, which apply to ships on oceans, seas, or large lakes, rather than small craft on smaller lakes and rivers.
Bribery 1 slot, Ch/0
This skill is open to all rogue charcters. If the DM agrees, it may be available to other classes on a case-by- case basis. Attempts at bribery are not restricted to those familiar with its intricacies, anyone may attempt to bribe someone else. Those with this skill will be able to determine a fair price and avoid a potential double-cross. Whenever a character without bribery skill attempts to use this skill, they must make a Charisma check at -4. Failure indicates that the bribe is refused and that the character may be turned over to the watch for his actions. Those with this skill will obviously suffer no such penalty. It's important that the DM not allow the use of bribery skill to replace the role-playing aspects of such transactions. Players who role play such attempts well should be given a positive modifier to their bribery check, while those who do not should suffer for it.
Bureaucracy 1 slot, Ch/-2
The bureaucaracy proficiency helps characters in a number of situations. A successful check shortens the time spent in a city dungeon awaiting judgement. It can also speed the process of gaining an audience with an important official. Bureaucracy helps a character understand political hierarchies and who to consult to get a job done. A successful check also allows the character to pay 10% less on a tax levied against him; two successful checks in a row allow him to avoid the tax altogether.
In addition to the example uses, the bureaucracy proficiency functions in countless other ways to let a character understand and use (or abuse) bureaucratic systems.
Fast Talking 1 slot, Ch/0
Fast talking is art of distraction and conning. If a successful proficiency check is made, the fast talker is ableto get away with whatever scam he is attempting. Modifiers are based on the Wisdom and Intelligence of the target as shown. The DM may also introduce to the difficulty or plausibility of what the character is attempting.
|Target's Int||Modifier||Target's Wis||Modifier|
|3 or less||n/a||3||+5|
Fortune Telling 2 slots, Ch/+2
This proficiency covers knowledge of a variety of methods of divination- most of them fake. The character with fortune telling is familiar with numerous devices and methods, such as tarot cards, palm reading, interpreting the flight of sparrows or the arrangement of a sacrificed animal's entrails, and so forth- or at least the character is familiar enough with these practices to make it appear that he's an authentic soothsayer. Theif charaacters make up the prediction he wishes to tell, but mages receive the prediction from the DM as he reads the signs.
A successful proficiency check indicates that the character's customer or client believes the fortune he was told to be authentic. If the check fails, the sham is discovered in some way, or the prediciton is simply not believed. If the DM wishes the same modifiers described for fast-talking may be used and the believablility of the fortune is predicted.
For mages, the fortunes are based on real facts and practices not the desire to deceave, but are simply not as accurate as magical means.
Harness Subconscious 2 slots, Ws/-1
This meditative proficiency lets the psionicst temporarily boost his total PSPs. In effect, the proficiency lets him tap into energy reserves that lie deep in his subconscious- reserves which are usually unavailable to him. It's like enjoyinga shot of adrenalin.
Before he can harness subconscious energies, the psionicist's PSP otoal must be at its maximum. He then must spend two days (48 consecutive hours) gathering this energy, taking only necessary breaks for eating and sleeping. At the end of that time, the character makes a proficiency check. If he passes, he increases his PSP total by 20%, round up.
The increase in PSPs last 72 hours. At the end of that thime, the character loses as many strength points as he initially gained, regardless of his current total. This loss can never reduce his total below 0 oints, however.
During the 72 hours of heightened strength, the character cannot recover PSPs if his current total equals or exceeds his usual maximum. Once his current total drops below his usual maximum, he can begin regaining PSps normally. He cannot recover the lost bonus points, however; he can only recover enough to return to his usual maximum.
Hypnosis 1 slot, Ch/-2
With this proficiency, a psionicist can hypnotise another character- placing the subject into a relaxed state in which he is very susceptible to suggestions. However, hypnosis is not possible unless the subject is willing and knows he is being hypnotised.
Psionicists with this proficiency can hypnotise humans and demihumans with ease. Non-humans can be hypnotised, too, but the DM will assign a penalty to the proficiency check. The size of the penalty depends on how inhuman the subject is. A half-orc, for example, could be hypnotised with a -2 modifier, while a lizardman could be hypnotised only with a -8 modifier to the proficiency check.
The act of hypnotizing someone takes about five minutes. The subject is then very relaxed and willing to do almost anything that isn't very dangerous or against his alignment. Note, however, that a hypnotised subject can be easily fooled; the subject may be convinced that he's doing one thing, while he's actually doing another. Lawful or good psionicists who trick their subjects in this fashion should beware. Psionicists who use hypnotism to make people do chaotic or evil things may find themselves with alignment problems of their own.
Hypnotism can have the following (or similar) effects: - A charcater can be induced to remember things he has forgotten by reliving a frightening or distant event.
- A character can be made calm and unafraid in the face of a specific situation that he has been prepared for.
- A character can be cured of a bad habit or addiction (but not of curses or magical afflictions).
- A character can be prepared to impersonate someone by thoroughly adopting that individual's personality.
Hypnotism cannot be used to increase a character's attributes, give him powers or abilities that he does not naturally possess, let him do things that are beyond his capabilities, or give him information that he couldn't possibly know.
Information Gathering 1 slot, In/0
This proficiency represents the ability to gather information from the underworld, most commonly about roguish "jobs" and characters. A character with this proficiency, in appropriate circumstances, will be aware ofany major rumors circulating among the lowlife of an area; and with a successful proficiency check, specific information about a person or place can be gathered.
The following modifiers may adjust the proficiency check:
- Character's reaction adjustments (based on Charisma) should benefit or penalize the roll, assuming contact with people is involved in the search.
- Thieves Guild members receive a bonus of +2, because they are assumed to have more and better informed contacts than freelancers. Also, territory is considered to be that of the guild, not just their own area of operation.
- Since the proficiency depends on a network of informants and contacts, the thief will be at a disadvantage trying to use it in an area other than his own territory. Outside this territory the thief does not heat rumors automatically (a normal proficiency check is required), and gathering specific information suffers a penalty of at least -3. The check will be greater in truely foreign areas, due to culture, language, and race.
- Finally, any time a proficiency check is required for information gathering, a small investment of money for drinks, bribes, and so forth must bemade, or an additional penalty of -3 is imposed. A total of 1-10 gp is typical, and it is lost whether or not the desired information is found.
Intimidation 1 slot, St or Ch/0
This is a talent for bending people to your will by scaring the living daylight out of them. NPCs who are intimidated are quite likely to do what your told, out of fear. On the negative side, they are also very likely to harbor much resentment against the character that intimidates them. The NPCs will keep their resentment hidden- until the first chance to avenge their pride arises.
Intimidation may be attempted wit hone of two abilities: Strength or Charisma. If Strength is used, the character is threatening immediate, personal harm. If Charisma is used, the intimidation consists of more subtle threats, which need not be physcial. If successful, the NPC is convinced that the character is ready and capable of making his life miserable- if not immediately, then in the near future.
Player characters are never forced to submit to intimidation, as this would detract from the player's freedom to role-play.
Locksmithing 1 slot, Dx/0
This is the specialized skill of making locks. It is like other "craft" proficiencies when checking for success. Also, thieves with this proficiency gain a 10% bonus to their lock picking skill, because they are intimately familiar with the internal structure and working of so many locks.
Besides troubleshooters, dwarf, and gnome thieves of any kit can take the locksmithing proficiency to one slot, because of the tradition of craftsmanship and mechanical things in theri cultural heritages.
Looting 1 slot, Dx/0
This proficiency represents a knack for grabbing the best loot inthe shortest time. For instance, a cat burgler breaks into a room in a wealthy mansion. He has about two minutes to fill his backpack, so he can escape before guards are summoned by magical alarms. If this proficiency check succeeds, he is able to recognize and stuff into his pack the most valuable combination of items that is feasible, given his limitations of time and space.
Meditative Focus 1 slot, Ws/+1
Through this proficiency, a psionicist can focus his mental energy on one particular discipline. As a result, his power scores in that discipline temporarily increase, while those in other disciplines decline.
The proficiency requires the character to mediate, uninterrupted, for 12 hours. The last four hours of this mediation are spent in a deep sleeplike trance. The psionicist can recover PSPs normally during the entire period.
When the meditation is complete, the player makes a proficiency check. If the character passes the check, he has successfully focused his mind on one parrticular discipline (which was chosen when the process began). All the character's psionic power scores in that discipline are increased by two points forthe next 24 hours or until the character's PSPs reach 0 (whichever comes first). All of his power scores in the other disciplines are reduced by one for the same period.
Observation 1 slot, In/0
Characters with this proficiency have cultivated exceptionally acute powers of observation. The DM may ask for a proficiency check (or secretly roll it himself) anytime there is something subtly askew; he may also allow characters with observation to increase their chance of finding secret doors by 1 in 6. The proficiency covers all the senses.
Psionic Detection 1 slot, Ws/-2
The psionic detection proficiency works much as the metapsionic devotion psionic sense, but it is much less powerful. With this proficiency, a character uses his latent psionic activity to detect the expenditure of Psionic Strength Points around him.
When employing this proficiency, a character must clear his mind and concentrate, taking at least one full round to prepare. A successful check allows the character to detect the expenditure of any PSPs within 50 yards of his location, regardless of intervening objects. A character can maintain use of the proficiency for successive rounds, but during that time he cannot move or perform any other action. The proficiency check, however, must succeed on the round the PSPs are expended or the character detects nothing.
Psionic Detection proficiency can only inform a character that PSPs were expended within 50 yards, telling nothing more. The detecter cannot determine the number of PSPs, their source, the powers or devotions drawn upon, or the purpose ofthe expenditure (to initiate or maintain a power). The proficiency is not cumulative with other detection techniques.
Rejuvenation 1 slot, Ws/-1
This proficiency allows a character to recover PSPs while he meditates, as quickly as if he were sleeping. The character achieves a state of deep concentration, in which he focuses and regains his energies. He is still conscious and aware of his surrounding, so he does not suffer any penalties on surprise or initiative rolls, and he is not helpless if attacked. The psionicist cannot be expending PSPs while using this proficiency.
Sign Language 1 slot, Dx/0
Those who have mastered the use of sign cancommunicate among themselves without words, provided they can see each other's hands. Signing is a language unto itself; it conveys ideas that any other character with the sign language proficiency can understand, regardless of their native language.
To use sign language for an entire round, all parties involved must make a successful check. Characters who succeed can converse together foran entire minute; those who fail cannot listen. Every round of conversation requires a new check. A failed check means that either the speaker didn't perform his finger movements accurately, the listener wasn't watching closely enough, or something else blocked communication.
In some areas, signing alone is reason for imprisonment because many secret societies use secret codes similar to signing for unscrupulous activities.
Somatic Concealment 1 slot, Dx/-1
Though spell casters can mumble verbal components and hide material components in their hands or robes, somatic components are harder to hide. The somatic component of any spell, magical or clerical, is apparent to any character watching the spell caster. On New Melderyn, some spell casting is considered illegal, the ability to hide the necessary gestures become very important. If movements can be concealed, a spell can be unleashed without calling attention to the caster.
A character using the somatic concealment proficiency must announce to the DM his intention to do so at the beginning of the round. Then, when the character casts his spell, the DM makes a secret roll. A successful check indicates that anyone who could normally view the wizard doesn't recognize his gestures as magical in nature. A failed check means that all who can view the wizard see his movements for what they really are.
Street Sense 2 slots, Ch/0
With this proficiency a rogue is adept at making a good impression on underworld contacts in the less-savory neighborhoods of towns and cities, allowing him to better use the information gathering proficiency. Those whom the rogue contacts are not necessarily moved to trust the rogue using this skill, but they may decide he is worth talking to because he is so entertaining or is a person of importance. A street sense skill check can be attempted once whenever a rogue is talking to a contact. Success means that the contact becomes favorably inclined to reveal additional information to him, possibly unrelated to the rogue's inquiries, at the DM's discretion. Success also means that the contact will act positively toward the rogue in future situations, unless circumstances dictate otherwise.
Possession of this skill adds a +2 bonus to any information gathering skill checks.
Trailing 1 slot, Dx/0
Trailing resembles tracking, except tracking is associated chiefly with the wilderness, and trailing typically is used in major urban centers. It is the talent of tailing someone- keeping a certain distance or even catching up to them, though they may be attempting to blend into a crowd, or at least get lost in the confusion of a street full of people.
A propificency check is first made to see if the thief is able to trail without being noticed. If the person followed has the alertness proficiency, then the thief suffers a -5 penalty.
If the thief is noticed, the person being followed may attempt to evade. To keep from losing the trail, the thief must make another proficiency check. A modifier from -3 to +3 may be used, if the DM so chooses, to reflect how well the thief knows the area. Warn the player beforehand if you will apply the modifiers.
The DM should feel free to use situational modifiers on these rolls. For example, if a street is relatively clear, the thief should get-1 or -2 on an attempt to follow unnoticed, but +1 or +2 if he has been seen and is chasing after his subject. The opposite numbers could be used for exceptionally crowded situations, or at night.
For any trailing proficiency roll, a -3 penalty applies if the person followed has the trailing proficiency as well (and, presumably, knows better how to foil the tricks of his own trade).
Voice Mimicry 2 slots, Ch/0
Voice mimicry is the art of convincingly imitating the voices of other people. It is a very demanding skill, needing intense training of and practice with the vocal cords. For this reason it requires two nonweapon proficiency slots.
A character with voice mimicry is able to imitate any accent he has heard. Success is automatic unless people who themselves speak in that accent are his listeners; in such case, a proficiency check is required (with a +2 modifier).Thw more difficult is the imitation ofa specific person's voice. To do this, the thief must, of course, be familiar with the voice. A proficiency check is needed to determine if the imitation is detected; modifiers depend on how well the listeners know the voice that is being mimicked. Success is of course certain if the listener is a stranger, someone who has never heard the original voice. To fool an acquaintance, there is no modifier; while fooling a friend of the subject is at -2, a close friend -5, and someone extremely close (parent or spouse, etc.) is at -7.
This ability is often used in conjuncture with the disguise proficiency. Which prociency must be checked first depends on whether the character is seen or heard. If the disguise first is successful, there is a +5 modifier to the voice mimicry- the listeners have already accepted the appearance, so they are less likely to doubt the voice. If the disguise fails, it does not matter how good the voice imitation is. If the voice is successfully mimicked first it gives a +1 modifier to the disguise check.
Weapon Improvisation 1 slot, Ws/-1
Virtually anything and everything can be (and has been) used as a weapon. A character with this proficiency rolls against Wisdom to spot a useable weapon just about anywhere. A successful check means the character has found a club that does 1d6+1 damage to man-sized and smaller creatures, or 1d3+1 to larger opponents. The DM may assign modifiers for ease or difficulty of finding such a weapon: a marketplace might warrant a +2, a barren grassland a -2, and a sandy desert might annul the proficiency altogether.