695 lines
33 KiB
Plaintext
695 lines
33 KiB
Plaintext
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NON-WEAPON PROFICIENCIES
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# OF RELEVANT CHECK
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NAME SLOTS ABILITY MODIFIER Group
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Accounting 1 Intelligence 0 General
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Alternate Magics Knowledge 1 Intelligence see below General
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Battle Sense 1 Intelligence 0 Warrior
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Blazoning 1 Intelligence +1 General
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Boasting 1 Charisma +3 Warrior
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Boating 1 Wisdom +1 General
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Bureaucracy 1 Intelligence see below General
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Cryptography 1 Intelligence see below General
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Distillation 1 Intelligence 0 General
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Divining 1 Wisdom -2 Mg./Pr.
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Draftsmanship 1 Dexterity 0 General
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Dweomercraft 2 Intelligence -3 Mage
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Fencing 2(4) Dexterity n/a Warrior
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Genelogyy 1 Intelligence see below General
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Haggling 1 Charisma 0 General
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Heraldic Law 1 Intelligence -1 General
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Librarian 1 Intelligence 0 Mg./Pr.
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Magical Engineering 1 Intelligence -1 Mage
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Meditation 1 Intelligence n/a Mage
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Monster Lore 1 Intelligence see below General
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Read/Tie Quipu 1 Intelligence -1 Mg./Pr.
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Revelations 1 Intelligence 0 General
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Riding, Seaborne 2 Wisdom -2 General
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Signaling 1 Wisdom -2 General
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Street Illusion 1 Dexterity -2 General
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Specific Spell 3 Intelligence -3 Mage
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Speed Casting 2 Wisdom -2 Mage
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Strategy/Tactics 2 Wisdom see below Warrior
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Subtle Casting 2 Dexterity -2 Mage
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Teaching 1 Wisdom -2 General
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Theory of Magic 2(3) Intelligence n/a Mage
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Trailing/Tailing 1 Dexterity see below General
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Voice Mimicry 2 Charisma see below General
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Accounting
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A character with the accounting proficiency can save himself and
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his party from 11-18% (1d8+10%) of the taxes and/or levies they would
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pay on their treasure and income. The amount saved may have to be
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invested in some business or public project, but the value of the money
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would stay with the character or party (i.e., a business has a specific
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value, but it is not in currency form).
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Note that this does not necessarily exempt PC-owned businesses
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from paying income taxes... this proficiency is describing the ability
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to find some form of tax shelters.
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Alternate Magics Knowledge
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This proficiency grants a familiarity with magic that does not
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originate with conventional spellcraft. Examples of this include the
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innate abilities of fairies, demons, djinn, and other known magical
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creatures, as well as the unusual spellcasting done by dragons and
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their ilk. A successful proficiency check indicates that the wizard has
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correctly identified the source and nature of the magical phenomenon.
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The check modifier for non-mages is -1; 0 for mages.
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Battle Sense
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This proficiency allows a warrior to have a sense of what is going
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on in the battle around him. It is a proficiency that is often taken by
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combat leaders (lieutenants in militia and so forth.) The warrior can
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tell when members of his troop have taken severe wounds, when the other
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side is leading an advance or attempting to herd his group in a certain
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direction, which are the enemy leaders, and so forth. This allows him
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to give orders about troop movements while still involved in the melee
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himself. None of the above abilities require a proficiency check.
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On a successful proficiency check, the warrior can determine
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whether an area is ripe for an ambush, and which part of a terrain
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holds the advantage for combatants. This check cannot be performed
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while in melee combat.
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Blazoning
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A blazon is a formula describing exactly what a certain heraldic
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device looks like. Characters with this proficiency can reconstruct a
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coat of arms from its written description or encode an image in blazon
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form. This skill must be used to perform several other heraldic arts.
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Boasting
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Heralds use this seeming simple skill to proclaim their lord's
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ancestry and triumphs. By making a successful boast, a herald can
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improve the morale of one unit of troops by 5% (one point under 1st or
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2nd Ed. BATTLESYSTEM miniature rules). A boast can also impress other
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nobles in diplomatic missions. When a herald successfully boasts for
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his liege, give the noble +10% on reaction rolls. One cannot use
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boasting without a history proficiency that applies to the noble who is
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the subject of the boast. A person who studies both boasting and
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family history can boast effectively for himself.
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Boating
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A character with this proficiency is needed to guide a boat down a
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rapid stream or to reduce the chance of capsizing a canoe or kayak. In
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addition, a boat guided by a person with this proficiency is propelled
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at maximum speed. This proficiency is distinct from Navigation and
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Seamanship which apply to oceans, seas, or large lakes rather than
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small craft on smaller lakes and rivers.
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Bureaucracy
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A character with this proficiency gains a number of benefits.
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They know and understand the nature of how government works, and the
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paperwork that goes along with it. Each proficiency slot allows the
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character to have the knowledge of the bureaucracy of one government
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(be that a country, land, or region). The benefits are as follows:
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- Can get government permits of any kind in 50% of the time that
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it would normally take.
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- 50% base chance of getting to meet with someone in charge and
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authority within the government structure.
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-Thieves who have the Fast Talking proficiency gain a bonus of -4
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to their proficiency check when Fast Talking government officials.
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Cryptography
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This proficiency allows the character to create and break codes
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and ciphers. Reading/writing is required in order to learn this
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proficiency. Multiple slots to this proficiency are often very helpful.
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Codes and ciphers fall into four levels of difficulty (equivalent
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to the number of slots of "cryptography" taken by the person that does
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the encryption). Their specific requirements are as follows:
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Difficulty Base Breaking Time Check Modifier
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0 10 minutes +1
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1 1 day 0
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2 1 week -1
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3 1 month -2
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The person encrypting the text can use a difficulty level no
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higher than the level of cryptography proficiency he/she possesses. The
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base breaking time is the unit of time that a person must spend to have
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any chance of "breaking" the code. Each day of code-breaking must be 8
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hours of uninterrupted thought or the period must be begun anew. The
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check modifier is an additional bonus/penalty applied to breaking a
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code that is dependent on its difficulty only.
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The DM may choose to add more modifiers because of the length of
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the text or successive failures. Codes/ciphers can only be broken by a
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person familiar with the language that the normal text is in.
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If encrypted documents are to be used for general communications,
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both the encryptor and decryptor must know the key. The impracticality
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of changing keys frequently is the only thing that tends to keep codes
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in use for long enough that breaking them becomes worthwhile.
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In order to change codes, the encryptor must merely decide to. It
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is a very quick job to create a code, generally taking 4 hours per
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proficiency level. Codes should be referenced (code A, code B, etc) so
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that the DM can remember which ones are in use.
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Distillation
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This is a specialized function of alchemy which deals in
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condensing a substance to its most potent form. It allows the creation
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of various essences and extracts, and allows almost any substance to be
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concentrated. This skill can also emphasize one function or effect of
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the substance in question over another effect.
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For example, if a nightshade leaf were to be distilled, the
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distiller would have two options (or more) available to him. He could
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choose to emphasize the poisonous qualities of the leaf, which would
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result in a very concentrated substance which would cause the exact
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same poisonous effects as a large quantity of nightshade. The smell and
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taste of this essence would be reduced (might be eliminated if a 1 is
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rolled for a proficiency check) as the chemicals causing these effects
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are reduced or eliminated. If the charcter wished, however, to condense
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it such that it emphasized it's spicy flavor, rather than poisonous
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qualities, then an extract would be produced which would act as a
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strong spice, but would have only mild, if any, poisonous effects on
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the victim. A character MUST take the Alchemy proficiency first in
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order to take this proficiency.
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Divining
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When a character put a slot on this proficiency, he must chose a
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Way of Divining. He can gain as many Ways as he puts slots (one per
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slot), or he can specialize in a single Way (up to a max. of 4 slots
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per way). By means of this proficiency, the character can divine
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things, by observing the components required, which must be in sight
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(e.g. pyromancy needs a fire source). These components cannot be used
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more than in a single power per day, e.g. if a pyromaniac uses a fire
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source to detect magic means that this fire source will only function
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to detect magic that day. But another fire source can be used.
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Ways of Divination Divination By/Through/Using
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Acultomancy needles
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Aeromancy observation of atmospheric phenomena (comets, etc)
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Alectormancy sacrifice of a rooster
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Aleuromancy flour
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Alomancy salt
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Alphitomancy means of loaves of barley
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Alveromancy means of the sounds
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Amniomancy means of the caul (afterbirth that envelops the
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head of a newborn)
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Anthropomancy means of human entrails
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Apantomancy means of any objects which happen to present
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themselves
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Arithmancy means of numbers
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Armomancy means of inspection of ones's shoulders
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Aspidomancy means of drawing a circle, sitting within it, and
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chanting conjurations
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Axinomancy means of a hatchet or woodcutter's axe
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Batraquomancy frogs
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Belomancy arrows
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Botanomancy means of burning branches
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Capnomancy studying smoke
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Cartomancy means of cards (tarot...)
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Catop/Enoptromancy means of a mirror
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Causimomancy means of fire
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Chaomandy examination of the phenomena of the air
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Ceroscopy wax
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Cleromancy study of thrown black & white beans/ stones/
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bones/ dice/ whatever
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Critomancy study of viands and cakes
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Crystalomancy use of a crystal globe
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Dactylomancy rings
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Daphnomancy means of a laurel
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Emonomancy means of demons
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Eromancy a water's vessel
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Gastromancy from the belly
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Geomancy the signs of the world
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Grafology writing
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Gyromancy continually going in a circle marked by letters on
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the circumference
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Hippomancy study of movements by white horses
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Hydromancy water
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Ichthyomancy inspection of fish entrails
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Kephalonomancy inspection of the baked haed of an ass
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Lithomancy use of stones
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Margaritomancy pearls
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Myomancy rats or mice
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Necromancy means of spirits of the dead
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Onomancy a donkey
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Onychomancy studying one's fingernails
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Ornithomancy studying the flight or songs of birds
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Palmistry looking at the lines and marks on the human hand
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Pyromancy fire
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Rhabdomancy rod or staff
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Rhapsodomancy means of opening the works of a poet at random and
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reading the verse which first presents itself
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oracularly
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Sortilege lots
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Stolisomancy from observing the manner in which one dresses
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oneself
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Sycomancy the leaves of a fig tree
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Tephramancy ashes of a fire that consumed a sacrifice
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Tiromancy means of cheese
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Xylomancy means of wood found in one's path
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Powers list
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First slot - detect magic
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- detect undead
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- detect evil/good
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- detect poison
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- detect snares & pits
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- detect charm
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Second slot - detect lie
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- detect invisility
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- know alignment
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- locate object
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Third slot - augury
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- speak with spirits (as per speak with dead)
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Fourth slot - legend lore
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Draftsmanship
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This skill is used to physically draw the coat of arms. It is
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most useful when combined with a blazoning proficiency, since the
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character can then create a perfect achievement from written records.
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Without blazoning, the draftsman must work from a perfect copy of the
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achievement and is penalized by a +2 modifier on the die roll.
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Draftsmanship requires a set of paints and brushes, as well as the
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shield or other materials to be emblazoned. If the color "or" (gold)
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is to be used, a jeweler must be employed to apply gold leaf.
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Dweomercraft
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This rare non-weapon proficiency is generally only available in a
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world with a high degree of magical knowledge. It represents much
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in-depth study of metamagic (i.e. the forces which underlie magic
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itself). Hence, it usually must be learned from a university or
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academy. On a successful proficiency check during spell research, the
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wizard can reduce the time required to complete the spell by 25%. The
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expenses that would have arisen during this extra time are, naturally,
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not accrued.
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Fencing
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Fencing is a special way of fighting with a sword unlike the
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regular method. To fence a character must use a long sword, short
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sword, rapier, or scimitar only; other swords are ineligible. It is
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also impossible to fence while using a shield larger than a buckler.
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In addition, the character must already have proficiency with the sword
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before he/she can learn fencing. There are two levels of fencing, each
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costs two non-weapon proficiency slots.
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The first level of fencing allows the character to use his/hers
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sword as a piercing weapon regardless of the normal usage of the sword
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type. It also gives him a bonus of -1 on the weapon speed. The second
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level gives an additional -1 on weapon speed. Also, it allows the
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character to parry once per round and still attack normally. This parry
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is only effective against frontal or flank attacks, not rear or missile
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attacks. It gives a bonus of +1 on AC for a single attack only. The
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parry can be announced at any time, but it must be announced before the
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to hit roll.
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Fencing must be taught to the character be someone who is at least
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two levels higher in actual level than the character and at least equal
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to the fencing level that the character wants to obtain. Fencing
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masters are very secretive about their abilities and selective as to
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their students. Note that fencing proficiency is independent of the
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fighter's ability to specialize and the bonuses are cumulative.
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Genelogyy
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This proficiency allows a character to understand the genealogy
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and great deeds of a certain noble family. A separate proficiency slot
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must be used for each family studied, although this skill applies even
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to very distant relatives of the same house. History can be used as a
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minor, nonmagical form of legend lore, which is useful only for
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researching ancestors of the appropriate family. The character must
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make a successful roll to learn accurate information, modified by +1
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for every 100 years old or 100 miles distant the subject of research
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is.
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Haggling
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A successful roll allows the PC to buy an item at 10% less than
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its asked price (or 10% over the base price if selling); a roll of 4 or
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less means a 25% change. A roll of 19 or 20 means the other party is
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outraged by the last offer and refuses to negotiate further. DMs might
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require that this be role-played; naturally charming characters should
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have an edge, while PCs who are arrogant or simply demand the 'right'
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price may blow it on any die roll.
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Heraldic Law
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A character uses this proficiency to understand the nuances
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of custom and law that govern heraldry. Heraldic law not only controls
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heraldry but also regulates jousts and lethal duels. Whenever a
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character requests a special favor from the college of heralds or is
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summoned before a court of chivalry, the heraldic law skill becomes
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vital. Characters who do not have it may hire NPC lawyers to argue for
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them.
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Librarian
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This proficiency allows much knowledge on the proper handling,
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care, and filing of tomes. If a Librarian wishes to find a tome in a
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filing system he is familiar with, no roll is required. An unfamiliar
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filing system requires a proficiency check, while a library that has no
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standardized classification system calls for a check at -3 (the
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Librarian asks himself, "Where would I put that book if this were my
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library?").
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The handling of brittle tomes is best left to a Librarian. A
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proficiency check allows them to handle brittle pages without further
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damage to rare, ancient tomes.
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In addition, Librarians are experts at quick research, and can
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skim any book they could normally read at 2-4 (1d3+1) times the speed
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it would take the average person to read the tome. Because one is
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actually only looking for key words and ideas, one cannot skim one's
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spells to decrease memorization time, but it may help reduce spell
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research time at the DM's option. The skill assumes that the Librarian
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speaks the language that the books are written in, or has some similar
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method to discern the contents of the book or piece of information he
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is looking for.
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Magical Engineering
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A character that has this proficiency can determine the nature of
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a magical item more easily. He/she does this by examining the item and
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looking for clues in its composition, form, and decoration. A
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successful proficiency check indicates that the character has correctly
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identified the item. Some particularly unusual magic items would apply
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significant penalties to this roll (e.g. while a Sword +1 and Ring of
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Invisibility would have no modifiers, a Sword of Sharpness and Staff of
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the Magi might be harder to identify correctly).
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Whether or not the ability check succeeds, the character using
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this proficiency will think that he/she has correctly identified the
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item. However, if the roll fails, the DM should tell the character
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that it is something that it in fact is not.
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This proficiency also reduces the amount of time needed to
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construct a magical item by a percentage equal to the intelligence of
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the wizard.
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Meditation
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|
|
||
|
The meditation non-weapon proficiency allows a bonus to all
|
||
|
intelligence checks if they follow an hour of meditation. For example,
|
||
|
if a wizard wanted to use his Magical Engineering proficiency on a
|
||
|
ring, he would get a +1 bonus to his intelligence check if he spent an
|
||
|
hour beforehand meditating on the problem.
|
||
|
The method of meditating varies considerably from wizard to
|
||
|
wizard. For some, it involves measured breathing while in lotus
|
||
|
position -- for others, it means puffing silently on a pipe while
|
||
|
watching the clouds. It is up to the player and DM to come up with an
|
||
|
appropriate meditation method.
|
||
|
|
||
|
|
||
|
Monster Lore
|
||
|
|
||
|
The character has learned the legends, lore and history of
|
||
|
monsters. The knowledge is vague and possibly incorrect. However, the
|
||
|
knowledge acquired gives the character a helpful clue to a newly
|
||
|
encountered monster. The clue could be the name of the creature,
|
||
|
special ability of the creature, way of defeating the creature, or
|
||
|
other interesting tidbit of information. Because the knowledge is based
|
||
|
on legends and lores, the information may be exaggerated or even
|
||
|
incorrect.
|
||
|
The check modifier is based on the frequency of the monster (i.e.
|
||
|
the likelihood the creature is encountered).
|
||
|
|
||
|
very rare -4
|
||
|
rare -3
|
||
|
uncommon -2
|
||
|
common -1
|
||
|
|
||
|
The modifier may be adjusted for environment. For example, an elf
|
||
|
encounters a unicorn in the woods. Because he is in his personal locale
|
||
|
the modifier is adjusted +1. This can work against the character as
|
||
|
well. If the elf was on a ship in the middle of the ocean, he would
|
||
|
suffer an adjusted -1 modifier.
|
||
|
|
||
|
|
||
|
Read/Tie Quipu
|
||
|
|
||
|
The character can read and tie quipus. Quipus are a means of
|
||
|
recording information by the use of knotted strings of differing colors
|
||
|
and lengths. Since each culture ties their quipus uniquely, the
|
||
|
character must select the language in which he is proficient; examples
|
||
|
are Common, Elven, and Halfling. Other options may exist to these
|
||
|
standard languages, such as the dialect of the merchant houses, at the
|
||
|
DM's discretion.
|
||
|
Whenever, a PC attempts to read or tie a quipu, a proficiency
|
||
|
check must be made. When tying a quipu, characters add any
|
||
|
reaction adjustment for high or low dexterity as an additional
|
||
|
check modifier; for example, a PC with a DEX of 17 would need to
|
||
|
roll under his INT +1 (-1 + 2). A failed check means that the
|
||
|
quipu is unreadable by that character until he gains a level or
|
||
|
that the quipu has been tied incorrectly and is unreadable. On a
|
||
|
roll of 20, the character misreads/misties the quipu in such a
|
||
|
manner that the mistake is undetectable and results in an outcome
|
||
|
to the character's detriment (e.g., a spell memorized from a
|
||
|
mistied quipu might not function or have the reverse effect).
|
||
|
Additional languages may be added by devoting more slots.
|
||
|
This proficiency does not convey the ability to read quipus from
|
||
|
ancient cultures.
|
||
|
This nonweapon proficiency was written for the Dark Sun setting,
|
||
|
where wizardry magic is illegal and paper more scarce than water.
|
||
|
While originally designed for Dark Sun, it is quite transferable to
|
||
|
other settings (e.g., you're not having that barbarian witch-doctor
|
||
|
using a paper spellbook are you? tsk-tsk).
|
||
|
|
||
|
|
||
|
Revelations
|
||
|
|
||
|
Coats of arms reveal a myriad of details about their owners, and
|
||
|
this skill lets a character learn them. A character who makes a
|
||
|
successful revelations check can learn about any of the following
|
||
|
features of an arms-bearer: alliances, marriages, conditions of birth
|
||
|
(rank of family and order of birth), disgraces, magnitude of political
|
||
|
authority (offices held, size of land, etc.), and triumphs. This
|
||
|
includes any major exploits of the armsbearer or his ancestors. For
|
||
|
game purposes, it lets heralds roughly determine a character's
|
||
|
experience level.
|
||
|
|
||
|
|
||
|
Riding, Seaborne
|
||
|
|
||
|
A character with this proficiency may ride either a sea horse,
|
||
|
hippocampus, or other sea-creature (must specify which). The
|
||
|
proficiency allows him to steer the mount with his knees and urge it to
|
||
|
greater speed, as with the other riding proficiencies. This skill is
|
||
|
exempt from the restriction that clerics of Poseidon ride only horses.
|
||
|
|
||
|
|
||
|
Signaling
|
||
|
|
||
|
Herald's play a vital role in war. A shouting army commander
|
||
|
cannot be heard on a battlefield, so orders must be broadcast to the
|
||
|
units with flags, drums and shrill horns. A herald with this
|
||
|
proficiency can communicate over a distance of one mile, or as far away
|
||
|
as banners can be seen, whichever is greater. Refer to the Wilderness
|
||
|
Survival Guide p. 72-75. Obviously, big banners can be seen from far
|
||
|
away, so many kings regulate the size of their vassals' standards to
|
||
|
hinder rebellion. In the BATTLESYSTEM rules, it is easiest to simply
|
||
|
assume that signaling always works, unless there is some interference
|
||
|
such as an imposter herald or bad weather. However, when an army is
|
||
|
being raised in the campaign world, each brigade commander or army
|
||
|
commander must find someone with the signaling proficiency. Signaling
|
||
|
might also be useful during any standard adventure.
|
||
|
|
||
|
|
||
|
Street Illusion
|
||
|
|
||
|
Street illusion allows the character the ability to perform
|
||
|
tricks that involve the palming of small items. He or she can make
|
||
|
such an item (no larger than a knife) appear to vanish, and then
|
||
|
to make the item appear wherever the character can reach (pulling
|
||
|
the coin from an ear or something) on a successful proficiency check
|
||
|
(with the -2 penalty). By using flash powder (available for 1 sp per
|
||
|
dose), the character can add +1 bonus.
|
||
|
The character can also do many card tricks and is able to run
|
||
|
a game of 3-card-monte on a successful check.
|
||
|
If the character uses this ability to entertain at a bar or
|
||
|
to peasants on the street, he or she can add +1 to encounter rolls
|
||
|
as the people are taken to like the person doing such nice tricks.
|
||
|
In combat, the character can appear unarmed, but can pull a
|
||
|
knife or dagger that was palmed if need be. It is recommended that the
|
||
|
player uses imagination as to just what the character can do with this
|
||
|
proficiency.
|
||
|
|
||
|
|
||
|
Specific Spell
|
||
|
|
||
|
This very special non-weapon proficiency represents that a wizard
|
||
|
might, through much study and dedication, be able to specialize in a
|
||
|
spell in the same way that a fighter can specialize in a weapon.
|
||
|
Wizards can only specialize in a given spell once, and they can never
|
||
|
begin at first level specialized.
|
||
|
When the wizard first decides to specialize in a particular spell,
|
||
|
he must decide what component of the spell he wishes to emphasize.
|
||
|
This can never be changed.
|
||
|
|
||
|
Offensive Spell: 1) Reduce target's saving throw by 1.
|
||
|
2) +1 point of damage per die.
|
||
|
|
||
|
Any Spell: 1) Increase duration by +50%.
|
||
|
2) Increase range by +50%.
|
||
|
3) Increase area of effect by +50%.
|
||
|
|
||
|
Note that some spells can have any of these applied (e.g. Melf's
|
||
|
Minute Meteors), while others cannot. For instance, any spell with an
|
||
|
"instantaneous" or "permanent" duration cannot be increased by +50%.
|
||
|
Likewise, a spell with a range that is either "0" or "touch" cannot
|
||
|
have its range improved by +50%. Finally, a spell with an area of
|
||
|
effect of "caster only" cannot be increased.
|
||
|
|
||
|
|
||
|
Speed Casting
|
||
|
|
||
|
This proficiency, taken once, allows the wizard to reduce the
|
||
|
initiative modifier of any spell by one if he/she makes his/her
|
||
|
proficiency roll. If the wizard has chosen this proficiency more than
|
||
|
once, he/she must make a proficiency roll for each level of speed
|
||
|
casting he/she possesses. This proficiency cannot be taken more than
|
||
|
three times, and no spell may have its initiative modifier reduced
|
||
|
below one.
|
||
|
Examples of use: The wizard in these examples has three levels in
|
||
|
speed casting and a wisdom of 13 (thus, he has a +1 modifier because he
|
||
|
has three levels of speed casting).
|
||
|
|
||
|
Example one: The wizard wants to cast Chaos (initiative modifier
|
||
|
of 5). He rolls a 10, 5, and 13. Since he made all
|
||
|
of his proficiency checks, the initiative modifier
|
||
|
on Chaos is reduced to 2.
|
||
|
Example two: Again, the wizard wants to cast Chaos. This time,
|
||
|
he rolls a 12, 2, and 20. The Chaos spell has its
|
||
|
initiative modifier reduced to 3.
|
||
|
Example three: This time, the wizard rolls a 5, 19, and 4. Since
|
||
|
the second roll failed, it does not matter what the
|
||
|
third roll was (in this case, it would have
|
||
|
passed). The Chaos spell has its initiative
|
||
|
modifier reduced only to 4.
|
||
|
|
||
|
Spells that have an explicit casting time instead of an initiative
|
||
|
modifier are in no way speeded up by this spell.
|
||
|
Design note: Wisdom is the relevant ability here because it was
|
||
|
felt that mental toughness and concentration are required to rush out
|
||
|
the spell without distraction, rather than memory or analytical ability
|
||
|
(i.e. intelligence).
|
||
|
|
||
|
|
||
|
Strategy/Tactics
|
||
|
|
||
|
A character with this proficiency understands strategies and
|
||
|
tactics of large scale combat. The character can predict the actions of
|
||
|
armies in combat. The parties are generally of more than 20 men, and
|
||
|
must be under command, acting in unison, and with intelligence. It is
|
||
|
impossible to predict the actions of a mob or any other party that acts
|
||
|
without direction. A successful proficiency check allows the character
|
||
|
to hear the plans of the enemy before making his/hers own. A new check
|
||
|
must be made each round. When leaders with this proficiency are
|
||
|
attempting to outguess each other, the DM makes secret checks for each
|
||
|
leader. The leader with the highest margin of success gets the real
|
||
|
information, the other general gets false information.
|
||
|
The character can set successful ambushes with a proficiency roll
|
||
|
at a -1 penalty. He/she can also avoid ambushes by making a check at
|
||
|
-3, thus negating the ambush and the surprise.
|
||
|
The proficiency is also somewhat useful in single combat
|
||
|
situations. The character gains a +1 on his/hers surprise roll due to
|
||
|
his/hers alertness in combat situations.
|
||
|
In addition, because soldiers appreciate professionalism, armies
|
||
|
lead by someone with this proficiency add +1 to their morale.
|
||
|
|
||
|
|
||
|
Subtle Casting
|
||
|
|
||
|
A wizard with this proficiency can cast spells so sneaky that no
|
||
|
observer can detect any somatic spell components unless they make a
|
||
|
successful Spellcraft proficiency check. If the wizard combines this
|
||
|
with a Vocalize spell, the only outward sign that he is casting a spell
|
||
|
might be the visible effects of the spell itself.
|
||
|
|
||
|
|
||
|
Teaching
|
||
|
|
||
|
The Teaching proficiency allows a character who is not specialized
|
||
|
in a skill to teach that skill to others. The teacher must still be
|
||
|
proficient in the skill that is to be taught. For example, a character
|
||
|
that has the Teaching, Swimming, and Longsword proficiencies can teach
|
||
|
others to swim and to be proficient (but not specialized) in fighting
|
||
|
with a Longsword.
|
||
|
When attempting to teach a skill (thieving skill, weapon
|
||
|
proficiency, NWP, new spells, access to new spell levels) to another,
|
||
|
the character with the Teaching proficiency must roll a Teaching
|
||
|
proficiency check at the end of each day. The teaching is complete as
|
||
|
soon as a check is made for a particular skill. The teacher can attempt
|
||
|
to impart no more than one skill at a time.
|
||
|
When a character that has the Teaching proficiency also has Animal
|
||
|
Training, the training time for the animal is cut in half.
|
||
|
The Teaching proficiency is not self-referential. That is, to
|
||
|
teach the Teaching proficiency, a character must have devoted at least
|
||
|
two slots to the Teaching proficiency.
|
||
|
|
||
|
|
||
|
Theory of Magic
|
||
|
|
||
|
This proficiency represents an extensive study of the general
|
||
|
theory of magic, and requires access to a magical library (see notes on
|
||
|
spell research in DMG). The effect is to move the mage up one point of
|
||
|
Intelligence with respect to the 'Chance to Learn Spell' column in
|
||
|
Table 4 of the PHB, page 16.
|
||
|
A second study of this proficiency will require 3 slots, twice the
|
||
|
time, and five times the cost, but will also include at least one
|
||
|
"publishable result" that the mage might take advantage of (see
|
||
|
Academician, from CWHB).
|
||
|
Optional: Theory of Spellpower, Theory of Spellbooks, which are
|
||
|
similar to the above proficiency, except that they apply to the Spell
|
||
|
Level, and Max. # of Spells/Lvl columns, respectively.
|
||
|
|
||
|
|
||
|
Trailing/Tailing
|
||
|
|
||
|
This is basically tracking in major urban centers. It is the
|
||
|
talent of tailing someone or catching them. A proficiency check is made
|
||
|
to determine if the character is noticed. This is made at -5 if the
|
||
|
target has the Alertness proficiency. If the character is noticed the
|
||
|
target may attempt to evade requiring another check at -3 to +3. The DM
|
||
|
may apply situational modifiers such as for clear or crowded streets.
|
||
|
For any Trailing proficiency roll, a -3 penalty applies if the person
|
||
|
followed has the Trailing proficiency as well.
|
||
|
|
||
|
OR
|
||
|
|
||
|
This skill involves tracking in cities. By keeping the subject in
|
||
|
sight without being noticed, the character can follow him with a base
|
||
|
chance of 10% plus 5% for each level after the 1st. If the character
|
||
|
fails his roll, he may make a second one, at +4 to pick up the trail
|
||
|
again. On a 19 or 20, the victim knows he's being shadowed; if the
|
||
|
victim tries to shake the tail, roll again at +6.
|
||
|
|
||
|
|
||
|
Voice Mimicry
|
||
|
|
||
|
A character is able to imitate any accent he has heard. Success is
|
||
|
automatic unless his listeners speak the language imitated; in such
|
||
|
cases a proficiency roll is required with a +2 bonus. When imitating a
|
||
|
specific voice, success is automatic against strangers, there is no
|
||
|
modifier to the check when dealing with acquaintances of the person
|
||
|
imitated, -2 to fool a friend, and -5 to fool a close friend. If a
|
||
|
disguise is first successful then a +5 bonus to the voice mimicry roll
|
||
|
is applied. If voice mimicry is successful then there is a +1 modifier
|
||
|
to the disguise check.
|